What Eddie Plays
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Is there not a contradiction between wanting to teach the player not to hang around at the same depth too long and also having an infinite number of levels of that depth that you can play?
Force descent is supposed to be very difficult and I'm sure that some people could beat it even with just 50 levels. The game is too easy at the moment.
Angband has always had an issue of being too long: the original devs decided "let's just double the number of levels there are in Moria!" but they failed to come up with enough meaningful content to fill those levels.Leave a comment:
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Putting quotes around half the words in your post serves more to disparage your point than your opponent's.
Infinite non-persistent levels have the advantage of being infinite and non-persistent. What do I mean by this blatantly obvious statement?
You get to choose the levels you play, Angband gives you that power, and that is really cool in its own way. Angband primarily fails here because sometimes the level you want to play is 10 levels deeper than the level you are on, and unless you are stashing ?Deep Descent or can cast Stair Creation, getting down there is a pain.
If you want to play a roguelike game where more levels are interesting, Brogue and Infra Arcana do this excellently. Limiting Angband to 127 persistent floors per character is making it into pseudo-IronmanBand and doesn't solve any of the issues you have with it. You can still get a bunch of uninteresting floors, you're just more likely to have to play them.
Making Angband a 50 non-persistent floor game is a much more approachable topic though. I wouldn't be adverse to trying that out. But I could also see how it would heavily disrupt the balance of force_descent (by which I mean probably destroy it).
Force descent is supposed to be very difficult and I'm sure that some people could beat it even with just 50 levels. The game is too easy at the moment.Leave a comment:
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Check out Comp 181, won by PowerWyrm. An experiment with a reduced size game - with forced descent, 50 dungeon levels, and smaller dungeon dimensions, view range, and missile ranges.Leave a comment:
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Please don't play the "not-a-roguelike" card again. The "definition" is highly contentious (at best) and IMO... almost entirely vacuous unless you're going for really generic elements like "random monsters", "random fights", "random maps", "permadeath". Games exist for pleasure, fun, challenge, etc. but not to fit some definition of "Genre-X". If you're missing "challenge" (as I suspect you are), you say so instead of "not roguelike".
Well I could agree with that, but surely there is a better way than packing half the levels with annoying monsters. Maybe make those levels that are currently best off skipped interesting in their own way. Or we could reduce the number of levels to say 50 and only have one each level generated once.
I just have trouble with the idea that the game has boring levels and so the solution is to fill them with even more boring monsters to tell the player not to play them.
You get to choose the levels you play, Angband gives you that power, and that is really cool in its own way. Angband primarily fails here because sometimes the level you want to play is 10 levels deeper than the level you are on, and unless you are stashing ?Deep Descent or can cast Stair Creation, getting down there is a pain.
If you want to play a roguelike game where more levels are interesting, Brogue and Infra Arcana do this excellently. Limiting Angband to 127 persistent floors per character is making it into pseudo-IronmanBand and doesn't solve any of the issues you have with it. You can still get a bunch of uninteresting floors, you're just more likely to have to play them.
Making Angband a 50 non-persistent floor game is a much more approachable topic though. I wouldn't be adverse to trying that out. But I could also see how it would heavily disrupt the balance of force_descent (by which I mean probably destroy it).Last edited by nikheizen; November 9, 2016, 12:12.Leave a comment:
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I just have trouble with the idea that the game has boring levels and so the solution is to fill them with even more boring monsters to tell the player not to play them.Leave a comment:
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In all seriousness, the way I'd implement "achievements" is just a notice board in town that you could check if you so chose. It could also be displayed as a dump option on character death, and something you could check on the info screen (where you can see the other town stuff).Leave a comment:
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Please don't play the "not-a-roguelike" card again. The "definition" is highly contentious (at best) and IMO... almost entirely vacuous unless you're going for really generic elements like "random monsters", "random fights", "random maps", "permadeath". Games exist for pleasure, fun, challenge, etc. but not to fit some definition of "Genre-X". If you're missing "challenge" (as I suspect you are), you say so instead of "not roguelike".Last edited by AnonymousHero; November 9, 2016, 00:32.Leave a comment:
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Giant hound packs do a great job of teaching players to leave the level; unfortunately they do this by convincing them to leave the game and move onto one that is not quite so silly.Leave a comment:
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I would kinda hoping to have some fun on the way to the final battles.Leave a comment:
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I believe what you're looking for is the Berlin Interpretation.
(the whole "what is a roguelike" discussion is basically a can of worms the size of New Jersey)
In my mind the only thing that matters is the players enjoyment!
Are we having fun yet?Leave a comment:
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I guess what I am saying is I don't think RL's can be pigeonholed into any particular style. Very few rules are universal. Permadeath might even be debateable....but I think I'd agree with that one<grin>. I used to think random non permanent levels was a defining characteristic...but there are examples that go against this(ADOM).
(the whole "what is a roguelike" discussion is basically a can of worms the size of New Jersey)Leave a comment:
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Other classic RL's seem to actually encourage the distractions. I'm thinking Nethack here. I'll never forget being chased around a level by a bunch of Keystone cops back in the day.
Both have their pluses and minuses but I don't think you can pigeonhole RL's this way.
I've often thought of Angband and Moria as more of a wargaming style of RL, whereas Nethack feels like more of a roleplaying style.
And then there's Dwarf Fortress, which from what I can tell is more of a civ sim.
I guess what I am saying is I don't think RL's can be pigeonholed into any particular style. Very few rules are universal. Permadeath might even be debateable....but I think I'd agree with that one<grin>. I used to think random non permanent levels was a defining characteristic...but there are examples that go against this(ADOM).
I actually prefer a game that can be played many different ways...with no preordained "best" solution.
Don't crucify me...I know I'm new and opinions are probably deep seated around here!Leave a comment:
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