You should be taking some game turns to pick locked doors, even though the real time delay is infinitesimal. As for lockpicks, I guess the thinking is that if they existed, you would HAVE to carry them. So everybody would. So what would be the point?
In addition to this, they would be very, very tiny. Say a 0.1 lb of weight? yeah, they would take a slot and the slots are limited, but... Don't you remember how this was solved in Nethack? There was boxes. So one could have additional slots in his inventory. Isn't it cool?
Jamming and bashing used to exist, but were removed for reasons of tediousness. If you want to play with them, you can download one of the v3.3 versions from rephial.org and see what you think.
Without locked doors and hardness of opening them the game appears to be a bit... arcadeous. Just slash'em'up or something... No intrigues "what is lying behind that door?", no hard efforts trying to open it, no finding a key...
I take your point though, that some monsters get through locked doors too easily. I suppose you would expect a sneaky hobbit (a burgler maybe?) to pick a lock in seconds and a massive Mumak to walk through one without even noticing, but a human acolyte? A firefly?
Really, in that stage I see no sense in these doors.
Angband has COOL UI.
Nethack has cool gameplay (and very non-friendly interface). A bit cooler then Angband 4.0, I regret to say
Plus, is it possible to modify the game or wait for an official release with appropriate changes... I would like to see currently available cool interface along with non-single-dungeon gameplay. ZAngband offers open spaces, but lacks many cool stuff that are present in Angband 4. I'm not even speaking of UI...
ADOM offers them too, but it is not possible to play it. Its movement is very slow down and I can't help it. It has even cooler gameplay than Angband, though. All those talents, backstabs. There aren't any dependencies in Angband between which item I'm using and which stats I have? Except of Strength or Dexterity, or something maybe. I mean exactly item-regarding stats. Affinity with bows, affinity with swords... all that glitz. One can play half a game with a dagger and then abruptly buy a super-battle-axe and nothing changes except of damage points.
By the way. Why all the merchants refuse to pay me in gold for everything? They agree to get an item when I press 's' (sell) but all these items are marked as '0 au'. I'm just giving them stuff.
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