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Groups > comp.sys.ibm.pc.games.action > #46540 > unrolled thread
| Started by | JAB <noway@nochance.com> |
|---|---|
| First post | 2024-07-07 10:23 +0100 |
| Last post | 2024-07-14 16:35 -0500 |
| Articles | 19 on this page of 99 — 13 participants |
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What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-07 10:23 +0100
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-07 08:02 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-07 13:50 +0000
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-07 10:19 -0400
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-07 12:51 -0500
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-08 21:26 +0100
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 08:51 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-15 12:54 +0100
Re: What difficultly level do you play one? Dimensional Traveler <dtravel@sonic.net> - 2024-07-07 08:15 -0700
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-07 13:28 -0400
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-07 14:17 -0400
Re: What difficultly level do you play one? Xocyll <Xocyll@gmx.com> - 2024-07-08 10:33 -0400
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-08 15:41 -0400
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 08:55 -0400
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-24 08:24 -0700
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-24 17:54 -0400
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-24 19:01 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-29 01:20 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-29 09:14 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-08 21:38 +0100
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-10 06:14 -0500
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 09:04 -0400
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-10 17:29 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-08 21:46 +0100
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-09 12:27 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-10 09:28 +0100
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-10 06:22 -0500
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-10 17:40 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-11 09:31 +0100
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-11 11:23 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-13 09:45 +0100
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-13 11:43 -0400
Re: What difficultly level do you play one? Dimensional Traveler <dtravel@sonic.net> - 2024-07-13 09:02 -0700
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-15 10:22 -0500
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-14 10:15 +0100
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-14 14:15 -0400
Re: What difficultly level do you play one? Dimensional Traveler <dtravel@sonic.net> - 2024-07-14 13:24 -0700
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-14 16:35 -0500
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-15 12:51 +0100
Re: What difficultly level do you play one? Dimensional Traveler <dtravel@sonic.net> - 2024-07-15 07:47 -0700
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-15 10:39 -0500
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-19 10:07 +0100
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-19 14:50 +0000
Re: What difficultly level do you play one? Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> - 2024-08-01 12:09 +0300
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-08-01 12:58 +0100
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-15 11:48 -0500
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-15 12:28 -0500
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-15 10:31 -0500
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-19 10:14 +0100
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-15 10:19 -0500
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-15 15:43 -0400
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-15 15:10 -0500
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-16 08:47 -0400
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-16 12:50 -0500
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-16 15:49 -0400
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-16 18:24 -0500
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-17 16:00 +0000
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-17 12:47 -0500
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-19 14:50 +0000
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-17 09:28 +0100
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-17 11:14 -0400
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-18 09:33 +0100
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-24 08:52 -0700
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-24 21:25 -0400
Re: What difficultly level do you play one? Dimensional Traveler <dtravel@sonic.net> - 2024-07-24 21:48 -0700
Re: What difficultly level do you play one? JAB <noway@nochance.com> - 2024-07-25 08:39 +0100
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-17 10:24 -0500
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-24 08:36 -0700
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-10 06:15 -0500
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 09:17 -0400
Re: What difficultly level do you play one? rridge@csclub.uwaterloo.ca (Ross Ridge) - 2024-07-10 14:43 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 12:28 -0400
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 09:12 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-10 13:50 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 12:34 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-13 16:30 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-13 14:09 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-13 21:20 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-14 07:54 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-14 16:40 +0000
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-14 14:23 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-16 15:10 +0000
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-16 13:07 -0400
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-17 15:50 +0000
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-24 08:30 -0700
Re: What difficultly level do you play one? Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-24 21:35 -0400
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-25 06:24 -0700
Re: What difficultly level do you play one? rridge@csclub.uwaterloo.ca (Ross Ridge) - 2024-07-25 14:22 +0000
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-07 08:48 -0700
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-10 06:24 -0500
Re: What difficultly level do you play one? candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-10 13:50 +0000
Re: What difficultly level do you play one? Justisaur <justisaur@yahoo.com> - 2024-07-24 09:06 -0700
Re: What difficultly level do you play one? ant@zimage.comANT (Ant) - 2024-07-07 20:12 +0000
Re: What difficultly level do you play one? <smaug@ereborbbs.duckdns.org> - 2024-07-08 14:03 +0000
Re: What difficultly level do you play one? Mike S. <Mike_S@nowhere.com> - 2024-07-10 09:19 -0400
Re: What difficultly level do you play one? Zaghadka <zaghadka@hotmail.com> - 2024-07-09 19:00 -0500
Re: What difficultly level do you play one? rridge@csclub.uwaterloo.ca (Ross Ridge) - 2024-07-10 14:27 +0000
Re: What difficultly level do you play one? Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> - 2024-07-14 23:35 +0300
Re: What difficultly level do you play one? Zersterer <nochsfentor@yahoo.com> - 2024-07-14 16:35 -0500
Page 5 of 5 — ← Prev page 1 2 3 4 [5]
| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-14 14:23 -0400 |
| Message-ID | <nf589jdilpsag4nhf11b9c4u66fs6deloe@4ax.com> |
| In reply to | #46663 |
On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com> wrote: >On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote: > >>Interesting, I'm surprised there's still programs available for that. > >Heh. :) There is probably software out there to fill any and every >niche. You just gotta find it; that's the real trick. But with nearly 8 billion computer* users, for every problem you've ever faced, there's likely 10,000 users who had a similar issue... and at least one of them is gonna be nuts enough to program a solution. And most people crazy enough to put in that much effort are going to put it out on the Internet somewhere, either for profit, bragging rights, or just out of sheer niceness. I remembering randomly trawling through various FTP and app-hosting websites, just because inevitably I'd stumble a utility that solved an issue I barely even recognized I'd had up to that point. I'd download it for free, and then use it once every two or three years when the issue reared its head. But -getting back to the topic on hand- third-party mapping programs for computer RPGs have existed for a long time, although they were a lot less ease-of-use back then. Largely because most games ran on DOS, and DOS was a single-process program, so you couldn't (easily) run a helper app and the game at the same time. But even from the earliest days there were a variety of hacks and apps to help the lost adventurer. * even if a lot of those computers are now mobile devices
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-16 15:10 +0000 |
| Message-ID | <slrnv9d2sl.6f0.candycanearter07@candydeb.host.invalid> |
| In reply to | #46672 |
Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 18:23 this Sunday (GMT): > On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com> > wrote: > >>On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 >><candycanearter07@candycanearter07.nomail.afraid> wrote: >> >>>Interesting, I'm surprised there's still programs available for that. >> >>Heh. :) There is probably software out there to fill any and every >>niche. > > You just gotta find it; that's the real trick. > > But with nearly 8 billion computer* users, for every problem you've > ever faced, there's likely 10,000 users who had a similar issue... and > at least one of them is gonna be nuts enough to program a solution. > And most people crazy enough to put in that much effort are going to > put it out on the Internet somewhere, either for profit, bragging > rights, or just out of sheer niceness. > > I remembering randomly trawling through various FTP and app-hosting > websites, just because inevitably I'd stumble a utility that solved an > issue I barely even recognized I'd had up to that point. I'd download > it for free, and then use it once every two or three years when the > issue reared its head. I'm sure nowadays the best place to look would be github. > But -getting back to the topic on hand- third-party mapping programs > for computer RPGs have existed for a long time, although they were a > lot less ease-of-use back then. Largely because most games ran on DOS, > and DOS was a single-process program, so you couldn't (easily) run a > helper app and the game at the same time. But even from the earliest > days there were a variety of hacks and apps to help the lost > adventurer. I kinda figured :P were you intended to print it out? > * even if a lot of those computers are now mobile devices unfortunately -- user <candycane> is generated from /dev/urandom
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| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-16 13:07 -0400 |
| Message-ID | <8f9d9j50r5kiu09l84vcu7re9ok2an5jl7@4ax.com> |
| In reply to | #46716 |
On Tue, 16 Jul 2024 15:10:06 -0000 (UTC), candycanearter07
<candycanearter07@candycanearter07.nomail.afraid> wrote:
>Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 18:23 this Sunday (GMT):
>> On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com>
>> wrote:
>>
>>>On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07
>>><candycanearter07@candycanearter07.nomail.afraid> wrote:
>>>
>>>>Interesting, I'm surprised there's still programs available for that.
>>>
>>>Heh. :) There is probably software out there to fill any and every
>>>niche.
>>
>> You just gotta find it; that's the real trick.
>>
>> But with nearly 8 billion computer* users, for every problem you've
>> ever faced, there's likely 10,000 users who had a similar issue... and
>> at least one of them is gonna be nuts enough to program a solution.
>> And most people crazy enough to put in that much effort are going to
>> put it out on the Internet somewhere, either for profit, bragging
>> rights, or just out of sheer niceness.
>>
>> I remembering randomly trawling through various FTP and app-hosting
>> websites, just because inevitably I'd stumble a utility that solved an
>> issue I barely even recognized I'd had up to that point. I'd download
>> it for free, and then use it once every two or three years when the
>> issue reared its head.
>
>I'm sure nowadays the best place to look would be github.
>
>> But -getting back to the topic on hand- third-party mapping programs
>> for computer RPGs have existed for a long time, although they were a
>> lot less ease-of-use back then. Largely because most games ran on DOS,
>> and DOS was a single-process program, so you couldn't (easily) run a
>> helper app and the game at the same time. But even from the earliest
>> days there were a variety of hacks and apps to help the lost
>> adventurer.
>
>I kinda figured :P were you intended to print it out?
From what I recall (it's been a long time and I never really used any
of the programs), the utils generally fell into one of three types
a) create a template for you to print and fill out
b) ran a program that you could fill out on the computer -but
not while the game was running! You'd have to jump in and
out of the game. Or I guess maybe you were just supposed to
make the maps by hand and then transfer them over to the
app? But at least in the end you'd have less messy maps
than if you did it by hand ;-). Usually let you print
out the final product.
c) read the data files of the game and recreated the maps
from there (which you could then print out). These were
the best but were very rare.
Only very much later did you have mapping programs that ran
/concurrently/ with the games. It was hard to do, after all. DOS was
so basic, that every game was essentially an operating system of its
own, and you'd essentially have to hack the GameOS to get your app to
work in tandem.
And given how resource strapped computers were, and how optimized
games were, squeezing in a tool like that was something only the very
best programmers could do.
At least until Windows rolled around, and multitasking became a thing.
Of course, there were other applets too: save-game/character editors,
trainers, tools to manipulate the game-data, etc. Generally, I
discovered all these tools /long after/ I stopped playing the games in
question but it was amazing how many were available.
But finding them in the first place... that was always the problem.
We're spoiled by Google.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-17 15:50 +0000 |
| Message-ID | <slrnv9fpfe.4r9.candycanearter07@candydeb.host.invalid> |
| In reply to | #46719 |
Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 17:07 this Tuesday (GMT): > On Tue, 16 Jul 2024 15:10:06 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote: > >>Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 18:23 this Sunday (GMT): >>> On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com> >>> wrote: >>> >>>>On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 >>>><candycanearter07@candycanearter07.nomail.afraid> wrote: >>>> >>>>>Interesting, I'm surprised there's still programs available for that. >>>> >>>>Heh. :) There is probably software out there to fill any and every >>>>niche. >>> >>> You just gotta find it; that's the real trick. >>> >>> But with nearly 8 billion computer* users, for every problem you've >>> ever faced, there's likely 10,000 users who had a similar issue... and >>> at least one of them is gonna be nuts enough to program a solution. >>> And most people crazy enough to put in that much effort are going to >>> put it out on the Internet somewhere, either for profit, bragging >>> rights, or just out of sheer niceness. >>> >>> I remembering randomly trawling through various FTP and app-hosting >>> websites, just because inevitably I'd stumble a utility that solved an >>> issue I barely even recognized I'd had up to that point. I'd download >>> it for free, and then use it once every two or three years when the >>> issue reared its head. >> >>I'm sure nowadays the best place to look would be github. >> >>> But -getting back to the topic on hand- third-party mapping programs >>> for computer RPGs have existed for a long time, although they were a >>> lot less ease-of-use back then. Largely because most games ran on DOS, >>> and DOS was a single-process program, so you couldn't (easily) run a >>> helper app and the game at the same time. But even from the earliest >>> days there were a variety of hacks and apps to help the lost >>> adventurer. >> >>I kinda figured :P were you intended to print it out? > > From what I recall (it's been a long time and I never really used any > of the programs), the utils generally fell into one of three types > > a) create a template for you to print and fill out > > b) ran a program that you could fill out on the computer -but > not while the game was running! You'd have to jump in and > out of the game. Or I guess maybe you were just supposed to > make the maps by hand and then transfer them over to the > app? But at least in the end you'd have less messy maps > than if you did it by hand ;-). Usually let you print > out the final product. > > c) read the data files of the game and recreated the maps > from there (which you could then print out). These were > the best but were very rare. > > Only very much later did you have mapping programs that ran > /concurrently/ with the games. It was hard to do, after all. DOS was > so basic, that every game was essentially an operating system of its > own, and you'd essentially have to hack the GameOS to get your app to > work in tandem. > > And given how resource strapped computers were, and how optimized > games were, squeezing in a tool like that was something only the very > best programmers could do. > > At least until Windows rolled around, and multitasking became a thing. > > > > Of course, there were other applets too: save-game/character editors, > trainers, tools to manipulate the game-data, etc. Generally, I > discovered all these tools /long after/ I stopped playing the games in > question but it was amazing how many were available. > > But finding them in the first place... that was always the problem. > We're spoiled by Google. Pretty cool :D -- user <candycane> is generated from /dev/urandom
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| From | Justisaur <justisaur@yahoo.com> |
|---|---|
| Date | 2024-07-24 08:30 -0700 |
| Message-ID | <v7r6mh$1pg2n$3@dont-email.me> |
| In reply to | #46600 |
On 7/9/2024 9:27 AM, Spalls Hurgenson wrote:
> On Mon, 8 Jul 2024 21:46:05 +0100, JAB <noway@nochance.com> wrote:
>
>
>> Strange really as when I look back at say Dungeon Master part of the fun
>> was getting the graph paper out and making a map. Possibly games have
>> swung too much they other way were it can feel like you're playing
>> follow the quest marker. Another one I don't like is kneel behind a wall
>> to recover health or the ability to 'long rest' in the middle of a dungeon.
>
> YMMV.
>
> Even back-in-the-day I disliked the 'make your own map' requirement of
> a lot of adventure and role-playing games. Especially since it
> promoted stupidly labyrinthine (and unrealistic) dungeon design whose
> sole purpose was to artificially lengthen the game rather than provide
> a fun experience.
>
> When games like "Ultima Underworld" or "Might & Magic III" started
> adding automap as a standard feature, I rejoiced. All of a sudden
> dungeon crawls could be FUN rather than tedious step-by-step grind
> where you had to carefully mark out every step. I could focus on the
> ambience and environment rather than have to jump away every step to
> scribble some marks on a piece of paper.
>
> (In fairness, nowadays I've got a pretty good sense of direction and
> usually can figure out my way through most dungeons -old school or
> not- without resorting to maps. I'm pretty sure my years playing
> Wizardry and Bards Quest and the like are to thank for that skill ;-)
>
> With that out of the way, I've kept many of my older hand-drawn maps
> from that era and have a certain nostalgic appreciation towards them.
> But I'm not going to ever bother doing anything so insane again. If
> your game's labyrinths are so complex that mapping is required? That's
> a game I'm probably not playing. (you're probably the sort of
> developer that thinks teleport traps and spinners are fun too.)
Or you just look up the maps on the internet for those games.
Yes I mapped out by hand PoR, Bard's Tale etc. but I can't be assed to
do that ever again. Tedious.
I can't say anyone ever maps playing D&D anymore either, for quite a
long time. I did have one very confusing module I ran where the players
did finally bother to do it in 3.5, but it was still tedious and they
didn't like it, and neither really did I.
--
-Justisaur
ø-ø
(\_/)\
`-'\ `--.___,
¶¬'\( ,_.-'
\\
^'
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| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-24 21:35 -0400 |
| Message-ID | <8ca3ajlotpges6liiqhihpo3b3rbjgnf7p@4ax.com> |
| In reply to | #46846 |
On Wed, 24 Jul 2024 08:30:25 -0700, Justisaur <justisaur@yahoo.com>
wrote:
>
>Or you just look up the maps on the internet for those games.
Not much of an option back in the early 80s. Even BBS wouldn't be much
help. Not that it wasn't possible, but the image files would probably
be too much to download for all but the most dedicated on a 2400baud
modem.
>Yes I mapped out by hand PoR, Bard's Tale etc. but I can't be assed to
>do that ever again. Tedious.
It was an assumed part of the game, as much as keeping track of
hitpoints and knowing the damage value of your long-sword. It was just
an accepted part of the genre, as much as the idea the arcade
mentality that would try to kill you right from the start rather than
help you progress to the end. Fortunately, both ideas eventually were
tempered by the desire to create games that were FUN rather than
mean-spirited grind.
>I can't say anyone ever maps playing D&D anymore either, for quite a
>long time. I did have one very confusing module I ran where the players
>did finally bother to do it in 3.5, but it was still tedious and they
>didn't like it, and neither really did I.
I've almost never had players create their own maps as we played. As
you suggested, it does happen on occassion --usually when sticking the
players in a labyrinthine dungeon-- but mostly they don't bother.
But I think that's more because
a) I tend to provide them with a visual representation using
an erasable hex-mat and dry-wipe markers, providing an
overview of their immediate area, and
b) I tend not to rely on large, labyrinthine dungeons. Most
of my dungeons tend to be fairly small (at least compared
to traditional D&D dungeons), with maybe only a dozen
rooms and connecting corridors. They're usually fairly
logically laid out (since they're almost always places
that creatures use -or used- to live and work) so it
is fairly easy for the players to imagine the entirity
of the place in their heads.
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| From | Justisaur <justisaur@yahoo.com> |
|---|---|
| Date | 2024-07-25 06:24 -0700 |
| Message-ID | <v7tjls$29ik1$2@dont-email.me> |
| In reply to | #46869 |
On 7/24/2024 6:35 PM, Spalls Hurgenson wrote:
> On Wed, 24 Jul 2024 08:30:25 -0700, Justisaur <justisaur@yahoo.com>
> wrote:
>
>
>>
>> Or you just look up the maps on the internet for those games.
>
> Not much of an option back in the early 80s. Even BBS wouldn't be much
> help. Not that it wasn't possible, but the image files would probably
> be too much to download for all but the most dedicated on a 2400baud
> modem.
>
>> Yes I mapped out by hand PoR, Bard's Tale etc. but I can't be assed to
>> do that ever again. Tedious.
>
> It was an assumed part of the game, as much as keeping track of
> hitpoints and knowing the damage value of your long-sword. It was just
> an accepted part of the genre, as much as the idea the arcade
> mentality that would try to kill you right from the start rather than
> help you progress to the end. Fortunately, both ideas eventually were
> tempered by the desire to create games that were FUN rather than
> mean-spirited grind.
>
>> I can't say anyone ever maps playing D&D anymore either, for quite a
>> long time. I did have one very confusing module I ran where the players
>> did finally bother to do it in 3.5, but it was still tedious and they
>> didn't like it, and neither really did I.
>
> I've almost never had players create their own maps as we played. As
> you suggested, it does happen on occassion --usually when sticking the
> players in a labyrinthine dungeon-- but mostly they don't bother.
>
> But I think that's more because
> a) I tend to provide them with a visual representation using
> an erasable hex-mat and dry-wipe markers, providing an
> overview of their immediate area, and
> b) I tend not to rely on large, labyrinthine dungeons. Most
> of my dungeons tend to be fairly small (at least compared
> to traditional D&D dungeons), with maybe only a dozen
> rooms and connecting corridors. They're usually fairly
> logically laid out (since they're almost always places
> that creatures use -or used- to live and work) so it
> is fairly easy for the players to imagine the entirity
> of the place in their heads.
>
I do find I far prefer smaller adventures these days. The '5 room
dungeons' work but feel a bit on the exceedingly small size. I also
usually used a rather large battle-mat. Online with mapping it's a lot
easier as they can see everywhere they explored (though making maps and
using them for battle in online play is far more pre-work) and just go
back to where they want by moving their figures. I've also found a lot
of people are familiar with the 'keep right' dungeon method and that
works in most (not all) modules.
I've even just used graph paper instead of a battle mat with letters to
represent the characters and monsters like 'rogue' which works
surprisingly well when space isn't available for the mat.
--
-Justisaur
ø-ø
(\_/)\
`-'\ `--.___,
¶¬'\( ,_.-'
\\
^'
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| From | rridge@csclub.uwaterloo.ca (Ross Ridge) |
|---|---|
| Date | 2024-07-25 14:22 +0000 |
| Message-ID | <v7tn2c$2ae5g$1@dont-email.me> |
| In reply to | #46869 |
Justisaur <justisaur@yahoo.com> >wrote: >Or you just look up the maps on the internet for those games. Spalls Hurgenson <spallshurgenson@gmail.com> wrote: >Not much of an option back in the early 80s. Even BBS wouldn't be much >help. Not that it wasn't possible, but the image files would probably >be too much to download for all but the most dedicated on a 2400baud >modem. People were patient enough to download the games themselves from pirate BBSes, so the maps would have been a quick download by comparison. Rendered in ASCII they wouldn't take too long to download even at 300 baud. That said I don't know how many BBSes back then actually had maps for games available. I don't remember downloading any, but I didn't need to as I wrote programs to generate my own. -- l/ // Ross Ridge -- The Great HTMU [oo][oo] rridge@csclub.uwaterloo.ca -()-/()/ http://www.csclub.uwaterloo.ca:11068/ db //
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| From | Justisaur <justisaur@yahoo.com> |
|---|---|
| Date | 2024-07-07 08:48 -0700 |
| Message-ID | <v6edbs$cvhd$2@dont-email.me> |
| In reply to | #46540 |
On 7/7/2024 2:23 AM, JAB wrote:
> This one came up on a channel for table top miniatures games but they
> did also talk about computer games. Now of course this is all personal
> preference as there's no right way to enjoy games but the main thrust of
> the argument was that the advantage of playing on easy mode (in the TT
> context that was interchangeable with social) was it gives you a lot
> more scope to be creative and play the game how you want and just try
> things out to see what happens.
>
> That's certain how I approach CRPG's. I don't want to go through
> numerous guides on how to build an optimal character, I want to pick
> what I fancy playing. My general strategy is start on normal mode and if
> it all becomes too much, which it often does as the game progresses and
> your character/party becomes progressively less optimal, change it to
> easy mode and carry on.
>
> One of the interesting parts they said is that if you're effectively
> going to use someone else's build then what not just watch them playing
> the game. Obviously that's a bit of hyperbole but I can understand their
> point.
>
> So for me, yep I play on easy mode.
I used to do that, or normal. Falout 3 started the cure for that, as the
game is actually easier on the hardest difficulty because you level up
much faster, and even though the enemies scale to you, your level makes
you exponentially better. (with the 30 level cap from BS DLC, not so
much just because enemies become annoying bullet sponges and aren't fun
after level 20.)
Dark Souls 3 finally fully cured me of that. I found I liked the
challenge better. Sure I look up builds and weapons and whatnot, but I
still try things out and change them to suit me, or abandon overused
"op" build because they aren't fun, or the style just doesn't work for me.
In fact I don't really like difficulty sliders at all now, as they tend
to be much more poorly tuned, doing things like just turning the enemies
into bullet sponges or one hit kills you on harder difficulties, and
feels like just watching a movie with no challenge at lower difficulties.
--
-Justisaur
ø-ø
(\_/)\
`-'\ `--.___,
¶¬'\( ,_.-'
\\
^'
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| From | Zaghadka <zaghadka@hotmail.com> |
|---|---|
| Date | 2024-07-10 06:24 -0500 |
| Message-ID | <bprs8jpbmi555hbckb57ahvrup54svgqui@4ax.com> |
| In reply to | #46553 |
On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action, Justisaur wrote: >On 7/7/2024 2:23 AM, JAB wrote: >> This one came up on a channel for table top miniatures games but they >> did also talk about computer games. Now of course this is all personal >> preference as there's no right way to enjoy games but the main thrust of >> the argument was that the advantage of playing on easy mode (in the TT >> context that was interchangeable with social) was it gives you a lot >> more scope to be creative and play the game how you want and just try >> things out to see what happens. >> >> That's certain how I approach CRPG's. I don't want to go through >> numerous guides on how to build an optimal character, I want to pick >> what I fancy playing. My general strategy is start on normal mode and if >> it all becomes too much, which it often does as the game progresses and >> your character/party becomes progressively less optimal, change it to >> easy mode and carry on. >> >> One of the interesting parts they said is that if you're effectively >> going to use someone else's build then what not just watch them playing >> the game. Obviously that's a bit of hyperbole but I can understand their >> point. >> >> So for me, yep I play on easy mode. > >I used to do that, or normal. Falout 3 started the cure for that, as the >game is actually easier on the hardest difficulty because you level up >much faster, and even though the enemies scale to you, your level makes >you exponentially better. (with the 30 level cap from BS DLC, not so >much just because enemies become annoying bullet sponges and aren't fun >after level 20.) > >Dark Souls 3 finally fully cured me of that. I found I liked the >challenge better. Sure I look up builds and weapons and whatnot, but I >still try things out and change them to suit me, or abandon overused >"op" build because they aren't fun, or the style just doesn't work for me. > >In fact I don't really like difficulty sliders at all now, as they tend >to be much more poorly tuned, doing things like just turning the enemies >into bullet sponges or one hit kills you on harder difficulties, and >feels like just watching a movie with no challenge at lower difficulties. Particularly fun in strat games like Civ V, where the AI doesn't actually get any smarter, it just cheats. -- Zag No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' ~Dan(i) Bunten
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-10 13:50 +0000 |
| Message-ID | <slrnv8t3sm.2rf6.candycanearter07@candydeb.host.invalid> |
| In reply to | #46611 |
Zaghadka <zaghadka@hotmail.com> wrote at 11:24 this Wednesday (GMT): > On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action, > Justisaur wrote: > >>On 7/7/2024 2:23 AM, JAB wrote: >>> This one came up on a channel for table top miniatures games but they >>> did also talk about computer games. Now of course this is all personal >>> preference as there's no right way to enjoy games but the main thrust of >>> the argument was that the advantage of playing on easy mode (in the TT >>> context that was interchangeable with social) was it gives you a lot >>> more scope to be creative and play the game how you want and just try >>> things out to see what happens. >>> >>> That's certain how I approach CRPG's. I don't want to go through >>> numerous guides on how to build an optimal character, I want to pick >>> what I fancy playing. My general strategy is start on normal mode and if >>> it all becomes too much, which it often does as the game progresses and >>> your character/party becomes progressively less optimal, change it to >>> easy mode and carry on. >>> >>> One of the interesting parts they said is that if you're effectively >>> going to use someone else's build then what not just watch them playing >>> the game. Obviously that's a bit of hyperbole but I can understand their >>> point. >>> >>> So for me, yep I play on easy mode. >> >>I used to do that, or normal. Falout 3 started the cure for that, as the >>game is actually easier on the hardest difficulty because you level up >>much faster, and even though the enemies scale to you, your level makes >>you exponentially better. (with the 30 level cap from BS DLC, not so >>much just because enemies become annoying bullet sponges and aren't fun >>after level 20.) >> >>Dark Souls 3 finally fully cured me of that. I found I liked the >>challenge better. Sure I look up builds and weapons and whatnot, but I >>still try things out and change them to suit me, or abandon overused >>"op" build because they aren't fun, or the style just doesn't work for me. >> >>In fact I don't really like difficulty sliders at all now, as they tend >>to be much more poorly tuned, doing things like just turning the enemies >>into bullet sponges or one hit kills you on harder difficulties, and >>feels like just watching a movie with no challenge at lower difficulties. > > Particularly fun in strat games like Civ V, where the AI doesn't actually > get any smarter, it just cheats. Certainly makes it harder, no? -- user <candycane> is generated from /dev/urandom
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| From | Justisaur <justisaur@yahoo.com> |
|---|---|
| Date | 2024-07-24 09:06 -0700 |
| Message-ID | <v7r8q8$1q9i0$1@dont-email.me> |
| In reply to | #46611 |
On 7/10/2024 4:24 AM, Zaghadka wrote:
> On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action,
> Justisaur wrote:
>
>> On 7/7/2024 2:23 AM, JAB wrote:
>>> This one came up on a channel for table top miniatures games but they
>>> did also talk about computer games. Now of course this is all personal
>>> preference as there's no right way to enjoy games but the main thrust of
>>> the argument was that the advantage of playing on easy mode (in the TT
>>> context that was interchangeable with social) was it gives you a lot
>>> more scope to be creative and play the game how you want and just try
>>> things out to see what happens.
>>>
>>> That's certain how I approach CRPG's. I don't want to go through
>>> numerous guides on how to build an optimal character, I want to pick
>>> what I fancy playing. My general strategy is start on normal mode and if
>>> it all becomes too much, which it often does as the game progresses and
>>> your character/party becomes progressively less optimal, change it to
>>> easy mode and carry on.
>>>
>>> One of the interesting parts they said is that if you're effectively
>>> going to use someone else's build then what not just watch them playing
>>> the game. Obviously that's a bit of hyperbole but I can understand their
>>> point.
>>>
>>> So for me, yep I play on easy mode.
>>
>> I used to do that, or normal. Falout 3 started the cure for that, as the
>> game is actually easier on the hardest difficulty because you level up
>> much faster, and even though the enemies scale to you, your level makes
>> you exponentially better. (with the 30 level cap from BS DLC, not so
>> much just because enemies become annoying bullet sponges and aren't fun
>> after level 20.)
>>
>> Dark Souls 3 finally fully cured me of that. I found I liked the
>> challenge better. Sure I look up builds and weapons and whatnot, but I
>> still try things out and change them to suit me, or abandon overused
>> "op" build because they aren't fun, or the style just doesn't work for me.
>>
>> In fact I don't really like difficulty sliders at all now, as they tend
>> to be much more poorly tuned, doing things like just turning the enemies
>> into bullet sponges or one hit kills you on harder difficulties, and
>> feels like just watching a movie with no challenge at lower difficulties.
>
> Particularly fun in strat games like Civ V, where the AI doesn't actually
> get any smarter, it just cheats.
>
Yeah those too. Master of Magic, IIRC Impossible just gave you a bunch
of restrictions the enemies didn't have and gave them extra stuff. I
eventually started playing Impossible because I got too good at the
normal and hard mode. Unfortunately Impossible was also bugged, and
would hit some point the game would crash at the same point even if you
reloaded from old saves long before, so I never completed a game on
Impossible. You could say it really cheated, like the player in a chess
game tossing the board. Taking that analogy I won by default :)
I just look at the hardness cheating as a handicap. I don't often find
games I enjoy that I feel like I need a handicap. But I did back in the
day with fewer games and more time, even in fallout 2 getting to the
point of playing ironman (start over if you die.)
The only thing recently I can point to like that is that I played so
much dark souls 1 & 3 (and even to some extent ER,) I got to that point
and started low level runs too even though the games are very hard. I
never did finish them (maybe DS1 I don't remember for sure.)
--
-Justisaur
ø-ø
(\_/)\
`-'\ `--.___,
¶¬'\( ,_.-'
\\
^'
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| From | ant@zimage.comANT (Ant) |
|---|---|
| Date | 2024-07-07 20:12 +0000 |
| Message-ID | <JJycnbBZ4tAsaxf7nZ2dnZfqn_cAAAAA@earthlink.com> |
| In reply to | #46540 |
JAB <noway@nochance.com> wrote:
> This one came up on a channel for table top miniatures games but they
> did also talk about computer games. Now of course this is all personal
> preference as there's no right way to enjoy games but the main thrust of
> the argument was that the advantage of playing on easy mode (in the TT
> context that was interchangeable with social) was it gives you a lot
> more scope to be creative and play the game how you want and just try
> things out to see what happens.
> That's certain how I approach CRPG's. I don't want to go through
> numerous guides on how to build an optimal character, I want to pick
> what I fancy playing. My general strategy is start on normal mode and if
> it all becomes too much, which it often does as the game progresses and
> your character/party becomes progressively less optimal, change it to
> easy mode and carry on.
> One of the interesting parts they said is that if you're effectively
> going to use someone else's build then what not just watch them playing
> the game. Obviously that's a bit of hyperbole but I can understand their
> point.
> So for me, yep I play on easy mode.
Me too since the later levels get hard!
--
"[Jesus promised his disciples,] 'Ask, and it will be given to you; seek and you will find; knock and the door will be opened to you. For everyone who asks receives; he who seeks finds; and to him who knocks, the door will be opened.'" --Matthew 7:7-8. Unhappy tummy.
Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
/\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
/ /\ /\ \ Please nuke ANT if replying by e-mail.
| |o o| |
\ _ /
( )
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| From | <smaug@ereborbbs.duckdns.org> |
|---|---|
| Date | 2024-07-08 14:03 +0000 |
| Message-ID | <v6grj1$oof$3@ereborbbs.duckdns.org> |
| In reply to | #46540 |
JAB <noway@nochance.com> wrote: > This one came up on a channel for table top miniatures games but they > did also talk about computer games. Now of course this is all personal > preference as there's no right way to enjoy games but the main thrust of > the argument was that the advantage of playing on easy mode (in the TT > context that was interchangeable with social) was it gives you a lot > more scope to be creative and play the game how you want and just try > things out to see what happens. > > That's certain how I approach CRPG's. I don't want to go through > numerous guides on how to build an optimal character, I want to pick > what I fancy playing. My general strategy is start on normal mode and if > it all becomes too much, which it often does as the game progresses and > your character/party becomes progressively less optimal, change it to > easy mode and carry on. > > One of the interesting parts they said is that if you're effectively > going to use someone else's build then what not just watch them playing > the game. Obviously that's a bit of hyperbole but I can understand their > point. > > So for me, yep I play on easy mode. > Normal mode. It implies it is the way is intended to work, so I do normal mode. Unless it's really too easy or hard. But that rarely is the case.
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| From | Mike S. <Mike_S@nowhere.com> |
|---|---|
| Date | 2024-07-10 09:19 -0400 |
| Message-ID | <oh2t8jtctheiqososoq277ncs7pqr5cs3c@4ax.com> |
| In reply to | #46568 |
On Mon, 8 Jul 2024 14:03:15 -0000 (UTC), <smaug@ereborbbs.duckdns.org> wrote: >Normal mode. It implies it is the way is intended to work, so I do normal >mode. Unless it's really too easy or hard. But that rarely is the case. Normal mode being 'as intended' makes sense to me and is as good a reason as any to play on this mode.
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| From | Zaghadka <zaghadka@hotmail.com> |
|---|---|
| Date | 2024-07-09 19:00 -0500 |
| Message-ID | <07jr8j5t528g6n8k404r8kaedfu04lkge7@4ax.com> |
| In reply to | #46540 |
On Sun, 7 Jul 2024 10:23:16 +0100, in comp.sys.ibm.pc.games.action, JAB wrote: >This one came up on a channel for table top miniatures games but they >did also talk about computer games. Now of course this is all personal >preference as there's no right way to enjoy games but the main thrust of >the argument was that the advantage of playing on easy mode (in the TT >context that was interchangeable with social) was it gives you a lot >more scope to be creative and play the game how you want and just try >things out to see what happens. > >That's certain how I approach CRPG's. I don't want to go through >numerous guides on how to build an optimal character, I want to pick >what I fancy playing. My general strategy is start on normal mode and if >it all becomes too much, which it often does as the game progresses and >your character/party becomes progressively less optimal, change it to >easy mode and carry on. > >One of the interesting parts they said is that if you're effectively >going to use someone else's build then what not just watch them playing >the game. Obviously that's a bit of hyperbole but I can understand their >point. > >So for me, yep I play on easy mode. Usually normal. Some rpg games have unusually easy combat, then I crank it up to hard. Ubi's "Child of Light" is a good example of that. I also never play Ironman or suvival difficulties. I don't play video games to be more stressed out. My latest attempt at "hard" difficulty is KoTOR on the Switch. I remembered combats being easy so I cranked it up to hard. Then I discovered that "hard" means normal battles are still easy, and the cranked up boss stuff becomes a frustrating mess because of the interface and ally scripting. Simple things like: pause, adrenal alacrity injection, next character the same, next character the same, sudden realization that one of them never followed the order after you unpause. Another example: leaving two Sith elite up to the AI while you go murder 4 or 5 dark Jedi only to find out that Carth and Bastilla have barely dealt with the two guys in the back. Meanwhile, they're chucking grenades. The level of micromanagement necessary to play at hard is an exercise in frustration. So I turned it back down to normal, and now the regular encounters are just as easy, and the boss encounters are just as murderously hard, but forgiving of all the interface, pathfinding, and combat script problems. So KoTOR is just "more fun" on normal. If a game is "more fun" on hard, that's where I set it. TL;DR: Yeah I play at "hard." Mostly I play at "whatever's fun." -- Zag No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' ~Dan(i) Bunten
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| From | rridge@csclub.uwaterloo.ca (Ross Ridge) |
|---|---|
| Date | 2024-07-10 14:27 +0000 |
| Message-ID | <v6m5pc$1ucf9$1@dont-email.me> |
| In reply to | #46540 |
JAB <noway@nochance.com> wrote: >That's certain how I approach CRPG's. I don't want to go through >numerous guides on how to build an optimal character, I want to pick >what I fancy playing. My general strategy is start on normal mode and if >it all becomes too much, which it often does as the game progresses and >your character/party becomes progressively less optimal, change it to >easy mode and carry on. I generally go with normal difficulty on games, although it can depend a bit on the game. Overall, what I'm often looking for in games is to create the illusion that I'm an expert player, some sort of tactical/strategic genius, just because I can beat up some hapless computer controlled monsters/players. That means the difficulty can't be too easy, or it won't be convincing, or too hard that I'd end up losing. In games like Civilization where the computer opponents play by the same basic rules as you do, I play at the difficulty level where neither the human or computer players are given any advantages. In most other games I play at the normal or default difficulty level, but if there's a level above that that's described for players who've played similar games before then I choose that. I don't turn down the difficulty if things get too tough. That's tantamount to admitting defeat to me, so I might as well just give up and play a different game. -- l/ // Ross Ridge -- The Great HTMU [oo][oo] rridge@csclub.uwaterloo.ca -()-/()/ http://www.csclub.uwaterloo.ca:11068/ db //
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| From | Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> |
|---|---|
| Date | 2024-07-14 23:35 +0300 |
| Message-ID | <sm05xt7yamp.fsf@lakka.kapsi.fi> |
| In reply to | #46540 |
JAB <noway@nochance.com> writes: > That's certain how I approach CRPG's. I don't want to go through > numerous guides on how to build an optimal character, I want to pick > what I fancy playing. My general strategy is start on normal mode and > if it all becomes too much, which it often does as the game progresses > and your character/party becomes progressively less optimal, change it > to easy mode and carry on. In general, I just choose the default difficulty. And I tend to stick with it too but not always. Sometimes trying to kill a boss for the umpteenth time just gets too tedious. > One of the interesting parts they said is that if you're effectively > going to use someone else's build then what not just watch them > playing the game. Obviously that's a bit of hyperbole but I can > understand their point. I don't but then I'm not a fan of gameplay videos or watching someone else play. Got enough of the latter in the arcades as a kid.
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| From | Zersterer <nochsfentor@yahoo.com> |
|---|---|
| Date | 2024-07-14 16:35 -0500 |
| Message-ID | <lfiulnFmb4mU3@mid.individual.net> |
| In reply to | #46678 |
Anssi Saari wrote: > JAB <noway@nochance.com> writes: > >> That's certain how I approach CRPG's. I don't want to go through >> numerous guides on how to build an optimal character, I want to pick >> what I fancy playing. My general strategy is start on normal mode and >> if it all becomes too much, which it often does as the game progresses >> and your character/party becomes progressively less optimal, change it >> to easy mode and carry on. > > In general, I just choose the default difficulty. And I tend to stick > with it too but not always. Sometimes trying to kill a boss for the > umpteenth time just gets too tedious. I tend to play with the difficulty high for the most part because that is more challenging and will teach me more.
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