There's a guaranteed Altar in minetown. You can convert it [...] Real
risky though!
altar and all it's advantages (
luck,
holy water,
curse testing,
artifact weapon generating)
It seems like players are resistant to this conclusion, that really the
cause and effect going on is: altar=very likely ascension. No altar= difficult ascension or possibly death.
"Easy" early games alternate with "harder" ones. And quite often, the
former lead to sudden obstacles followed by death, while the second
rather make the player more cautious and result in slower advancing characters, that are more (generally) prepared for each new dungeon
level.
But, to be honest it's just all about the Altar.
There's a guaranteed Altar in minetown. [...] You CAN use wands
outside the altar to kill the priest. Real risky though!
They say that you should go to sokobon to get food to sacrifice.
This
usually isn't true though. Exploring the first few levels of the
dungeon may provide enough food that at a low level (3 or 4) [...]
I think pretty much the Altar is the whole key to the game, and if
not the altar, a way to get an artifact weapon (such as dipping for
lawfuls).
Looking back on past failed games nearly every one had the same
problem: lack of a co-aligned altar or lack of a way to get an
artifact weapon (or both).
The artifact weapon is an absolute fulcrum of the game. [...]
So, the... kind of annoying thing about it is that really what's
going on is that games you find or can convert a co-aligned altar:
you win. Games without one: you lose.
Now that's not every single game. Once I found a fully charged WoW!
on the 2nd level of the gnomish mines. That was a fun and very easy ascension.
But the real deal, the real thing I think needs to be faced is that
an altar and all it's advantages (luck, holy water, curse testing,
artifact weapon generating), is such a super boon, that the fact that
they are random makes the difficulty of the game (IMHO) depend a lot
on luck.
It seems like players are resistant to this conclusion, that really
the cause and effect going on is: altar=very likely ascension. No
altar= difficult ascension or possibly death.
However other strategies are SLOW. They are very, very, very tedious and slow. There are missile weapons. So is running away each time there is a
hard monster to heal up. So is the use of spells. So is engraving
elbereth on every square you walk on, (or using it very frequently). So
is very cautiously hiding behind your pet and having it take all the
damage. So is picking up every single piece of armor in the mines
dragging it to an altar and testing it.
Do you want to walk around and pick up missile weapons every second of the game?
On Wed, 3 Aug 2022 09:21:33 -0700 (PDT), Chris Bowers wrote:
[Altar-centered strategies vs. alternatives]
However other strategies are SLOW. They are very, very, very tedious and slow. There are missile weapons. So is running away each time there is a hard monster to heal up. So is the use of spells. So is engravingThe flexibility of possible strategies and sometimes severe differences between them are the most important source of the fun derived from the
elbereth on every square you walk on, (or using it very frequently). So
is very cautiously hiding behind your pet and having it take all the damage. So is picking up every single piece of armor in the mines
dragging it to an altar and testing it.
game for many players, I think. Maybe not for you. - As of yet. In a couple of years you may think otherwise. ;-)
A guaranteed early (co-aligned) altar would make the game much more predictable. But I (obviously) have a completely different approach to
the game. While you try to win it fast and often, I don't really care
about ascending, at all. I usually abandon (#quit) a character, when
it is satisfactorily well-equipped to make ascension highly likely.
Now and then I also ascend characters. But the time between finishing
most of the preparation and ascension is tedious for /me/. ;-)
Do you want to walk around and pick up missile weapons every second of the game?Use autopickup to /only/ pick up specifically named items and name your quiver content (and maybe other missiles and throwing weapons), accordingly. AUTOPICKUP_EXCEPTION is great for this:
https://nethackwiki.com/wiki/Autopickup_exception
You still have to "walk around" for the pickup, though... ;-)
BeAr
-- =========================================================================== = What do you mean with: "Perfection is always an illusion"? = ===============================================================--(Oops!)===
So, really it's just the more rare games where you don't have access
to an altar in the early game, and those games are really, really a
whole lot more difficult.
Game design-wise, I would simply have a dungeon branch with a
guaranteed altar
at the end and something difficult guarding it. It's
a good reward.
Since I like to be a melee type,
[...]
I mean, it's really all about the altar, isn't it. I don't think
there's any point denying it anymore.
I mean, obviously very strong classes that start with 18s in physical
stats, or characters that start out with extremely strong other skills
(monks hand to hand and spells, wizard strong spells) can certainly
survive without an altar.
The difficulty of any specific game and fate of death or life is not
that black/white. For example I can easily lead a dwarven Valkyrie to
the Castle without need for an altar or artifact. I have problems with
that goal if I play a gnomish healer. With the latter I might not even
reach dlvl:4. With an altar some characters may camp to enhance their >survival chance, others suffer from other side effects (like nutrition).
In other words; an altar is one factor that might help a lot - there's
no disagreement about the immense boon it may have. But it's neither >necessary (depending on class played) nor it's a guarantee to survive
longer. - I wonder; haven't you ever experienced that just the moment
you've got an artifact - a wimpy or good one, either way - you needed
a prayer because of an ambush (or need of food, or ...), for example?
I seem to
recall rants on Mjollnir, priests and holy water, altars, and more.
And all that lead you to a "black/white" appraisal in every case.
I'm fine with that. But I prefer (to the degree my expertise allows)
to consider all factors together and try not to make decisions based
on single/few factor projections.
On 04.08.2022 08:02, Chris Bowers wrote:
Game design-wise, I would simply have a dungeon branch with aLike in Slashem. (Just recently I lost two excellent characters on
guaranteed altar
that level.)
at the end and something difficult guarding it. It'sThis may be a problem; we want the artifact to enhance our chances
a good reward.
but need a good "problem solver" to handle the "difficult guard"?
Since I like to be a melee type,This explains (at least a bit) your focus on artifacts (in Nethack;
in Slashem you'd probably be disappointed, at least if playing a
Neutral character, where there's a lot artifact armor you may get
instead of a weapon).
[...]
I mean, it's really all about the altar, isn't it. I don't thinkI think this is addressed in my other recent post.
there's any point denying it anymore.
Janis
On Thu, 4 Aug 2022 09:37:33 -0700 (PDT), Chris Bowers wrote:
I mean, obviously very strong classes that start with 18s in physical stats, or characters that start out with extremely strong other skills (monks hand to hand and spells, wizard strong spells) can certainlyWith classes (or just characters) starting weak, it is important to constantly exercise (and not abuse) strength. Maybe it conflicts with
survive without an altar.
your tendency to fast-forward, but I usually use (nearly) every bolder
in early game for some "push-ups". This way, even weak characters get
to (around) strength 18 quickly. (Afterwards, it isn't really worth that specific effort. Then, other means of increasing strength are required.)
It is necessary to embed the strength-exercises in a general training program, though. Only training strength may result in loosing dexterity,
for instance.
BeAr
-- ===========================================================================
= What do you mean with: "Perfection is always an illusion"? = ===============================================================--(Oops!)===
A very good hint.
Perhaps for weaker classes the route should be to sokoban first in order
to get boulders to push and food.
| Sysop: | Keyop |
|---|---|
| Location: | Huddersfield, West Yorkshire, UK |
| Users: | 715 |
| Nodes: | 16 (3 / 13) |
| Uptime: | 156:26:12 |
| Calls: | 12,093 |
| Calls today: | 1 |
| Files: | 15,000 |
| Messages: | 6,517,738 |