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Since: Nov 12, 2007 Posts: 194
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(Msg. 16) Posted: Fri Jan 04, 2008 6:01 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>nethack (more info?)
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On 2008-01-04, John H. <JohnWH RemoveThis @gmail.com> wrote:
> Does it make sense to infallibly provide such a game-altering reward
> for completing a branch that amounts to solving sliding-block puzzles?
I think this is more properly stated as two questions in one:
1. Does it make sense to provide reflection so early in the game?
2. Does it make sense to have a branch only nominally related to Nethack
in the first place -- i.e. a sliding block puzzle?
> I think Sokoban is great, but should be ignorable. People who don't
> want to mess with it should be able to skip it, but as-is, both prizes
> are strong enough that even people who hate it feel compelled to try.
A number of people complete all but the last, and if they recognize the
bag of holding level, they just skip it. The reflection is a far
greater prize in vanilla, giving near-immunity to so many attacks.
It nearly (but not quite) replaces fire, cold, and sleep resistance, and
for all worthwhile purposes it provides disintegration resistance.
Stashing is easy in comparison to surviving the wand-of-sleep and
wand-of-death scenarios effortlessly.
> A few of the things on the light might be considered even better items
> than a bag of holding or amulet of reflection, but by randomizing the
> item, it'd feel less of a duty to complete Sokoban.
I think you will find that people still complete it, but bitch a lot
more. As long as you provide the possibility of such a great reward for
such a little degree of effort (memorizing solutions or reading from
spoilers as they move), people who are trying to win will still feel
compelled to do Soko.
Actually, to be fair, people will do Soko regardless -- the food
rations, wands, and rings are in some cases more of a prize than the end
item. So this really becomes not two questions, but just #2.
> Vlad's Tower has a couple of items that could be usefully replaced with
> random loot,
The amulet of life saving and water walking boots are excellent choices
for Vlad's, IMO -- they aren't something the player critically needs
UNLESS the player critically needs them, in which case they're a huge
sigh of relief.
The amulet of life saving isn't ever a "need", but a new player will
certainly love finding it. And the boots of water walking are a nod to
no game ever being totally non-winnable by pure level-generation fiat;
you can dig past Medusa and plow through the castle, never find
levitation, and still be able to cross back to the stairs on level 1.
Anyway. To answer my own early questions...
1. Not really, but this is the fault of reflection being a perfect
defense against far too many attacks in vanilla.
2. Not really. It could stand to be replaced with something else
entirely, honestly, perhaps that could appeal to more than just a subset
of the population. I like Sokoban as a puzzle on its own merits, and I
like Nethack on its own merits. Combining the two simply makes for
minor tedium, and bolting a "must-try-for" prize at the end is a rotten
way to force players to go for it.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Feb 16, 2005 Posts: 287
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(Msg. 17) Posted: Fri Jan 04, 2008 6:36 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 4, 7:01 pm, Derek Ray
> 1. Does it make sense to provide reflection so early in the game?
> 2. Does it make sense to have a branch only nominally related to Nethack
> in the first place -- i.e. a sliding block puzzle?
The sliding block puzzle is there because it varies Nethack's play a
bit. While I have a problem with providing so many wands and
reflection 50% of the time so early, I still think it's a worthy
inclusion. It's certainly got its own flavor compared to the rest of
the dungeon -- it doesn't feel like just more space. I suspect it was
added mostly because it was relatively simple to implement, what with
boulders and pits already providing most of the needed behavior.
> > I think Sokoban is great, but should be ignorable. People who don't
> > want to mess with it should be able to skip it, but as-is, both prizes
> > are strong enough that even people who hate it feel compelled to try.
>
> A number of people complete all but the last, and if they recognize the
> bag of holding level, they just skip it. The reflection is a far
> greater prize in vanilla, giving near-immunity to so many attacks.
Actually, as you mentioned, reflection is needed relatively little
early on, so I usually prefer to find the bag. I hate stashing,
perhaps because I played Rogue for a while before Nethack.
> I think you will find that people still complete it, but bitch a lot
> more. As long as you provide the possibility of such a great reward for
> such a little degree of effort (memorizing solutions or reading from
> spoilers as they move), people who are trying to win will still feel
> compelled to do Soko.
The random item list I provided is, on the average, a bit worse than
the items already there.
> Actually, to be fair, people will do Soko regardless -- the food
> rations, wands, and rings are in some cases more of a prize than the end
> item.
I'm not very happy about those items either, but at least they're
random within their class.
> The amulet of life saving and water walking boots are excellent choices
> for Vlad's, IMO -- they aren't something the player critically needs
> UNLESS the player critically needs them, in which case they're a huge
> sigh of relief.
The boots I was less sure about, for the reason you give. The amulet
is less essential. A new player might appreciate finding it, but they
might also appreciate finding something else.
> Anyway. To answer my own early questions...
>
> 1. Not really, but this is the fault of reflection being a perfect
> defense against far too many attacks in vanilla.
Agreed. Giving monsters non-ray elemental attacks would offset this,
like touch and ball attacks.
> 2. Not really. It could stand to be replaced with something else
> entirely, honestly, perhaps that could appeal to more than just a subset
> of the population. I like Sokoban as a puzzle on its own merits, and I
> like Nethack on its own merits. Combining the two simply makes for
> minor tedium, and bolting a "must-try-for" prize at the end is a rotten
> way to force players to go for it.
I had an idea some time back for a way to randomize Sokoban that
wouldn't require much change to the game. I still like the idea of
making it more proof against memorization. (Yeah, you might balk at
that idea. I still like it though.)
- John H. >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Nov 28, 2007 Posts: 13
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(Msg. 18) Posted: Fri Jan 04, 2008 9:26 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 4, 5:45 pm, "John H." <Joh....DeleteThis@gmail.com> wrote:
> On Dec 31 2007, 7:57 pm, XyZZy <EliminateCali....DeleteThis@gmail.com> wrote:
>
> > identify is a really common scroll as it is, and i'd be disappointed
> > if this was my prize, even at the end of soko. knowledgeable players
> > tend to id these by price the moment they find a store anyway.
>
> Price ID is overpowered, I think I've said that before in a previous
> message though. Anyway, I've had games in which I didn't find a
> scroll of identify until the first demon lord level.
>
but as the game stands, you we're probably able to do that without too
much hardship, proving more how ID scrolls aren't a terribly great
prize.
> > > blessed unicorn horn
>
> > personally, if i've just completely completed a branch, i've probably
> > had a unicorn or two die just on the way to the end of it.
>
> The blessing is the intended reward here. Maybe this one should be
> replaced with about d4+1 potions of holy water? Could be useful to
> atheists before finding a remove curse scroll.
maybe 3 waters, one of each? (thus giving the neat prize of unholy
water, saving some headache later). a Blessed unicorn simply tries to
heal all problems at once, iirc, so it's blessing isn't a terribly
huge win either.
> > these are just my thoughts of some of the items that don't quite stack
> > up to the others.
>
> The dilithium crystals are the weakest prize on the list. In the old
> days these items were quite nice score awards, now they're just the
> most costly of a whole class of nearly useless things. They may not
> even be the most valuable anymore, since amethysts can de-boozify.
>
> - John H.
dilithium crystals that you KNOW are dilithium crystals that early on
can really change the swing of a protection racketeer. Hawaiian shirts
are kind of similar to this, since if you have ?oEA to spare on it,
you likely have more than enough AC as it is. Both are nice to have,
but by far overkill. >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Nov 12, 2007 Posts: 194
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(Msg. 19) Posted: Sat Jan 05, 2008 7:55 am
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Will answer the rest later, but this for now:
On 2008-01-05, John H. <JohnWH.DeleteThis@gmail.com> wrote:
> I had an idea some time back for a way to randomize Sokoban that
> wouldn't require much change to the game. I still like the idea of
> making it more proof against memorization. (Yeah, you might balk at
> that idea. I still like it though.)
Given the changes that recently occurred in Spork to the Elemental
Planes (Air in particular) and a number of the other special levels, you
might be surprised at what I'd be in favor of.
But, I can say this; if you randomize Soko and remove the ability to use
spoilers, you get active hostility from a subgroup of players who simply
don't find Soko fun and would resent feeling like they _had_ to do it
every time. Without removing the food rations, rings, and wands, you
won't get away from that.
I'd rather remove Soko entirely, personally, but then I'd get active
hostility from the group of players who like doing Soko and would just
rather it be a new, solvable puzzle every time.
....This is largely why Soko has been left unchanged in Spork 'til now;
right now it's workable to both sets of players. When I find a solution
that can appeal to both sets reasonably equally, I will look at making
big changes to it, but for now there are other things to consider.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Feb 16, 2005 Posts: 287
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(Msg. 20) Posted: Sat Jan 05, 2008 12:17 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 5, 8:55 am, Derek Ray <de... RemoveThis @moot.its.only.a.spamtrap.org>
wrote:
> Will answer the rest later, but this for now:
> But, I can say this; if you randomize Soko and remove the ability to use
> spoilers, you get active hostility from a subgroup of players who simply
> don't find Soko fun and would resent feeling like they _had_ to do it
> every time. Without removing the food rations, rings, and wands, you
> won't get away from that.
I feel very strongly that it is bad to run from all hostility, that
for the long-term health of the game, some unpopular short-term
decisions have to be made. So I do not accept, chosen by way of
example, xanthian's objections as an instant veto.
This isn't to say that they should be ignored. And nothing says an
objecting player must even play the changed game, although I would
hope they wouldn't reject it based on superficial criteria. The
Devteam themselves sometimes put in unpopular features and later
removed them (Stooges). And there were players who complained when
sinks were added to the game, and things like that continue to be why
some people refuse to pick up Nethack, misguided as they may be. It
is simply impossible to please everyone. Fortunately, people can
still make their own patches.
Of course, a conscientious patch writer would, if possible, make
controversial changes conditionally compilable using a define in
config.h.
(alliteration, yay)
- John H. >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Nov 12, 2007 Posts: 194
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(Msg. 21) Posted: Sat Jan 05, 2008 4:37 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2008-01-05, John H. <JohnWH.RemoveThis@gmail.com> wrote:
> On Jan 5, 8:55 am, Derek Ray <de....RemoveThis@moot.its.only.a.spamtrap.org>
>> Will answer the rest later, but this for now:
>> But, I can say this; if you randomize Soko and remove the ability to use
>> spoilers, you get active hostility from a subgroup of players who simply
>> don't find Soko fun and would resent feeling like they _had_ to do it
>> every time. Without removing the food rations, rings, and wands, you
>> won't get away from that.
>
> I feel very strongly that it is bad to run from all hostility,
Strawman. Nobody said it should be necessary to avoid _ALL_ hostility.
> that for the long-term health of the game, some unpopular short-term
> decisions have to be made.
Oh, _so_ noble.
People play games for fun. Make it unfun, they won't play.
Create the perfectly-designed roguelike utopia that also just happens to
be no fun -- it'll have zero players.
> And nothing says an objecting player must even play the changed game,
We've gone through this before. It is impossible to please everybody;
this we both agree on. However, deliberately antagonizing a
not-insignificant subset of players in the name of some abstract higher
ideal is a dead-end road leading to wasted effort.
> although I would hope they wouldn't reject it based on superficial
> criteria.
Surely you know better by now.
> The Devteam themselves sometimes put in unpopular features and later
> removed them (Stooges).
I'd say we should learn from their mistake and be very cautious when
adding features that we know to be unpopular among some players then.
> And there were players who complained when
> sinks were added to the game, and things like that continue to be why
> some people refuse to pick up Nethack, misguided as they may be.
This is a major misconception. Gamers who refuse to play Nethack are
not misguided; they simply prefer a different style of entertainment.
There is no One True Game. All games will appeal to only a subset of
the gaming population. The larger that subset is, the "better" the game
can be considered to be in at least one important sense.
As such, deliberately antagonizing a particular subset should be
undertaken only with a great deal of forethought.
> Of course, a conscientious patch writer would, if possible, make
> controversial changes conditionally compilable using a define in
> config.h.
The "wrap your patch in #defines" routine is an abomination unto the sight
of modern gaming. It was appropriate many years ago, but is dreadfully
outdated now and completely inappropriate; people either want to play
with your patch, or they don't, and that's the end of it.
For that matter, so is the concept of "here, patch your game and compile
it." I don't directly track the number of downloads of my .diff and
Windows binary, but I strongly suspect that if I hadn't made this
variant available as a public server, it would be sitting over in the
corner next to the _other_ good-idea, totally-unplayed patches on
bilious.homelinux.org.
Trying to pass off antagonizing changes as "oh, you can just compile it
out, here" is tantamount to admitting you shouldn't have done it that
way in the first place.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Nov 12, 2007 Posts: 194
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(Msg. 22) Posted: Sat Jan 05, 2008 4:55 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2008-01-05, John H. <JohnWH.DeleteThis@gmail.com> wrote:
> On Jan 4, 7:01 pm, Derek Ray
>> 1. Does it make sense to provide reflection so early in the game?
>> 2. Does it make sense to have a branch only nominally related to Nethack
>> in the first place -- i.e. a sliding block puzzle?
>
> The sliding block puzzle is there because it varies Nethack's play a bit.
More than a bit. It's completely unlike any other portion of Nethack.
> It's certainly got its own flavor compared to the rest of
> the dungeon -- it doesn't feel like just more space.
For anyone who's played any length of time, it feels like more boring,
time-consuming space. "Gotta do Sokoban."
> I suspect it was
> added mostly because it was relatively simple to implement, what with
> boulders and pits already providing most of the needed behavior.
Ironically, I'm not so sure it was that easy to implement, what with all
the corner-case hooks needed to prevent diagonal movement, penalize
alignment for jumping, wands of striking, etc.
>> A number of people complete all but the last, and if they recognize the
>> bag of holding level, they just skip it. The reflection is a far
>> greater prize in vanilla, giving near-immunity to so many attacks.
> Actually, as you mentioned, reflection is needed relatively little
> early on, so I usually prefer to find the bag. I hate stashing,
> perhaps because I played Rogue for a while before Nethack.
Reflection is the game-breaker at that stage. Once you have it, the only
wand that can affect you from that point forward is striking; the only
resistances you still need to get urgently are poison and sleep, and
those only because of poison arrows/spiked pits and sleep gas traps.
If that means I have to stash junk by the stairs, that's fine by me; a
character who didn't get blasted by a troll with a lightning wand has
plenty of time to trudge the levels.
>> I think you will find that people still complete it, but bitch a lot
>> more. As long as you provide the possibility of such a great reward for
>> such a little degree of effort (memorizing solutions or reading from
>> spoilers as they move), people who are trying to win will still feel
>> compelled to do Soko.
> The random item list I provided is, on the average, a bit worse than
> the items already there.
Right. But it's the wands, rings, and food that drive people...
>> Actually, to be fair, people will do Soko regardless -- the food
>> rations, wands, and rings are in some cases more of a prize than the end
>> item.
> I'm not very happy about those items either, but at least they're
> random within their class.
Yeah, but four wands and four rings is pretty strong medicine,
especially if one of the wands turns out to be teleport, fire,
lightning, or digging. And the rings themselves can also be big;
polycontrol, telecontrol, free action, conflict, just to name a few.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Oct 06, 2005 Posts: 125
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(Msg. 23) Posted: Wed Jan 09, 2008 11:19 pm
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Derek Ray <derek.DeleteThis@moot.its.only.a.spamtrap.org> wrote:
> On 2008-01-05, John H. <JohnWH.DeleteThis@gmail.com> wrote:
> > On Jan 4, 7:01 pm, Derek Ray
> >> 1. Does it make sense to provide reflection so early in the game?
> >> 2. Does it make sense to have a branch only nominally related to Nethack
> >> in the first place -- i.e. a sliding block puzzle?
> >
> > The sliding block puzzle is there because it varies Nethack's play a bit.
>
> More than a bit. It's completely unlike any other portion of Nethack.
Completely is rather strong. Movement is different, visibility is
different, there are luck bonuses - in short, everything to do with the
puzzle _is_ different from the main dungeon. OTOH, the rings you get are
normal rings; monster behaviour is identical; you get hungry, recover
from damage, forget spells, and so on, at the same rate; and if you die
in Sokoban, your "oLS will save your life (or not) the same way it does
anywhere else. In short, everything _but_ the puzzle is the same.
> > It's certainly got its own flavor compared to the rest of
> > the dungeon -- it doesn't feel like just more space.
>
> For anyone who's played any length of time, it feels like more boring,
> time-consuming space. "Gotta do Sokoban."
I realise that you suffer from Implementor's Disease (also known as "my
personal preferences are universal"), but that doesn't give you any
excuse to make such sweeping statements.
I consider myself to have played "any length of time"; I've ascended
more characters than I can count on both hands; and I don't think
Sokoban feels like boring, time- consuming space. I rather like it. I'm
not highly enthusiastic about it - but it certainly does not bore me.
Richard >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Apr 06, 2005 Posts: 1031
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(Msg. 24) Posted: Thu Jan 10, 2008 3:13 am
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Quoting Richard Bos <rlbos RemoveThis @xs4all.nl>:
>Derek Ray <derek RemoveThis @moot.its.only.a.spamtrap.org> wrote:
>>For anyone who's played any length of time, it feels like more boring,
>>time-consuming space. "Gotta do Sokoban."
>I realise that you suffer from Implementor's Disease (also known as "my
>personal preferences are universal"), but that doesn't give you any
>excuse to make such sweeping statements.
I don't mind Sokoban either, but then I like the escape from vanilla's
Gehennom so I am obviously unusual.
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> flcl?
Today is Second Potmos, January. >> Stay informed about: YANI: Level compiler keyword for good (but random) loot |
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Since: Nov 12, 2007 Posts: 194
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(Msg. 25) Posted: Thu Jan 10, 2008 7:38 am
Post subject: Re: YANI: Level compiler keyword for good (but random) loot [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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