Once again, a message which includes replies to multiple other posts.
In summary: I've U-turned on level feelings.
pete m wrote:
> On Mar 27, 5:47 pm, Timo Pietilä <timo.piet...@[EMAIL PROTECTED]
> wrote:
>> I find them quite useful. Superb level early is almost always pit or
>> vault. If I get superb and there is no vault or pit in level then it
>> must be several egos/artifacts or bad case of OoD monsters.
>
> Or an out of depth speed ring. With autoscum off, this has about the
> same frequency as a greater vault. (GV's only tend to appear at 4500'
> and below.)
>
> I agree--most of the really weak feelings give very little
> information, but 'good' often means something and 'very good' or
> 'superb' very frequently does.
Timo wrote:
> Andrew Sidwell wrote:
>
>> The original version of Angband does seem to only print level
>> feelings occasionally. I far prefer that approach.
>
> Why not go for what several variants have done, IE. give level
> feeling only after some time has passed _in level_.
Martin Bazley wrote:
> I'm sorry, I can't let yet another person advocate this hideously
> exploitable system once more. All you have to do is rest on top of
> the stairs until you get a level feeling.
>
> Now, I seem to remember reading that some old variant (either FAngband
> or BAngband) implemented a completely different system - only give a
> feeling when a set portion of the level has been actually explored.
> This would eliminate stair-scumming altogether.
Eddie wrote:
> If the only worry is to avoid exploitation, why not turn off level
> feelings if you leave the level from the same square you entered it?
Eddie Grove wrote:
> Level feelings seem to me to be about the equivalent of a cLevel 25
> spell which should cost 20 mana. That ranger who takes thousands of
> game turns to notice his sword is on fire, or an artifact in his pack,
> can quickly "feel" something out of depth on the other side of the
> dungeon. I don't care one way or the other, but it makes so little
> sense you might as well do whatever seems most fun. Why not just give
> instant level feelings on all levels? If you are opposed to scumming
> for artifacts on the ground, count only monsters towards the level
> feelings.
You raise a very good point there, but I've come to U-turn on the level
feelings issue simply because I seem find them much more useful after I
changed them to use the OAngband/Sangband weighting for the level rating
rather than the traditional V one.
A vague proposal for future behaviour: (Not for 3.1.0)
Right now, every item or monster adds to a "feeling" variable, which is
then loosely converted into a textual feeling at the end of dungeon
generation. I intend instead to make a routine which sweeps the dungeon
afterward and counts up monsters and objects separately and prints more
intelligent information, possibly with independent object and monster
parts of the message. These would be not be given if you left the
previous level by the same stairs you entered it from.
This kind of thing would make an interesting (and probably not too hard)
project if anyone was interested.
Antoine wrote:
>
> Mind you, I'd rather have some more informative feelings.
>
> 'You see troll spoor scattered about'
> 'The walls are slimy and covered in mould'
> 'Some great, scaly beast has passed this way'
> 'You sense that a valuable treasure is nearby'
Something like this might be on the agenda, but it seems like if you
want that you're better off playing UnAngband.
--
Andrew Sidwell
http://rephial.org/


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