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Messages - Dalton

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Classic Roguelikes / Re: Ragnarok
« on: October 03, 2009, 07:11:48 PM »
(it's even better that, if I remember correctly, you can potentially survive walking over the edge of the world).

What's off the edge of the world? o.O

Classic Roguelikes / Re: Ragnarok
« on: October 02, 2009, 08:59:26 AM »
What's the creature that makes you never exist? I played this a loooong time ago. I remember something I tried to fight. I hit it a few times, then it was like "You never existed."

Then my tombstone screen was something like:
Never Existed
on blah blah blah

Traditional Roguelikes (Turn Based) / Re: Dreamhack v0.2b "Merry" released!
« on: September 29, 2009, 07:27:06 AM »
Curry! =P

Edit: Also bananas.

Edit Edit: Hmm, if you could wield your disembodied head as a throwing weapon you'd definitely have the most out-there game I've ever seen.

Other Announcements / Re: Sci Fi games
« on: September 28, 2009, 11:55:04 PM »
Unfortunately, like so many other rulesets that SCREAM for it, there are no Shadowrun Roguelikes out there.  I do recall seeing that the rights were reclaimed proper again though awhile back and a new game of some sort is in dev, hopefully a proper RPG this time---but who's to say?  If by some amazing quirk you've just played the SNES Shadowrun, I heartily recommend the vastly different Sega Genesis one as well----spent many an hour in the Matrix in that one all those years ago.

3059/3069 are also pretty substantial...with the latter even jumping out into first person Ogre3D for some unknown and hopefully amazing reason in the near future.

I never liked the SNES Shadowrun, but I played the Genesis Shadowrun to death.  If you like the Matrix I really, heartily recommend you download Decker and give it a run. That game is, in my opinion, how the Matrix SHOULD have been. After playing Decker, the Matrix in the Genesis Shadowrun feels childish and shallow by comparison.

But now that you mention it I remember hearing a while ago about somebody making a Shadowrun fan project and Microsoft lawyers coming down on them like piranhas.

Other Announcements / Re: Sci Fi games
« on: September 28, 2009, 11:05:49 PM »
Thanks for the advice, I'll try a few of those out when I'm done with my current Oangband run. I've got an Elf Assassin that so far, has made it leaps and bounds farther than any character I've ever attempted before. I might be able to kill Morgoth. ^_^

Fixers! That reminds me, I gotta dig through that database you linked me to and see if there's any Shadowrun roguelikes. I played Decker for a while, that game is great if you like the Shadowrun Matrix. By default you can save and load infinitely (lame) but I had a programmer friend of mine edit it so that if you die it kills your save files and makes you start over. ^_^

Other Announcements / Sci Fi games
« on: September 28, 2009, 07:19:25 PM »
I played a game called Gear Head a while ago. I don't remember much about it, but I remember liking the concept a lot. You were a mecha pilot guy and after stocking up on space suits, space rations, guns, boomerangs, knives, etc you would get in your mecha thing and fly off to space stations and asteroids and planets, and dismount and go through these "dungeons".

I remember hating the extremely complex controls, especially in regards to piloting the mechas. But I enjoyed the idea of guns, aliens, randomly generated missions, piloting vehicles, etc. What other modern or sci fi roguelikes are out there? Preferably ones that really pull it off well, not just act like Angband but the swords are renamed "light sabers", the plate mail is renamed "powered armor", and the crossbows are renamed "blasters".

Traditional Roguelikes (Turn Based) / Re: Dreamhack v0.2b "Merry" released!
« on: September 28, 2009, 08:33:26 AM »
The ability to wear various random items is technically a bug, but I've found it doesn't hurt anything and it adds a certain dreamlike quality. Eventually I'd like the player to be able to wield pies and cakes and things anyway, so I went ahead and left this bug in.

That reminds me of this weird roguelike I played where you're a runaway banana farmer or something, and the game touted the ability to "wield any common object as a weapon" so the first thing I did is a grabbed a bundle of bananas and dual-wielded bananas.

Amazingly enough I gained skill ranks in Banana and eventually was slaughtering the denizens of the dungeon with mushy bananas. Then I randomly got leprosy and all my limbs fell off. My last moments were spent squirming slowly across the floor on my belly, with no arms or legs, and trying to bite some enemy which proceeded to finish me off.

Other Announcements / Re: Shockfrost
« on: September 28, 2009, 02:18:02 AM »
I somehow shudder to imagine what may come be written of me in stub form in the far flung future.   :P
You think you have issues? Ask about me on the Dwarf Fortress forums. I wonder if they still use the phrase "pulling a Fenrir".

Now you simply MUST explain this one.

Other Announcements / Re: Difficulty
« on: September 27, 2009, 05:08:30 PM »
As far as "realism" goes I never understood why in typical dungeon crawls, if you leave the dungeon you get "you left the dungeon alive. Game over."

Realistically if I was an adventurer and I ran into these dungeons, proceeded to get the crap kicked out of me, ran out of food and arrows and broke my sword, I'd go back to town to restock then go right back in. In that sense, Angband (and Incursion, which also features a town level shop) are more logical and realistic.

As far as this...

Deaths are the player's faulth, not the world. The world is an unbiased entity that consists of many factors that are predictable and can be controlled, but also some "random" events. This is what the player have to deal with. This is the challenge. Your fate is in YOUR hands.

I do wish that were true, but in practically every roguelike ever made (even, to a lesser extent, Angband, which has aggressive monsters at the town level) at least a few times I've popped out of character creation, taken a few steps, and "It hits you. It hits you. You die..."

The only non-roguelike I can compare to roguelikes is for example The Elder Scrolls: Morrowind, where you lots of times could encounter monsters/groups of bandits that were way too hard for you. Then you can: 1) Rush in over and over anyway, and complain that the game is too difficult since you keep dying. 2) Realize that this is an encounter you are not ready for yet and run away.

I like THIS. If you can't handle the fight, get away and prepare for it properly. That's why I like Angband. In the case of Crawl, if you meet Sigmund early on in the dungeon you're dead. Period. He's faster than you, so you can't just turn and run, and persistent games don't offer the option of fleeing to town and trying a different dungeon level.

Fact is that your fate is more in the hands of the dungeon than anything else in most games: you rely on the game generating enough food/edible corpses, or in Nethack's case an altar so you can make sacrifices for piety and pray for food. And you rely on the game giving you long enough early in the game to achieve your first few powers and magical items before it starts throwing bosses and dragons at you.

Other Announcements / Re: Difficulty
« on: September 27, 2009, 02:48:20 AM »
I'm kind of rewinding the conversation a bit here, going back to the issue of 'random deaths' rather than saving your loot in banks.

The issue of random deaths is why I like *band games so much more than other roguelikes. Crawl's character system is fantastic and I loved playing around with Crawl, but my deaths in that game more often than not are unavoidable, pure luck. Sometimes you just don't get that spell/item/weapon that you need to survive situation X, and you get thrust into situation X regardless with no way out. Sigmund, enough said. I feel similarly about Nethack, and any other persistent game.

In Angband, provided I get past the first few levels and get a bit of money, luck starts to play less and less of a role. Yes it's quite random still, but I've never had a mid to high level character die and be able to honestly say that the luck of the die screwed me over completely. I can always trace it back to my own mistakes: I should have used Detect Monsters/Traps more often. Or I should've known to flee after seeing (Insert powerful boss here) and knowing I don't have enough potions of HEAL. Or I should've known to chug some heals after that last boss fight, just in case I got teleported into a vault. Or I should've known not to go too deep in the dungeon without certain resistances and immunities.

The ease of being able to retreat to the town level to recoup and reconsider your packing list turns the game into a tactical one where it's all about carefully planning what you need to bring into the dungeon and weighing whether each battle is worth risking your life, or retreating. Such liberty is not available in games where food is finite and you can only keep pushing in one direction, deeper and deeper into the dungeon.

I can see the good sides to those games as well, don't get me wrong. But I like the feeling that my fate is almost completely in my hands, and get frustrated by knowing my character's entire fate relies on getting really, really, really lucky. As somebody elsewhere said it's about the equivalent of throwing dice at the wall and picking a number.

Classic Roguelikes / Re: Help with an error please. (Oangband)
« on: September 26, 2009, 10:03:06 PM »
I have emailed the current maintainer and linked him to this thread. Hopefully the email address on his site is the one he still uses.

Man this is the best bug I've ever seen, but anyway for future reference could somebody tell me how to edit my character in case things like this happen again? Or is it my civic duty as a roguelike player to earn a "real win" by persevering through the bugged inventory?

Classic Roguelikes / Re: Help with an error please. (Oangband)
« on: September 25, 2009, 06:42:31 PM »
Actually, whether it's cheating or not is kind of irrelevant now. I just died. But this is still a pretty noteworthy occasion.

Classic Roguelikes / Help with an error please. (Oangband)
« on: September 25, 2009, 06:29:24 PM »
I was blinded, and while blind proceeded to flail around and blindly kill a swarm of enemies nearby. Then while stumbling around blind I got the message "you feel copper under your feet" or something. Wanting to pick up the money, I pressed g and it said "You have copper (b)".

For some reason it put the money in my inventory instead of in my AU!

So I've been playing for the last few hours with this wasted inventory slot. I can't drop it, sell it, destroy it. Enemies that steal or destroy inventory don't steal or destroy the copper. For all intents and purposes it shouldn't be there, the game doesn't know what to do with it, and there's no way to interact with it. It's just taking up space. Frankly I'm surprised it's not causing crashes.

Does anybody know how I can edit my character file to delete the copper from my inventory? And would doing so make me a "cheater"? For a "real win" should I just bear with the bug and keep trekking?

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