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Posted by Sylverone, Jun 23, 2008 at 7:25 pm
I've never gotten to the enner beast, but regardless of how strong the result is, it would be cool to have him as a pet zombie.
Posted by Sylverone, Jun 23, 2008 at 6:19 pm
The furthest I've gotten so far is GC1. I started laying just last week (a 5 day trip interrupted that, which I just got back from on friday). I haven't really had much trouble getting past UT1, although I've only gotten past Genetrix Vesana twice.

I think one of the biggest things that's important aside from armor, is resting. Being prepared for an all out battle with just about anything is important, it seems, as well as having the presence of mind to take whatever action necessary to survive.

I recently died a slow and painful death by poisoning, during which I bled out almost all of my limbs before croaking. Entirely preventable too, as I was holding not one, not two, but three healing potions. So it's certainly important to take whatever actions necessary to stay alive. I was thinking about staying alive in the future when I was dying in the present. I suppose that lesson could be applied to real life as well.
Posted by Sylverone, Jun 23, 2008 at 3:05 pm
That would be awesome. Also, randomly generated artifacts would be really neat, especially if they could take many forms. Artifact weapons, armor, wands, maybe masterfully scribed scrolls, bottles and trinkets, rings... all with potential negative, positive, and neutral effects.

Of course, these should be rare enough that someone actually has a reason to be excited by getting one.


Also, about items already in the game... isn't "wand of necromancy" a bit general? I haven't actually zapped one yet, but I assume it creates undead from corpses. However, when I think "of necromancy", I think also of dark healing, using your own blood to call forth magic upon your foes, etc.
Posted by Sylverone, Jun 22, 2008 at 9:17 pm
I'm new, but I've already noticed a glaring problem with pets.

MAKE PETS/SERVANTS TRAIL THEIR MASTERS MORE EFFICIENTLY!

It's incredibly frustrating to have to keep backtracking just to get those friendly fountain-snakes to follow you, and even with Kenny it's an issue. T_T

pets and servants should be intelligent enough to follow their master around corners.


Other than that, since this is a rougelike, pretty much anything that adds more interactions and/or possible player situations to the game is good.

Something from nethack that was particularly funny was hallucination, although there would need to be something to help balance out the difficulty that could add to IVAN, I suspect.
Posted by Sylverone, Jun 22, 2008 at 8:20 pm
Mushrooms should have a special case for poison.

"You secrete slime unhealthily." rather than vomiting.
Posted by Sylverone, Jun 21, 2008 at 7:12 pm
Z wrote
Just nitpicking, the number of intersections increases quadratically (I think that's the correct word), not exponentially.

Hm... I suppose you're right. I had thought of that, but I wasn't completely sure. I just got out of Algebra 2 this year, but you know how school is. I think that the universal slogan for government funded schools should be "Learn, don't think." Unfortunately for their strong attempts, I've actually managed to survive with my brain intact.

Maybe IVAN will fix that.
Posted by Sylverone, Jun 20, 2008 at 7:37 pm
Pyk3 wrote
Heh, I tryed it with 50 board size, but I couldn't see the pieces anymore...

Dude, do you realize how long a 30x30 game can take?

A standard 19x19 board is 351 intersections (i.e. spaces). A 30x30 board adds 539 to that, to total out at 900 intersections. Since a standard go game lasts about an hour between serious players, and since larger boards also means more complex strategy is required (or is at least potentially more involved), you could be looking at upwards of a 3-4 hour game.

Now, since the number of intersections increases exponentially with board size, you can imagine how masochistic (unless you're training for zen mastery) playing a 50x50 game is.

Also, I just got back today. Trying to get Spore to work.
Posted by Sylverone, Jun 16, 2008 at 2:04 pm
Surprise! I seem to have a few hours to go.

Oh, I'm all to familiar with dying. I've played Nethack. And Angband. And ADOM. And Dwarf Fortress. And Incursion (pretty good, doesn't seem well-known).

I started with Dwarf Fortress, which led to nethack, and that opened the doors for pretty much every roguelike after that.

But it wasn't Dwarf Fortress that tought me that losing was fun, oh no. It was an oriental board game which few seem to actually know about, despite its number of players.

This game is known as Go (in the orient, igo, wei-chi, or baduk)

It was actually its rich history which led me into learning the game (not unlike roguelikes). And I had to put away my problems with losing to another person.

An old Go proverb (the game is possibly over 4000 years old, no joking) goes as follows:
"Lose your first fifty games as soon as possible."

I encourage anyone who enjoys strategy, or alternatively likes the concepts of zen and balance, to look the game up. There's a brilliant balance of simplicity and depth in the game. Five year olds can grasp the rules, yet no one (not even the older guys who play he game for a living and have been playing since they were very young) has truly mastered the game completely. It has never been solved by a computer, and there are people trying for sure. Deep Blue would have problems with Go, even reconfigured to play it.

Sorry for the accidental advertisement, but in any case, I'm going to go play IVAN some more...
Posted by Sylverone, Jun 16, 2008 at 12:24 pm
Bored One wrote
sylverone wrote
at least as long as I can keep myself busy with IVAN.

If that means you're playing it until you beat it, you're going to stay for a while

We'll see....

And in response to Apple, I actually had a ring of searching equipped. I had discovered at least one mine thanks to that before, well, you know... then my long road to death became a very short one, in many pieces, scattered about the room...

Also, in that same game I got a genie following me rather early on. I decided to keep him as a servant since I wasn't yet familiar enough with the game to wish for anything useful. I just wish he hadn't kept displacing me whenever I tried to get experience killing something. When I died he had about 10-20 more kills than me...

I don't want any tips on what to wish for. I'll either find out in-game or go looking if I'm desperate (not likely, I tend to enjoy playing more than necessarily winning, so not much drive to cheat).

It's surprising how far you can get in a roguelike just using real-life common sense, when you apply it to the fantasy world. I suspect that's why some find it so difficult. They see the silliness and don't treat it seriously, then... DYWYPI? YASD.

On a side note, my trip (it's an art workshop for an art college I might try to get into) is going to keep me from being able to try out the Spore Creature Creator tomorrow. Oh well, I suppose the servers will probably crash anyway under the stress. When I come back, hopefully things will have died down.

This is probably my last post until friday/saturday.
Posted by Sylverone, Jun 16, 2008 at 9:27 am
I actually very much respect the fact that roguelikes are among the few games to which the Saying "Many will fight, but few will conquer" is actually true.

And they still manage to be endlessly fun.

Brilliant.