home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: rec.games.hack
- Path: sparky!uunet!cs.utexas.edu!convex!news.utdallas.edu!corpgate!bnrgate!bmers95!bnr.ca!snelling
- From: snelling@bnr.ca (Peter Snelling)
- Subject: Difficulty Level
- Message-ID: <1993Jan4.005020.18318@bmers95.bnr.ca>
- Sender: usenet@bmers95.bnr.ca
- Reply-To: snelling@bnr.ca (Peter Snelling)
- Organization: Bell-Northern Research Ltd.
- Date: Mon, 4 Jan 1993 00:50:20 GMT
- Lines: 42
-
- I think some people find nethack far too difficult to even get started
- in. Others know every little trick in the game, and now want more
- complexity (eg NH++ (--)). I think if we add several hundred new
- monsters in each new version of nethack, the game will be far too
- tough for beginers. I think what we may need is a user settable
- difficulty level.
-
- Right now, we have a HARD compiler option. We also have a discover
- mode which gives beginers a wand of wishing and infinite deaths.
- Some people in this group have wished there was a EXTRA-HARD option.
- Perhaps instead of just a compiler option, we should make a difficulty
- level 0-9 which would be settable at runtime.
-
- Low difficulty levels might have very short prayer timeouts, give
- all characters the ability to identify cursed items, higher
- carrying capacity, slower hunger, no Medusa level, no Vlad's tower,
- a wizard who wasn't so deep in the dungeon and didn't reappear so
- often, better starting equipment and stats, easier to get intrinsics,
- etc.
-
- Higher levels might limit the power of the ring of conflict, limit
- the number of items affected by a wand of Polymorph, lower your
- carrying capacity, limit the make intrinsic armor class much harder
- to get (maybe -3 at most), a really tough Wizard, shop walls that
- you can't dig through, shops you can't teleport out of, many other
- nasty levels before the wizard, limit the effect of Elbereth, many
- nasty new monsters (eg:ones which brute force can't kill), etc.
-
- There are some problems with such an approach. Bones levels might
- not transfer well from one difficulty to another. The high score
- list might need to reflect the difficulty level (eg: the score
- might have to be multiplied by the difficulty level). Several
- other problems I'm sure I haven't thought of.
-
- Perhaps you could even allow the person who compiles the code to
- either force users to play at difficulty=X, or let users pick their
- own difficulty level. (#ifdef user_settable_difficulty TRUE/FALSE)
-
- Anyways, that's my latest nethack idea. I think it might make nethack
- more fun for beginers and experts alike. Comments?
- --
- Peter Snelling
-