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NetHack 5.0.0

nethack.org

151–160 of 186 posts

Re: NetHack 5.0.0

#151
post #27

Earlier quoted context omitted.

Or do what I did when I played this as a child: read the spoilers. Then start with Valkyrie, get the Mjollnir, wand of wishing, and a dragon scale mail as fast as possible. And a bag of holding and you get pretty far. It's a fantastic game if you have a bit of imagination. The possibilities are endless and it's so rewarding to ascend finally.

I've always heard that one of the enjoyable experiences of Nethack was figuring things out for yourself, so I've never read spoilers. I'd like to know what others think.

[deleted]

Re: NetHack 5.0.0

#152

As an avid Spelunky player(still trying to complete the Cosmic Ocean...), I recently decided to explore some of Spelunky's roots, and set out to learn Nethack, and fell in love with the game. After a few weeks of dying repeatedly, perusing the wiki, and watching the Ascending in Nethack Overexplained series on youtube(highly recommended), I managed to ascend a valkyrie. Planning on trying a harder role soon. It's ama…

Spelunky seems in particular inspired by the slashem mod of Nethack, since there's a black market and shopkeepers with shotguns.

Re: NetHack 5.0.0

#153

Earlier quoted context omitted.

1) NetHack is not one of those games 2) If you want to avoid spoilers, you should probably avoid discussion threads about the subject, because people will often discuss their experiences in such threads

I agree Nethack is not one of those games. People always pretended it was, though. They called "spoilers" what would be called documentation in most games. No one didn't use them (the "unspoiled" win mentioned elsewhere in the thread was a stretch even if you take them at their word). It was supposed to be theoretically possible to find out core game features from e.g. random rumors, but that was completely hypotheti…

Not just random rumours, there are multiple specific mechanisms built into the game that explain core features, which a curious player can stumble on and then deliberately mine for information.

NetHack in many ways has common heritage with text-based adventure games of the 1970s and 80s, such as Zork. NetHack’s in-game currency is even a reference to Zork! Solving Zork without spoilers is also extremely difficult, despite lacking the tactical combat of NetHack. However, playing Zork with spoilers completely ruins the game, whereas NetHack is still a lot of fun even for highly spoiled players.

Re: NetHack 5.0.0

#154
post #134
post #25

Earlier quoted context omitted.

I don't know... I played Nethack 30 years ago a lot and always felt all the graphical updates were not worth it. There's something when you can easily see the whole map in one screen. And that scary pink h appears suddenly... Edit: but to be fair, I will try this 3d version.

"pink" h? There's a way to enable colours?

Yes, you can turn it on by setting the color option in your nethackrc file with the line:

    OPTIONS=color
There is also a sophisticated option for customizing the colours of in-game menus using regular expressions. You can read about that in the section on menu colours in the official Guidebook [1]. Note that the official Guidebook is considered the game’s manual and is free of spoilers. Any information you find in there is intended for all players to know before they start playing (or to reference as they go along).

[1] https://www.nethack.org/v500/Guidebook.html#toc_9.12

Re: NetHack 5.0.0

#155

As someone who hasn’t played for 20 years+ seems weird that they worry about spoilers in the release notes - back when I played literally the only way to learn certain game mechanics etc (eg the e-word) was to read the source code, and when you did that you found a bunch of things that were incredibly overpowered to the point of basically trivializing a lot of the game. (It’s been a long while but I seem to remember…

NetHack was my very first Roguelike and I ascended for the first time in 2009. I have since gone on to play many other Roguelikes, including DCSS.

I managed to win DCSS with all species, backgrounds, and gods over a period of a few years. Since then I’ve mostly lost interest in playing, and have returned to NetHack which to me feels as cozy as an old pair of slippers.

With what I know of both NetHack and DCSS, I prefer NetHack these days. DCSS is very interesting, tactically, in the early game but as you go along it becomes more and more about “keep doing the thing this character is good at” and the tactical variety vanishes. NetHack isn’t a whole lot better in that regard, but NetHack isn’t purely about tactics anyway, so it matters a lot less.

The Roguelike I most enjoy for its tactical prowess is Shattered Pixel Dungeon, which is far more interesting on that level. It has much more customizable characters, with talent points and a nifty scroll of upgrade system for weapons, armour, throwing weapons, wands, and rings (a system it borrowed from the game Brogue, a reimagining of the original Rogue). This character customization system is combined with a more interactive dungeon (full of traps you can trigger against monsters, spreadable water/grass/fire/poisonous gases) and a highly in-depth alchemy system that lets you recycle “junk” items into extremely useful and powerful resources.

On top of all that, SPD features a challenge difficulty system with up to 9 challenges that can be toggled independently and in combination, with the full 9 challenges presenting a worthy foe even for seasoned veterans of the game.

Re: NetHack 5.0.0

#156

I've been playing on and off for 15 years, sometimes daily for months on end. The deepest I managed to go is level 11, and as soon as I enter the Big Room, I die. In fact, I went past level 8 for the first time this year. I've read all of the NetHack wiki back and forth. I don't have the slightest idea what I'm doing wrong or how to improve. I'm 46 now, and if I continue that pace, I'll be dead before I even reach th…

One thing which I don't know if you've noticed (and I don't consider this a spoiler) but Nethack has level scaling. If you get levels too fast, faster than you get better gear, enemies outscale you. In my (admittedly very dated) experience a lot of the difficulty was striking that balance between exploring too quickly and lingering too long.

Re: NetHack 5.0.0

#157
post #59

Earlier quoted context omitted.

Been pkaying on and off since I was 12, 38 today.. Good times. Quick tip is to play valkyrie, dip sword for excalibur, rub any lamps and wish for sdsm, and you should be good. Also check out DCSS, amazing game, been playing for soon 40 years.

I've had them all. I’ve had wands of wishing, I die. I’ve worn blessed greased amazing technicolor Valenciaga +9001 silver patent leather dragon 2x HiDPIscale mail, I die. I step in a fucking trap, I get surrounded by a dozen killer bees, I die. Soldier ant, I die.

Good players can kill soldier ants with almost nothing, just some rocks or darts or daggers. There’s a bit of tactics to learn but the essential step is to stop bumping into enemies and learn to fight at range, use Elbereth to keep them at a distance, use doors and corridors to limit their angles of approach.

Once you learn how to kill a fast enemy (like a soldier ant) without letting it fight you in melee, you become unstoppable for the first 1/3rd of the game or so. You discover that you don’t need the best armour in the game right away, you don’t even need more than a half-decent weapon, you just need to maintain your supplies of ranged weapons (and wands).

Stepping in traps can also be avoided with the knowledge that (with 2 special exceptions) traps only generate in rooms, not corridors. Traps can be safely searched for from adjacent spaces and once discovered remain visible permanently.

I should also point out that the two enemies you mentioned that killed you have one thing in common: poisonous sting attacks. Poison has been nerfed in the latest version (5.0) and poison resistance can be acquired in game. Furthermore, some characters actually start the game with poison resistance for free!

Re: NetHack 5.0.0

#158
post #60

Earlier quoted context omitted.

The DevTeam released nethack-3.4.3 in Dec 2003, and then pretty much went dormant for 11 years -- no new releases, no roadmap, nothing. So some time around 2013 some people not connected to the DevTeam created this project: http://nethack4.org/ . So now the DevTeam skips 4.x version numbers completely to avoid confusion.

man that's super shady that they didn't rename the split if they didn't have buy in from the original devs to take over the project.

The people who worked on NetHack4 are now members of the mainline DevTeam and were heavily involved in the 5.0 release.

Re: NetHack 5.0.0

#159

So, if I understand correctly, the goal is to enjoy dying thousands of times? Or, to give up and read online how to play? Or some of both?

The goal is to enjoy the process of discovery. These days people don’t seem to have the patience for that, or the tolerance for trial and error to achieve it.

I’m not just talking about gamers, either. I have noticed a huge change with the high school students I tutor in mathematics. They have no patience for my attempts to teach them how to solve the problems, they just want the answer. Give me the answer! Now! Now! Now! Luckily they have LLMs to answer all their questions now, so only the few students who really want to learn continue to ask me questions.

I digress.

As for the issue of dying repeatedly, that’s a mindset thing. When I die in a game of NetHack, I take a bit of time to reflect on why I died (roughly proportional in time to how far into the game I was) then I start a new game and check out what I have. Most roles in NetHack have randomized statistics and a partly randomized starting inventory, with the Wizard being a notable extreme. This along with the first few floors of loot tend to be enough to draw me right in to the next game.

Some people get seriously dejected when they die in the game. I think they’ve been trained by more modern games to see death as a flaw in the game, as though they were watching a movie and it suddenly skipped back to an earlier point (or even the very beginning).

With NetHack death is a normal thing, and very frequent for new players. This is not at all atypical for the arcade games which were popular at the time of its original release in 1987. Another way to look at it is like chess: on the road to becoming a grandmaster, you can expect to lose many thousands of games. How you respond to and learn from those losses are what ultimately determine whether you reach the top of the mountain.

Re: NetHack 5.0.0

#160

Never ascended but my main strategy revolved around something fixed in 3.7. Bummed me out so much that I stopped playing. Now though. Maybe I'll go back to it

Sounds like their release strategy of renaming it to 5.0 worked for you! 3.7 really had developed a bad reputation, so they needed a clean break.
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