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Messages - benasselstine

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Classic Roguelikes / playing rogue: has this happened to you?
« on: December 05, 2010, 10:17:41 PM »

Here's the video:
http://tinyvid.tv/show/r0h6z112aest

I'm lucky I didn't run out of food!

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Classic Roguelikes / Re: winning moria, and some statistics
« on: December 04, 2010, 05:29:39 PM »
Quote
Moria can be criticized for the fact that you can go very slowly and with enough game knowledge eventually you are almost guaranteed victory.  My last victory I had many near death experiences because I was not level scumming or stat leveling at all.

I take exception to the term of "level scumming" (as defined on this page: http://roguebasin.roguelikedevelopment.org/index.php?title=Cheating#Level_scumming) because it's not cheating.  The other word that we see "scumming" in is save-scumming, which is cheating by any measure because the game explicitly doesn't allow more than one life in one game.

Pillar dancing and farming, and managing what level your character is at are all techniques to win the game.  The game allows these techniques to exist, and doesn't try to prevent them.  The player who uses these techniques shouldn't be criticized as cheaters.

The _game_ really can be criticized allowing these techniques to exist that make the game easier.  Preventing these techniques would make the game more difficult, but it would also upset the balance of the game (e.g. always forcing the character to go down stairs, like rogue.)  Speaking as a programmer; getting that good balance back would be too difficult for me.  Speaking as a player; the game is hard enough already!

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Classic Roguelikes / Re: winning moria, and some statistics
« on: December 03, 2010, 04:08:18 AM »
The elf/mage race/class combination is the easiest combination to win the game with.  The trade-off is being particularly weak at the start of the game.  I suspect the chart would look very different for a warrior.

As for the "more close calls at the end" point, it's difficult to do with moria because the player is actively trying to mitigate that risk.  A successful player will purposely spend more time at safe depths rather than unsafe ones.

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Classic Roguelikes / Re: winning moria, and some statistics
« on: December 02, 2010, 02:38:52 PM »

I've added normalized hp as a new chart.  Thanks for the idea!

http://www.superunprivileged.org/moria/moria-stats/

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Classic Roguelikes / winning moria, and some statistics
« on: December 02, 2010, 02:20:16 AM »
Hi folks,

I just beat moria after 16 years of trying.  I modified the source code to make a saved-game every time the character wasn't resting, running or paralyzed.  After winning the game I had 7gb of saves, and I calculated some stats.  I thought I'd share them with you:

    * It took 17 days.
    * 80 hours of gameplay (4.7 hours per day)
    * 216 days of in-game time. my elf didn't age a year.
    * 81% of the turns were spent running or resting (or paralyzed).
    * spent the most time on character level 37, then 32 and then 31.
    * the first 26 character levels took 1/10th of the time it took to obtain the next 12 levels.
    * 1116 monsters killed per day.
    * 170 trips into town.
    * 82 trips into town, excluding short hops from 50 feet.

Also I made some graphs:
    * Levels Over Time
    * Maximum Mana and Hitpoints Over Time
    * Hitpoints Over Time
    * Depth Over Time
    * Experience Over Time
    * Monsters Slain Over Time

For the graphs, see the webpage at: http://www.superunprivileged.org/moria/moria-stats/

How long until a roguelike implements time travel into the past?  a 7gb save file is a good thing!

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