Hiedran wrote:
> On Mar 27, 12:53 pm, Kenneth 'Bessarion' Boyd <zaim...@[EMAIL PROTECTED]
>
> wrote:
>
>> On 2008-03-27 19:01:09, Matthew Collett <m.coll...@[EMAIL PROTECTED]
>
>> wrote:
>>> The OP's complaint is that those 100 turns don't just make
>>> s***ming annoying, but also interfere with fast diving ("the
>>> closest down stairs").
>>
>> The OP has intentionally decided not to dive as fast as possible,
>> as the level feeling is actually useful to him.
>>
>> If I could configure the level feeling to react to items on the
>> floor that are useful but in depth, and further more react to *my*
>> notion of how useful the items are, I'd actually consider using the
>> feeling. Being able to configure hazardous monsters would also be
>> a bonus, although perhaps that should be another axis of level
>> feeling. Thinking about it...the fixed object-based level feeling
>> should be configurable from the squelch interface.
>>
>> As it is, both the level feeling and autos*** are next-to-useless
>> in V3.0.9-.
>
> I think level feeling shouldn't reflect in-depth items or monsters.
> To the character, they're par for the course, so nothing special.
Oh, really?
A character who is way out of his or her ordinary depth might well be
very interested in an item which is in its depth - *Healing*, or stat
potions, or Acquirement, for instance. Just because they're in-depth
doesn't mean they aren't special, either on account of being rare at any
depth or on account of the character not having obtained enough of them
for said character's own personal tastes.
> I think customizing level feeling isn't vanilla.
As long as it's optional, I don't see why not. Then again, there are
some things being proposed (and some, I seem to recall, actually
implemented) which I don't think fit in Vanilla and which others seem to
like, so I'm not necessarily one to talk.
> Btw, the reason level feelings are im****tant are if there's an
> artifact (or ego, sufficiently early) laying on the floor. Or Godly
> Insights at 50', curse that crash!
And if that ego item (or artifact, if playing in preserve mode) is in
depth but still enough better than what you have to be valuable? Not
terribly unlikely if you're diving quickly, I'd imagine.
Personally, I tend to use level feelings not so much as a gauge of how
good the loot from a level is likely to be but as a gauge of how
dangerous the level is likely to be. I still explore, sometimes more
thoroughly then I would otherwise, but far more cautiously on a "superb"
level than an "ordinary" one. It wouldn't really fit well in Vanilla,
but the change made by some variants to having level feelings be of
increasing danger instead of increasing "wow!" is one which makes quite
a bit of sense to me.
--
The Wanderer
My usual .sig is on vacation while I adjust to my new computer


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