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Re:The NetHack dev team is happy to announce the release of ... by pmoriarty on Sunday April 29, 2018 @04:07AM (#16951144)
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, not tiles), and many other new features and innovations. That said, Nethack is still the deeper game in so many ways. Crawl's "don't do it like Nethack" approach has prevented it from taking all sorts of great ideas from Nethack and making Crawl in to a richer game -- things like making more advanced use of pets (like training them to steal from shops), more things to do in shops, use of altars beyond merely converting to a god, use of potions beyond merely drinking them, more uses for item inscriptions, all the ways to combine items, the list goes on and on.

All this makes Crawl seem like the shallower game, though it's still plenty of fun, and I still play it to the exclusion of most any other roguelike for now. There's a lot of room for improvement, though. I just wish they'd take more of the best parts of Nethack and make Crawl even more fun.

Re:The NetHack dev team is happy to announce the release of ... by simias on Sunday April 29, 2018 @11:19AM (#16952348)
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 ... by muzani on Sunday April 29, 2018 @11:36AM (#16952437)
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 ... by chongli on Sunday April 29, 2018 @11:57AM (#16952517)
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 ... by floatboth on Sunday April 29, 2018 @06:34AM (#16951464)
> more advanced use of pets (like training them to steal from shops), more things to do in shops, use of altars beyond merely converting to a god

That stuff is mostly tedious and frustrating though.

> use of potions beyond merely drinking them

That one is fun, sure. But arguably a bit non-obvious.

Re:The NetHack dev team is happy to announce the release of ... by danharaj on Sunday April 29, 2018 @01:55PM (#16953070)
Crawl consumed my spare time for some years, i even got good enough to streak 4 wins in a row. I disagree that it's a shallower game. Crawl is streamlined, yes, but the game mechanics are so finely tuned that at a tactical level its depth surpasses Nethack. That is, if you play an interesting combination and not MfBe or something :p The tactical complexity leads to strategic complexity at the margins when you're pushing for low turn count wins or streaks with difficult combos.

Ah, now I want to log back on and do a run :) I'm curious to see how the game has evolved since I last played.

Re:The NetHack dev team is happy to announce the release of ... by dds1 on Sunday April 29, 2018 @04:55PM (#16953872)
I believe you mean MiBe. Also the game has had big changes depending how when you last played. All have resulted for overall improvement.
Re:The NetHack dev team is happy to announce the release of ... by danharaj on Sunday April 29, 2018 @06:39PM (#16954307)
MfBe is lowkey easier than MiBe, at least when I was playing.

Looks like my last win was 5 years ago, wow!

http://crawl.akrasiac.org/scoring/players/danharaj.html

Re:The NetHack dev team is happy to announce the release of ... by danShumway on Sunday April 29, 2018 @10:32AM (#16952161)
> I just wish they'd take more of the best parts of Nethack and make Crawl even more fun.

Not that it's your (or anyone's) responsibility to do this, but quick reminder that both Crawl and Nethack are completely Open Source. So if anyone ever wanted to do a downstream fork that was pure Crawl + a few Nethack features... they could.

Just want to maybe stick the idea in someone's head.

Re:The NetHack dev team is happy to announce the release of ... by rrix2 on Sunday April 29, 2018 @01:39PM (#16952992)
How do you submit patches for inclusion in nethack proper? Just spent five minutes wandering nethack.org, and am still fairly convinced that it's a "source dump"-style project, not something that you can just submit a patch on their reviewboard.
Re:The NetHack dev team is happy to announce the release of ... by danShumway on Sunday April 29, 2018 @04:32PM (#16953786)
It absolutely is a source dump game, or at least it was the last time I checked (several years ago).

Nethack is often brought up as a jewel of Open Source games, but its development style closely followed closed source methodologies. By comparison, most closed source early access games today have more open and transparent dev cycles than Nethack ever did. That's a side topic, but Open Source game design is a really interesting topic all by itself that I wish more people would talk about.

In any case, source dump models are in a lot of ways even better for downstream forking, because you don't have to regularly integrate new patches in. Whenever a new version of Nethack comes out you'd have to merge in the changes from that version, and then reapply whatever patches you made.

The wonderful thing about Open Source is that your patches don't always need to be included proper. :)

Re:The NetHack dev team is happy to announce the release of ... by bmn__ on Sunday April 29, 2018 @06:18PM (#16954217)
> How do you submit patches for inclusion in nethack proper?

Don't bother. Just join the impatients:

http://nethack4.org/media/nethack4.git [email protected]:tsadok/nethack4.git

Some changes from NH4 trickle back into 3.6.