G
Guest
Guest
Archived from groups: rec.games.roguelike.angband (More info?)
None of these complaints is serious.
As mentioned in other threads, excellent slings and lanterns are too
rare. I don't know if one can change things cleanly so that for
example extra might has less rarity for slings than for xbows, but
maybe a hack is in order.
Throwing weapons are currently a waste. It simply isn't worth a slot
to carry one. If the quiver gets implemented, it should include
throwing weapons, or else they just never get used. Currently, the
main point of throwing weapons is that they are great for melee,
having less weight than other weapons of comparable dice. This seems
backwards. Make them unwieldable?
Any store service should also be available in the dungeon. In
particular, there ought to be scrolls of fireproof spellbook. IMO,
there also ought to be scrolls of acidproofing etc, and they should be
usable on items other than spellbooks, though perhaps that is
unbalancing for staves of healing. I would like to be able to
protect my swap weapons.
Gloves of combat shouldn't aggravate. Why would anyone prefer them
to Cambeleg? The point should be to allow for different kits. IMO
they should also have maximum plusses significantly above (+8,+8)
so that there is a chance you would prefer them. Perhaps activate
for Berserk? Something.
Ammo of wounding is pointless currently. Make the maximum damage plus
around +40 and it would start to get interesting. It is just not
worth an extra slot to carry wounding ammo that does 10 points more
than other ammo. I don't think having a quiver would change my
opinion on this. I'd prefer to use my 100 pieces of ammo as different
brands/slays rather than waste any on current "of wounding".
Morgoth should be able to figure out how to get out of a vault. I was
particularly annoyed that I saved my scrolls of Create Monster Trap
all game, went down to level 100 and set things up, and Morgoth never
found me. He was stuck in a greater vault, probably thanks to that
ever annoying autoscum. I couldn't get to the entrance in time to let
him out, due to my own idiocy. In any case, I think he should be able
to find his way out.
And finally, the almost serious complaint. One should be able to set
traps on squares containing items. I found that I was using Mass
Identify offensively to squelch-clear squares so that I could set
traps. This means that squelching becomes important tactically,
rather than just a convenience. I think that is a mistake.
Let me reiterate that none of these is a big deal. These are just
a few things that occured to me during the comp. I am curious if
there is any strong disagreement with any of these.
Eddie
None of these complaints is serious.
As mentioned in other threads, excellent slings and lanterns are too
rare. I don't know if one can change things cleanly so that for
example extra might has less rarity for slings than for xbows, but
maybe a hack is in order.
Throwing weapons are currently a waste. It simply isn't worth a slot
to carry one. If the quiver gets implemented, it should include
throwing weapons, or else they just never get used. Currently, the
main point of throwing weapons is that they are great for melee,
having less weight than other weapons of comparable dice. This seems
backwards. Make them unwieldable?
Any store service should also be available in the dungeon. In
particular, there ought to be scrolls of fireproof spellbook. IMO,
there also ought to be scrolls of acidproofing etc, and they should be
usable on items other than spellbooks, though perhaps that is
unbalancing for staves of healing. I would like to be able to
protect my swap weapons.
Gloves of combat shouldn't aggravate. Why would anyone prefer them
to Cambeleg? The point should be to allow for different kits. IMO
they should also have maximum plusses significantly above (+8,+8)
so that there is a chance you would prefer them. Perhaps activate
for Berserk? Something.
Ammo of wounding is pointless currently. Make the maximum damage plus
around +40 and it would start to get interesting. It is just not
worth an extra slot to carry wounding ammo that does 10 points more
than other ammo. I don't think having a quiver would change my
opinion on this. I'd prefer to use my 100 pieces of ammo as different
brands/slays rather than waste any on current "of wounding".
Morgoth should be able to figure out how to get out of a vault. I was
particularly annoyed that I saved my scrolls of Create Monster Trap
all game, went down to level 100 and set things up, and Morgoth never
found me. He was stuck in a greater vault, probably thanks to that
ever annoying autoscum. I couldn't get to the entrance in time to let
him out, due to my own idiocy. In any case, I think he should be able
to find his way out.
And finally, the almost serious complaint. One should be able to set
traps on squares containing items. I found that I was using Mass
Identify offensively to squelch-clear squares so that I could set
traps. This means that squelching becomes important tactically,
rather than just a convenience. I think that is a mistake.
Let me reiterate that none of these is a big deal. These are just
a few things that occured to me during the comp. I am curious if
there is any strong disagreement with any of these.
Eddie