do you guys use staves?

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  • Cuboideb
    replied
    For me, the Phoenix has the same level of danger than the Tarrasque. I think TO is okay as is now. In the old age it was a beam, and that was a bit too much.

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  • moosferatu
    replied
    Originally posted by Sideways
    For most characters TO already doesn't work every time, due to device and spell fails. Much of the time, rather than increasing the difficulty, that just encourages the use of hockeysticks and asymmetrical LOS to keep TO safe; and making TO less reliable would encourage it even more.
    I just lost a character to The Phoenix because my first attempt to TO failed.

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  • Ingwe Ingweron
    replied
    Originally posted by Grotug
    I've posted a lot of videos of my playing style. It would be really fun and informative to see some other peoples' playing styles from this site.
    It's pretty easy, just watch some games on Angband.live. Also, watching Fizzix's "Let's Play Angband" series on YouTube, although dated now, was a huge contributor to improving my ability to play the game.

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  • Grotug
    replied
    I've posted a lot of videos of my playing style. It would be really fun and informative to see some other peoples' playing styles from this site. Windows 10 has built in screen recording software. Just press "Microsoft button" and "G" simultaneously to bring up the recording software while playing Angband.

    I say this because I thought some of the videos I posted of me trying to find alternatives to getting dangerously guarded items without TO were entertaining. I know they were for me, even if the tactics I was forced to adopt were too dangerous to reliably attempt regularly.

    Since not everyone is interested in or has means for editing 1 hour long Angband videos, time stamps are an easy way to highlight the interesting parts of a video once it's uploaded to YouTube. Just add #t=10m15s to the end of a youtube url to have the video start at the 10 minute 15 second mark.

    It might even be fun to have friendly Youtube Angband competitions on here for who can post the most interesting/exciting/entertaining Angband videos.

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  • spara
    replied
    Originally posted by Nick
    There are no teleport squares possible, but they only stop the player from teleporting. Also the levels where they get used are currently not operational.
    Looking forward to these. And wasn't there a curse that prevented teleport? Maybe that could be rarely seen on intelligent monsters too. I mean, if this TO mechanic needs some nerfing with more or less logical explanations.

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  • Nick
    replied
    Originally posted by spara
    I just leave this here: Anti-TO-zones
    There are no teleport squares possible, but they only stop the player from teleporting. Also the levels where they get used are currently not operational.

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  • spara
    replied
    I just leave this here: Anti-TO-zones

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  • Sideways
    replied
    For most characters TO already doesn't work every time, due to device and spell fails. Much of the time, rather than increasing the difficulty, that just encourages the use of hockeysticks and asymmetrical LOS to keep TO safe; and making TO less reliable would encourage it even more.

    Frog/Pos do have TO resistance and even TO immunity, but I don't think they would work very well in the V context. Too much of V is balanced around current TO mechanics; the danger of one-shotting aside, vaults are extremely common in V, and since sneaking and deep diving are a lifestyle to many V players they aren't going to raid them by murdering everybody.

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  • fph
    replied
    It is just a matter of styles. There are two opposite game styles: one with one-turn kills and one-turn escapes, like current Angband; one without one-turn kills and without one-turn escapes, like Sil.
    Mixing the two styles becomes problematic.

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  • mrfy
    replied
    Originally posted by Sky
    TO should be subject to a save, in my opinion. Too much of the game relies on waiting for *something* to come around a corner and getting teleported. It's so common, i have a keybind for "teleport nearest target".

    Even with save, it would still be powerful, it just means you'd have to TO 3/4 times a high unique before it works.
    I disagree. With the increase in danger from summoners, we need TO to work every time.

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  • archolewa
    replied
    Originally posted by Sky
    Even with save, it would still be powerful, it just means you'd have to TO 3/4 times a high unique before it works.
    Which risks throwing them into the "lets just skip this level category" when they have some sort of nasty spell or breath, or worse have a higher speed. Not exactly rare if you are raiding a vault or diving aggressively.

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  • Sky
    replied
    Slow is still very useful because it ALWAYS debuffs EVERYTHING. Doesnt debuff *that* much, but when you add a potion of speed to a rod of slow, you get a sensible bonus in just about every fight. I Slow even Morgoth.
    No save - no immunity.

    TO should be subject to a save, in my opinion. Too much of the game relies on waiting for *something* to come around a corner and getting teleported. It's so common, i have a keybind for "teleport nearest target".

    Even with save, it would still be powerful, it just means you'd have to TO 3/4 times a high unique before it works.

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  • archolewa
    replied
    Originally posted by mrfy
    Given the dangers in the mid to late game, we need TO the way it is now. Especially with more monsters and uniques summoning others. I can usually deal with one ringwraith but multiple ones is too much, for example.
    Yeah, without reliable TO, pretty much every summoning unique becomes a "LOL nope" unless you're tough enough to melee in an anti-summoning corridor (you know, unless you're one of the classes that doesn't already have as reliable TO). Also, Morgoth would have to be massively reworked.

    Also, I'm kinda skeptical that removing TO would make for more interesting tactics. Lure and teleport sounds *way* too dangerous to ever be worth attempting. And lure and destruct is still useful today because TO requires you to be in line of sight and you can only teleport one at a time (neither of which applies to Destruct). Sure if you're playing a mage or thief with their crazy stealth scores, that almost doesn't matter (except for pits), but priests don't tend to have quite the stellar stealth scores in my experience. However, lure and destruct is more tedious, so it's usually only worth doing against undead pits, and maybe the occasional vault. Forcing you to luse lure and destruct everywhere we use TO now sounds like a recipe for an extremely tedious endgame.

    To me Angband is all about picking your battles, and TO is a big part of that. I'd be very sad if we minimized it.

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  • Werbaer
    replied
    Originally posted by luneya
    Yeah, wands of wonder can be nifty in the early game, though I've never really gotten the full mage experience; I prefer melee characters. The spell version was overpriced to the point of uselessness (with the old classes; it was dropped from the current mage spellbooks). Someday I'd like to try playing an old-style mage with the preference files edited so that wonder is only a 3 mana spell like the standard bolts (and probably available at a lower level), and see whether being able to spam wonder would be game-breaking or just useless.
    Frost bolt used to cost 6 mana; fire bolt 9 mana. Compared with that, Wonder wasn't overpriced. But the cost of direct damage spells has been greatly reduced somewhere in the 3.x series.

    (which is a good thing; in old times, i used to kill ancient Dragons with Magic Missiles, since the other spells cost too much mana)

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  • mrfy
    replied
    Originally posted by Grotug
    Otherwise, I use a staff of light early on, and cure light wounds to cut down on turncount (pick it up, use it liberally, drop it)
    Btw, you can use the staff from the floor without picking it up and then dropping.

    Recently I've taken to wands and rods of slow monster as they work on sooo many targets. I sort of see why, now, that these were nerfed in earlier versions of the game as they are quite powerful, especially since you can recharge wands an infinite number of times for ~650 gold in the shop.
    I didn't realize they could be recharged in the magic shop, thanks! I've been using too many recharging scrolls.

    And yes, Slow Monster is now very useful.

    I've been maintaining for awhile that Teleport Other is overpowered and the game would be more fun if the game was slightly less dangerous and TO removed or made super rare like rods of speed. This would require more creative tactics for getting at stuff inside well guarded vaults, such as luring and destructing or luring and self teleporting.
    Given the dangers in the mid to late game, we need TO the way it is now. Especially with more monsters and uniques summoning others. I can usually deal with one ringwraith but multiple ones is too much, for example.

    Leave a comment:

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