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A more difficult nethack?

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Stormchaser

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Oct 18, 1997, 3:00:00 AM10/18/97
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After having put entirely to many hours into this game, I wondered what
would increase the difficulty to a level that made it near imposible to
beat, with out adding any new items or monsters.

I decided this game could be made impossible by letting the monsters use
all of the items.
For example a gnome with zaping you with a wand of cancle
A mind flayer reading a cursed scroll of genocide and sellecting mind
flayers.
A hoobit who uses a wand of wishing for amulets of life saving.
An nearly dead orc Breaking a wand of lightning.

If anyone has any other ideas post them and I may attempt a varient..
Stormchaser
--
I followed the storm, into the eye, and in the eye of rage i found the calm

David M Smith

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Oct 22, 1997, 3:00:00 AM10/22/97
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>>>>> "Stormchaser" == Stormchaser <saf...@busprod.com> writes:
Stormchaser> After having put entirely to many hours into this game, I
Stormchaser> wondered what would increase the difficulty to a level
Stormchaser> that made it near imposible to beat, with out adding any
Stormchaser> new items or monsters.

One idea is that along with choosing a character, you could also
choose (for want of a better word) an "ethos" and stick to that during
the game. For example:

* vegetarianism (eat no corpses except fungi)
* atheism (allow no prayer)
* illiterate (no spells, scrolls, or engraving)
* magic-using (use no weapons)

In the past, nethackers have ascended under such self-imposed rules,
but it would be nice if nethack allowed you to choose an ethos and, if
you managed to ascend without compromising your principles, there was
a big bonus for ascending. Your ethos should also be recorded in the
score file. ("Atheist Dave-E died on dungeon level 9. Killed by a
temple priest")

# Dave

--
David M. Smith, Department of Mathematics and Statistics, Lancaster University
D.M....@lancaster.ac.uk +44 1524 593952 www.maths.lancs.ac.uk/~smithdm1

Chris Reuter

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Oct 22, 1997, 3:00:00 AM10/22/97
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In article <pt6u3ea...@mathssun6.lancs.ac.uk>,

David M Smith <D.M....@lancaster.ac.uk> wrote:
>>>>>> "Stormchaser" == Stormchaser <saf...@busprod.com> writes:
>Stormchaser> After having put entirely to many hours into this game, I
>Stormchaser> wondered what would increase the difficulty to a level
>Stormchaser> that made it near imposible to beat, with out adding any
>Stormchaser> new items or monsters.

Um, some of us think the game is hard enough as it is. I'd prefer if
new additions didn't make it still more frustrating to the less gifted
nethackers (like me).

IMHO, anything that makes the game harder should do so by adding
avoidable hazards. For example, a scarily dangerous side quest for
something that isn't necessary to win but would be really useful (a
weapon that can permanently kill Rodney, say).

If (as mentioned previously) you want to make monsters smarter, it
should then also be easier to avoid combat, possibly by introducing
trading, bribery and robbery. ("The hill orc demands 100 zorkmids.
Give it to him?").

>One idea is that along with choosing a character, you could also
>choose (for want of a better word) an "ethos" and stick to that during
>the game. For example:
>
> * vegetarianism (eat no corpses except fungi)
> * atheism (allow no prayer)
> * illiterate (no spells, scrolls, or engraving)
> * magic-using (use no weapons)

I like this idea. I had, actually, thought of a variant of it a while
back. Rather than choosing an ethos, you get serious bonus points and
mention in the score file for ascending without eating meat, praying,
offering, wishing, etc. And, of course, bonuses for finishing earlier
(e.g. double score for finishing in under 50K turns, triple for under
25K).

Also, I think ascending with pets is underrated. Currently, you get
points based on maximum hit points of each pet when you ascend. What
it should do (IMHO) is base the pet bonus on the number of turns each
surviving pet has been tame.

--Chris

Darin Takemoto

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Oct 23, 1997, 3:00:00 AM10/23/97
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In article <EIGqA...@undergrad.math.uwaterloo.ca>,
cgre...@calum.csclub.uwaterloo.ca (Chris Reuter) wrote:
<snip>

> Also, I think ascending with pets is underrated. Currently, you get
> points based on maximum hit points of each pet when you ascend. What
> it should do (IMHO) is base the pet bonus on the number of turns each
> surviving pet has been tame.

Alternatively, base the bonus on the fraction of the game with the
ascended pet, with a huge bonus at 100% (original pet).

Darin Takemoto
take...@xtal0.harvard.edu

Emperor

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Oct 23, 1997, 3:00:00 AM10/23/97
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Rudy Moore wrote:

>
> Chris Reuter <cgre...@calum.csclub.uwaterloo.ca> wrote:
>
> > Um, some of us think the game is hard enough as it is. I'd prefer if
> > new additions didn't make it still more frustrating to the less gifted
> > nethackers (like me).
>
> This is a great point. The game is very difficult in the beginning
> when your options are limited. A lot of non-stupid deaths happen
> just because you don't have enough at the beginning.
>
> Once you get past that critical point, the game becomes playable.
> By taking any of these "ethos" you just make it _more_ difficult
> to get started in, but you see the same asymptotic drop in
> difficulty as the game progress.
>
> I guess I'd like to add more complex situations later in the game -
> stuff that the spoilers won't help you with too much. To do that
> you have to create a plot line that can be different in every game.
> How about adding a "save the princess" quest somewhere near the
> castle level that is written on the fly in an MAD "ad-lib" sort
> of style. Pick any monster in the game. Give it any number of
> random abilities (preferably once that match closely to the
> player character). Build a fortress randomly and people it with
> the monster's cohorts. Or, since that seems to be an overused
> cliche for nethack - how about creating "Ultima 4" type quests -
> where you have to talk to particular characters to find out
> information needed to get past puzzles... Like the castle draw-
> bridge....
>
> Rudy

There are good ideas there. I personally would like to have special
levels which would only appear at shallow depths, and their difficulty
would be customised for those people with only starting equipment and
some poor stuff picked along the first levels. The chat system really
could be done much better, a simply key-word system would increase the
depth by itself. As im now talking of things to improve, how about a
haggling system for shops, like the keeper suggest a price - you suggest
one - he - you, and so on 'till a compromise can be found.

Olli-Pekka Paljakka
Emp...@sci.fi

StarChaser <Anti spam feature in address.>

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Oct 24, 1997, 3:00:00 AM10/24/97
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On Thu, 23 Oct 1997 23:33:08 +0200, Emperor <Emp...@sci.fi> wrote:

>As im now talking of things to improve, how about a
>haggling system for shops, like the keeper suggest a price - you suggest
>one - he - you, and so on 'till a compromise can be found.

As long as you have an option to turn that OFF...would be annoying,
and lead to lots of YASD's...
--

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Oct 24, 1997, 3:00:00 AM10/24/97
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On Thu, 23 Oct 1997 23:33:08 +0200, Emperor <Emp...@sci.fi> wrote:
> how about a
>haggling system for shops, like the keeper suggest a price - you suggest
>one - he - you, and so on 'till a compromise can be found.

I found that to be the single most annoying thing about Moria. I
can't stand that - it always wasted too much game time.

cheers,

cam

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