Difference between revisions of "User:PeterGFin"

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(NetHack 'Real Life' £ costs for all items- with breakdown)
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I, PeterGFin have still never held the [[Amulet of Yendor]]. I have owned Nethack about 3 years. I use NAO Nethack, and NethackQT for the Mac. On this site I'd most like to see pages or notes for all race/role combinations.
+
I, PeterGFin have still never held the [[Amulet of Yendor]]. I have owned Nethack about 4 years. I use NAO Nethack, and NethackQT for the Mac. On this site I'd most like to see pages or notes for all race/role combinations.
  
==NetHack Real Life Item Costs ==
+
== Multiplayer NetHack ==
As an exercise I counted 384 items (counting all figurines and statues as 1 each). Since I am an Estimator, my starter pricing for reasonable interpretations of all items came to £170,801 (one 54mm scale 'figurine' of your choice, 1zm, 1 scroll, all statues would be POA, +delivery). An Excel file is available for all 383 individual items.
+
Multiplayer Nethack get discussed and asked about frequently. I believe that Nethack would work best as a Multiplayer deathmatch, a two player duel, a 2-3 player co-operative or a board game which would need genius design to retain the essence of NetHack.
  
{|class="prettytable"
+
Inspirations
!Item Type
+
 
!Total Price
+
'''Chaos''' (1985; ZX Spectrum; Games Workshop)
|-
+
Chaos was written to implement a board game that had gotten too complicated. Chaos sees 8 wizards of either computer or player in a free-for-all deathmatch. Emulators and ports are freely available. In its favour as an inspiration
|All Amulets
+
* It is turn based
|£1,100.00
+
* It uses the Lawful/Neutral/Chaotic idea. The spells are aligned rather than the wizards. As low level spells that are Lawful or Chaotic get used, the winds of magic lean towards that alignment; making the more powerful spells easier to cast. Neutral stay the same.  
|-
+
* There is a standard combat system. Wizards can summon monsters to fight for them, and attack directly.
|All Artifacts
+
 
|£20,505.00
+
'''Toejam and Earl''' (1990; Mega Drive/Genesis; PUBLISHER)
|-
+
@Play already lists this game as a roguelike-ish game, and its two player ability is unique. This co-op play could be a Simple Matter of Programming: requiring both players to be present to go up or down stairs, waiting for both players input and acting simultaneously, and expanding the #chat command. To balance the massive advantages of the WoUD and teamwork, the game would have to get really hard. The Carrot Man would also be a good addition!
|Ball and Chain
+
 
|£70.00
+
'''Board Game Geek''' (.com)
|-
+
Has over its various forum history gotten about 12-13 thread discussions: including many ambitions to create a board or card game. I have my own not finished (and may never be) or published deathmatch game set in a Big Room or Gnomish Mine, called '''Polymorphitis'''.
|All Body Armour
+
* Role and race distinctions only affect your starting stats and card draw.
|£86,850.00
+
* Polymorph is vital to keeping you alive when two hits from (e.g.) a fire ray will kill you.
|-
+
* The polymorph control system is to roll a D20 for monster class (the higher the better, 20 is free choice), than have a re-roll ability (for a roll of your Charisma or less), and adjustment abilities for that die and the subsequent monster colour die (D6).  
|All Books (includes metal covers as named)
+
* If features the Nethack monsters; but the monsters are YOU- meaning no GM or other control mechanism needed.
|£3,575.00
+
* Most item cards show randomised items: which are all coloured prominently. Once the item is identified it is publicly known to all via markers on the board edge. The mechanic of just one player knowing items doesn't exist.  
|-
+
* Wearables are limited to 4; on each corner of your @.
|All Boots
+
* You can play Holy Water as a 'power card' to improve certain outcomes, or play Unholy Water to sabotage: this is the only BUC system.
|£940.00
+
* The depth needs increasing, while the number of cards etc needs to go down. While a NetHack aficionado would be interested, the complexity/gameplay payoff isn't high enough at present.  
|-
+
* Probably needs modifying for print-'n'-play (free). (wearables would be easy in plastic, prone to constant slippage on paper)
|All Cloaks
+
* A possibility is secret factions (Lawful, Neutral and Chaotic) where you have to guess (probe) who is on which side and try to either a/ensure your faction wins or b/every Hacker for themselves but with wrath on co-aligned kills for a cagier game.
|£1,915.00
+
 
|-
+
Others have considered something like '''Yu-Gi-Oh''' but with NetHack monsters: which I think would be relatively easy. (will explain)
|All Gems (relatively low sizes and clarities)
+
 
|£10,200.00
+
'''Heroquest''' (1986, Amstrad)
|-
+
 
|All Gems- Glass
+
'''d20 3.5'''
|£120.00
 
|-
 
|All Gloves
 
|£350.00
 
|-
 
|All Helmets
 
|£1,950.00
 
|-
 
|All Potions
 
|£548.00
 
|-
 
|All Rings (relatively low sizes and clarities)
 
|£6,315.00
 
|-
 
|All Shirts
 
|£60.00
 
|-
 
|All Stones (no boulder)
 
|£472.00
 
|-
 
|All Tools (landmine would be a problem)
 
|£9,106.00
 
|-
 
|All Wands (gems as above, solid metals as named)
 
|£12,735.00
 
|-
 
|All Weapons
 
|£13,885.00
 
|-
 
|Ten Scrolls with Calligraphy
 
|£300.00
 
|-
 
|Ten 3.99 / 3.7 gram Gold Zorkmids ('$' front, '@' reverse)
 
|£750.00
 
|}
 

Revision as of 22:12, 6 November 2011

I, PeterGFin have still never held the Amulet of Yendor. I have owned Nethack about 4 years. I use NAO Nethack, and NethackQT for the Mac. On this site I'd most like to see pages or notes for all race/role combinations.

Multiplayer NetHack

Multiplayer Nethack get discussed and asked about frequently. I believe that Nethack would work best as a Multiplayer deathmatch, a two player duel, a 2-3 player co-operative or a board game which would need genius design to retain the essence of NetHack.

Inspirations

Chaos (1985; ZX Spectrum; Games Workshop) Chaos was written to implement a board game that had gotten too complicated. Chaos sees 8 wizards of either computer or player in a free-for-all deathmatch. Emulators and ports are freely available. In its favour as an inspiration

  • It is turn based
  • It uses the Lawful/Neutral/Chaotic idea. The spells are aligned rather than the wizards. As low level spells that are Lawful or Chaotic get used, the winds of magic lean towards that alignment; making the more powerful spells easier to cast. Neutral stay the same.
  • There is a standard combat system. Wizards can summon monsters to fight for them, and attack directly.

Toejam and Earl (1990; Mega Drive/Genesis; PUBLISHER) @Play already lists this game as a roguelike-ish game, and its two player ability is unique. This co-op play could be a Simple Matter of Programming: requiring both players to be present to go up or down stairs, waiting for both players input and acting simultaneously, and expanding the #chat command. To balance the massive advantages of the WoUD and teamwork, the game would have to get really hard. The Carrot Man would also be a good addition!

Board Game Geek (.com) Has over its various forum history gotten about 12-13 thread discussions: including many ambitions to create a board or card game. I have my own not finished (and may never be) or published deathmatch game set in a Big Room or Gnomish Mine, called Polymorphitis.

  • Role and race distinctions only affect your starting stats and card draw.
  • Polymorph is vital to keeping you alive when two hits from (e.g.) a fire ray will kill you.
  • The polymorph control system is to roll a D20 for monster class (the higher the better, 20 is free choice), than have a re-roll ability (for a roll of your Charisma or less), and adjustment abilities for that die and the subsequent monster colour die (D6).
  • If features the Nethack monsters; but the monsters are YOU- meaning no GM or other control mechanism needed.
  • Most item cards show randomised items: which are all coloured prominently. Once the item is identified it is publicly known to all via markers on the board edge. The mechanic of just one player knowing items doesn't exist.
  • Wearables are limited to 4; on each corner of your @.
  • You can play Holy Water as a 'power card' to improve certain outcomes, or play Unholy Water to sabotage: this is the only BUC system.
  • The depth needs increasing, while the number of cards etc needs to go down. While a NetHack aficionado would be interested, the complexity/gameplay payoff isn't high enough at present.
  • Probably needs modifying for print-'n'-play (free). (wearables would be easy in plastic, prone to constant slippage on paper)
  • A possibility is secret factions (Lawful, Neutral and Chaotic) where you have to guess (probe) who is on which side and try to either a/ensure your faction wins or b/every Hacker for themselves but with wrath on co-aligned kills for a cagier game.

Others have considered something like Yu-Gi-Oh but with NetHack monsters: which I think would be relatively easy. (will explain)

Heroquest (1986, Amstrad)

d20 3.5