Fighters

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In most of roguelikes there is fighter class, but I think playing it is
boring. Fighters (especially humans) have no special skills or
abilities. The only thing they are good at is attacking monsters, so
player's main task is pressing arrow keys in direction of hostile
creatures.

I suggest adding some abilities like combos, elemental/magic attacks.
Maybe that will make playing non-spellcaster classes harder, but it will
bring fun.

--
Milesss
milesss@interia.pl
"Vanitas vanitatis et omnia vanitas"
 
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Milesss wrote:
> In most of roguelikes there is fighter class, but I think playing it
is
> boring.

Then don't choose a fighter for the player character.

> Fighters (especially humans) have no special skills or
> abilities. The only thing they are good at is attacking monsters

Well that's what fighters are supposed to be:) It's their role, you
know.
I personally like fighter/barbarian class, because playing it allows me
to solve all problems with cold, hard steel:)
 
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Krice <paulkp@mbnet.fi> wrote:
> Well that's what fighters are supposed to be:) It's their role, you
> know. I personally like fighter/barbarian class, because playing it
> allows me to solve all problems with cold, hard steel:)

Right, but the original point was that fighters should be made more
complex and interesting. The D&D feats the best example that I know of
where the rules of a basic fighter are expanded upon. Anyone know of any
others?

I find the concept of strategy and tactics in combat very interesting.
This is why I'm working on a roguelike that only has combat. The only
items are weapons and armor. This will allow me to focus on the combat
system before I even think about expanding the game. (Combat here
encompassing skills, movement, speed, strength, dexterity, encumberance,
real enemy AI (working together), et cetera.)

--
Jim Strathmeyer
 
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Milesss wrote:
> In most of roguelikes there is fighter class, but I think playing it is
> boring. Fighters (especially humans) have no special skills or
> abilities. The only thing they are good at is attacking monsters, so
> player's main task is pressing arrow keys in direction of hostile
> creatures.
>
> I suggest adding some abilities like combos, elemental/magic attacks.
> Maybe that will make playing non-spellcaster classes harder, but it will
> bring fun.
>

a good change might be something like implementing a feat system as in
Dungeons & Dragons that have a ton of feats that can make every fighter
an unique character that is still fun to play..



vooood
 
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Krice napisał(a):
> Milesss wrote:
>
>>In most of roguelikes there is fighter class, but I think playing it
>
> is
>
>>boring.
>
>
> Then don't choose a fighter for the player character.
>

I usually choose wizard or cleric because I like using spells. But why
not combine magic with fighting.

>
>>Fighters (especially humans) have no special skills or
>>abilities. The only thing they are good at is attacking monsters
>
>
> Well that's what fighters are supposed to be:) It's their role, you
> know.
> I personally like fighter/barbarian class, because playing it allows me
> to solve all problems with cold, hard steel:)
>

Barbarians are slightly better because they are more characteristic and
have berzerk. I like having various abilities to use. I want to have
freedom and make decisions in games.

Why not give player choose. Parry? Evade? Or maybe get hit this time and
parry next attack? Attack precisely or with full force? Cast spell on
which power level?
 
Archived from groups: rec.games.roguelike.development (More info?)

milesss@interia.pl wrote:
>Krice napisał(a):
>> Then don't choose a fighter for the player character.
>
>I usually choose wizard or cleric because I like using spells. But why
>not combine magic with fighting.

Someone already has; the result is Linley's Dungeon Crawl, with its
crusaders (fighter-enchanters, who use magic to make themselves faster,
harder to hit, and so forth)), reavers (fighter-conjurers, who use magic
to provide an additional way to damage things), death knights (fighter-
necromancers, who use magic to provide an additional way to damage
things and also to raise undead into their service), and possibly a few
others I can't remember. And of course, Crawl's transmuters tend to be
fighter-mages as well, as many of the Transmigration spells buff up the
character's attacks or defences.

Of course, in Crawl, your class is a starting template, rather than the
definition of how your character advances.

>> Well that's what fighters are supposed to be:) It's their role, you
>> know.
>> I personally like fighter/barbarian class, because playing it allows me
>> to solve all problems with cold, hard steel:)
>>
>
>Barbarians are slightly better because they are more characteristic and
>have berzerk.

Nethack Barbarians are just big strong people with big swords (or big
axes); no berserking at all there.

>I like having various abilities to use. I want to have
>freedom and make decisions in games.

Try playing Crawl. There are lots of options.

>Why not give player choose. Parry? Evade? Or maybe get hit this time and
>parry next attack? Attack precisely or with full force? Cast spell on
>which power level?

This is a level of complexity rare in roguelikes for a mixture of
reasons. The one that leaps immediately to my mind is that you've got to
find a way of providing all these extra options without making the default
ways of doing things any harder to use. I don't particularly want to play
a roguelike where making a simple melee attack requires more than one
keystroke, for instance.

Some roguelikes, such as ADOM, ToME, and DoomRL, provide abstracted
versions of such choices with adjustable "tactics" settings, which shift
your balance of offensive to defensive bonuses.
--
Martin Read - my opinions are my own. share them if you wish.
My roguelike games page (including my BSD-licenced roguelike) can be found at:
http://www.chiark.greenend.org.uk/~mpread/roguelikes.html
bounce. bounce. bounce. bounce bounce bounce bounce.
 
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On 07 May 2005 00:17:44 +0100 (BST), Martin Read
<mpread@chiark.greenend.org.uk> wrote:

>milesss@interia.pl wrote:
>>Krice napisał(a):
>>> Then don't choose a fighter for the player character.
>>
>>I usually choose wizard or cleric because I like using spells. But why
>>not combine magic with fighting.
>
>Someone already has; the result is Linley's Dungeon Crawl

It is also Nethack, ADOM, Moria, Angband, every Angband variant, and,
in fact, just about every fantasy-based roguelike other than Rogue
(oh, wait, Rogue had non-spell magic in the form of items, so
technically, it did, too). *Not* casting spells/using powers is the
rarity that makes pure fighters types special.

>>Barbarians are slightly better because they are more characteristic and
>>have berzerk.
>
>Nethack Barbarians are just big strong people with big swords (or big
>axes); no berserking at all there.

I'm wondering what games the OP has actually played. Barbarians aren't
in many games and the ones I've seen them in have plenty of
fighter-mage and fighter-priest types for someone who wants fighting
plus spells (and in ADOM every class gets a set of special abilities,
so even Vanilla Fighters aren't completely Vanilla).

>>I like having various abilities to use. I want to have
>>freedom and make decisions in games.
>
>Try playing Crawl. There are lots of options.

Not a bad suggestion at all.

R. Dan Henry = danhenry@inreach.com
Idiot boy, when are you going to post something useful?
Or better yet, get a job and stop being a welfare bum?
Dance, Puppet, dance!
 
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On Fri, 06 May 2005 10:05:08 +0200, Milesss <milesss@interia.pl>
wrote:

>In most of roguelikes there is fighter class, but I think playing it is
>boring.

So don't.

>Fighters (especially humans) have no special skills or
>abilities.

So, you've never played ADOM, for example? Or were you doing a bit of
wild overgeneralization?

>The only thing they are good at is attacking monsters, so
>player's main task is pressing arrow keys in direction of hostile
>creatures.

As opposed to repeatedly hitting the fire bolt macro key?

>I suggest adding some abilities like combos, elemental/magic attacks.
>Maybe that will make playing non-spellcaster classes harder, but it will
>bring fun.

Some people like to play fighters, some don't. There is no reason to
screw over people who do, given that there are plenty of hybrid
classes in all major roguelikes already and new roguelikes seem
capable of adding them likewise.

R. Dan Henry = danhenry@inreach.com
Idiot boy, when are you going to post something useful?
Or better yet, get a job and stop being a welfare bum?
Dance, Puppet, dance!
 
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R. Dan Henry wrote:
[Sensible on-topic stuff followed by a paragraph of virulent flamage]

Can't you make ONE SINGLE POST and stay entirely on-topic, without
letting slip some petty attack or another?

I guess not.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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On Sat, 7 May 2005, R. Dan Henry wrote:
>
> On 07 May 2005 00:17:44 +0100 (BST), Martin Read wrote:
>> milesss@interia.pl wrote:
>>> Barbarians are slightly better because they are more characteristic and
>>> have berzerk.
>>
>> Nethack Barbarians are just big strong people with big swords (or big
>> axes); no berserking at all there.
>
> I'm wondering what games the OP has actually played. Barbarians aren't
> in many games and the ones I've seen them in have plenty of
> fighter-mage and fighter-priest types for someone who wants fighting
> plus spells (and in ADOM every class gets a set of special abilities,
> so even Vanilla Fighters aren't completely Vanilla).

ZAngband Barbarians get the "Berserk" innate ability around L5, if I
recall correctly. I bet the OP has played at least one ZAngband variant.

-Arthur
 
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On Sat, 7 May 2005 22:43:43 -0400 (EDT), "Arthur J. O'Dwyer"
<ajo@nospam.andrew.cmu.edu> wrote:

>
>On Sat, 7 May 2005, R. Dan Henry wrote:
>>
>> On 07 May 2005 00:17:44 +0100 (BST), Martin Read wrote:
>>> milesss@interia.pl wrote:
>>>> Barbarians are slightly better because they are more characteristic and
>>>> have berzerk.
>>>
>>> Nethack Barbarians are just big strong people with big swords (or big
>>> axes); no berserking at all there.
>>
>> I'm wondering what games the OP has actually played. Barbarians aren't
>> in many games and the ones I've seen them in have plenty of
>> fighter-mage and fighter-priest types for someone who wants fighting
>> plus spells (and in ADOM every class gets a set of special abilities,
>> so even Vanilla Fighters aren't completely Vanilla).
>
> ZAngband Barbarians get the "Berserk" innate ability around L5, if I
>recall correctly. I bet the OP has played at least one ZAngband variant.

And ZAngband has "plenty of fighter-mage and fighter-priest types".
Also, Z Barbarians are a race, which would have made a rather
different response ("why are you mixing race and class distinctions?")
appropriate if that was his model of barbarians.

--
R. Dan Henry = danhenry@inreach.com
Idiot boy, when are you going to post something useful?
Or better yet, get a job and stop being a welfare bum?
Dance, Puppet, dance!
 
Archived from groups: rec.games.roguelike.development (More info?)

vooood wrote:
> Milesss wrote:
> > In most of roguelikes there is fighter class, but I think playing
it is
> > boring. Fighters (especially humans) have no special skills or
> > abilities. The only thing they are good at is attacking monsters,
so
> > player's main task is pressing arrow keys in direction of hostile
> > creatures.
> >
> > I suggest adding some abilities like combos, elemental/magic
attacks.
> > Maybe that will make playing non-spellcaster classes harder, but it
will
> > bring fun.
> >
>
> a good change might be something like implementing a feat system as
in
> Dungeons & Dragons that have a ton of feats that can make every
fighter
> an unique character that is still fun to play..

I've always struggled with this very problem.

Sure, you can add "Feats" or "Skills" that use up say "Stamina" to do
special moves. Is this not just Spell by a different name? Are we not
just making another type of Wizard, but with a different themed magic
system and different magic point pool?

With POWDER, where, admittedly, I do not have a hard "Fighter vs
Wizard" distinction, I decided to concentrate on differences in play
style. A Fighter is the "Hit left arrow until it dies", whilst a
Wizard is "Select different actions to determine how it dies".

Thus, in my mind, Passive abilities are the realm of fighters, and
active abilities the realm of Wizards. Players, of course, can mix and
match their abilities between these extremes to match their playstyle.

In POWDER, I recently started adding special attacks for Fighters.
Traditionally, if you have a "Stun" special attack, you'd add an option
to "Attack With Stun" which will have slightly different damage/costs
than normal attacks. The theory goes that the player will get to
select between using this attack or not, and thus have an interesting
choice. However, if we recall the reaction to ABCGi's repeated Thump
proposal, this is a problem. One tends to do a LOT of melee attacks.
Choosing each time would get frustrating. This leads to all sorts of
complications because you need to make the Stun attack powerful enough
that someone will bother to go to the menu and select it, yet crippled
in some fashion so that they won't just always go to the menu and
select it.

My solution I stole from Crawl's Martial Arts. In Crawl, your
character can do punches with the off hand, or head butts with your
horns (if you are a minotaur) and so forth. The clever bit is that you
don't have to explicitly choose "Attempt Headbutt this round".
Instead, Crawl assumes your character is always looking for such
opportunities, and just procs the headbutt at a certain rate depending
on your skills.

I've generalized this to all of my fighter skills. If you have the
Stun attack skill and are wielding a weapon that can perform this
attack (say, a mace), 10% of your attacks will perform the stun effect
in addition to their normal attack. It is assumed one is *always*
choosing "try to stun" from the menu.

This, of course, keeps the Fighter role "boring". You still only have
to lean into the monster to keep hitting it with all of your ability.
But, this is a feature: if one wants to pick a different skill every
round, one should be playing a Wizard, not a Fighter.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
 
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Welcome to Roguelike Development Theatre. Our pot in today's piece will be
played by Paul Derbyshire.
 
Archived from groups: rec.games.roguelike.development (More info?)

Martin Read napisał(a):
<snip>
> Try playing Crawl. There are lots of options.

Tried.

<snip>

> This is a level of complexity rare in roguelikes for a mixture of
> reasons. The one that leaps immediately to my mind is that you've got to
> find a way of providing all these extra options without making the default
> ways of doing things any harder to use. I don't particularly want to play
> a roguelike where making a simple melee attack requires more than one
> keystroke, for instance.
>
> Some roguelikes, such as ADOM, ToME, and DoomRL, provide abstracted
> versions of such choices with adjustable "tactics" settings, which shift
> your balance of offensive to defensive bonuses.

Player could choose default action on attack, and change it by one
keypress at any time. I may take form similar to function keys in NWN
(Player assigns single actions to F1-F12 or 0-9 keys). He could choose
no default action too and choose it everytime he is attacked. It could
be applied also to instant spells or counterspells, which would make
combat need much thinking.

--
Milesss
milesss@interia.pl
"/0"
 
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In article <d5fm76$c84$1@shodan.interia.pl>, milesss@interia.pl says...

> In most of roguelikes there is fighter class, but I think playing it is
> boring. Fighters (especially humans) have no special skills or
> abilities. The only thing they are good at is attacking monsters, so
> player's main task is pressing arrow keys in direction of hostile
> creatures.
>
> I suggest adding some abilities like combos, elemental/magic attacks.
> Maybe that will make playing non-spellcaster classes harder, but it will
> bring fun.

Why not take a tip from games like Diablo or World of Warcraft, in
which warriors have their own form of 'magic', somewhat different in
style from that of other classes.

In WoW a warrior has a 'rage' bar that increases when he is in melee
combat, decreases to zero if he isn't. He can cast spells (do special
acions) if he has sufficient rage.

- Gerry Quinn
 
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On 2005-05-08, Milesss <milesss@interia.pl> wrote:
> Player could choose default action on attack, and change it by one
> keypress at any time. I may take form similar to function keys in NWN

This might be a good idea. Have a system which will bind the currently
preferred attack into a quickly accessible action key, instead of
forcing the player to go through a menu to select the action. Diablo has
this, you can freely bind actions into the left and right mouse buttons
and change the bindings according to situation and character skill.

In a roguelike, you have the basic melee attack which is triggered by
walking at an enemy. No reason why this shouldn't be customizable into
something special, although the player will probably not wan't to. There
isn't anything quite like right-clicking with a mouse unless you
actually do implement mouse control, but having for example the number
keys (closer than the function keys for a touch typist) map to
customizable actions would give a nice array of special abilities that
can be quickly triggered. There could even be a readout on the status
area which would list the actions currently bound to the keys, something
like this:

1 brsrk 2 stun 3 cure 4 crit 5 flurr 6 throw 7 8 9

--
Risto Saarelma
 
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Jeff Lait wrote:
> My solution I stole from Crawl's Martial Arts. In Crawl, your
> character can do punches with the off hand, or head butts with your
> horns (if you are a minotaur) and so forth. The clever bit is that you
> don't have to explicitly choose "Attempt Headbutt this round".
> Instead, Crawl assumes your character is always looking for such
> opportunities, and just procs the headbutt at a certain rate depending
> on your skills.

Oangband has this as well, with druid barehand attacks -- various
martial arts moves might get picked, semi-randomly, with more powerful
ones becoming available with gained levels. Some of these can stun or
confuse the enemy.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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My least favorite stalker wrote:
[something weird and surreal, and no doubt meant to be inflammatory]

It was also, quite certainly, off-topic here.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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My least favorite stalker wrote:
> Getting antsy in the pantsy again, Paul?

Who?

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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Risto Saarelma wrote:
> This might be a good idea. Have a system which will bind the currently
> preferred attack into a quickly accessible action key, instead of
> forcing the player to go through a menu to select the action. Diablo has
> this, you can freely bind actions into the left and right mouse buttons
> and change the bindings according to situation and character skill.

Zelda 64 and its sequel did something similar, letting you bind various
secondary weapons/utilities (bombs, bow and arrows, magic spells, etc.)
to three buttons on the N64 control pad, which could then be used with
one button press.

What's to stop a roguelike using the mouse in this way? Letting the
middle, left, and right buttons be bound to something, and perhaps
letting designated swap weapons be cycled among with the wheel, too.
Meanwhile you could use the mouse during looking/targeting to pick a
square to examine or fire at, and as a travel shortcut -- click on a
spot, guy walks towards it until he gets hurt or sees an unfriendly npc,
using some sort of path finding. Saves keystrokes traveling through
already-explored territory.

> In a roguelike, you have the basic melee attack which is triggered by
> walking at an enemy. No reason why this shouldn't be customizable into
> something special, although the player will probably not wan't to. There
> isn't anything quite like right-clicking with a mouse unless you
> actually do implement mouse control, but having for example the number
> keys (closer than the function keys for a touch typist) map to
> customizable actions would give a nice array of special abilities that
> can be quickly triggered.

Well, the various Angbands let you bind keys to macros to do things like
"fire an ice ball at nearest target" and such, but the interface for
setting these up is rather crufty and weird stuff can happen (e.g. if
the spell fails or you're low on mana and hit the key, extra prompts are
generated and unexpected things can happen).

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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Twisted One wrote:

> What's to stop a roguelike using the mouse in this way? Letting the
> middle, left, and right buttons be bound to something, and perhaps
> letting designated swap weapons be cycled among with the wheel, too.
> Meanwhile you could use the mouse during looking/targeting to pick a
> square to examine or fire at, and as a travel shortcut -- click on a
> spot, guy walks towards it until he gets hurt or sees an unfriendly
npc,
> using some sort of path finding. Saves keystrokes traveling through
> already-explored territory.

I find this not so useful. First, most RL are terminal-like, though
having the mouse jump might be out-of-place. Second, since most RL
control stick my right hand to the numpad and the left on the char-pad
(you know what, but I dont know it in English :), it is just not
convenient to switch one of my hand to the mouse back and forth.

That's what I think.
 
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Twisted One wrote:

> Well, the various Angbands let you bind keys to macros to do things
like
> "fire an ice ball at nearest target" and such,

Nice idea (I dont play angband)! *take note*
 
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On Mon, 9 May 2005, Twisted One wrote:

> Who?

You. Not too good on following threads, now, are we?

Gonna blame it on your newsreader, again?
 
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On Mon, 9 May 2005, Twisted One wrote:

> It was also, quite certainly, off-topic here.

I learned it from you!