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Level 1,000,000,000,000,000,000,000,000,000

Started by September 08, 2000 01:10 AM
29 comments, last by Wavinator 24 years, 4 months ago
quote:
Original post by ahw

It reminds me of those stupid athletics games where you have to press like a madman on the keyboard to run faster ... ah but I am unfair, I never bothered playing Diablo, OK, 5 minutes, but that''s it. how does the combat system work ? Can you do different attacks or what ? Or do you *really* jsut click click click ? Ooooh the boredom of it all ...



If you do play, I recommend (at least for Diablo 1) being a Magician over a Fighter. The Fighter seems to do a hell of a lot of clicking, without much strategy (walk up to monster group & click like a madman) With the Magician at least there are strategic choices in terms of spells and such.

The Rogue is about as bad as the Fighter, btw, but at least she can use more ranged attacks.


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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote:
Original post by Anonymous Poster

Well, this post has inspired me to d/l ADOM, and (attempt to) play it. I will give it a fair shot tonight, having read the manual, but first impressions: *BLLEEEECH* *REEEETCH* and, in conclusion, *ACK-ACK-ACK*. And no, I am not reacting to the (lack of) graphics. The horrid controls were the first thing I noticed. I was able to walk, and that was about the extent of it. I pressed ?K for a list of commands and was greeted w/ three full pages of scrolling text! So I found a manual online and printed it, (64 pages, only about a paragraph of that is flavor text; don''t worry, I did it at work) and I''m making a real attempt to read it, but my vision keeps going blurry and my tongue gets kind of dry. I''m thinking of seeing a doctor about that. DAMN YOU ADOM!!! My compiler''s more user friendly. So, I''ve got to reiterate the original question. What''s the appeal? I hope to find out tonight, having read the unforgiving manual, but I''d still like to hear it from someone who''s played awhile.


True. It''s not very user-friendly at all. It takes a good while to get used to it.

quote:

BTW. . .why did Diablo bite off NetHack?? Just from reading about the complexity of ADOM, and imagining how it could be simplified w/ GUI & graphics, Diablo could have been something more than an example of what not to do in a pseuso-RPG if it had chosen a better *ahem* model. Also incidentally, I hear ADOM''s creator is looking for a talented team to license out his code for just this purpose. . .something to think about anyway.


If you see the Buddha on the road, Kill Him. -apocryphal


yeah, you''re right. ADOM does have more depth as far as what you can do. You have to actually worry about eating and stuff. Maybe they didn''t think Diablo wouldn''t have been as popular had it been as complex...and it may not have been
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
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I can''t a good reason to play such a game, as what is the point of creating a game which cannot be finished. (Ie. Few/No people have beaten it + You lose your save game when you die !). It seems to be designed for a competitive beat your last score arcade style of gameplay.

Give me reincarnation instead, and cut down the number of levels so that it can be completed. Only then will I play such a thing. Until then give me the deeper NPCs of Ultima Underworld, the tension of Thief etc. The skill/personal volition roleplaying of Fallout.

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This really comes down to differences in the type of player that plays games.
to put it simply, put a savegame in a roguelike, woud be like putting a savegame in Tetris ...
-----------------------------Sancte Isidore ora pro nobis !
quote:
Original post by ahw

It reminds me of those stupid athletics games where you have to press like a madman on the keyboard to run faster ... ah but I am unfair, I never bothered playing Diablo, OK, 5 minutes, but that''s it. how does the combat system work ? Can you do different attacks or what ? Or do you *really* jsut click click click ? Ooooh the boredom of it all ...


Only that in those games you character didn''t have a dexterity atribute to limit his speed

Gaiomard Dragon
-===(UDIC)===-
Gaiomard Dragon-===(UDIC)===-
Ahw "to put it simply, put a savegame in a roguelike, woud be like putting a savegame in Tetris ... "

Hmmm. I don''t know, as the gameplay of Tetris, Defender, Pac-Man style games is fairly simple, and there is little accumulation of cool objects or even interaction with the environment. It seems to me that when a lot of effort goes into playing the game and building up your inventory, that this takes it out of the realm of simple arcade style games.
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sorry, I meant savegame in the sense that when you die, you could stop and reload the old savegames. In roguelike you can''t. unless you cheat, which is stupid.

The items you get, the increase in stats, etc, is all there to do one thing, keep you entertained in bashing monsters.
BAshing little goblins at first level while you have a puny sword, and bashing Archangels at level 40 with your Mighty TwoHanded Sword of Angelic Slaying, is, if you think about it, the same. The question is, how many monsters can you bash ? (taht''s one of the thing you get in ADOM when you die, the list of *ALL* the monsters you killed... OMG... the horror, a thousand goblins passed through my blade...)

All the bullshit about seeing new levels, new creatures, is jsut like having your tetris blocks changing textures, or discovering a new background picture, etc ...
-----------------------------Sancte Isidore ora pro nobis !
Hmmm... never played these Rogue like games, but i remember playing games like Tempest and Robotron(?) where the levels just go on and on. I suppose these games are more like tetris than rogue but the thing that keeps you going is that the game design is so simple yet addictive. The game is designed to be a game.

Not an adventure game. Not a game of a movie. Just a game. for game''s sake. Just like tetris, it is just a game.

Hmmm, probably not what you''re after. Score plays a big part, as well as what level you could reach.


wise_guy

--go aussie go!--
Slight deviation off topic ...

Why have a savegame in Roguelikes at all? Wouldn''t it be possible to generate some sort of passcode that defines your current state, like consoles have? That way if you want to restart you can, if you don''t you can just ignore it.

Merrick

"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
Mmm, you''d have to ask the designers. But I''d say no, as there are so many variables to store, that the code would be very long indeed. You need an inventory (usually bloated with items, weapons, etc), you need all the game states (have you talked to X, or to Y, have you solved quest Q, or T ...), you need to stores stats, sometimes skills, you also need to store all the levels that you have generated (since they are generated randomly, and I don''t think just storing the seed would be enough).

No, I don''t think it can be done *that* easily
-----------------------------Sancte Isidore ora pro nobis !

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