• [hackem] Monster generation rate

    From Janis Papanagnou@21:1/5 to All on Sun May 14 13:45:03 2023
    In a recent Hack'EM game I observed that the monster generation rate
    had changed from 1.0 to >4.0. I was astonished what did that, and my
    suspicion was that some misbehavior or finishing of quests etc. may
    increase it. Otherwise such a high mid-game value would be hard to
    understand. Now I read in the source code that (pre-invocation) this
    behavior sees to apply, turn-based:

    "The rate increases linearly with turns. The rule of thumb is that
    at turn x the rate is approximately (x / 30.0000) times the normal
    rate. Maximal rate is 8x the normal rate."

    But I am at T:~76000 already and the rate is still 1.0, so I neither
    understand that high value in my other game, nor that low value in
    my current game. (A peek into the source code as well didn't help.)

    Janis

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  • From RecRanger@21:1/5 to Janis Papanagnou on Sun May 14 11:50:02 2023
    On Sunday, May 14, 2023 at 7:47:29 AM UTC-4, Janis Papanagnou wrote:
    In a recent Hack'EM game I observed that the monster generation rate
    had changed from 1.0 to >4.0. I was astonished what did that, and my suspicion was that some misbehavior or finishing of quests etc. may
    increase it. Otherwise such a high mid-game value would be hard to understand. Now I read in the source code that (pre-invocation) this behavior sees to apply, turn-based:

    "The rate increases linearly with turns. The rule of thumb is that
    at turn x the rate is approximately (x / 30.0000) times the normal
    rate. Maximal rate is 8x the normal rate."

    But I am at T:~76000 already and the rate is still 1.0, so I neither understand that high value in my other game, nor that low value in
    my current game. (A peek into the source code as well didn't help.)

    Janis

    This comes from EvilHack (but may have originated elsewhere?
    GruntHack, maybe?) . And is an element that completely
    destroys the game, in my opinion. I could live with a LOT of what is
    in EvilHack if this did not exist or was not so harsh. It gets to be way
    too much to the point where simple tasks are overwhelming with way
    too many monsters.

    Supposedly, turn count monster gen increase was removed. Maybe
    Hack'EM carried it over somehow? Otherwise, it is based on different
    hallmarks achieved: quest completion, getting past the Castle, etc. The
    8x rate is either performing invocation or getting the Amulet, do not
    recall which. It gets pretty crazy at that point!

    I was initially excited for Hack'EM, but interest is severely waning.
    A modern port of Slash'EM, with some things to help with balancing
    and few added item? Yes, please. It is reading to be anything but. I did
    start a vampire wizard, but was immediately off and parked the
    character because it seems vampire hunger was removed for some
    reason? Was quite a successful character otherwise. Just made it no
    fun. That said, I will still be trying it out further.

    --

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  • From Janis Papanagnou@21:1/5 to RecRanger on Mon May 15 01:27:33 2023
    On 14.05.2023 20:50, RecRanger wrote:
    [ dynamic monster generation rate ]
    This comes from EvilHack (but may have originated elsewhere?
    GruntHack, maybe?) . And is an element that completely
    destroys the game, in my opinion.

    Yet I haven't enough experience with Hack'EM (and EvilHack is out
    for me). From the numbers alone, at least, - a generation factor
    of 8 ! - it appears to me that it's just unbalanced and overkill.
    If I'd design such a feature from scratch I'd probably start with
    a range of 1.5 to 2.5, and/or couple it with _concrete_ events,
    say, (e.g.) if you disturb the Orc King orcs start swarming out
    (roughly a'la LoTR, but you get the point). But only technically
    (not [sort of] "semantically") adding features appears arbitrary.
    The same with that shambling horror, which is obviously also only
    a technical gimmick to introduce a random imbalance.

    I could live with a LOT of what is
    in EvilHack if this did not exist or was not so harsh. It gets to be way
    too much to the point where simple tasks are overwhelming with way
    too many monsters.

    Here you addressed something that I had also in my mind; given
    all the tons of items and monsters the dungeons appear more to be
    a crowded shopping mall than a subterrestrial dungeon adventure.

    There's a lot of complexity that partly certainly stems from the
    original sources - Slashem was already very overloaded, EvilHack
    yet more so, it seems. Hack'EM comprises a lot, probably too much.


    I was initially excited for Hack'EM, but interest is severely waning.
    A modern port of Slash'EM, with some things to help with balancing
    and few added item? Yes, please. It is reading to be anything but. I did start a vampire wizard, but was immediately off and parked the
    character because it seems vampire hunger was removed for some
    reason? Was quite a successful character otherwise. Just made it no
    fun. That said, I will still be trying it out further.

    Some time ago (probably repeatedly) I mentioned that I'd enjoy
    to have more emphasis on the dungeon generation. More random
    dungeons, less fixed layouts. To have the focus more on dungeon
    exploration than increasing the hack'n'slash approach even more.

    The worst "enhancement" came (I think) from the Spork line; to
    have X-/Y-mirroring of levels (that really add no variety) or
    to have two display methods for mazes (that also adds nothing).
    Some changes in EvilHack and Hack'EM go the "right" direction,
    adding grass, shallow water, sewer's goo, stinking clouds from
    creatures or dungeon features, with the associated new variety
    this has for game-play. Other things I am still missing here.
    For example the Rat King level is an (IMO) excellent new type
    of level layout. The same with the Gnome King mines end level
    from Slash'em. Both would be excellent level types for random
    level generation (as opposed to one static level)! (For the
    latter I have test-wise implemented an algorithm, but not yet
    for the Rat King sewers. The algorithms are similar, though,
    so one could be derived.) I'd also like Slashem's maze types
    that you find on the Vibrating Square level; having not only
    digable walls but also granite, lava, fog, trees, hedges, etc.
    The mazes' dimensions should vary - a suggestion I made that
    found its way first (I think) into Spork. But not arbitrarily;
    the dx/dy dimensions should be reasonable. (For an own test
    implementation I used maze paths of (x,y)-width (1,1), (2,1),
    (3,1), (1,2), (2,2), (3,2), only, to give a reasonable layout.)
    What I like are the rivers and lava-streams passing through
    the cavernous levels. From a style perspective I'd like to
    see more cavernous levels in the upper dungeons, less rooms
    and corridors which appear quite artificial. Because of that
    preference I'm also ambivalent about the new room shapes.
    But the inner room structure is a fine variety to the plain
    rooms. Last but not least I enjoy the outdoor landscapes; but
    here as well I'd prefer occasionally (not generally) a more
    dynamic level generation; if you played some time and you
    always see the same outdoor layout it gets boring. Finally
    a detail; I'd like to see more "dungeon material" - I *don't*
    mean all the object material complexity, I mean the dungeon.
    In Hack'EM I see colored vaults or special rooms, well, okay.
    But I'd rather prefer to know from the color whether a wall
    or floor is digable (e.g. clay colored) or undiggable (e.g.
    gray colored) so that I get some (for me) practically more
    useful information. I also like the blood coloring as style
    element; you see where slaughtering took place. Although
    having the blood not on the square where the creature got
    killed, but on adjacent walls and floor tiles leaves use
    with the impression of a splatter movie (which is probably
    intended, so fine by itself).

    Janis

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  • From FC Pakalolo@21:1/5 to RecRanger on Mon May 15 05:02:33 2023
    On Sunday, May 14, 2023 at 2:50:04 PM UTC-4, RecRanger wrote:
    I did start a vampire wizard, but was immediately off and parked the character because it seems vampire hunger was removed for some
    reason? Was quite a successful character otherwise. Just made it no
    fun. That said, I will still be trying it out further.

    --

    This is hothraxxa. Background: I've ascended all variants except hackem and notdnethack. I have vampire wizard ascensions in dynahack, slashem, slashthem, and unnethack. I've been playing vampire wizard in hackem and I have no doubt that it is a harder
    role in hackem than in any other variant I've played.

    I'm not sure what you mean by vampire hunger. Hunger kicks in at xl10. Even with a ring of slow digestion, I find it necessary to pray for hunger relief more often than in other variants. This is probably because you no longer the ability to drain
    corpses. This is a major change. Since they also removed the #monster shapechanging ability for vampires, crowning is pretty much mandatory. You can't gain intrinsics otherwise without polymorphing, which is a difficult mechanic to manage.

    Whether or not you find this fun is a personal thing. I for one do not, but I want an ascension in every variant, so... I am a strong believer in the right of developers to make any changes they like, but if a variant is not fun to play then I stop
    playing it. A great example of this is sporkhack, which has what I consider absolutely horrible "gotchas". The straw that broke the camel's back was when my orc priest completed the quest and discovered that in my game, the Miter of Holiness was a
    tinfoil hat. I will play sporkhack now only for the 1000 turns in junenethack.

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  • From Patric Mueller@21:1/5 to Janis Papanagnou on Mon May 15 13:19:44 2023
    Janis Papanagnou <[email protected]> wrote:

    "The rate increases linearly with turns. The rule of thumb is that
    at turn x the rate is approximately (x / 30.0000) times the normal
    rate. Maximal rate is 8x the normal rate."

    This comment is outdated for HackEM. It still applies for EvilHack.

    But I am at T:~76000 already and the rate is still 1.0, so I neither understand that high value in my other game, nor that low value in
    my current game. (A peek into the source code as well didn't help.)

    Monster spawn rates only change when you've done the invocation. Only
    after that it will increase to 4 times the normal monster generation
    rate.

    Bye
    Patric

    --
    NetHack-De: NetHack auf Deutsch - http://nethack-de.sf.net/

    UnNetHack: https://unnethack.wordpress.com/

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  • From Janis Papanagnou@21:1/5 to Patric Mueller on Mon May 15 13:32:05 2023
    On 15.05.2023 13:19, Patric Mueller wrote:

    Monster spawn rates only change when you've done the invocation. Only
    after that it will increase to 4 times the normal monster generation
    rate.

    Thanks for the information.

    It might be that the values I observed were from EvilHack then.
    Inspecting some EvilHack endgame logs I made show these values

    10x Monster generation rate was 1.00x.
    1x Monster generation rate was 1.07x.
    1x Monster generation rate was 1.67x.
    5x Monster generation rate was 2.00x.
    1x Monster generation rate was 2.42x.
    1x Monster generation rate was 4.44x.


    Janis

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Mon May 15 06:15:30 2023
    On Sunday, May 14, 2023 at 7:27:38 PM UTC-4, Janis Papanagnou wrote:
    If I'd design such a feature from scratch I'd probably start with...

    Janis

    Could you? Please? PLEASE make your own variant.

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  • From Janis Papanagnou@21:1/5 to Keith Simpson on Mon May 15 16:08:37 2023
    On 15.05.2023 15:15, Keith Simpson wrote:
    On Sunday, May 14, 2023 at 7:27:38 PM UTC-4, Janis Papanagnou wrote:
    If I'd design such a feature from scratch I'd probably start with...

    Could you? Please? PLEASE make your own variant.

    Why should I? (I neither have the intention nor the time for that.)

    And since you were obviously inattentive; I spoke about "design" not
    about "implementation". I think we have enough variants already that
    have been just adding features borrowed from each other, and IMO we
    don't need yet more of that. YMMV.

    I think it's better to improve existing variants. YMMV. (Mind this is
    a thread labeled [hackem]; and the author of that variant explicitly
    asked for feedback.)

    In case you were missing the point; we were just discussing features
    (and how some variants implemented these). - If you're interested to
    contribute to that discussion feel free to join.

    Janis

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  • From Janis Papanagnou@21:1/5 to Keith Simpson on Mon May 15 16:29:42 2023
    On 15.05.2023 16:27, Keith Simpson wrote:

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game
    looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.

    Your arrogance is priceless.

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Mon May 15 07:27:47 2023
    On Monday, May 15, 2023 at 10:08:41 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 15:15, Keith Simpson wrote:
    On Sunday, May 14, 2023 at 7:27:38 PM UTC-4, Janis Papanagnou wrote:
    If I'd design such a feature from scratch I'd probably start with...

    Could you? Please? PLEASE make your own variant.
    Why should I? (I neither have the intention nor the time for that.)

    And since you were obviously inattentive; I spoke about "design" not
    about "implementation". I think we have enough variants already that
    have been just adding features borrowed from each other, and IMO we
    don't need yet more of that. YMMV.

    I think it's better to improve existing variants. YMMV. (Mind this is
    a thread labeled [hackem]; and the author of that variant explicitly
    asked for feedback.)

    In case you were missing the point; we were just discussing features
    (and how some variants implemented these). - If you're interested to contribute to that discussion feel free to join.

    Janis

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Mon May 15 07:38:11 2023
    On Monday, May 15, 2023 at 10:30:48 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 16:27, Keith Simpson wrote:

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game
    looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.
    Your arrogance is priceless.

    No arrogance here sir, I can assure you. I think we would all benefit from your insight and
    expertise if you were to create a game that embodied all of your observations. Please let me
    know if I have offended you, I am trying to convey sincerity as respectfully as possible.

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  • From RecRanger@21:1/5 to Janis Papanagnou on Mon May 15 16:01:52 2023
    On Monday, May 15, 2023 at 10:08:41 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 15:15, Keith Simpson wrote:
    On Sunday, May 14, 2023 at 7:27:38 PM UTC-4, Janis Papanagnou wrote:
    If I'd design such a feature from scratch I'd probably start with...

    Could you? Please? PLEASE make your own variant.
    Why should I? (I neither have the intention nor the time for that.)


    Honestly, I was just thinking this the other day — that it would be interesting
    to play *your* variant!

    --

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  • From RecRanger@21:1/5 to Janis Papanagnou on Mon May 15 15:59:48 2023
    On Monday, May 15, 2023 at 10:30:48 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 16:27, Keith Simpson wrote:

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game
    looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.

    '
    Your arrogance is priceless.

    This also turned me off of EvilHack. I tried to, many versions ago, give feedback — but was
    *extremely* dismissive, arrogant and made fun of my plight instead offering any form
    of support. It may be have been playful teasing/razzing that males are so fond of, but I
    did not appreciate it. I expressed I was genuinely upset with their response and they
    made fun of that, too.

    --

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  • From RecRanger@21:1/5 to FC Pakalolo on Mon May 15 16:06:22 2023
    On Monday, May 15, 2023 at 8:02:35 AM UTC-4, FC Pakalolo wrote:
    On Sunday, May 14, 2023 at 2:50:04 PM UTC-4, RecRanger wrote:
    I did start a vampire wizard, but was immediately off and parked the character because it seems vampire hunger was removed for some
    reason? Was quite a successful character otherwise. Just made it no
    fun. That said, I will still be trying it out further.

    --
    This is hothraxxa. Background: I've ascended all variants except hackem and notdnethack. I have vampire wizard ascensions in dynahack, slashem, slashthem, and unnethack. I've been playing vampire wizard in hackem and I have no doubt that it is a harder
    role in hackem than in any other variant I've played.

    I'm not sure what you mean by vampire hunger. Hunger kicks in at xl10. Even with a ring of slow digestion, I find it necessary to pray for hunger relief more often than in other variants. This is probably because you no longer the ability to drain
    corpses. This is a major change. Since they also removed the #monster shapechanging ability for vampires, crowning is pretty much mandatory. You can't gain intrinsics otherwise without polymorphing, which is a difficult mechanic to manage.

    Whether or not you find this fun is a personal thing. I for one do not, but I want an ascension in every variant, so... I am a strong believer in the right of developers to make any changes they like, but if a variant is not fun to play then I stop
    playing it. A great example of this is sporkhack, which has what I consider absolutely horrible "gotchas". The straw that broke the camel's back was when my orc priest completed the quest and discovered that in my game, the Miter of Holiness was a
    tinfoil hat. I will play sporkhack now only for the 1000 turns in junenethack.

    I know you, hothraxxa. Fun to watch. :)

    Not sure if I've encountered some odd bug, or if it was an early release.
    I was at several thousand turns into the game (with a lot of lucky findings/happenings) and never reached 'Hungry' status. And, yes,
    I also did not like that you cannot drain corpses.

    I like the challenge of the vampire race, as you are on the verge of starvation.

    --

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  • From Keith Simpson@21:1/5 to RecRanger on Tue May 16 05:10:19 2023
    On Monday, May 15, 2023 at 6:59:50 PM UTC-4, RecRanger wrote:
    On Monday, May 15, 2023 at 10:30:48 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 16:27, Keith Simpson wrote:

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game
    looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.

    '
    Your arrogance is priceless.
    This also turned me off of EvilHack. I tried to, many versions ago, give feedback — but was
    *extremely* dismissive, arrogant and made fun of my plight instead offering any form
    of support. It may be have been playful teasing/razzing that males are so fond of, but I
    did not appreciate it. I expressed I was genuinely upset with their response and they
    made fun of that, too.

    --

    RecRanger,

    That is not how I am, you're either making this up or at the very least exaggerating an exchange
    we may have had, I get it if you received an answer that you didn't like. You have a conversation
    log you can reference? Everything in #hardfought and #evilhack is logged and publicly accessible,
    or maybe it was an email exchange? I save those as well.

    I'm messing with Janis here a lil bit because quite frankly, he deserves it.

    Monster generation rates - given when the rates jump up, by the time you're at that point, you should
    be of a high enough level to be able to handle whatever comes your way. It can even be a boon,
    especially if you're low on a particular resource, as monsters tend to drop a fair amount of basically
    everything.

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  • From Ed Gooding@21:1/5 to All on Tue May 16 13:22:40 2023
    That is not how I am, you're either making this up or at the very least exaggerating an exchange
    we may have had, I get it if you received an answer that you didn't like. You have a conversation
    log you can reference? Everything in #hardfought and #evilhack is logged and publicly accessible,
    or maybe it was an email exchange? I save those as well.


    FWIW, I have made several suggestions for new features and bug reports to Keith and he has always been friendly and accommodating. I have been playing Nethack and its predecessors since 1989 and in my opinion EvilHack is the best thing to happen to the
    game in at least a decade.

    There is enough character assassination on the Internet already that I don't think we need to add any more in this ng. Particularly at the expense of a developer who has not only created a splendid variant, but also hosts the public server where everyone
    can play his favorite free of charge.
    --MightyQuinn

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  • From RecRanger@21:1/5 to Keith Simpson on Thu May 25 01:24:30 2023
    On Tuesday, May 16, 2023 at 8:10:21 AM UTC-4, Keith Simpson wrote:
    On Monday, May 15, 2023 at 6:59:50 PM UTC-4, RecRanger wrote:
    On Monday, May 15, 2023 at 10:30:48 AM UTC-4, Janis Papanagnou wrote:
    On 15.05.2023 16:27, Keith Simpson wrote:

    Oh no, on the contrary - I've been extremely attentive to everything you say, I've even
    been taking notes. Obviously you're the most knowledgeable nethack player here on
    RGRN, it only makes sense that you should create your own variant, this way the rest
    of us lowly variant devs can witness what a truly balanced and thought-out game
    looks like, free of errors and balance issues. Just a great playing experience every time,
    start to finish! I beg of you, please, if not for me, do it for the rest of the community.
    Grace us with your brilliance.

    '
    Your arrogance is priceless.
    This also turned me off of EvilHack. I tried to, many versions ago, give feedback — but was
    *extremely* dismissive, arrogant and made fun of my plight instead offering any form
    of support. It may be have been playful teasing/razzing that males are so fond of, but I
    did not appreciate it. I expressed I was genuinely upset with their response and they
    made fun of that, too.

    --
    RecRanger,

    That is not how I am, you're either making this up or at the very least exaggerating an exchange
    we may have had, I get it if you received an answer that you didn't like. You have a conversation
    log you can reference? Everything in #hardfought and #evilhack is logged and publicly accessible,
    or maybe it was an email exchange? I save those as well.

    I'm messing with Janis here a lil bit because quite frankly, he deserves it.

    Monster generation rates - given when the rates jump up, by the time you're at that point, you should
    be of a high enough level to be able to handle whatever comes your way. It can even be a boon,
    especially if you're low on a particular resource, as monsters tend to drop a fair amount of basically
    everything.

    I know this is the way group posting can be (with overwhelming negativity and sh!tposting), but, I have
    no desire to waste my time making things up in such a situation. Like I said, afterthought has led me
    to believe it was probably the hazing and razzing males just love to do to each other. I am defensive,
    to a fault. I've been bullied my whole life. And me just saying this will lead to more.

    The monster gen rat interferes with basic tasks like simply reading more advanced spells, moving
    stashes can get downright annoying. It also messes up a lot of conduct games.

    --

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  • From RecRanger@21:1/5 to Ed Gooding on Thu May 25 01:27:00 2023
    On Tuesday, May 16, 2023 at 4:22:42 PM UTC-4, Ed Gooding wrote:
    That is not how I am, you're either making this up or at the very least exaggerating an exchange
    we may have had, I get it if you received an answer that you didn't like. You have a conversation
    log you can reference? Everything in #hardfought and #evilhack is logged and publicly accessible,
    or maybe it was an email exchange? I save those as well.
    FWIW, I have made several suggestions for new features and bug reports to Keith and he has always been friendly and accommodating. I have been playing Nethack and its predecessors since 1989 and in my opinion EvilHack is the best thing to happen to the
    game in at least a decade.

    There is enough character assassination on the Internet already that I don't think we need to add any more in this ng. Particularly at the expense of a developer who has not only created a splendid variant, but also hosts the public server where
    everyone can play his favorite free of charge.
    --MightyQuinn

    Him keeping 3.4.3 (which is utter classic), alone, gives me abundant love for him. And yes, EvilHack
    in may ways is utterly splendid. I've always tried to make my appreciation and love for it known.



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