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The NetHack dev team is happy to announce the release of NetHack 3.6.1

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Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#92
post #62

Has anyone won this game honestly? I've patched the C code and only got so far. I tried savefile hacking and that didn't get me to the end. I was only able to win by compiling a version with debug symbols and playing inside the debugger. (eg. find the flag for the Wizard of Yendor's invisibility status and clear it.)

I've been playing for almost 30 years, and I think I've ascended about 40-50 times total. My latest 3.6 install, I've ascended 11 times so far, as Wizard, Monk, Knight, Archeologist, and Samurai. Pretty sure I ascended in the high 20s on previous install w/ 3.4, and I know I have ascended at least once with every character in 3.4 (Tourist was easier than I thought it would be). Can't remember my install before that.…

Cocky->Lazy->Stupid->Dead

(Ripped from sone book, but should be mantra for rogue players)

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#93

Nethack is the game I've played more than any other.. having played it literally for decades and decades. Yet I switched to Dungeon Crawl Stone Soup about 5 or 6 years ago, and really haven't gone back except to try Nethack again every now and then only to feel it too painful and slow to continue playing. I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode,…

My main problem with nethack is the over-reliance on "spoilers" if you don't want to figure out every (sometimes rather non-obvious) mechanics in the game through trial-and-error. It's really hard to get into nethack if you're not willing to spoiler yourself, and once you start reading spoilers it's hard to know when to stop if you don't want to spoil the fun. On top of that trial-and-error in a game with perma-death can quickly become discouraging as you die stupidly because you didn't know that you couldn't levitate above a sink for some reason.

Dungeon Crawl on the other hand is a lot friendlier, in general the mechanics are well explained and you know what to expect and how things work. Contrast for instance the curse mechanic between nethack[1] and DCSS[2]. Nethack is obviously a lot more intricate but good luck figuring out all of that on your own, and good luck finishing the game if you haven't figured out most of that.

[1] http://nethack.wikia.com/wiki/Cursed

[2] http://crawl.chaosforge.org/Cursed

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#95
post #93

Nethack is the game I've played more than any other.. having played it literally for decades and decades. Yet I switched to Dungeon Crawl Stone Soup about 5 or 6 years ago, and really haven't gone back except to try Nethack again every now and then only to feel it too painful and slow to continue playing. I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode,…

My main problem with nethack is the over-reliance on "spoilers" if you don't want to figure out every (sometimes rather non-obvious) mechanics in the game through trial-and-error. It's really hard to get into nethack if you're not willing to spoiler yourself, and once you start reading spoilers it's hard to know when to stop if you don't want to spoil the fun. On top of that trial-and-error in a game with perma-death…

Games like Nethack and ADOM were what I'd call wiki games. The only way you can really enjoy and win them is by reading documentation.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#96

Been playing NH for a long time, glad that it's still being worked on, following the original philosophy. If you find NetHack a bit too intense for you, and are looking for a more casual approach, give Pixel Dungeon on Android a try. It's not only fun, but also free software.

Dungeon Crawl Stone Soup is also a good alternative, something that doesn't need so much game mechanics knowledge and is more intuitive.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#97

Been playing NH for a long time, glad that it's still being worked on, following the original philosophy. If you find NetHack a bit too intense for you, and are looking for a more casual approach, give Pixel Dungeon on Android a try. It's not only fun, but also free software.

If you find NetHack a bit too intense...

They should rename it Kobayashi Maru!

I read endless spoilers and how-tos and couldn't even get close to the Quest without cheats.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#98

Nethack is the game I've played more than any other.. having played it literally for decades and decades. Yet I switched to Dungeon Crawl Stone Soup about 5 or 6 years ago, and really haven't gone back except to try Nethack again every now and then only to feel it too painful and slow to continue playing. I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode,…

It comes down to opposing philosophies. Without trying to sound too derisive, Crawl is a game made for gamers. It focuses on gameplay to the exclusion of all else. It's like those sports TV programs where they use aggressive editing to condense a 3.5 hour baseball down to 30 minutes.

NetHack comes from the opposite angle. It's the D&D world your brother's friend spent all summer creating while you were away on vacation. It's best enjoyed on a rainy Saturday afternoon when you've got a clear schedule ahead. Gamers might call it tedious or repetitive, but then so is knitting or dicing vegetables by hand. It's just not meant for people in a hurry.

It's a meditative exercise that also happens to be pretty challenging if you aren't a Munchkin. In that sense it's kind of like correspondence chess for one: sure, nobody's stopping you from cheating (or using other meta-game exploits) but you're really robbing yourself of a lot by doing that. On the other hand, reading books on chess theory (or the NetHack wiki) is just fine.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#99
post #25
post #7

I'd like to plug DCSS here: https://crawl.develz.org/ I could never get into any other roguelikes, but I LOVE Dungeon Crawl Stone Soup. I easily have over 100 hours in it, and just recently finished an actual game for the first time (15 runes, Gargoyle Hunter).

Wait, your first-ever victory was a 15-rune game?

I’ve never been able to bring myself to ascend a 3-rune game either. By the time I get to zot, I know I can win — why not go for the bonus round? I don’t think I’ve won (though I cloned my save file one time to try both 3 and 15 one time and did technically win the 3). My closest was a wipe on sentinel island at 13-14 runes.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#100
post #81

Earlier quoted context omitted.

No. At first glance, it seems easy, just make other players appear like monsters and add a chat feature. But if you consider more details, you arrive at their FAQ answer: > We think you can't do that in a playable way without compromising the basic idea of being able to think as long as you want about what you're doing, but many people have made many different suggestions as to the one obvious way to handle things. I…

I disagree with the reason for not implementing it, adopting something like "simultaneous turns" mode from Civilization series could provide that time to think for everyone. But I'll check out Crossfire.

I don't think Civ's simultaneous turns would work for NetHack. In Civ, you make quite a few actions on a single turn (especially in the late game). In NetHack you are always taking a single action at a time, though with some actions taking no time at all (viewing your inventory, naming and calling objects, naming monsters, applying a stethoscope for the first time that turn, etc) and other actions taking multiple turns (running, travel command, moving while slow).

Essentially, NetHack has a different concept of turns than Civ. NetHack uses turns as a discrete time resource whereas Civ uses the more conventional boardgame style rotation. You could try to convert NetHack into the Civ model by giving the player a number of action points based on their speed but this would allow fast players to move around a corner, take an action, and retreat without the enemy getting a chance to notice them. This would fundamentally alter the balance of the game.

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