What Eddie Plays
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Not only that, the hounds didn't even successfully serve the purpose of forcing players to descend. They just forced players not to hang out in specific ranges of levels where they were the most common.Comment
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Going to have to disagree. It doesn't take nearly so many hounds to be discouraging. The difference is it is less tedious to get thru when you really need to. If you want to make them more challenging, do it with better AI, not ridiculously large groups. (I used to pick up well over 100k EXP from a single pack of chaos or ethereal hounds. Just over the top.)Comment
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At least Ethereal Hounds swarm you, which makes them a much more interesting enemy to deal with. I wouldn't mind huge packs of Ethereal Hounds so much; they'd be a good match to the huge packs of Dreads that sometimes show up.
The other hound types are mostly just an introduction to what the different elements do; beyond that, once you know how to handle one hound type, you can use the same tactics on the other types.Comment
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I nerfed hounds a bit in my own way, so it's fair to say that I'm not entirely on board with 3.0, but I'm less on board with 3.1+.
I will state that the numbers of *summoned* hounds in 3.0 are absurd. I'm not entirely insane.Comment
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That's a different problem. My opinion remains consistent on this. A fixed amount of exp per monster type killed is my answer. I play with 1 exp per monster type killed and 1 exp per flavor learned, which works fine. I wouldn't necessarily argue with a different ratio for kills vs learning.
I nerfed hounds a bit in my own way, so it's fair to say that I'm not entirely on board with 3.0, but I'm less on board with 3.1+.
I will state that the numbers of *summoned* hounds in 3.0 are absurd. I'm not entirely insane.Comment
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Come on. You and I both know what kind of game play hounds in 3.0.x produced. Every single level you had to sit around the corner and wait for each hound to individually poke its head around so you can snipe it. It's not fun, it's tedious. The only difficulty it really introduced was in overcoming the urge to just quit the game and play something else.
Not only that, the hounds didn't even successfully serve the purpose of forcing players to descend. They just forced players not to hang out in specific ranges of levels where they were the most common.
Dealing with hounds wasn't just boring but incredible time consuming.
If we want to teach the player not to explore/clear an entire level (and I'm not sure we do actually want that, what's wrong with clearing levels?) then we could do it by having harder monsters come up the stairs from lower levels after being on a level too long. Or have ethereal creatures slowly drift in from the edges. Anything but hundreds of hounds every level.Comment
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Ideally at the time a player figures out that they can flee levels, they'll also figure out that they aren't really missing anything important by doing so, either -- whatever was on the level that they didn't see, will be replaced by equivalent content on the next level. Nothing in Angband is ever lost unless you're playing no-preserve mode, and the only time fleeing a level has any remotely significant penalty is when you're playing forced-descent. Even then you have something like twice as much game content as you actually need to put together a winning build.Comment
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So Sil also uses a similar EXP scheme to Eddie's (although there exp gained is halved for each monster killed). I think it works reasonably well for Sil. We could think about something like that for angband. The trick will be to make things like dropless monster packs less frustrating to deal with.Comment
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So Sil also uses a similar EXP scheme to Eddie's (although there exp gained is halved for each monster killed). I think it works reasonably well for Sil. We could think about something like that for angband. The trick will be to make things like dropless monster packs less frustrating to deal with.
The reward doesn't even necessarily need to be experience, if you can think of something else that would work mechanically. I mean, you could make it be something like "+.1 to the level of the next dropped item" if you could figure out a way to explain that that didn't sound gamey as hell.
I guess what I'm trying to say is, player psychology is weird.Comment
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It might suffice to give players a completely nominal reward -- that is, one that has almost no gameplay significance but is still something. I mean, people don't really complain much about killing packs of Fire Hounds even when they're level 40 and the 10 XP (or however much it is) per hound is completely swamped by a single young dragon, let alone an actually significant threat.Comment
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Marginally more seriously, maybe once you kill enough of a type of monster, they start running away from you and refusing to attack you (including casting spells). The game could still generate them (to avoid throwing the composition of the dungeon out of whack) but they wouldn't be a threat any more. I imagine players would probably enjoy seeing the hordes of orcs flee from their terrible visage.
Just make sure to give such terrified creatures the ability to swap places with other monsters, so they don't gum up the dungeon.Comment
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One reason I play Angband and not LoL or other games that are designed around "teaching players" and psychology is that it doesnt constantly annoy me with achievements I dont care about or - heaven forbid - popups. If you go that route, you should also consider using popups!
The red dragon breathes fire. You die. Popup a window, telling you: "You have gained the achievement: burnt to a crisp. In Angband, certain monsters use elemental attacks. To protect from that, use an item that gives resistance to that element."
If you want to teach players, you can write a guide or make a "lets play", why would you want to change your game and annoy everyone else who is not interested in your teachings ? A tutorial mode is one thing, but altering all of the game for the purpose of teaching sounds like a very bad idea to me.
Try to make the best game you can and let the players worry about how to play it. They will surprise you.Comment
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One reason I play Angband and not LoL or other games that are designed around "teaching players" and psychology is that it doesnt constantly annoy me with achievements I dont care about or - heaven forbid - popups. If you go that route, you should also consider using popups!Comment
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