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

In article <SSjUe.708$wR4.112980@monger.newsread.com>, Kevin Wayne
<killedbyafoo@yahoo.com> says...
> For the same reason, he missed
> some elementary spoily stuff, like the existence of resistances, which
> he attributed to somehow always making his "saving throw."
>
The existence of resistance intrinsics should be relatively easy to
discover. Once a player has them, they can be discovered from enlightenment
or at DYWYPI. The resistance rings are a clue too.

(I've not read the Krysius saga btw)
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Fri, 09 Sep 2005 17:45:22 GMT, Kevin Wayne
<killedbyafoo@yahoo.com> wrote:

>On 9/8/05 5:46 PM, Jove wrote:
>> On Thu, 08 Sep 2005 06:10:01 GMT, Kevin Wayne
>> <killedbyafoo@yahoo.com> wrote:
>>
>>> Basically, most of the stuff in Nethack is discoverable either
>>> through observation and experimentation or through oracularities.
>>
>> And this is pretty much what the oft neglected, if not
>> *completely* neglected, explore mode is for.
>>
>> Explore mode makes up for the fact that you're not
>> supposed to learn by trying things, then restoring
>> from an earlier save file.
>
>Fair enough, but that's still not the issue in my mind.

No argument. But I was trying to respond to what you wrote
above. I'm not much of a fan of explore/wizard mode at all, but
that's what's supplied with the game. Kind of the "unofficial "
answer.

I am mostly on your side, but when there's a mechanism supplied
by the game that can handle a situation, I feel obliged to point
that out, whether I like it or not.

The part of my point about explore mode being completely
neglected is that explore mode is not encouraged much at all
as a way to learn the game without all the disheartening
game-ending deaths.

You may have seen some of my posts suggesting explore mode
tournaments or brackets in the devnull tournament, or
tournaments/brackets for the non-ascended.

The purpose would be to encourage people to enjoy playing the
game and competing without the massive focus on being spoiled,
using every possible trick, and ascension or bust.

>As I wrote earlier:

>
>>> I don't disagree with anything you've written. The discussion I'm
>>> interested in having, though, is a bit different than the perennial
>>> "Can Nethack be won without spoilers?" debate.
>

Well, my point is that Nethack can be enjoyed without spoilers
and *without caring about ascending at all*. I've put forth many
ideas about minor modifications to make that easier.

Let me repeat: If you enjoy playing Nethack without getting
hung up on *winning*, you can easily play it for a lifetime
and easily not care if it can be *won* without being spoiled.


>> The point you may be missing is that things like damageproof
>> armor and weapons are not requirements for ascending. They
>> do make the ascending easier.
>
>Well, very few things are actually *requirements* for ascending, as the
>people who ascend with incredible conduct combinations show. But even
>they are usually trading one trick for another.

Well, actually ascending with one or two conducts generally is
trading one trick for another, e.g. Polypiling can replace
wishing and genociding, and vice versa.

Incredible conduct combinations generally show that massive
reliance on *one* trick can replace almost everything else.

>
>> It's the quirky things that *kill* you that are the problem
>> in this area. Especially the late game ones.
>>
>> Green slimes are a great example of this. I ate the first one
>> I ever killed, and had no idea of how to fix the result. It was
>> heartbreaking.
>>
>> According to rgrn dogma, when I saw the corpse of a new
>> monster what I should have done was started a different game
>> in wizard mode, wished for a green slime corpse and eaten it,
>> and seen what happened.
>
>Well, for what it's worth, I'd consider that type of strategy cheating.

Others have posted that same sentiment. I can't really argue
with you. But are spoilers really much of an improvement?
Neither one really lets you explore freely on your own, but the
cost of late game experimentation is too high for most to
consider doing without entirely.

But considering how mightily "save scumming" is frowned on,
those are the mechanisms Nethack provides, and the community
finds acceptable, to minimize the pain of late game
experimenting.

>Not least because on any decent system, wizmode would be inaccessible to
>a typical player. Okay, okay, we all play on single-player systems
>now, or we *are* the game maintainer. Nonetheless, wizmode isn't for
>normal players to "try things out"; it's for debugging the program.
>

Agreed, but it's frequently suggested (or was) on rgrn as a way
to find out answers. Especially when posters provide
mis-information.

>Now explore mode could be used for the scenario you described. But
>finding a way to avoid having to deal with the unknown in a real
>game--well, you may as well read spoilers, which is what we all end up
>doing anyway.

Complete agreement.

>
>> Then I never would have eaten the green slime in the real game.
>> But I never would have learned how to fix the problem without
>> spoilers. Going the wizard mode, or even explore mode, route
>> to find out would have required trying one absurd thing after
>> another, with no confidence that there even *was* a cure for
>> sliming, other than praying when not in Gehennom.
>
>Which is why, despite the protests of how the contents of spoilers can
>theoretically be discovered by trial and error and observation, in
>practice they almost never are.[1]

Exactly. As a distributed research project, with group
cooperation, it could be fun. But who would do it now with all
the spoilers already written and available?


>
>> On the other hand, once the effects of eating green slime
>> are known, they can be treated just as well as cockatrice
>> corpses are in that respect: Don't Eat Them.
>>
>> After all, eating a cockatrice corpse is an insta-death,
>> with no reprieve short of an amulet of life saving.
>
>Right, but you can get slimed without eating the green slime, and
>petrified without eating the rubber chicken. For some unknown reason,
>fire stops the sliming process, and carrying around a lizard corpse
>(which magically won't rot) will keep you from being petrified. These
>are the types of things that are nonintuitive, you either know the trick
>or you don't, and once you do, it's simply a matter of rote to prepare
>for them.

All very true. Likely to lead to source-diving to find the
answer if no alternative presents itself. Like getting the
maximum score in the original Advent by source-diving and
learning about Witts End. (I did map out the mazes the hard way.
;-)

>
>> Most of Nethack's problems/situations are best solved by
>> knowing them and their solutions perfectly before you start,
>> and preparing long in advance.
>
>Another way of putting the same point.

But best is frequently not necessary, or even desirable.
I do it because of so many wizard deaths that I finally sat
down and figured out the best strategy I possibly could, and
stuck to it.

I ended up ascending a massively over prepared, unstoppable
killing machine. And my mind was still paralyzed with fear
almost the whole time, a learned reaction from many many YASD's.

Just now, almost a year later, I'm starting to loosen up and
play around with things *just a little*, still terrified of
losing focus, dying, and wasting all that preparation.

>
>> Some problems/goals and their solution requirements interact
>> with others.
>>
>> Gaining stats and experience levels are like that. Higher Con
>> and Wis will give you bigger Hp/Pw gains when you gain an
>> experience level.
>>
>> Higher Cha gives you a better chance of gaining an experience
>> level when interacting with foocubi.
>>
>> And you can keep benefitting from more "experience" even if
>> your XP doesn't increase.
>>
>> I still find this whole interdependent process interesting
>> even while totally spoiled about it. Which is good because
>> almost the only way of doing it at all efficiently requires
>> being totally spoiled.
>
>Which is what people who don't like Nethack call the "artificial
>difficulty" of it. You don't know the trick, you die. You do know the
>trick, you live.

Well, these are almost purely wizard concerns. And doing every
bit of that, correctly, over the course of the game, is like a
sub-game in itself, like masterminding the castle drawbridge,
or sokoban.

But it's not required by any means for any character. I think
I'm the only person who uses those techniques, to that extent,
to those ends.

Valkyries have a complete different, deep and subtle strategy:
"Valk SMASH!" (Valk, the "thinking-optional" class. "Valkyries
are for the hard of thinking." Valks can get Mjollnir and
massive strength almost as a matter of course.

Of course, the tricks for Valks are #offering for Mjollnir
and eating giants from their Quest, so you have a bit of a point.
Back the other way, #offer is in the Nethack guidebook so it's
one of the smaller leaps of intuition necessary.

>
>> I think the focus of Nethack should be more on exploring and
>> learning than grinding determination get the perfect AK to Ascend
>> or nothing.
>
>I agree very much on this point. I doubt that I would play like Marvin
>even if I could. In my own games, I don't price-ID much beyond scrolls
>of identify; I don't credit-clone; I try to minimize wishes and
>genocides (pulled off wishless-genoless-polyless recently); I don't kill
>peacefuls (unless I'm chaotic, which I rarely play). I've ascended in
>Orange Dragon Scale Mail before, and without reflection (don't recall if
>that was one game or two), because that was the best equipment I found.
>I prefer "use what you find" to "use tricks to kit yourself out to the
>max."

That sounds like Marvin's modus operandi to *me*. Seriously.
And I do most of what you describe myself in my own games.

Just recently I've been ranting about players wasting time
and resources to endanger themselves by performing unnecessary
identifications. Monsters conveniently identify emergency
items for you (scrolls, potions, etc.). And by doing so you
learn what escape there are in the game.

And most monsters, regardless of their inventory, demonstrate
the most effective survival tactic in the game, that's available
to almost every player: run away.

Just as Elbereth shows up at the top level of sokoban and at
the castle. And Elbereth alone is a very powerful survival tool.


>
>These are personal preferences. I still see ascension as a goal; I
>really don't comprehend players who like screwing around in the dungeon
>with no particular end. But once you know how to do it, it's not a goal
>at all costs.


I don't have a problem with ascension as a goal. I do have
problem with it being the first and only goal.

"Screwing around in the dungeon to no particular end," seems
pointless to me, too. Exploring the dungeon, learning how to
survive and experimenting with various weapons and tools, etc.
can be fun.

Have you read the saga of Krysia's Crusader? That's what he
was doing, just enjoying noticing the little details of the
game, and experimenting based on what he saw.

>
>> Another part of the problem is that once you know about
>> Ascending in Nethack, *that's what you want to do*. Exploring
>> the neat stuff all through the game is brutally shunted
>> aside in favor of strip-mining every last spoiler to make
>> ascension easier. (Like I did to maximize gains from experience.
>> ;^)
>
>True until you've done it once or twice. But by then, you're already
>spoiled, which I guess is what you were talking about.

>
>> With no spoilers there'd be less obsession with the absolute
>> best artifact weapon, armor, tools, damage, etc. (Speed
>> ascensions have shown
>>
>> Getting Grayswandir might be a once in a lifetime achievement.
>> There's no problem with that. Played unspoiled, Nethack could
>> easily be enjoyed for a lifetime without learning all its
>> secrets.
>
>Well, once again, we've veered off into the "Can Nethack be won without
>spoilers?" debate. My focus is more on what the content of being spoiled
>tells you, and how much that affects the game. Learn a few arcane tips
>and tricks, and all of a sudden you're getting past the Castle and
>poised to become a regular ascender.

No. Can Nethack be enjoyed without being obsessed with
"winning"? And if so, how can that be encouraged and made
more accessible?


If you can just enjoy exploring the dungeon, reading the quotes
available from within the game, getting all the references to
literature, history, and myth, what do you care about spoilers?
(#chat with a peaceful hobbit and they may ask about the One
Ring. There's a real Easter Egg, which can be at least as
enjoyable as confused cursed scroll of DA to fooproof armor.)

And as I wrote in another post, in every game the player is
writing his *own* story, of discovery, danger, accomplishment,
lucky finds, magic wands, magic rings, spells, potions, faithful
animal companions, slings and arrows, brave retreats ;^),
serving one's god and religion, Questing, hobbits, orcs, dwarves,
centaurs, trading, hard rock mining, puzzle solving, buying
divinity, wealth, growing stronger and wiser and tougher and more
dextrous, becoming skilled with weapons, etc.

If the game saved a file with a screenshot of every time a
character stat was increased, intrinsic was gained, magical
item found, item self/magically identified, spell learned,
wand zapped, showing Mine Town, etc. the result would be like
vacation slides, but much more meaningful to the player.

I put a few screenshots with comments in my first ascension
post. It adds greatly to my enjoyment when I review it.

Unfortunately, so many games end in disappointing/frustrating/
shattering character deaths that a) the player doesn't *want*
to remember them b) They all start to blur together into a
shapeless horror.


So, set up a separate "explore mode" score file, like the
regular score file, so explore mode players can have a record
of what they've don. Where the scoring system is the same
except that the score is halved with every user-chosen
resurrection from death.

A "kiddie-pool" version of Nethack, if you like, that lets
casual players appreciate all the *non* critical aspects of
play.

And encourage newbies to start out there, and switch to
regular Nethack when they like. Discourage them from
hitting spoilers. Try to give hints to questions on rgrn.

Setting up "Invisiclues" type hint files based on the
spoilers would provide a good alternative to raw spoilers.

And none of this should affect regular Nethack players
at all.


>
>> Another problem is that, perhaps as a result of the public
>> player focus on Ascension and score, the difficulty level of
>> the game seems adjusted for the Marvins of the world. Which
>> leads to more demand for spoiling the game.
>
>Plenty of people, myself included, have argued that the game is actually
>too easy, especially in its later stages. That's kind of the point I'm
>making; learn the tips and tricks that get you past the early game, and
>all of a sudden, you're winning and deciding to challenge yourself with
>conducts.

I think that's where the spoiling and ascension emphasis come
in. An unspoiled player would probably not find the game getting
too easy in its later stages.

Imagine trying to struggle along without gifts from #offering,
divine protection, and dragon scale mail. Spoiled players
focussing on ascension get every artifact item they can, and
know exactly what to wish for (again, look at Krysia's Crusader.)

Speed ascenders show us what the game might be like for the
unspoiled. No altar camping to get artifact weapons. Take
what you get, wish for a few essential items, and use what you
have.

Other posters have pointed out single "tricks" that they felt
made the game easy: Engraving Elbereth with Magicbane, casting
spell of charm monster, spell of sleep, and Mjollnir are all
examples.

Spoiled players use every trick they can find. Very possibly
because of the trauma of all those stupid deaths earlier.


>
>A good counterexample is Crawl. People who like Crawl seem to like it
>for two reasons: challenging gameplay throughout the game, and much more
>straightforward techniques of gameplay. The difficulty comes from the
>monsters, not from not knowing to keep a lizard in your main inventory
>when there's a new moon.
>
>Now, for me, Crawl is prohibitively difficult. I can't get more than a
>few levels down in it. And I don't like entirely text-based shops and
>the absence of some of the playful anachronisms and cultural references
>that you find in Nethack. But I do understand the irritation that people
>have with the type of challenge that Nethack presents.
>
>> Don't get me wrong. I like Nethack the way it is. (I play
>> it enough. ;^) But I'd like to find a way to make its rich
>> environment more accessible and satisfying, and less frustrating,
>> to people who *aren't* top players.
>>
>> Some kind of limited goals that permit starting and finishing
>> an hour, a few hours, and a day of play. There's definitely
>> enough substance in Nethack to make that possible.
>
>Well, the various subordinate goals in Nethack--Sokoban, getting to
>Minetown, getting the Luckstone, doing the Quest, raiding the Castle,
>etc., tend to provide that for me.

But if the game ends in character death, with everything wiped
away?

I suggested that the scorefile be broken into tiers, with every
game that ends with a character death ranking below any game
that doesn't.

Going up the staircase on turn one would count more than
achieving the highest score Nethack can record while dying on the
Astral Plane.

Encourage players to learn to recognize when things are getting
too rough, and get out while they're still alive. The best
training I can think of for the ascension run: 1) staying alive
is what's important 2) go down in the dungeon, then come back up.

Then try going a little deeper next time.

Maybe have a patch that let's players who escape the dungeon
come back into a new dungeon with whatever stats, equipment,
resistances, identifications, etc. they left with.

Just as if Nethack was real life ;^D.

As long as the scores and achievements were kept separate and
clearly marked separate from regular "all or nothing, build that
house of cards or watch it fall", who would it hurt?

(Sure, some players would abuse it. Some players save scum
now.)


>
>Anyway, interesting discussion!
>
>Kevin
>
>
>[1]You and others have mentioned Krysius Krusader as a counterexample.

No. I mention Krysia's Crusader as someone who enjoyed just
playing the game, and finding out all Nethack's wonders instead
of being obsessive about ascending.


>It's often forgotten that he had a strong knowledge of D&D, and so
>functioned as a somewhat spoiled player.

I came into Nethack the same way. I daresay that's why I
enjoyed Nethack, while I've never been able to get into any
other roguelike. Plus most of the I was familiar with a lot
of the atmosphere/literature referenced in Nethack.

I was happy to point Krysia's Krusader at the song "Black
Blade", by New Oyster Cult, about Stormbringer. It was even
better when others contributed pointers to other music based
on the works of Michael Moorcock.

>For the same reason, he missed
>some elementary spoily stuff, like the existence of resistances, which
>he attributed to somehow always making his "saving throw."

As long as his interpretation worked, so what? It was
fascinating to see his views of processes we're so thoroughly
spoiled on. It parallels the "Nethack Myths" that have sprung
up despite all the spoilers.


All the best,

Jove

--
"I don't think you actually meant to condemn such practices,
which are probably those of any professional user. But the words
you used did." - "kanze" <kanze@gabi-soft.fr>
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 9 Sep 2005 12:28:23 -0700, "Doug Freyburger"
<dfreybur@yahoo.com> wrote:

>Jove wrote:
>> Doug Freyburger wrote:
>>
>> Divine gifts always arrive fooproofed (Just don't let a rust
>> monster chew the rustproofing off of your metal divine gifts. 🙂
>
>Rust monsters can do that? Yikes, thanks for the warning.

Iff they find it on the ground, I think. They chew on it,
then spit it out sans rustproofing. ;^)

>
>> A minor point: With two similar types of armor, both of which
>> give the same total AC boost, pick the one with the lower base
>> armor class. e.g. a +1 orcish helm over a +0 dwarven helm.
>> The enchantment is mostly vulnerable to disenchanters.
>> While the 2 base ac of the dwarven helm can bot be rusted away.
>
>The 1 base AC of the orcish helm can be rusted away as easily
>as the 2 base AC of the dwarvish iron helm, so I disagree on
>this point.

But you can only lose 1 AC by rust with the +1 orcish, 2 AC by
rust with the +0 dwarvish. And a thoroughly rusty dwarvish helm
doesn't help your AC, it only hinders spellcasting.
(I wonder if it still helps if a rock drops on your head?)

>Disenchanters are rare easily on and dealt with
>by missiles later on. I only partially disagree because of:
>
>> Plus the higher base AC piece of armor tends to be heavier.
>
>Check. Weight to base AC ratio is important. Either type of
>mithril beats all three types of plate mail most of the time
>because it is so much lighter. With a spell caster class I
>will even go with studded leather armor over crystal plate
>mail most of the time because of the weight difference.
>
>> Swords/shields from angelic beings are always (?) fooproofed,
>> and can by polymorphed.
>
>Including the two artifacts that can come from them. Neutral
>and chaotic artifact collectors can end up with these two
>lawfull artifacts in their treasure trove that way. Angelic
>corpses taste great, are less filling, to a metalovore ;^)
>
>> >"Don't do that next time then"
>> >is one of the best mantras of the group:
>>
>> DDTT is usually reserved for attempting dangerous short-cuts
>> and then not being able to deal with the results: quaffing from
>> early fountains, quaffing completely un-ided potions, drying up
>> a minetown fountain, etc. i.e. Things the pathetic whiner^W^W
>> poster should have known better than to try.
>
>I think DDTT is a frequent fallback to an untenable
>situation where the character is nearly certain to die.
>It's advice to take the death as a learning experience.
>If Rodney can "find death an educational experience"
>according to a fortune cookie, the *player* should even
>more so. In fact this is one of the best educational
>metaphors contained within the game. There is a monster
>who learns from how he died and who comes back stronger
>each time. An example my brethren worthy of all
>immitation.
>
>> The explore/wizard mode approach is frequently offered as
>> an alternative to save-scumming. i.e. For things like green
>> slime that you couldn't be expected to know what would happen,
>> or how to deal with it. (Having to have a special test mode
>> for really *exploring* the possibilities of the game....)
>
>An opinion question about the boundaries of save scumming:
>
>If I want to do an experiment, so I save the game, make a copy,
>go into explore mode in the game, try the experiment, quit,
>restore the save file to before the experiment, that's
>save-scumming, right? What I'm supposed to do is launch a
>separate wizard mode game for the experiment, right?
>
Wizard or explore mode, yes. Since a new game started
in explore mode has a wand of wishing in starting inventory
many situations can be tested.

A borderline case is to make a copy of the save file, then
do the explore *after* the original game is over (ascension/
death).

<mucho snip>

>
>> Fire resistance is necessary for magic trap dancing, which
>> is usually necessary for foocubi dancing, which also benefits
>> from =oAdorn, =oGainCon, enchanted HoB, etc.
>
>I have yet to try magic trap dancing. It generates lots of
>monsters in addition to charisma so if only one would appear
>on an altar level.

Oh yes! But you also have to wear fireproof armor, and/or
disposable gloves. It's interesting.

>
>> Not to mention the scrabbling necessary to get decent
>> spellcasting armor.
>
>That's usually available to anyone willing to toast the
>entire watch in minetown and then repair the alignment
>and/or intrinsic damage.

Play chaotics. 🙂

>Speaking of which, never enter
>the light shop with Stormy out in the open. Far too
>tempting to use it to kill mimics and then forget to put
>it back away when going back out the door. Argh.

I've given up on Stormbringer. It's a devteam trap.
Especially with Magicbane at +6/7. Although the healing
effects from Stormy are supposed to be nice.

>
>Sometimes parts of life are about the journey; sometimes
>parts of life are about the destination. I don't go to
>my Mason lodge for the cool looking ring, not even before
>I had the ring. I don't go to religious ceremonies with
>a goal in mind (or for the cookies and drink, or for the
>artifacts but somehow magical weapons never seem to drop
>from the sky expect in ancient tales and in Nethack).
>I like my job enough that I don't work with the paycheck as
>the goal but with the paycheck as a side effect of the
>journey. Same principle in Nethack in my opinion.

Very good indeed.

>
>> >You have described how the spoilers did evolve, and it
>> >was a lot of fun. I wrote a spoiler for prayer that has
>> >now been obsolete for a long time, and I had a blast
>> >source diving and doing game play to corfirm what I
>> >wrote. There have been a few generations of spoilers
>> >at this point. Since I had fun doing it early on I
>> >can't imagine the folks doing it since failed to have
>> >fun.
>>
>> What spoilers remain left to write?
>
>Excellent question. There are topics missing from the
>spoilers though I can't pull them out of the air at the
>moment. I often go to Kate N's spoiler site. I
>occasionally follow the "Categorized list of all Nethack
>spoilers" link. Every so often that does not work and
>I move on to some source diving and a post about the
>topic on RGRN. When such a topic does come up that I
>think a spoiler might be worthwhile, should I offer my
>results somewhere? Topics on RGRN sometimes would be
>worth turning into spoilers. Most of the ones in the
>assorted category came from such discussions.
>
>> >> With no spoilers there'd be less obsession with the absolute
>> >> best artifact weapon, armor, tools, damage, etc. (Speed
>> >> ascensions have shown
>>
>> >Well educated players can ascend with equipment not
>> >nearly as good as the "ultimate kit".
>>
>> Exactly, but there's little indication of even the concept
>> of this in rgrn, much less encouraging it.
>
>I don't know about that. Coaching folks to their first few
>ascensions, agreed. But there is plenty of discussion of
>various conduct challenges among folks who've done a bunch
>of ascensions. Stuff like ascending without using artifacts
>would certainly count as not using the "ultimate kit".

My point remains that it's the unascended who get fixated on
on the best of everything.

Don't coach them to ascensions. Coach them to enjoy the
learning the ins and outs of the game on their own.
(Invisiclues, anyone?)



All the best,

Jove

--
"I don't think you actually meant to condemn such practices,
which are probably those of any professional user. But the words
you used did." - "kanze" <kanze@gabi-soft.fr>
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 9 Sep 2005 12:37:49 -0700, "sjdevnull@yahoo.com"
<sjdevnull@yahoo.com> wrote:

>Jove wrote:
>> On 9 Sep 2005 07:29:40 -0700, "Doug Freyburger"
>> <dfreybur@yahoo.com> wrote:
>> >While this is correct, failing to fooproof your kit would
>> >be quite a challenge.
>>
>> Well, shirts and cornuthaums have base armor of 0, no real
>> point in fooproofing.
>
>[SNIP discussion]
>
>I rarely bother fooproofing my stuff, unless I wind up with tons of
>extra ?oEA.
>

There you go.


>> Unholy water is probably the big one. Almost always a pain
>> to get but a necessary element to make several items useful or
>> more useful.
>
>I've never bothered, even when I find it I just wind up stashing it
>away.

Yeah, I'm still way too fixated on squeezing every last drop of
advantage out of everything. A personal legacy of a thousand
encounters with the Dread Lord "Oh my god how could I have been
that stupid."

>
>> Method of confusion - expired spell is best, but takes 20k
>> turns, or more. Wizards' starting spells expire at turn 20k,
>> but frequently they're so much more useful than a method
>> of confusion at that point that they get refreshed almost
>> automatically.
>
>Booze is plentiful, and in the early game there are shamans and stuff
>to confuse you.

Yeah, I need to remember there are others ways of doing things.

>
>> Fire resistance is necessary for magic trap dancing, which
>> is usually necessary for foocubi dancing, which also benefits
>> from =oAdorn, =oGainCon, enchanted HoB, etc.
>
>But unless you're going for a weird conduct, magic trap dancing and
>foocubi dancing are both of marginal utility.

The weird conduct is XP level 30, with all the benefits to the
spell of magic missile.

>Fire resistance is
>almost necessary for Gehennom, but I've never found myself actively
>seeking any of the resistances other than poison (which usually comes
>pretty early anyway). You get them all when you get crowned, and most
>of them you'll just pick up along the way.
>
>> Not to mention the scrabbling necessary to get decent
>> spellcasting armor.
>
>Studded leather is generally easy to find. DSM is one of the few real
>"must have for ascension kit" items in the game, though; you _can_ make
>it through without it, but it's a _huge_ help.

I've occasionally found +4/5 leather/studded-leather armor.
With the CoMR and an amulet of reflection it can work
surprisingly well.

In my current game by the time I came back up to Mine Town
with the luckstone I have:

Armor
A - a blessed +2 leather armor (being worn)
B - a blessed +4 pair of iron shoes (being worn)
C - an uncursed burnt +0 cloak of magic resistance (being worn)
G - an uncursed +1 pair of padded gloves (being worn)
S - an uncursed +3 small shield (being worn)
W - an uncursed +5 iron skull cap (being worn)

All from monsters or on the floor.

Add a shirt and enough c?oDA and b?oEA and a XP 30 wizard
with the Eye might do just fine.



>
>> >Well educated players can ascend with equipment not
>> >nearly as good as the "ultimate kit".
>>
>> Exactly, but there's little indication of even the concept
>> of this in rgrn, much less encouraging it.
>
>Vegan lifestyle was discussed to death (suptopics like is Dwarvish
>mithril or crystal plate preferred?), as have been combinations like
>illiterate wishless atheist polypileless (hence probably DSMless, and
>reliant on randomly generated artifact weapons or quest weapon if any).
>
>Adn it seems like "didn't wish for an artifact" is more common than
>not.

Not conducts so much as "play smarter", posters had claimed
that a single trick: charm monster, Magicbane and Elbereth,
etc. seems to have made their games.

And I'm talking about encouraging regular players slow down,
watch how things go as they descend, *then* decide how badly
they need better equipment.

Of course, I'm probably judging by my own playstyle, where I
once had a wizard with the Eye, at XP 30, had SDSM, and had even
done Ft Ludious, all without descending below Dungeon level 14 or
using a wish or polypiling. (That kind of reckless dungeon
diving will be the death of me yet. ;-)


It just requires a different strategy than "Valk SMASH!"

>
>> >> Getting Grayswandir might be a once in a lifetime achievement.
>> >> There's no problem with that. Played unspoiled, Nethack could
>> >> easily be enjoyed for a lifetime without learning all its
>> >> secrets.
>
>Indeed, I've seen Grayswandir just once (and I died soon after I got
>it). I got Frostbrand once (for my tourist ascension), other than that
>I've ascended with Mjollnir (valk), Magicbane (wizard), Sunsword
>(priest), werebane (archaeologist).
>
>> >The topic of fancy graphics often comes up. I don't
>> >object to adding graphics to Nethack, but is there
>> >even one graphical game that has ever held interest
>> >for more than a decade?
>
>Tetris? Final Fantasy? Might and Magic? Civilization? Simcity?
>Doom? Asteroids?

Doom. I still miss its atmosphere and controls. (For me,
Quake just didn't have it.)

>
>All are still played, sometimes in new versions but nethack's evolved
>to new versions as well. I'd venture a guess that the original Doom
>still has a bigger player base than nethack does. Likewise for the
>games bundled with major consoles (e.g. Super Mario Bros)
>
>A handful of the old arcade games are probably at least as widely
>played as nethack (gauntlet, paperboy, ms pacman, etc) with all the
>MAME installations and retrogaming console discs out there.

And I've seen some of today's console games. One in particular
had gorgeous graphics of a guy going through a castle defeating
monsters with a whip. Over and over and over and over and over.
Like tic-tac-toe but without the challenge.

And there's some adventure-like game with a kid at summer camp?
that's equally beautiful, and equally brain dead. It's not even
the equal of ADVENT.


All the best,

Jove

--
"I don't think you actually meant to condemn such practices,
which are probably those of any professional user. But the words
you used did." - "kanze" <kanze@gabi-soft.fr>
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Kevin Wayne <killedbyafoo@yahoo.com> wrote:

> For what it's worth, criticism of Nethack in r.g.r.misc largely revolves
> around nonintuitive things like this. Basically, winning at Nethack
> involves spoiling yourself enough (or trying enough random actions--a
> strategy more likely to get yourself killed than anything else) to learn
> the tricks that make it possible to survive until you've become an
> unstoppable killing machine. Most of them are nonintuitive and don't
> really arise from any particular strategy; you either know the trick or
> you don't. So Nethack goes from feeling impossible to feeling reasonably
> "doable." At that point, you either 1) challenge yourself with conducts;
> 2) get frustrated because you still YASD even though you "know better";
> 3) move on to something you feel is more challenging.

Actually, that's part of NetHack's charm, to me. Not only is there
always something more to discover, you can, if you wish, choose
different strategies to tackle all the problems. I'm not all that well
played in other roguelikes, but whenever I try one, most of them seem to
boil down to slugging down hordes of monsters, blindly; collecting their
loot; and selling that loot to get another otherwise indistinguishable
resistance so you can go tackle the next, otherwise indistinguishable,
horde of monsters. At least NetHack has real variety.

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

Janis Papanagnou <Janis_Papanagnou@hotmail.com> wrote:

> Electronic Samurai wrote:
> >
> > On an unrelated note, why don't I get ice cubes when dipping Frost
> > Brand into water?
>
> It's unimplemented because you don't need ice cubes in NH; the existing
> potion of booze is neither whiskey nor any long-drink, just cheap booze.

But... whiskey either is Irish, which shouldn't be drunk with ice, or it
_is_ cheap booze.

Richard, prefers whisky
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <43223468.25122906@news.xs4all.nl>, Richard Bos <rlb@hoekstra-
uitgeverij.nl> says...
> But... whiskey either is Irish, which shouldn't be drunk with ice, or it
> _is_ cheap booze.
>
/me waits for a Scottish firestorm
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Andrew Kerr <andykerr@SPAMGUARD.blueyonder.co.uk> wrote:
>In article <43223468.25122906@news.xs4all.nl>, Richard Bos <rlb@hoekstra-
>uitgeverij.nl> says...
>> But... whiskey either is Irish, which shouldn't be drunk with ice, or it
>> _is_ cheap booze.
>
>/me waits for a Scottish firestorm

Why? Scotch whisky doesn't have an 'e' in it.
--
Martin Read - my opinions are my own. share them if you wish.
\_\/_/ in the metal and blood in the scent and mascara on a backcloth of
\ / lashes and scars in a flood of your tears in sackcloth and ashes
\/ -- Sisters of Mercy, "Flood I"
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <74A*vUlYq@news.chiark.greenend.org.uk>, Martin Read
<mpread@chiark.greenend.org.uk> says...
> Andrew Kerr <andykerr@SPAMGUARD.blueyonder.co.uk> wrote:
> >In article <43223468.25122906@news.xs4all.nl>, Richard Bos <rlb@hoekstra-
> >uitgeverij.nl> says...
> >> But... whiskey either is Irish, which shouldn't be drunk with ice, or it
> >> _is_ cheap booze.
> >
> >/me waits for a Scottish firestorm
>
> Why? Scotch whisky doesn't have an 'e' in it.
>

....

Good point.

Damn my spelling :/
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Andrew Kerr <andykerr@SPAMGUARD.blueyonder.co.uk> wrote:

> In article <43223468.25122906@news.xs4all.nl>, Richard Bos <rlb@hoekstra-
> uitgeverij.nl> says...
> > But... whiskey either is Irish, which shouldn't be drunk with ice, or it
> > _is_ cheap booze.
> >
> /me waits for a Scottish firestorm

You should've read the sign-off.

No, more carefully than you did before.

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

On 9/9/05 2:08 PM, Andrew Kerr wrote:
> In article <SSjUe.708$wR4.112980@monger.newsread.com>, Kevin Wayne
> <killedbyafoo@yahoo.com> says...
>
>>Right, but you can get slimed without eating the green slime, and
>>petrified without eating the rubber chicken. For some unknown reason,
>>fire stops the sliming process, and carrying around a lizard corpse
>>(which magically won't rot) will keep you from being petrified. These
>>are the types of things that are nonintuitive, you either know the trick
>>or you don't, and once you do, it's simply a matter of rote to prepare
>>for them.
>>
>
> The "/" description for pyrolisk drops a very big hint for lizard corpses
> and cockatrices.
>
> The cockatrice entry doesn't. It does, however, refer to killing them with
> there own reflection. Something I've never actually done...

Can't be done. "The cockatrice is frightened by its own reflection."
Shield of reflection doesn't work either. Once again, "/" can't be
relied upon for in-game strategy information.

But my point is not whether information is obtainable with "/" or
oracularities or fortunes or any other in-game means, or for that matter
with spoilers or source-diving. It's about the type of game that Nethack
is, where relatively nonintuitive tricks are the key to survival.

--
Kevin Wayne

"Stark raving sane."
--Rosencrantz and Guildenstern
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 9/9/05 3:50 PM, Jove wrote:

> The part of my point about explore mode being completely
> neglected is that explore mode is not encouraged much at all
> as a way to learn the game without all the disheartening
> game-ending deaths.

It was here that I first saw suggested that explore mode be used for
trying out game situations. I only ever used it for trying to get
further in the game than I could have otherwise. The result was
basically that I got out of my depth and had to keep answering "Die?
[yn]" often enough that I finally answered [y] in exasperation. It was
cool to see some of what was beyond, say, dlvl 5, but it didn't actually
help me learn to keep a character alive.

> Well, my point is that Nethack can be enjoyed without spoilers
> and *without caring about ascending at all*. I've put forth many
> ideas about minor modifications to make that easier.
>
> Let me repeat: If you enjoy playing Nethack without getting
> hung up on *winning*, you can easily play it for a lifetime
> and easily not care if it can be *won* without being spoiled.

I was the type of player that couldn't make it past dlvl 5 without some
type of hints. I would have quit in frustration if I hadn't gotten at
least some minor spoiling. And it's quite enjoyable even with being spoiled.

As far as an overemphasis on winning goes, plenty of people seem to play
with no particular interest in winning. Many pudding farmers are
essentially ready to ascend *before* they start the farm. Some people
simply stop playing characters when they are at a certain stage of
development. Some do crazy conducts and would rather die than break the
conduct. So many of your comments seem beside the point to me, because I
don't think I really agree with your fundamental premise that everyone
is focused on winning at all costs.

> But best is frequently not necessary, or even desirable.
> I do it because of so many wizard deaths that I finally sat
> down and figured out the best strategy I possibly could, and
> stuck to it.
>
> I ended up ascending a massively over prepared, unstoppable
> killing machine. And my mind was still paralyzed with fear
> almost the whole time, a learned reaction from many many YASD's.
>
> Just now, almost a year later, I'm starting to loosen up and
> play around with things *just a little*, still terrified of
> losing focus, dying, and wasting all that preparation.

I think that's a description of what Nethack, as designed, *is*. There's
nothing wrong with that. But its depth also allows for screwing around
in the dungeon and never ascending, if you want to, or playing in
explore mode, if you want to.

All of this is beside my original point that survival in Nethack (forget
about winning) is largely dependent on nonintuitive tricks.

I wrote:

>>Which is what people who don't like Nethack call the "artificial
>>difficulty" of it. You don't know the trick, you die. You do know the
>>trick, you live.
>
> Well, these are almost purely wizard concerns.

Where does that come from? It's true of almost every class, many more so
than wizards.

> Valkyries have a complete different, deep and subtle strategy:
> "Valk SMASH!" (Valk, the "thinking-optional" class. "Valkyries
> are for the hard of thinking." Valks can get Mjollnir and
> massive strength almost as a matter of course.
>
> Of course, the tricks for Valks are #offering for Mjollnir
> and eating giants from their Quest, so you have a bit of a point.
> Back the other way, #offer is in the Nethack guidebook so it's
> one of the smaller leaps of intuition necessary.

Yes, wombats are more straightforward, but they still need tricks to
survive.

> Just as Elbereth shows up at the top level of sokoban and at
> the castle. And Elbereth alone is a very powerful survival tool.

Excellent case in point. Elbereth is too powerful, and I've quit using
it. But it's the kind of trick that most people wouldn't think of on
their own. Okay, sure, you can discover it as soon as you've done
Sokoban once. But my issue isn't how you discover it--I don't care
whether it's in-game, by spoilers, by other people telling you about it,
or by source-diving. My issue is that Nethack is the type of game where
Elbereth works: where doing something as odd as writing a word on the
floor can save you from certain death by soldier ants.

> I don't have a problem with ascension as a goal. I do have
> problem with it being the first and only goal.
>
> "Screwing around in the dungeon to no particular end," seems
> pointless to me, too. Exploring the dungeon, learning how to
> survive and experimenting with various weapons and tools, etc.
> can be fun.

Right. And that stage of Nethack play is delightful. (I'm sure everyone
recalls their first experience with hallucination.) But it doesn't last
forever. After a while, you've seen most of the funny messages.

> Can Nethack be enjoyed without being obsessed with "winning"?

You tell me. I've already given examples of people who do just that.

> If you can just enjoy exploring the dungeon, reading the quotes
> available from within the game, getting all the references to
> literature, history, and myth, what do you care about spoilers?

I *don't* care about spoilers. I never mentioned spoilers in my OP.
That's something you brought to the discussion. The quotes and
references are fun, but at some point you've read most of them. Then you
either find another way to enjoy the game, or you move on to something else.

> (#chat with a peaceful hobbit and they may ask about the One
> Ring. There's a real Easter Egg, which can be at least as
> enjoyable as confused cursed scroll of DA to fooproof armor.)

Yes. It's cute. It's fun. But then you realize that every time you #chat
with a peaceful hobbit, you always get the same message. It's not an
inexhaustable form of fun.

> I think that's where the spoiling and ascension emphasis come
> in. An unspoiled player would probably not find the game getting
> too easy in its later stages.

Well, here I disagree. If you've found the ability, by whatever means,
to conquor the Castle, then barring the unusual YASD by green slime or
whatever, you'll survive, at least until you decide to enter the Planes.

> I suggested that the scorefile be broken into tiers, with every
> game that ends with a character death ranking below any game
> that doesn't.

I've suggest abolishing the scorefile period. I don't care about score.

--
Kevin Wayne

"Stark raving sane."
--Rosencrantz and Guildenstern
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Sun, 11 Sep 2005 17:22:29 GMT, Kevin Wayne
<killedbyafoo@yahoo.com> wrote:

>
>But my point is not whether information is obtainable with "/" or
>oracularities or fortunes or any other in-game means, or for that matter
>with spoilers or source-diving. It's about the type of game that Nethack
>is, where relatively nonintuitive tricks are the key to survival.

And your point is well stated, and well taken.
(At least by me ;-)

In any other game, they would not be a big deal, just restore
from save file and continue.

For that reason it's difficult to separate the negative(?)
"relatively nonintuitive tricks [that] are the key to survival"
from lack of approved non-game-deleted save files.

With approved/tolerated durable save files, players could make
a save file of the emergency situation and then try whatever they
have available to fix Ill, FoodPois, Turning to Stone, Turning to
Slime, etc. Restoring the file after failures to try something
else.

Hints in oracularities, fortunes, in/out game means would get
much more attention. (Replies to questions in rgrn could get
much more oracularly vague themselves: "What does the Oracle
say about that?", instead of the (formerly) usual: "You can
try these things in wizmode, you know.")

Even if the player didn't find a solution, restoring from an
earlier save file and following the dictum "Don't Do That Then"
will handle the situation. (And the save file of the situation
itself can be kept for further trials of new ideas.)





So on the one hand Nethack has these unintuitive quick/insta
deaths. And on the other hand Nethack removes the means most
users would resort to before getting spoiled to solve the
problem.

And that means (permanent save files) is common in (almost) all
other games, particularly those that call for solving
RNT[T]ATKTS.


It looks like just as Nethack has Sokoban and mastermind
subgames, it also has adventure game aspects as well.
Unfortunately, it removes the means most of us used to "outguess
the parser" in those games: unlimited attempts. (And we're
back to InvisiClues(tm) again. 🙂


(I'm not arguing for permanent save files. Just trying to
help cover all aspects of "relatively nonintuitive tricks [that]
are the key to survival" (RNT[T]ATKTS).)




--
All the best,

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

On Sun, 11 Sep 2005 17:22:35 GMT, Kevin Wayne
<killedbyafoo@yahoo.com> wrote:
>
>I was the type of player that couldn't make it past dlvl 5 without some
>type of hints. I would have quit in frustration if I hadn't gotten at
>least some minor spoiling. And it's quite enjoyable even with being spoiled.
>

I'm not arguing with that at all. I'm trying to say that a
some minor adjustments could remove the frustration from players
that just want to enjoy the game and not have their games end
in player deaths.



>As far as an overemphasis on winning goes, plenty of people seem to play
>with no particular interest in winning. Many pudding farmers are
>essentially ready to ascend *before* they start the farm. Some people
>simply stop playing characters when they are at a certain stage of
>development. Some do crazy conducts and would rather die than break the
>conduct.

But all of those players already *have* "won", often more times
than they can remember. (With one exception which is not myself
🙂 They then either just play the parts of the game that are
worth the effort, or resort to crazy conducts or Stupid Ascension
Tricks.

>So many of your comments seem beside the point to me, because I
>don't think I really agree with your fundamental premise that everyone
>is focused on winning at all costs.
>

Well, those that have already won at all costs tend to try to
find other interests in the game.

Those who haven't yet ascended tend to focus on ascending as
their main goal. Otherwise they're just stuck in your "couldn't
make it past level 5 without some kind of hints" rut.

And I believe that once you start getting spoiled, it's
difficult to stop. Not least because your focus has changed
from "exploring the game" to "getting spoiled to stay alive
and not lose the best game I've ever played."


But, of course, your opinion is just as valid as mine (if not
moreso 🙂 And I really appreciate everyone taking the time to
bring out their views.

It is entirely possible that there are more "Krysia's
Krusader"s out there. We don't know about them because
they don't come here to ask questions, they want to find
out on there own.

And watching games on NAO while listening in on IRC #nethack
seems to show players that want to interact with other players
while playing. Dying doesn't seem to bother them much.

IRCers (is that the...word?) on #nethack will comment on an
interesting game on NAO and get others to watch it. #rodney
announces deaths and ascensions. There's the equivalent of
NetHack's internal online lookup of game related literature, etc.

That's the way they enjoy it and more power to them.


>>
>> Just now, almost a year later, I'm starting to loosen up and
>> play around with things *just a little*, still terrified of
>> losing focus, dying, and wasting all that preparation.
>
>I think that's a description of what Nethack, as designed, *is*. There's
>nothing wrong with that.

a) I don't think Nethack was designed, it just kind of
happened.

b) And in my opinion, there is "something wrong with that", or
at least a downside: screwing around in the dungeon unspoiled
means dying a lot, and learning very little. That doesn't seem
nearly as enjoyable as it could be.

Other complex games manage to entertain without each individual
game being a house of cards, where one mistake wipes out all that
was done before.

>But its depth also allows for screwing around
>in the dungeon and never ascending, if you want to, or playing in
>explore mode, if you want to.

We're in complete agreement. :-D

Except...(bet you knew *that* was coming) that explore mode
shows that Nethack is more than difficult enough even if you
*can't* die. So the constant stream of "throw-away" games
seems unnecessary.

>
>All of this is beside my original point that survival in Nethack (forget
>about winning) is largely dependent on nonintuitive tricks.
>

Don't think I agree that it's beside your (accurate and
pertinent) original point. It's all of a piece.


>I wrote:
>
>>>Which is what people who don't like Nethack call the "artificial
>>>difficulty" of it. You don't know the trick, you die. You do know the
>>>trick, you live.
>>
>> Well, these are almost purely wizard concerns.
>
>Where does that come from? It's true of almost every class, many more so
>than wizards.

The long description that your "Which is what people who..."
came immediately after. It seemed like a comment on my
description of the long complex process of maximizing spell
casting capabilities...which "are almost purely wizard concerns."
🙂

>
>> Valkyries have a complete different, deep and subtle strategy:
>> "Valk SMASH!" (Valk, the "thinking-optional" class. "Valkyries
>> are for the hard of thinking." Valks can get Mjollnir and
>> massive strength almost as a matter of course.
>>
>> Of course, the tricks for Valks are #offering for Mjollnir
>> and eating giants from their Quest, so you have a bit of a point.
>> Back the other way, #offer is in the Nethack guidebook so it's
>> one of the smaller leaps of intuition necessary.
>
>Yes, wombats are more straightforward, but they still need tricks to
>survive.


Oh definitely, and more than may immediately spring to mind.


A little underemphasis on a critical part of the game
(intrinsics, increasing character stats, better armor, #enhance,
etc.) over a long period of the game can lead to deaths that seem
unavoidable at first glance.


>
>> Just as Elbereth shows up at the top level of sokoban and at
>> the castle. And Elbereth alone is a very powerful survival tool.
>
>Excellent case in point. Elbereth is too powerful, and I've quit using
>it.

Good for you. As for too powerful, in your hands I'm sure it
is. (I wish I was a good enough player for Elbereth to be too
powerful.)


In some ways, though, that power makes it like explore mode.
It can easily lead you into a situation you're completely unready
for.

It's happened to me with a (polytrapped) Lich of some kind
summoning monsters in the deep Gnomish Mines. I had Magicbane
engraved Elbereth, and just hit monsters as they went by.
I thought I had it made, until an elf-lord showed up.

So even Elbereth's power won't make up for not really knowing
the game. In the proper hands even just writing Elbereth in the
dust can be a game breaker. In your hands it's too powerful.

Some (a lot?) of players misuse it completely, or don't even
know about it. The whole game is easy, *if* you play it right.
The trick is to play it right, not to find some wonder weapon
or spell that's as good as an instant win, because nothing in
in the game comes close to being powerful enough to be as good
as an instant win.

Watch some of the games on NAO. They're just not good enough
to make effective use of Elbereth, no matter how powerful
Elbereth is.

Many individual tricks can almost carry the game by themselves:
Grayswandir, #twoweaponing, dragon scale mail, charm monster,
Magicbane's Elbereth, expert rogues throwing 4 daggers/round,
expert elven ranges firing 4 arrows/round with elven bows/arrows,
etc.

Even to players spoon fed these tricks, they're not enough
unless the player uses them properly. And I don't think most
non-ascended players use them properly.

And used improperly, not even Magicbane's Elbereth engraving
capabilities can save a poor player.


>But it's the kind of trick that most people wouldn't think of on
>their own. Okay, sure, you can discover it as soon as you've done
>Sokoban once. But my issue isn't how you discover it--I don't care
>whether it's in-game, by spoilers, by other people telling you about it,
>or by source-diving.

No problem.

>My issue is that Nethack is the type of game where
>Elbereth works: where doing something as odd as writing a word on the
>floor can save you from certain death by soldier ants.
>
From another post of mine:

"For me as a Tolkien fanatic from way back, it's perfect.  
Middle-Earth was created by singing, so words having power makes
perfect sense.  (Now letters in an arbitrary alphabet affecting
illiterates and dumb animals....)"


>> I don't have a problem with ascension as a goal. I do have
>> problem with it being the first and only goal.
>>
>> "Screwing around in the dungeon to no particular end," seems
>> pointless to me, too. Exploring the dungeon, learning how to
>> survive and experimenting with various weapons and tools, etc.
>> can be fun.
>
>Right. And that stage of Nethack play is delightful. (I'm sure everyone
>recalls their first experience with hallucination.) But it doesn't last
>forever. After a while, you've seen most of the funny messages.

Yes, and long before you've played through to the end even
once. But I wouldn't exactly call it delightful, being
interspersed with one dis-heartening game death after another.

>
>> Can Nethack be enjoyed without being obsessed with "winning"?
>
>You tell me. I've already given examples of people who do just that.
>

I feel most of those examples are of players who've already
won the game all they want.

>> If you can just enjoy exploring the dungeon, reading the quotes
>> available from within the game, getting all the references to
>> literature, history, and myth, what do you care about spoilers?
>
>I *don't* care about spoilers. I never mentioned spoilers in my OP.
>That's something you brought to the discussion. The quotes and
>references are fun, but at some point you've read most of them. Then you
>either find another way to enjoy the game, or you move on to something else.

My point is that they're part of the game too. But they get
old because you're playing so many losing games trying to figure
out quirky deaths.

Give the option of alleviating the quirky deaths so all that
effort in all those games isn't lost. Have small goals or quests
that let the player into the game, appreciate the environment,
and get out *feeling like a winner.*

I somewhat facetiously divide players in ascendeds/
non-ascendeds, because that's what the game does. If you don't
ascend, the most the logfile will show of your accomplishments
it where you died and what killed you.

>
>> (#chat with a peaceful hobbit and they may ask about the One
>> Ring. There's a real Easter Egg, which can be at least as
>> enjoyable as confused cursed scroll of DA to fooproof armor.)
>
>Yes. It's cute. It's fun. But then you realize that every time you #chat
>with a peaceful hobbit, you always get the same message. It's not an
>inexhaustable form of fun.
>

Exactly, that's where being able to get farther along to meet
different monsters to #chat with more quickly, without the
frustrating early deaths, could make a difference.

Then more of the messages would be seen while the idea was
fresh enough to be appreciated. And there wouldn't be that
bad taste in the players mouth from all those deaths.




A final comment on your "original point that survival in
Nethack (forget about winning) is largely dependent on
nonintuitive tricks."

You are absolutely right, of course.

But in Descent II, for example, boss monsters on later planets
would be invulnerable to all but a special kinds of attack, or be
invulnerable everywhere except on a spot on their back (which
you could never hit directly.)

Surviving past those monsters required figuring out those
non-inuitive tricks. But it wasn't a problem because the
game gave you a *way* to figure out those non-intuitive tricks.


I'm trying to take your valid criticism, note contributing
factors, and look at some possibilities to mitigate the worst
of the effects. Taking the ball and running with it, as it were.


Again, thanks very much for discussing this so clearly and
correcting my misinterpretations. It's a pleasure to argue
points with people who can read for comprehension and respond
with criticism and points they can support.


--
All the best,

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

Kevin Wayne wrote:
>
> But my point is not whether information is obtainable with "/" or
> oracularities or fortunes or any other in-game means, or for that matter
> with spoilers or source-diving. It's about the type of game that Nethack
> is, where relatively nonintuitive tricks are the key to survival.

Hmm.. I think that (almost all) _key_ situations are solvable by
information that the game gives, and that _intuition_ helps a lot
as could be seen by Krysia Krusader's approach. Yes, K.K. *was*
also influenced by D&D, history knowledge, the Guidebook, etc., but
I was quite impressed by the effectiveness of his "common sense".

For many specific non-*key*-situation tricks, I can agree.

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

In article <fdv8i1943boqmo6qafqnsn5agbm2asa094@4ax.com>, Jove
<invalid@invalid.invalid> says...
> expert elven ranges firing 4 arrows/round with elven bows/arrows,
>
5 :) 3 for being Expert, +1 for being a Ranger, +1 for elven bow/arrow
combo.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Mon, 12 Sep 2005 00:15:39 GMT, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> wrote:

>In article <fdv8i1943boqmo6qafqnsn5agbm2asa094@4ax.com>, Jove
><invalid@invalid.invalid> says...
>> expert elven ranges firing 4 arrows/round with elven bows/arrows,
>>
>5 :) 3 for being Expert, +1 for being a Ranger, +1 for elven bow/arrow
>combo.


Q - 300 +7 blessed poisoned elven arrows named ArrowStorm!


Thanks for the correction. 🙂


--
All the best,

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

Jove wrote:
> On 6 Sep 2005 17:47:39 -0700, "Electronic Samurai"
> <Crash_jet@hotmail.com> wrote:

> Or a wand of invisibility when I dip a wand of nothing into
> a potion of invisibility?

"You did your wand of nothing into the potion of invisibility.
The wand dissapears!
You can't find your wand of nothing!"
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Kevin Wayne wrote:
> On 9/9/05 2:08 PM, Andrew Kerr wrote:
>
>> In article <SSjUe.708$wR4.112980@monger.newsread.com>, Kevin Wayne
>> <killedbyafoo@yahoo.com> says...
>>
>>> Right, but you can get slimed without eating the green slime, and
>>> petrified without eating the rubber chicken. For some unknown reason,
>>> fire stops the sliming process, and carrying around a lizard corpse
>>> (which magically won't rot) will keep you from being petrified. These
>>> are the types of things that are nonintuitive, you either know the
>>> trick or you don't, and once you do, it's simply a matter of rote to
>>> prepare for them.
>>>
>>
>> The "/" description for pyrolisk drops a very big hint for lizard
>> corpses and cockatrices.
>>
>> The cockatrice entry doesn't. It does, however, refer to killing them
>> with there own reflection. Something I've never actually done...
>
>
> Can't be done. "The cockatrice is frightened by its own reflection."
> Shield of reflection doesn't work either. Once again, "/" can't be
> relied upon for in-game strategy information.
>
> But my point is not whether information is obtainable with "/" or
> oracularities or fortunes or any other in-game means, or for that matter
> with spoilers or source-diving. It's about the type of game that Nethack
> is, where relatively nonintuitive tricks are the key to survival.

Oracularities or true fortunes are not necessary straight answers but
tell how you might obtain the information you need. So if you try the
suggestions told in them you'll get the knowledge you looking for. I
guarantee this.

Topi
--
"The whole problem with the world is that fools and fanatics are
always so certain of themselves, but wiser people so full of doubts."
- Bertrand Russell
"How come he didn't put 'I think' at the end of it?" - Anonymous
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <1126294103.039260.263020@o13g2000cwo.googlegroups.com>, Doug
Freyburger <dfreybur@yahoo.com> says...
> I have yet to try magic trap dancing. It generates lots of
> monsters in addition to charisma so if only one would appear
> on an altar level.
>

One?

http://www.spod-central.org/~psmith/nh/gazetteer/quest/kni.html#locate

The charisma boost is also guaranteed to tame neighbouring monsters. I just
got a ki-rin :) (to go along with approx 39 minor demons and 58 ochre
jellies).

And when the magic trap finally dies, +2 PW. Or YASD.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Tue, 13 Sep 2005 06:49:01 GMT, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> wrote:

>In article <1126294103.039260.263020@o13g2000cwo.googlegroups.com>, Doug
>Freyburger <dfreybur@yahoo.com> says...
>> I have yet to try magic trap dancing. It generates lots of
>> monsters in addition to charisma so if only one would appear
>> on an altar level.
>>
>
>One?
>
>http://www.spod-central.org/~psmith/nh/gazetteer/quest/kni.html#locate
>
>The charisma boost is also guaranteed to tame neighbouring monsters. I just
>got a ki-rin :) (to go along with approx 39 minor demons and 58 ochre
>jellies).
>
>And when the magic trap finally dies, +2 PW. Or YASD.

Just remember -
- Be fire resistant.
- Wear fire resistant armor (or armor you don't care about
fire
damage to.)
- Wear Gloves! For protection from cockatrice corpses found
while
blind.
- Have a bag/container handy to hold/protect fire vulnerable
items
generated with monsters or from their death drops.
- Beware of generating monsters that can damage even fire
resistant
armor: rust monsters, black puddings, disenchanters, etc.

Unicorn horn or spell of cure blindness to deal with blindness.
Or wear blindfold/towel to prevent blindness from the flash of
light.

Ring of regeneration is useful since you'll be trying to
convert
most of those monsters to corpses anyway.


--
All the best,

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

In article <MPG.1d9086ba94d643b1989726@news.blueyonder.co.uk>, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> says...
> In article <1126294103.039260.263020@o13g2000cwo.googlegroups.com>, Doug
> Freyburger <dfreybur@yahoo.com> says...
> > I have yet to try magic trap dancing. It generates lots of
> > monsters in addition to charisma so if only one would appear
> > on an altar level.
> >
>
> One?
>
> http://www.spod-central.org/~psmith/nh/gazetteer/quest/kni.html#locate
>
> The charisma boost is also guaranteed to tame neighbouring monsters. I just
> got a ki-rin :) (to go along with approx 39 minor demons and 58 ochre
> jellies).
>
> And when the magic trap finally dies, +2 PW. Or YASD.
>

Speaking of stupid, I sacced the corpse of one of my pet ochre jellies.
Twice. There go 16 points of intrinsic AC. And all the peaceful priests in
the Dungeon, Quest and VoTD have met with unfortunate Aleax-related
accidents.

Also, my pet dragon decided to poly itself into a lemure by eating a
chameleon.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Wed, 14 Sep 2005 02:16:28 GMT, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> wrote:

>In article <MPG.1d9086ba94d643b1989726@news.blueyonder.co.uk>, Andrew Kerr
><andykerr@SPAMGUARD.blueyonder.co.uk> says...
>> In article <1126294103.039260.263020@o13g2000cwo.googlegroups.com>, Doug
>> Freyburger <dfreybur@yahoo.com> says...
>> > I have yet to try magic trap dancing. It generates lots of
>> > monsters in addition to charisma so if only one would appear
>> > on an altar level.
>> >
>>
>> One?
>>
>> http://www.spod-central.org/~psmith/nh/gazetteer/quest/kni.html#locate
>>
>> The charisma boost is also guaranteed to tame neighbouring monsters. I just
>> got a ki-rin :) (to go along with approx 39 minor demons and 58 ochre
>> jellies).
>>
>> And when the magic trap finally dies, +2 PW. Or YASD.
>>
>
>Speaking of stupid, I sacced the corpse of one of my pet ochre jellies.
>Twice. There go 16 points of intrinsic AC.

Don't you know you're supposed to lose divine protection by
#praying too soon? (Sacrificing pets gets PETA after you. ;^)

>And all the peaceful priests in
>the Dungeon, Quest and VoTD have met with unfortunate Aleax-related
>accidents.

That's planning ahead. ;-)

>
>Also, my pet dragon decided to poly itself into a lemure by eating a
>chameleon.

And the only reason you keep playing that character is to see
what happens next, right? :-D



--
All the best,

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

In article <MPG.1d919809f4f8484698972f@news.blueyonder.co.uk>, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> says...
> Speaking of stupid, I sacced the corpse of one of my pet ochre jellies.
> Twice. There go 16 points of intrinsic AC. And all the peaceful priests in
> the Dungeon, Quest and VoTD have met with unfortunate Aleax-related
> accidents.

Further play seems to reveal that saccing *any* ochre jelly now angers
Luth. Saccing quasits does not, although I have several pets of those too.

This isn't behaviour I've encountered before. It would appear that after
one pet has been sacced, its species is thereafter considered by the Deity
to be a domestic type.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <MPG.1d9199f31452eb17989730@news.blueyonder.co.uk>, Andrew Kerr
<andykerr@SPAMGUARD.blueyonder.co.uk> says...
> In article <MPG.1d919809f4f8484698972f@news.blueyonder.co.uk>, Andrew Kerr
> <andykerr@SPAMGUARD.blueyonder.co.uk> says...
> > Speaking of stupid, I sacced the corpse of one of my pet ochre jellies.
> > Twice. There go 16 points of intrinsic AC. And all the peaceful priests in
> > the Dungeon, Quest and VoTD have met with unfortunate Aleax-related
> > accidents.
>
> Further play seems to reveal that saccing *any* ochre jelly now angers
> Luth. Saccing quasits does not, although I have several pets of those too.
>
> This isn't behaviour I've encountered before. It would appear that after
> one pet has been sacced, its species is thereafter considered by the Deity
> to be a domestic type.
>

Nope, I've just successfully sacced another ochre jelly.

(Not sure I should be experimenting with a level 30 Knight with full AK...)

/me is confused