Restriction to put items in a house – is very bad thing for multiplayer roguelike game. It’s wrong design. Roguelike compexity comes from “the dungeon” – not from item managament “on the surface”! There is a restriction for items which player could take with him. And it’s right. But storage restrictions won’t change game much, just make it more annoying and remove possibility for new players to trade between each other.
The idea of this restriction comes from Mang and TomeNET. But there are allowed several players on one account – so this restriction makes players harder to cheeze there by moving items from one char to another. This is outdated and wrong mechanics.
Take a look at T’s YASDs. There are plenty of them. They comes not from housing space, but from the dungeon roguelikish situations. Having restricted space outside of the dungeons doesn’t make game easier.
And regulation gold income for player by making player spend it on house – also outdated mechanics. We got gold table so we could perfectly balance gold income to make game ideally hard.
Please take a look on this aspect under new angle 🙂 There just no point to make item restrictions outside of dungeon. At the same time having a lot of space makes trading between player easier and also makes easier ‘item managment’ – the worst thing in keyboard-based games..
Also lets take a look into logic and world’s lore. House is huge. Having one item there on 1 spot is just silly. While character inventory is more or less realistic (weight of items and their numbers), house storage restriction is nonsense. You could put 100500 items in house, it’s huge 🙂 If your character could hold 23 items, why floor cant hold them?
So whole picture – game balance, game UI, usability and comfort; logic and lore; trading stimulation..
There are some MMO games with houses. Not any of them got such restriction. Eg in Ultima Online (the most famous housing-MMO) – there is 255 items restriction per container. 255, Carl! 🐻
Quest system isn’t present in V because quests are not really good suited in *bands, good analytics about it there.
In addition in PWMA (and Tangaria) there are more problems:
– in PWMA quests influencing V-based economy (not too much though because of a lot of RNG in completing it/reward).
– quests to kill certain enemy are just boring.
– players often forget to take quests as it’s very rare to complete them and you got dull rewards; most just play without them
Those problems came because quests in roguelike games often implemented like in traditional MMO/RPG-quests (kill 5 chickens, bring 5 ribs), while it should have it’s own, roguelikish type of quests – to encourage players to have an adventure, with a proper risk VS rewards rate.
/rfe to improve quests and to encourage players to play in more roguelikish way – implement this minimalistic (and yet deep) system: Continue reading →
With a new system devs shoot them selves in the *foot* (also shooting *Greenfoot*.. hold on, bro!) – instead of unique (compared to other games) wagon system they adopted common marketing-based timers. At first I wanna share some FAQ info for new players, who donno about past wagon system changes:
Previously, before 8 update there was wonderful system – you could open all 3 wagons at once, without waiting timer. Algorythm was:
1) fight several times to collect keys for wagons
2) right after you collected keys – open wagons (you could open 3 at once)
3) wait several hours so wagons will respawn; then you could enter the game anytime to fight a bit to open a wagon if it was respawned or could just enter once per 12 hours to open three wagons, to be sure not to miss any. Continue reading →
We all understand that devs needs financial support to feed their families. 30 employes in the company – it’s a lot and each member should have good salary to make the game better and better. In general – if devs will get more $ – they will put more efforts to the game and make it better, so we (community) should support dev team and buy stuff. But.. stuff should be good for us to buy, so it would feel like a contribution, not like robbery 🙂 Continue reading →
Lurking of Internet Archive I’ve found a document about custom housing is written by EvilEye, one of the main developers of PernMAngband. Fist part of this document explains quite regular stuff, but second one is about Custom Housing – possibility to create houses of any form. There is this document. Continue reading →
Multilingualization of MAngband, TomeNET, PWMAngband, Tangaria – is possible.
Two years ago CBlue mentioned that there were korean server with multilanguage.. I’ve managed to find an ancient implementation of MAngband ML at internet archive (it’s in Japanese, but still): Continue reading →
I’ve tried to read Silmarillion several times in the past. But it felt too boring for me, something like a Bible (no offence, guys, but it’s boring 😀 ) So I’ve started and dropped it several times over past 20 years since I’ve become interested in Middle-Earth.
At the same time I’ve re-read Lord of The Rings something like 15 times; it’s one of my favorite books. So I had some knowledge about Middle-Earth anyway.
And now when I’ve started to work on my variant – and made a decision to make it about my vision on The Fourth Age (and to put together classic lore from Angband, which got a lot of DnD stuff in it) – I’ve written draft of the storyline.