I made a player on NAO called RoundRobin. The idea is that anyone can
login and just play the character for a little while, without any of
this organization. It'd be cool to just login when you have some time,
and if no one else is playing, put in a few hundred turns or so.
Obviously everything will depend on the goodwill of the players; if
people intentionally mess with the game, or change the password, it's
just not going to work.
There are a few reasons I want to see a round robin game on NAO. It
allows any operating system, it allows impromptu playing from an unknown
starting point, and it lets people spectate. So with that in mind, I'm
opening RoundRobin up to the people of rgrn with the hopes that we can
make this work.
The login is 'RoundRobin' and the password is 'robin'.
A few guidelines:
-Please don't change the password or email address. The email currently
points to my gmail account. There's no need to commandeer the account.
-I set up the options so the game displays nicely in Putty on my WinXP
machine. If you like it looking differently, that's fine, but please
don't change the defaults file.
-Name something important with some unique identifier, if you find no
save file and start a new character. That way if we play for a while and
come back later, we'll know if it's the same character.
-If you log in and someone else is already playing (i.e. "Another
Nethack process is already running, terminate it?"), don't kill it! Just
try again later.
-Try not to play too long at once. A few hundred to a few thousand turns
seems about right. Don't get attached to your character.
Let me know if you all support this idea, think it's stupid, etc. It
would be cool to have a sort of public nethack game going.
I like the idea and hope folks truly support it.
If it doesn't work the way we hope, players could change the password
and pass it to the next one. (That requires some coordination; the free
approach is surely superior.)
BTW, why a tourist? They're not easy! 8-)
Continued the game to move 400.
Fell through a trapdoor from level 2 to level 3.
Still at HP:10. Inventory intact.
A newt lurking around the corner. ;-)
Janis
> If it doesn't work the way we hope, players could change the password
> and pass it to the next one. (That requires some coordination; the free
> approach is surely superior.)
>
> BTW, why a tourist? They're not easy! 8-)
Yeah, sorry 'bout that. Blame the RNG; this game, like all of mine, was
randomized.
> Continued the game to move 400.
> Fell through a trapdoor from level 2 to level 3.
> Still at HP:10. Inventory intact.
> A newt lurking around the corner. ;-)
>
> Janis
Played a little more (t=1000) and got chased into a corner by some
enemies. Stopped while standing on an Elbereth'd square so I could throw
darts at them.
Two magic lamps in Minetown - wished up GDSM.
Did Sokoban - got the amulet.
You're welcome and try not to screw it up. This character is already an
artifact weapon away from ascendable.
> login and just play the character for a little while, without any of
> this organization. It'd be cool to just login when you have some
time,
> and if no one else is playing, put in a few hundred turns or so.
> Obviously everything will depend on the goodwill of the players; if
> people intentionally mess with the game, or change the password, it's
> just not going to work.
>
> There are a few reasons I want to see a round robin game on NAO. It
> allows any operating system, it allows impromptu playing from an
unknown
> starting point, and it lets people spectate. So with that in mind,
I'm
> opening RoundRobin up to the people of rgrn with the hopes that we
can
> make this work.
I think it's a cool idea, but I'm worried at what would happen if
someone logged into the account while someone else was playing....
- John H.
I played a little over 2k turns:
Cashed the magic lamp in for the Eye. Obtained a magic whistle and a
tame shapeshifter. Butchered Minetown (a few watchmen survived), then
sacrificed stuff to restore luck.
Suggestions for the next player:
1. Break open the statues in the zoo on the current level.
2. Gate to Minesend (don't forget to bring the pet along with you). I
dropped the sack on that level and it has a lot of stuff.
3. Climb up to Minetown, kill the remaining watchmen and loot the empty
shops. There should be lots of gold in the shopkeeper statues. The
luckstone is sitting in a shop. Sac to restore luck, then donate for
protection. Don't forget to b/u/c items. (optional: have the pet kill
the priest for his robe.)
4. Gate back to Sokoban and stash most items. Put potions, scrolls, and
wands under the boulder. Go up to the Oracle to blank potions and maybe
get a wish.
5. Go up in the dungeon and have the pet kill shopkeepers. Try to find a
floating eye.
--
"Sometimes I stand by the door and look into the darkness. Then I
am reminded how dearly I cherish my boredom, and what a precious
commodity is so much misery." -- Jack Vance
> 3. Climb up to Minetown, kill the remaining watchmen and loot the empty
> shops. There should be lots of gold in the shopkeeper statues. The
> luckstone is sitting in a shop. Sac to restore luck, then donate for
> protection. Don't forget to b/u/c items. (optional: have the pet kill
> the priest for his robe.)
I forgot to mention: There might be a wand of create monster in the stash
(the entrance is one level up from the statue zoo). Hopefully the god
will great a good weapon. He gave me Vorpy, but that is pretty useless.
Didn't see this post before I took about 1k turns. Have started moving stuff
from mines end through BUC-testing in minetown to sokoban (didn't use the
sack; there's more down there). Advanced Vorpy to basic. Shapeshifty
unfortunately had a stint as a black light and confused a dwarf. Melancholy
feeling. :(
Suggestions above still stand.
Sidsel
If you do, it just tells you there's another person playing and asks if
you want to end their session. I've done it, you have 10 seconds to hit
any key to NOT kill the other process. So again, as long as no one is
malicious, it'll be ok.
'I said don't break it, stupid. You fell into a sleeping gas trap and
the bat started attacking. Do you want your possesions identified?'
> I played a little over 2k turns:
>
> Cashed the magic lamp in for the Eye. Obtained a magic whistle and a
> tame shapeshifter. Butchered Minetown (a few watchmen survived), then
> sacrificed stuff to restore luck.
Dude. You killed Izchak! With a rubber chicken! I watched you do it!
There's going to be some kind of insanely bad YASD as a result, just you
watch...
"You hear the rumble of distant thunder..."
Suggestions untouched. No floating eye, yet.
At dungeon level 12:
- quest portal
- vault (still unexlored)
- a *really great* leppy hall (much more gold 8-)
- own gold left on level 11 (no leppy, no!)
- converted altar
+ TODO: lure leppies onto altar !!! <<<<--------
- another magic lamp (infinite light!)
+ please don't use for wishes
- done some alchemy (full healing)
+ bless on occasion
Still a stash at sokoban.
Happy hacking! :-)
Janis
Forgot something very important, since we have a GDSM...
- There's a polytrap a few levels upstairs (have locked the doors of
that room). Have also some tripe in the inventory.
+ go, get a pet, and polymorph it !!
Janis
Couldn't resist... - a pet titan. :-)
Janis
Rast--
I know you're a very good player, so I wouldn't presume to critique your
suggestions. I'd merely point out that they read more like detailed
instructions for the next stage of the game than a few items of
generally helpful guidance. If I had played the next bit, I'd have felt
obligated to play out your plan, or else feel doubly responsible if I
had YASD'd or if my different course had turned out badly down the line.
And if I *had* played out your plan, I wouldn't have felt that *I* was
playing; I would have felt that I was following orders.
I would have thought the point of a round robin would be to see how far
a number of different players, with differing playing styles, could go
with a single character. The presumption, I think, is that when you're
done with your turn, you let go of the reins and let someone else take over.
I was going to let this go, but Janis seems to be doing the same thing
(a bit milder). If the experts want to call all the shots, what's the
point of anyone else playing?
--
Kevin Wayne
"Art is a tremendous means by which painfully guarded individuals bare
their souls." --Steve Hindalong
Another stupid q from myself, how do you log onto this game, what is
NAO?
telnet nethack.alt.org
Things should be pretty self-explanatory after that.
I suggest you use PuTTY, not the windows telnet, if you're on a windows
box.
--
Pasi Kallinen
pa...@alt.org
Also a black naga. Explored another level down before going up to stash and
back to the mines. The grey stone was a touch-stone. Up to XL 12, and the
titan killed the Oracle for another potion of gain level which has not been
used yet. We've eaten a floating eye!
Minetown has been totally cleared, including 2 more points of protection
before the Titan killed of the priestess. Robe is blessed +1. One of the
shops had a stethoscope and we picked up the rest of the food from the
deli. Started practicing with a dwarven mattock.
Saccing for a better weapon or enchanting Vorpy or the mattock seems like a
good idea.
Sidsel
> Rast wrote on Wed, 11 May 2005 09:32:20 -0400:
>
> > 3. Climb up to Minetown, kill the remaining watchmen and loot the empty
> > shops. There should be lots of gold in the shopkeeper statues. The
> > luckstone is sitting in a shop. Sac to restore luck, then donate for
> > protection. Don't forget to b/u/c items. (optional: have the pet kill
> > the priest for his robe.)
>
> I forgot to mention: There might be a wand of create monster in the stash
> (the entrance is one level up from the statue zoo). Hopefully the god
> will great a good weapon. He gave me Vorpy, but that is pretty useless.
VB is very good to have, since this prevents role monsters
on astral to have it. But that's maybe a bit too far--sighted
at the moment..
Best,
Jakob
It would probably be enough to say "The luckstone is in a shop in
Minetown." or "There's a sack of loot at Minesend." Then just leave it
up to the next player to decide what to do with that info.
> I'd merely point out that they read more like detailed
> instructions for the next stage of the game than a few items of
> generally helpful guidance. If I had played the next bit, I'd have felt
> obligated to play out your plan, or else feel doubly responsible if I
> had YASD'd or if my different course had turned out badly down the line.
> And if I *had* played out your plan, I wouldn't have felt that *I* was
> playing; I would have felt that I was following orders.
You shouldn't feel that way.
My suggestions were what _I_ would do next, if I had continued to play.
Subsequent players are free to choose their own path, but at least they
will have a good description of the gamestate.
I took ~turns 20200-22200. The character started in Minetown -- the
townsfolk were all dead. There was no sign of the magic lamp or pet
titan which had been mentioned in other posts. I grabbed everything
useful and gated to Sokoban to stash it all, then proceeded downwards.
I had to loot the statue zoo with a wand of striking because someone had
lost the pickaxe. Tamed a dog and turned it into a silver dragon in the
polytrap on DL11. On DL12 I prayed for holy water on the co-aligned
altar, and blessed the BOH (long overdue, that).
On DL15 there was a co-aligned temple, where I donated for maximum
protection and also burnt up a wand of sacrifices. All I got was
Trollsbane, though. The silver dragon killed the priest.
Gated back to Minesend and grabbed the stash there. Walked up through
the mines, and just below Minetown were a tame titan and black naga. In
Minetown I sacrificed some more: Dragonbane.
Had the pets kill the shopkeeper on DL3. The one on DL2 had already been
killed by somebody else. Grabbed everything and gated back to Sokoban
and saved.
Notes:
There is no point in going back to the Mines or DL1-DL3. As far as I can
tell, nothing of value remains there. My suggested next step would be to
clear DL4-DL6 (don't forget to use up sinks and fountains -- you might
get a wish), and then proceed downwards to an altar.
Co-aligned altars are on DL13 and DL15, and probably more places.
Vorpal is quite bad. Even the pets are more effective...
When you use up a wand or oil lamp, please individually name it "0", or
destroy it.
"Rast" <ra...@hotmail.com> wrote in message
news:MPG.1ced3b647...@216.168.3.44...
This type of instruction I find much more helpful. A description of what
you've done, a description of where the game is at with regard to
dungeon exploration. Thanks!
If I get time, I might just take a turn after all....
I suppose the magic lamp had been immediately burned up for the chance
of a wish by someone; it hadn't been existing any more when I continued
the game a couple hours later. (See what pleadings bring about to not
burn the lamp, and how long these suggestions stay relevant ;-)
Too sad that the titan is gone; they're really promising pets. <sigh>
Janis
That's part of the nature of round robin. It will be nearly impossible
to convince all other participants that a magic lamp is best used as an
eternal light source, rather than as a wish for something that can
greatly increase your chances of winning the game.
I'm not sure what the lamp was spent on, but probably the titan. :/
> Too sad that the titan is gone; they're really promising pets. <sigh>
I later found the titan immediately below Minetown. I expect the
previous player had stashed it there -- rather a shame he didn't leave a
note by #naming an inventory item.
Luckily it's an eating pet and was still tame.
No. I found the lamp _and_ polymorphed the pet to become a titan.
My first impression was that the wish had gone to a) the BoH or b) was
ineffective. a) makes me wonder, since I've read in some #name'ed item
that there was "the bag" at the bottom of the mines. b) well, ...
Current game...
A green elf wielded Trollsbane against me; I shot him with the WoDeath.
40000+ zorkmids money (Croesus); hope some priest is still alife.
Currently in a jewellery; lot's of things to identify now.
My fault: I admitted the pet H to kill the shopkeeper.
Janis
Something aweful happened. :-(
Someone apparently unfamiliar with the interface #quit'ed!
Ouch.
Janis
But how do you save it?
Ack X(
OK, this sounds too much fun. I gotta get into the action for the next
one. Are people on irc when they play too?
-K
Capital-S
The command ? also helps to get online help of commands and everything.
Have a look at the Guidebook, too.
Janis
Ah well. It had to end sometime.
IRC? Not me. I use the bulky mail/'#' communication. Though IRC might
have helped to avoid that #quit, since the unfortunate asked how to
quit but has not awaited the response. IRC would have made the response
immediately available. Do we need an IRC server?
Janis
> Kremti wrote:
>> OK, this sounds too much fun. I gotta get into the action for the next
>> one. Are people on irc when they play too?
>
> IRC? Not me. I use the bulky mail/'#' communication. Though IRC might
> have helped to avoid that #quit, since the unfortunate asked how to
> quit but has not awaited the response. IRC would have made the response
> immediately available. Do we need an IRC server?
Go to #nethack on freenode. There's even a bot (Rodney) there that will
answer questions and announce all deaths on NAO.
--
Benjamin Lewis
Although the moon is smaller than the earth, it is farther away.
Uh, what's IRC?
Anyway, I started a game and, having little experience with [yuhjklnm],
I fell into a pit three times in a row and died. 66 points though.
Woohoo.
You can switch to numberpad by pressing 'O' and then selecting the
appropriate option, if you prefer this (I believe the person who started
the account asks you not to change the default options file, but if you
toggle this option in-game it should revert back for the next player).
Looks like this idea lasted one (1) day before being ruined by trolls.
Time to explore that "emailing-the-password-around" option.
I'll use whatchamacallit later... it's a bit like learning rot-13 isn't
it? :-P Yeah right
> Looks like this idea lasted one (1) day before being ruined by trolls.
It was nearly inevitable that a player who is unable to advance a
character to point X on his own, but wishes to experience point X, would
restore the game at point X, and promptly die.
It is rather disheartening that in this case point X was "saving the game
properly".
> Time to explore that "emailing-the-password-around" option.
Or sharing it on IRC, or something.
So, what you want is an elitist group that will take turns playing on a
single account? Do you have some criteria on how people will make the
team and who will get cut?
IMHO, this is not what the point of this account was, though I do see
why you might want to make another account that you only gave the
password out to a few people.
My question still stands though: who will you give the password to? For
example, would you feel I was skilled enough? I've never ascended, and
in fact have never seen the wizard or finished the Quest, but I know
probably enough to ascend, I just don't play enough.
Hmm..
The success of the NAO RR idea seems to be doomed to fail as long as the
character-kill-rate is so high. Indeed disheartening (as you called it)
for the experienced players, and not very motivating to start a new game.
For the less experienced players there's no point in playing a high level
game, which they can not handle. (There's also explore mode for that.)
OTOH, it's also not the best approach to exclude less experienced players
(even complete novices). Neither it serves the idea of RR to build secret
circles that pass passwords from one player to the next.
I see two possibilities (the second inspired by your wording above)...
1.) Build up a few RR groups, each one defining it's experience/skill
level; people join the most appropriate group.
2.) We stay with one group, and people who are noticing that the game
has advanced significantly beyond their capability abstain.
Kind of a Code of Conduct.
What do you think?
Janis
How about option 3.) people who are unsure should play while on IRC,
prefarably with someone who have already participated in the RoundRobin
already, so that they can be kibitzed (is that a word?) liberally? I
like the idea of 'community' game and this will even push the community
aspect of this idea further. We can even mock the player who YASDed
the RoundRobin character (in jest, of course).
-K
>
> Janis
> > Time to explore that "emailing-the-password-around" option.
>
> So, what you want is an elitist group that will take turns playing on a
> single account?
That is starting to sound very good.
> My question still stands though: who will you give the password to? For
> example, would you feel I was skilled enough? I've never ascended, and
> in fact have never seen the wizard or finished the Quest, but I know
> probably enough to ascend, I just don't play enough.
My preferred cutoff would be that only people who have ascended
previously be given the password.
Another poster suggested that players refrain from playing once the game
reaches to areas they are not experienced with. Unfortunately, those
most likely to die uselessly are those least likely to recognize that the
game has advanced to a point where they should not be playing. Also, it
seems a bit mean to tell a new player who has run the character in the
shallow parts of the dungeon, "Sorry, now that we've reached the quest
you can't play until after one of the Chosen Players has ascended or
YASDed."
Well.... in all honesty, I can't reall argue with your view point much
at all. So in closing, look for my YAFAP =)
-777
Knowing how to use such basic game functions as Save would be a start.
You may notice the word "trolls" in the message to which you are
responding. It's quite possible that "ihope" who Quit the game did so on
purpose, just to screw with everyone. If there's a pool, my money's on
WavyG as ihope's altar ego.
On the other hand, he (or she) may simply have been a complete noob who
hasn't played much at all before, in which case he should have gotten
some practice on his own games before screwing around with a community one.
> My preferred cutoff would be that only people who have ascended
> previously be given the password.
>
> Another poster suggested that players refrain from playing once the game
> reaches to areas they are not experienced with. Unfortunately, those
> most likely to die uselessly are those least likely to recognize that the
> game has advanced to a point where they should not be playing. Also, it
> seems a bit mean to tell a new player who has run the character in the
> shallow parts of the dungeon, "Sorry, now that we've reached the quest
> you can't play until after one of the Chosen Players has ascended or
> YASDed."
>
I don't know that either of these options is necessary, mainly because
it's not immediately obvious to me that the game gets progressively
harder from beginning to end. I think a lot of players who have played a
lot but haven't beaten the Quest yet could easily run through much of
Gehennom with a castle-wand-tricked-out character.
On the other hand, weeding out complete noobs and trolls is the only way
to give the endeavor any hope of success.
> it's not immediately obvious to me that the game gets progressively
> harder from beginning to end.
That's a very valid point. The post-Castle game is easier than the
pre-Castle by a magnitude of several hundred. I've had thousands of
characters bite it in the Gnomish Mines; I've had less than a dozen die
post-Castle. That's not just a function of not getting past the Castle
much, either, as I've ascended somewhere around 40 times, and lately my
ascension rate seems to be roughly around 1 in 5 or so.
The Astral Plane can occasionally be tricky, but barring Demogorgon,
Gehennom is almost brainlessly easy, which is why I use the Heck Patch -
happening upon Demo's Lair actually gives me a thrill because I know I can
actually be challenged. I really hope that patch gets put in the next
official release.
I like the Heck patch too. It's a good *start* on reworking Gehennom.
[snip everything]
> altar ego.
Nice case of overcorrection.
Richard
Indeed. I should get beyond turning into wererats at the very least
before trying to play RoundRobin again.
> some practice on his own games before screwing around with a
community one.
>
Absolute, I agree with your points. I guess I just tend to give the
benefit of the doubt, especially in a situation like this because the
difference has little meaning to you and me.
My point was more that there are some problems inherent in either
stance: a completely public game, or a password protected "public"
game. With one you have noobs and trolls screwing up every game, as we
can see by following *any* of the fooRobin threads going on right now.
There will be two or three posts from regulars detailing solid progress
on a char... and the next post talks about finding a new char 1k turns
in.
And with the other, you have to make some decision on who makes the
cut.
I like the completely public version because it's a very stress-free
way of doing it. Since you have to assume noobs\trolls are going to
kill your char as soon as you s)ave, you're free to play however you'd
like.
-777