Guild - YABDR??

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Archived from groups: rec.games.roguelike.development (More info?)

Quoting Shedletsky <mylastname@stanford.edu>:
>>It's better to me to make the thousandth game interesting
>>and easy and the first game hard, than make the first game
>>interesting and easy and the thousandth game boring. Sure, I try
>>to make both the first *and* thousandth game interesting and
>>easy; but the thousandth game takes priority every time.
>If everyone gives up long before playing the 1000th time, it doesn't matter
>if the 1000th time is really fun, does it? That's basically my point.

But manifestly this is not in fact a problem for the games that have the
interfaces you decry. It's clear that some of these games are enormously
popular and "everyone" does not give up long before the thousandth game.
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is Gloucesterday, August.
 
Archived from groups: rec.games.roguelike.development (More info?)

Krice wrote:

> Ray Dillinger wrote:
>> *SOME* people want newbie-friendly software with a nice shallow
>> learning curve.
>
> You don't have to think it that way if you keep the overall
> difficulty of the game hard. Nethack has a nice example of a
> shallow learning curve, which is just tied to the character
> development. But, if you prefer to scare *MOST* of the people
> away from your game with HC attitude, then it's ok for me:)
>
>> I'm sick of dumbing things down for newbies.
>
> This has nothing to do with the UI and how good or bad it is. I think
> RL developers should think about their UI and develope them
> further, not just copy from the roguelike canon. Let's just say that
> Angband UI is horrible. That's a fact and nothing can change it:)

I agree completly with what you say ! A good UI isn't a newbie UI. A good UI
needs only a short time to learn the basics and then, as an advanced user
it must never get in the way !

On that point, I'm agree than Angband UI is bad but only in half. One could
say the UI for newbies part is good. Not too complex, easy to learn and
discover etc... but it is incredibly annoying to use for advanced players.
And so mankind created one of the stupidest things ever : the macros :)

At least, they tried to please both ends of the spectrum and the most
pervert part about macros is that you *can* become efficient with them so
now, a lot of users don't want to change 🙁
 
Archived from groups: rec.games.roguelike.development (More info?)

Angband is better than some. My favorite 'traditional' roguelike is
Dungeon Crawl, which doesn't even have item-management menus and still
inexplicably has seperate commands for wield, wear, and put on ring
(because Rogue did it, I know, but it still doesn't make any sense),
and uses an ugly kludge for quick-weapon switching (it just switches
between the first two items in your inventory, whatever they are; you
have to use the "manual sort inventory" command to make sure they're
the two you want to switch between.) As a result of these sorts of
things, the Dungeon Crawl key reference is a page and then some of
densely packed two-column text, often using inscrutable shorthand. The
Angband UI is at least easier to pick up than that.

On the other hand, Crawl does have keys to cycle through nearby
targets, which as far as I can tell the Angband interfance lacks. I
guess every game has their UI ups and downs.

One minor annoyance with the Angband interface, as least as it appears
in Guild, is that if you're standing over a pile of containers on the
ground and hit '<' or '>', it will query you for each and every item in
the stack instead of giving you a menu like it would if they were in
your inventory. This probably isn't a real problem in Angband itself,
but it can be in Guild, since you end up having to manage a ton of
stuff in your home base.

I also think it's kind of silly that you can't use the "use item" key
to light/extinguish a wielded torch (or even to wield an unwielded
one), but that's fairly minor.

The other half of UI complaints, in my experience, are from people who
are accustomed to one game's UI and just don't like moving to a
different one.
 
Archived from groups: rec.games.roguelike.development (More info?)

Krice wrote:
> Ray Dillinger wrote:

>>I'm sick of dumbing things down for newbies.

> This has nothing to do with the UI and how good or bad it is. I think
> RL developers should think about their UI and develope them
> further, not just copy from the roguelike canon. Let's just say that
> Angband UI is horrible. That's a fact and nothing can change it:)

Most of the time when people complain about UI, they want a
UI that's specifically newbie-friendly - even if it gets in
the way of experienced players or, in professional software,
cripples users with a better understanding of the problem.

This has been my experience, anyway. Yours may vary.

I don't think the Angband UI is particularly horrible. The
only *real* mistake as far as I'm concerned is the help
system and means of discovering what commands do and what
commands are available. It supports key/command remapping
anyway.

Bear
 
Archived from groups: rec.games.roguelike.development (More info?)

Christophe Cavalaria wrote:

> On that point, I'm agree than Angband UI is bad but only in half. One could
> say the UI for newbies part is good. Not too complex, easy to learn and
> discover etc... but it is incredibly annoying to use for advanced players.
> And so mankind created one of the stupidest things ever : the macros :)

I don't particularly like Angband's implementation of macros.
'I'nscribing items to make macros work with them or commands
act differently on them is annoying, cryptic, and badly
documented, and no facilities for macro conditional branching
or macro editing are provided.

Further, Angband is repetitive enough that after sufficient
macro-tweaking, you can in some circumstances just "leave a
golf ball on the key," go to work in the morning, and come
home to a character that's up three levels and three years
older - and that's clearly broken.

But that's not to say macros are a bad idea from the outset.

> the most
> pervert part about macros is that you *can* become efficient with them so
> now, a lot of users don't want to change 🙁

Um, excuse me? That's a sign of success, not failure.
And quit bashing perverts; perversion can be fun.

Bear
 
Archived from groups: rec.games.roguelike.development (More info?)

At Wed, 07 Sep 2005 02:51:30 GMT,
Ray Dillinger wrote:

> Krice wrote:
>> Ray Dillinger wrote:
>
>>>I'm sick of dumbing things down for newbies.
>
>> This has nothing to do with the UI and how good or bad it is. I think
>> RL developers should think about their UI and develope them
>> further, not just copy from the roguelike canon. Let's just say that
>> Angband UI is horrible. That's a fact and nothing can change it:)
>
> Most of the time when people complain about UI, they want a
> UI that's specifically newbie-friendly - even if it gets in
> the way of experienced players or, in professional software,
> cripples users with a better understanding of the problem.
>
> This has been my experience, anyway. Yours may vary.
>
> I don't think the Angband UI is particularly horrible. The
> only *real* mistake as far as I'm concerned is the help
> system and means of discovering what commands do and what
> commands are available. It supports key/command remapping
> anyway.

I especially like the look/targetting mode that automatically
jumps to the nearest interesting object in the general direction
you pressed. Any chances of using something similar in Dweller?
(at least a 'cycle monsters' key in the targeting mode)

--
Radomir `The Sheep' Dopieralski @**@_
(*+) 3 Sparkle
. . . ..v.vVvVVvVvv.v.. .
 
Archived from groups: rec.games.roguelike.development (More info?)

At 7 Sep 2005 01:03:59 -0700,
Aquillion wrote:

> On the other hand, Crawl does have keys to cycle through nearby
> targets, which as far as I can tell the Angband interfance lacks. I
> guess every game has their UI ups and downs.

Angband has it and it's very comfortable.

--
Radomir `The Sheep' Dopieralski @**@_
(Qq) 3 Sob?
. . . ..v.vVvVVvVvv.v.. .
 
Archived from groups: rec.games.roguelike.development (More info?)

Ray Dillinger a écrit :
> Christophe Cavalaria wrote:
>
>> On that point, I'm agree than Angband UI is bad but only in half. One
>> could
>> say the UI for newbies part is good. Not too complex, easy to learn and
>> discover etc... but it is incredibly annoying to use for advanced
>> players.
>> And so mankind created one of the stupidest things ever : the macros :)
>
>
> I don't particularly like Angband's implementation of macros.
> 'I'nscribing items to make macros work with them or commands
> act differently on them is annoying, cryptic, and badly
> documented, and no facilities for macro conditional branching
> or macro editing are provided.
>
> Further, Angband is repetitive enough that after sufficient
> macro-tweaking, you can in some circumstances just "leave a
> golf ball on the key," go to work in the morning, and come
> home to a character that's up three levels and three years
> older - and that's clearly broken.
>
> But that's not to say macros are a bad idea from the outset.

Macros are powerful in the end, just like assembler is powerful. If I
had to do a stupid analogy here, it would be like giving your users and
assembler and saying : "You think it's too difficult to use ? Then by
all means you only need to create a C++/Pascal/... compiler and it'll be
easy again !". Some users will do that, others will flee in terror. You
on the other hand want to "improve" the macro system by making it even
more like a programing language ? When I play a game it's to get away
from work, not do more programing. I can create my own roguelike if I
want to do that.

The Tome automatiser suffers from exactly the same problem in my eyes.

>> the most
>> pervert part about macros is that you *can* become efficient with them so
>> now, a lot of users don't want to change 🙁
>
>
> Um, excuse me? That's a sign of success, not failure.
> And quit bashing perverts; perversion can be fun.
>
> Bear

That's not really a sign of success. It's more like a direct application
if the theory of evolution : only those who can stand the macro system
as the only mean to get things done in Angband are left. If the system
was really inefficient, something else would have been created in its
place. Maybe even something better.
 
Archived from groups: rec.games.roguelike.development (More info?)

Aquillion a écrit :
> Angband is better than some. My favorite 'traditional' roguelike is
> Dungeon Crawl, which doesn't even have item-management menus and still
> inexplicably has seperate commands for wield, wear, and put on ring
> (because Rogue did it, I know, but it still doesn't make any sense),
> and uses an ugly kludge for quick-weapon switching (it just switches
> between the first two items in your inventory, whatever they are; you
> have to use the "manual sort inventory" command to make sure they're
> the two you want to switch between.) As a result of these sorts of
> things, the Dungeon Crawl key reference is a page and then some of
> densely packed two-column text, often using inscrutable shorthand. The
> Angband UI is at least easier to pick up than that.
>
> On the other hand, Crawl does have keys to cycle through nearby
> targets, which as far as I can tell the Angband interfance lacks. I
> guess every game has their UI ups and downs.

Angband as an intelligent autotargeting system. Press * as many times as
you want and it'll cycle through all visible targets.

> One minor annoyance with the Angband interface, as least as it appears
> in Guild, is that if you're standing over a pile of containers on the
> ground and hit '<' or '>', it will query you for each and every item in
> the stack instead of giving you a menu like it would if they were in
> your inventory. This probably isn't a real problem in Angband itself,
> but it can be in Guild, since you end up having to manage a ton of
> stuff in your home base.

I don't recognise that part of the Angband UI. < and > are used to go
through stairs. There are no containers in Angband, except for chests
but are really uncommon, and they can only be emptied. If you mean the
pickup item command, a lot of variants have a menu for that situation.

Myself I would try to reduce the huge amount of junk generated by the
game instead of trying to imporve that part of the UI :)
 
Archived from groups: rec.games.roguelike.development (More info?)

Quoting Aquillion <frogwind@gmail.com>:
>Angband is better than some. My favorite 'traditional' roguelike is
>Dungeon Crawl, which doesn't even have item-management menus and still
>inexplicably has seperate commands for wield, wear, and put on ring
>(because Rogue did it, I know, but it still doesn't make any sense),

It certainly makes sense to separate "wield" - what if you want to wield
something that isn't designed to be used as a weapon?
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is Leicesterday, August.
 
Archived from groups: rec.games.roguelike.development (More info?)

Antoine wrote:
> Hi RGRDers,
>
> After finishing the Quickband project I've come back to Guild, and am
> wondering what to do with it.
>
> Guild is looking alarmingly like YABDR (yet another born dead
> roguelike) at this stage. I'm not quite sure why, but it's received
> very little attention since it was first released - no discussion on
> RGRD or RGRM to speak of, only a few emails and not one single YAVP. In
> fact, I'm not sure if anyone but me has ever actually completed the
> whole game (or even the second quest???)
>
> I'd appreciate any feedback on
> -why Guild didn't take off
> -from those who did try it, what they liked and/or disliked about it
> -how the game could be improved to be more successful, or
> -how the game could be marketed to be more successful...

Got this reply by email. I was very pleased to see it - many thanks to
the writer, if you see this post! you made my day.

I don't think it's inappropriate to post it, as it was only not posted
in the first place due to lack of access. So here we go:

------------------------------------------------------

hello.
my environment cant afford to connect to news server.
so I "re:" by mail.


first of all,I like the concept of Guild quite much.
and this is the one of the very game I've been waiting for the new
version.

Because of my environment?, it keeps crashing when I try to equip
secondGuy(#2).
so I can't play much though.
still "Guild" by any means is one of the most outstanding game,I think.

the term "guild" is so common. so difficult to find related info
through google. I'd want it to be renamed such like "Guild1234".

if the ai of party can be easily selectable such like style of "dragon
warrior 5"'s, then it'll attract Japanese game-loving people.

I've met Guild when I was reading Japan's most large RogueLike BBS.
http://jbbs.livedoor.jp/bbs/read.cgi/game/9358/1104991056/l100
(even though you can't read Japanese,you can see how often people talks
about Guild by searching "guild" letter.)

I translated what they said form the thread,
143.moving keys aren't hjkl so I quit playing.
145.don't like the game coz key bindings are so different from other
rogueLikes.
158.the party moving tangling is so CUTE!
the game is wizardry style(menu -> go dungeon/town).
the game is confusing coz when leaving the floor,target character
changes.
159. automatizer and such interfaces are sophisticated.
162. new warrior has quite poor equipment...
since I couldn't sell weapons/armour to shop,I threw away all the
pickups.
163. multiple characters make gameplaying "not lonely". and I like it.
164. sounds interesting I gonna prepare my engJap dictionary.
167. I found "fine steal helmet" and was so glad to take back and found
it
cursed...
it is fun to dare collect items and return to home.
new priest doesn't seem to learn "cure spell" and such makes the game
quite hard.

my conclusion how to make "Guild" attractive are
1.implement *band features as much as possible(key bindings) to attract
conservative Rl loving people.
2.make party play convenient as much as possible to attract to attract
progressive Rl loving people.
3.apply tiles/spaceKey-command-Window to attract CUI style game
beginners.

I apologize of my terrible English.
hope this letter could give any help to you.
bye now.
 
Archived from groups: rec.games.roguelike.development (More info?)

Antoine wrote:
> Hi RGRDers,
>
> After finishing the Quickband project I've come back to Guild, and am
> wondering what to do with it.
>
> Guild is looking alarmingly like YABDR (yet another born dead
> roguelike) at this stage. I'm not quite sure why, but it's received
> very little attention since it was first released - no discussion on
> RGRD or RGRM to speak of, only a few emails and not one single YAVP. In
> fact, I'm not sure if anyone but me has ever actually completed the
> whole game (or even the second quest???)
>
> I'd appreciate any feedback on
> -why Guild didn't take off
> -from those who did try it, what they liked and/or disliked about it
> -how the game could be improved to be more successful, or

-----------------------------------------------------------------

I had also this reply from Ilya Bely, whose advice I value highly.
Again, I posted it here, as I think Ilya would have done if access
obtained.

-----------------------------------------------------------------

Hi there!

I'm using a free read-only news server, which prevents me from posting
on
rgrd, so I'm mailing you directly.

The Guild looks very promising and it would be very sad if you will
abandon
it. A lack of visible attention shall not dissapoint you - most people
just download it, play for some time and then leaving with a thought of
"a nice game, I shall check it later when it will be more complete". I
myself had enjoyed it for a couple of days and didn't wrote you because
I hadn't hit any outstanding bug :)

For the moment, it doesn't feel like complete game for some reason.
I'll try
to explain what made this impression on me:

Need to backtrack to the town often. Having limited healing and no
means of quick return to town forces the player to put more thought of
his action, but, on the other side, he still need to return to town
quite often, which is repitative and not very exciting, but still
requires attention to not to lose health and mana on way down.
Suggestion to use persistent dungeons doesn't seem to fix it, as going
forth and back through the same empty levels is even more boring. I
think
party
shall be more autonomous and be able to make a longer trips in dungeon.
Potions of healing and mana are too expensive for this, but if they
were cheaper, the game will be far less dangerous. Increasing mana when
descending now is
a
right thing, but it's not enough. There shall be some additional means
of restoration, but without making dungeons safer.

Town menu isn't very nice and feels inconsistent with the rest of the
game. Using actual map with houses would be much better. A text menu
appears when you enter a building, like shops in Angband. Making a
special event involving fight in town will be nice. Once a bug in
earlier versions of TAngband caused an orc unique with escort appear in
town, making the most interesting fight ever, as me party was forced to
use tactics very different from usual dungeon combat. At very least,
please use some blank lines to break the list into groups.

Money doesn't make many sense: it's easier to obtain items from the
dungeon. The only things I ever really had to buy are armour (if the
warrior isn't you main character, he starts without one) and potions.

More varity in dungeons would be nice. Wide corridors and open areas
can change tactics.

Description of the books found in the dungeon says that you shall read
them
in
town, but you can read them in dungeon.

I'm waiting impatiently for a new version :)

--
May your code work forever and never have a bug.
At your service, Ilya Bely
 
Archived from groups: rec.games.roguelike.development (More info?)

On 6 Sep 2005 13:09:24 -0700, "Krice" <paulkp@mbnet.fi> wrote:

>This has nothing to do with the UI and how good or bad it is. I think
>RL developers should think about their UI and develope them
>further, not just copy from the roguelike canon. Let's just say that
>Angband UI is horrible. That's a fact and nothing can change it:)

No, actually, that's an opinion.

--
R. Dan Henry = danhenry@inreach.com
 
Archived from groups: rec.games.roguelike.development (More info?)

On 07 Sep 2005 13:22:17 +0100 (BST), David Damerell
<damerell@chiark.greenend.org.uk> wrote:

>Quoting Aquillion <frogwind@gmail.com>:
>>Angband is better than some. My favorite 'traditional' roguelike is
>>Dungeon Crawl, which doesn't even have item-management menus and still
>>inexplicably has seperate commands for wield, wear, and put on ring
>>(because Rogue did it, I know, but it still doesn't make any sense),
>
>It certainly makes sense to separate "wield" - what if you want to wield
>something that isn't designed to be used as a weapon?

Not just a theoretical consideration in Crawl, either. Magical staves
and rods aren't "weapons", but must we wielded for effect. In fact, all
the 'E'voked items must be wielded for use. And several spells require
or benefit from wielding non-weapons.

Wearing and putting on also work somewhat differently in Crawl, although
whether this is of benefit is an open question.

--
R. Dan Henry = danhenry@inreach.com
 
Archived from groups: rec.games.roguelike.development (More info?)

On Wed, 07 Sep 2005 10:23:55 +0200, Christophe <chris.cavalaria@free.fr>
wrote:

>That's not really a sign of success. It's more like a direct application
>if the theory of evolution : only those who can stand the macro system
>as the only mean to get things done in Angband are left.

Which is rubbish. I can play *bands at a good speed without ever having
bothered with the macros or with inscribing anything but a few very
occasional precautionary ones to require confirmation before certain
actions (accidentally activating your only Rod of Recall is too annoying
to risk even as a very rare typo).

--
R. Dan Henry = danhenry@inreach.com
 
Archived from groups: rec.games.roguelike.development (More info?)

Christophe wrote:
> Ray Dillinger a écrit :
>
>> Christophe Cavalaria wrote:

>>> the most
>>> pervert part about macros is that you *can* become efficient with
>>> them so
>>> now, a lot of users don't want to change 🙁

>> Um, excuse me? That's a sign of success, not failure.

> That's not really a sign of success. It's more like a direct application
> if the theory of evolution : only those who can stand the macro system
> as the only mean to get things done in Angband are left. If the system
> was really inefficient, something else would have been created in its
> place. Maybe even something better.

So it doesn't count because you don't like the users it
attracts?

Bear
 
Archived from groups: rec.games.roguelike.development (More info?)

Ray Dillinger wrote:

> Christophe wrote:
>> Ray Dillinger a écrit :
>>
>>> Christophe Cavalaria wrote:
>
>>>> the most
>>>> pervert part about macros is that you *can* become efficient with
>>>> them so
>>>> now, a lot of users don't want to change 🙁
>
>>> Um, excuse me? That's a sign of success, not failure.
>
>> That's not really a sign of success. It's more like a direct application
>> if the theory of evolution : only those who can stand the macro system
>> as the only mean to get things done in Angband are left. If the system
>> was really inefficient, something else would have been created in its
>> place. Maybe even something better.
>
> So it doesn't count because you don't like the users it
> attracts?

I never said that. I said that the fact that current users like the system
is in no way related to the quality of the system, it's because those that
don't like it aren't users anymore.
 
Archived from groups: rec.games.roguelike.development (More info?)

Christophe Cavalaria wrote:
> Ray Dillinger wrote:
>

>>So it doesn't count because you don't like the users it
>>attracts?
>
>
> I never said that. I said that the fact that current users like the system
> is in no way related to the quality of the system, it's because those that
> don't like it aren't users anymore.

My point is that it has sufficient quality to attract and hold
a user community; And, as such things go, a very large one.
Sure, if you can attract and hold a bunch of users who don't
like it, the world will be sweeter; in that case I will say
that *both* systems have sufficient quality to attract and hold
a user community.

But to admit that it can attract and hold a user community,
without a marketing department or vendor lock-in effects is,
IMO, to admit that the system has some quality. Just
because the people aren't your ideal of who you *want* for
a user community doesn't mean the system doesn't have the
quality to attract and keep them on its merits.

Success, when there's no compatibility lockin issues and
no "spin" manufacturers and no marketing and no etc, etc,
etc,.... usually is a pretty good indicator of merit, or
at least "fitness" in the evolutionary sense.

Bear
 
Archived from groups: rec.games.roguelike.development (More info?)

Ray Dillinger wrote:

> Christophe Cavalaria wrote:
>> Ray Dillinger wrote:
>>
>
>>>So it doesn't count because you don't like the users it
>>>attracts?
>>
>>
>> I never said that. I said that the fact that current users like the
>> system is in no way related to the quality of the system, it's because
>> those that don't like it aren't users anymore.
>
> My point is that it has sufficient quality to attract and hold
> a user community; And, as such things go, a very large one.
> Sure, if you can attract and hold a bunch of users who don't
> like it, the world will be sweeter; in that case I will say
> that *both* systems have sufficient quality to attract and hold
> a user community.
>
> But to admit that it can attract and hold a user community,
> without a marketing department or vendor lock-in effects is,
> IMO, to admit that the system has some quality. Just
> because the people aren't your ideal of who you *want* for
> a user community doesn't mean the system doesn't have the
> quality to attract and keep them on its merits.

I never said that. I said that the system would be better and appeal to more
people with something sane to fill 95% of the macro system usage. I never
said you had to replace the users for that. I never said the current users
where bad.

> Success, when there's no compatibility lockin issues and
> no "spin" manufacturers and no marketing and no etc, etc,
> etc,.... usually is a pretty good indicator of merit, or
> at least "fitness" in the evolutionary sense.

I don't see success, I see a failed opportunity. That's what you don't whan
to understand. Also, it would be very hard to argue that the macro system
is an important factor of the angband "success". You could as well say that
the amount of junk you can find in a dragon's treasure is an important
factor too.
 
Archived from groups: rec.games.roguelike.development (More info?)

Christophe Cavalaria wrote:
> Ray Dillinger wrote:
>
>
>>Christophe Cavalaria wrote:
>>
>>>Ray Dillinger wrote:
>>>
>>
>>>>So it doesn't count because you don't like the users it
>>>>attracts?
>>>
>>>
>>>I never said that. I said that the fact that current users like the
>>>system is in no way related to the quality of the system, it's because
>>>those that don't like it aren't users anymore.
>>
>>My point is that it has sufficient quality to attract and hold
>>a user community; And, as such things go, a very large one.
>>Sure, if you can attract and hold a bunch of users who don't
>>like it, the world will be sweeter; in that case I will say
>>that *both* systems have sufficient quality to attract and hold
>>a user community.
>>
>>But to admit that it can attract and hold a user community,
>>without a marketing department or vendor lock-in effects is,
>>IMO, to admit that the system has some quality. Just
>>because the people aren't your ideal of who you *want* for
>>a user community doesn't mean the system doesn't have the
>>quality to attract and keep them on its merits.
>
>
> I never said that. I said that the system would be better and appeal to more
> people with something sane to fill 95% of the macro system usage. I never
> said you had to replace the users for that. I never said the current users
> where bad.

You know what? You're right. I was reading things into
what you said, that weren't actually there. You don't like
the macro system because it takes too much thinking and
effort. I like it because it rewards thinking and effort.

Given the fundamental disagreement there, it's unlikely
that we're going to agree what's a "good" game.

In your proposal to rip out the macro system, I saw an
insult to and dislike for users who enjoy thinking and
effort; it wasn't actually there. In your claims that
angband's user base didn't mean it had any quality, I
saw a discounting of the users who enjoy macros as being
somehow "not real" or unable to discern quality, or at
least not your preferred kind of users. It wasn't there.
Sorry, I get maybe a bit defensive.

So maybe you can come up with an intermediate ground that
less-advanced users can enjoy. But advanced users, those
who actually like thinking and effort, will always prefer
games with macros (and hopefully a better macrology than
angband) to games without.

I think there's a cool subgame to be had in the macrology;
Writing the borg is *really* beating Angband.... but of
course, the fact that someone can means that angband is
way too easy.

Bear
 
Archived from groups: rec.games.roguelike.development (More info?)

One suggestion that occured to me...

A lot of people have been complaining about the repetitive nature of
the early game, constantly diving into the upper dungeon over and over.
On top of this, the player has no clear goal at that point beyond
earning experience points and the occasional bit of money or loot,
which makes it aimless and somehow worse.

So I suggest that you add random quests. Random quests do have their
limits, of course, and a lot of people don't like them; but diving into
the dungeon to kill X monsters of type Y on level Z, to retrieve item X
from from level Y, or to kill big monster X on level Y is at least a
little bit more interesting than just diving in to get xp, and would
give the player some sort of goals and a sense of accomplishment. The
rewards for these quests don't have to be big... potions, handfuls of
gold, spellbooks that may or may not be useful, whatever. The
important thing is to give the player some sort of goal and to make it
so things change, so they're not just exploring similar
randomly-generated small cave levels over and over again. If the
player could go into the tavern and pick up some random quests, it
would satisfy this to some extent.

Another way to keep things interesting and to add more uses for gold
(which someone else brought up) might be to have random merchants
appear at the tavern from time to time, selling things you can't get in
the town's normal stores. This would add another interesting thing to
do in town, and would break up the monotony of the early game a little
bit more.

--Aquillion
 
Archived from groups: rec.games.roguelike.development (More info?)

R. Dan Henry a écrit :
> On Wed, 07 Sep 2005 10:23:55 +0200, Christophe <chris.cavalaria@free.fr>
> wrote:
>
>
>>That's not really a sign of success. It's more like a direct application
>>if the theory of evolution : only those who can stand the macro system
>>as the only mean to get things done in Angband are left.
>
>
> Which is rubbish. I can play *bands at a good speed without ever having
> bothered with the macros or with inscribing anything but a few very
> occasional precautionary ones to require confirmation before certain
> actions (accidentally activating your only Rod of Recall is too annoying
> to risk even as a very rare typo).

It was probably a little over the top to say you can't do anything
without macros. Still, they help a lot when you change characters often.
 
Archived from groups: rec.games.roguelike.development (More info?)

Ray Dillinger a écrit :
> Christophe Cavalaria wrote:
>
>> Ray Dillinger wrote:
>>
>>
>>> Christophe Cavalaria wrote:
>>>
>>>> Ray Dillinger wrote:
>>>>
>>>
>>>>> So it doesn't count because you don't like the users it
>>>>> attracts?
>>>>
>>>>
>>>>
>>>> I never said that. I said that the fact that current users like the
>>>> system is in no way related to the quality of the system, it's because
>>>> those that don't like it aren't users anymore.
>>>
>>>
>>> My point is that it has sufficient quality to attract and hold
>>> a user community; And, as such things go, a very large one.
>>> Sure, if you can attract and hold a bunch of users who don't
>>> like it, the world will be sweeter; in that case I will say
>>> that *both* systems have sufficient quality to attract and hold
>>> a user community.
>>>
>>> But to admit that it can attract and hold a user community,
>>> without a marketing department or vendor lock-in effects is,
>>> IMO, to admit that the system has some quality. Just
>>> because the people aren't your ideal of who you *want* for
>>> a user community doesn't mean the system doesn't have the
>>> quality to attract and keep them on its merits.
>>
>>
>>
>> I never said that. I said that the system would be better and appeal
>> to more
>> people with something sane to fill 95% of the macro system usage. I never
>> said you had to replace the users for that. I never said the current
>> users
>> where bad.
>
>
> You know what? You're right. I was reading things into
> what you said, that weren't actually there. You don't like
> the macro system because it takes too much thinking and
> effort. I like it because it rewards thinking and effort.
>
> Given the fundamental disagreement there, it's unlikely
> that we're going to agree what's a "good" game.
>
> In your proposal to rip out the macro system, I saw an
> insult to and dislike for users who enjoy thinking and
> effort; it wasn't actually there. In your claims that
> angband's user base didn't mean it had any quality, I
> saw a discounting of the users who enjoy macros as being
> somehow "not real" or unable to discern quality, or at
> least not your preferred kind of users. It wasn't there.
> Sorry, I get maybe a bit defensive.
>
> So maybe you can come up with an intermediate ground that
> less-advanced users can enjoy. But advanced users, those
> who actually like thinking and effort, will always prefer
> games with macros (and hopefully a better macrology than
> angband) to games without.
>
> I think there's a cool subgame to be had in the macrology;
> Writing the borg is *really* beating Angband.... but of
> course, the fact that someone can means that angband is
> way too easy.
>
> Bear
>

As a matter of fact, I don't think removing the macro system would be a
good idea because a lot of people like it :)

Still, I don't see a reason why we couldn't add something else and keep
both systems in place. In fact, it might even be easier to make use of
the macro system to build it. Something like a mix of autoinscribe and
automacro creation.

For example, as a player you want an easy access to that Rod of Trap
detection you just found. The standard way for now is to inscribe it
with @z1 ( replace 1 with the number you use for Detection ) and just do
z1. Or you also create a macro to do z1 for you and you bind it let's
say in key F1. The second system as the advantage that you can also bind
a spell in that same spot in case you have it.

If we have for example a menu like this :

Bind which item ( here we show the complete inventory/equipment list ) :
a) Mage book 1
b) Rod of Trap Detection

You select b
Bind to which key :
a) F1
b) F2

You select a. Now all Rods of Trap Detection will be inscribed with @z1
and the macro to use that is automaticaly set in the F1 key.

If you select a spell book, it'll show you the spells in it first.
If you select an item which needs a direction, it'll ask you it you want
an autotarget marco or not.
If you select a piece of equipment, it'll inscribe only that specific
item. And if it can be activated, it'll ask you if you want to equip or
activate it.

Also, if you bind items with charges, you could show a status bar with
the remaining number of charges in the inventory. And if you bind an
item that recharges you can show it's status there too.
 
Archived from groups: rec.games.roguelike.development (More info?)

Christophe Cavalaria wrote:
> Radomir 'The Sheep' Dopieralski wrote:
>
> > At Thu, 08 Sep 2005 16:45:49 GMT,
> > Ray Dillinger wrote:
> >
> >> David Damerell wrote:
> >>> Quoting Christophe <chris.cavalaria@free.fr>:
> >
> >> For what it's worth..... I would rather uninstall a roguelike
> >> game than touch the mouse in order to play it.
> >>
> >> Well, okay, that's a little too extreme. I might forgive having
> >> to touch the mouse once or twice to do things like configuration
> >> options that you only have to ever do once. But if it becomes
> >> necessary for ordinary minute-to-minute play, or even for starting
> >> each new game, forget it. To me that just wouldn't "feel" like
> >> the game I want to be playing.
> >
> > Heh, how about mouse gestures to cast spells? ^-)
>
> Mouse gestures have already been done in a game as a gameplay feature. Arx
> Fatalis I beleive. You have to draw the runes constituing the spell to cast
> it.

Black & White also used mouse gestures for all of its interface.
Caused no end of frustration and anger.

The greatest error is that there was no way to signal the *start* of a
mouse gesture, so you'd accidentally send a different gesture half way
between two attempts to get the right gesture.

> There's also the other version of mouse gestures ( both can be considered as
> nearly the same thing ) with radial pop up menus. Neverwinter Nights uses
> such radial menus and casting a specific spell fells exactly like a mouse
> gesture once you know where to find it. IIRC, The Temple of Elemental Evil
> also makes great use of radial menu.

It's odd you mention Neverwinter Nights. I found the *KEYPAD* to be
the ideal interface to the radial menu. So much so I wanted to be able
to hit the '5' key to bring up the radial menu over where the mouse was
rather than hitting the RMB.

The radial menu was, I thought, a good way of training me to memorize
obscure keyboard short cuts like "2313" to cast one of my buff spells.

The downside of radial menus is that for them to be useful, it is
imperative that their order never changes. I had planned quad-radial
menus for POWDER, but ended up ditching that for just plain lists.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
 
Archived from groups: rec.games.roguelike.development (More info?)

Jeff Lait wrote:
> Black & White also used mouse gestures for all of its interface.
> Caused no end of frustration and anger.

The big problem in Black and White, if I recall correctly, was that it
required that you draw gestures *on the ground*, instead of just
drawing them on your screen in a sane fashion.

Arx Fatalis' system seemed a bit better, at least to me. Partially
this was because you could 'hang' up to three spells for later
one-keypress use without having to draw them. I wish they'd expanded
that system a bit more, though, starting with the ability to only store
one spell and increasing it much higher as your magical abilities
increased, like D&D memorization or something... Also, if I recall
correctly, you had to release stored spells in the order you stored
them, which was silly.

And there was something inherently satisfying about drawing glowing
runes in the air in front of a wooden door, then having it explode in a
shower of scorched splinters.