YANI - Psammead and Megatherium

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Proposed change:

When a character digs a pit with a pickaxe or mattock for the first
time in the game, there is a 1/10 chance of unearthing a Psammead,
which will grant a wish. After the first pit has been dug, the chance
is reduced to 0 to avoid players digging all over the place just to get
a wish. The Psammead will not appear if the pit is dug where there is a
water source (fountain, sink etc.) within 5 spaces.

If the player is a Caveman, there is a 50/50 chance of the wish
automatically granting him a Megatherium corpse, or if implementing
this would be too hard, a big lump of meat.

Inspired by re-reading Five Children and It for the first time in 13
years.

Joe
 
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hepcaten@yahoo.co.uk wrote:
> Proposed change:
>
> When a character digs a pit with a pickaxe or mattock for the first
> time in the game, there is a 1/10 chance of unearthing a Psammead,
> which will grant a wish.

Bad idea.
People would just start out as archeologists and dig a pit as soon as
they start, then quit if they don't get a wish. Or they would hurry into
the mines, kill a dwarf, and do the same thing with any class. Also, I
think you will find that people around here dislike ideas that only make
the game easier.
 
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I was hanging out with the cool kids in rec.games.roguelike.nethack when
hepcaten@yahoo.co.uk got out a spraycan and scrawled the following:
> Proposed change:
>
> When a character digs a pit with a pickaxe or mattock for the first
> time in the game, there is a 1/10 chance of unearthing a Psammead,
> which will grant a wish.
> [...]

The result of the wish should only last for the rest of the day - where
"day" is probably a very small number of turns :)

--
Glyn Kennington - remove caps from email address to reply
 

Chuck

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hepcaten@yahoo.co.uk wrote in
news:1125761828.952016.207920@g14g2000cwa.googlegroups.com:

> Proposed change:
>
> When a character digs a pit with a pickaxe or mattock for the first
> time in the game, there is a 1/10 chance of unearthing a Psammead,
> which will grant a wish. After the first pit has been dug, the chance
> is reduced to 0 to avoid players digging all over the place just to get
> a wish. The Psammead will not appear if the pit is dug where there is a
> water source (fountain, sink etc.) within 5 spaces.
>
> If the player is a Caveman, there is a 50/50 chance of the wish
> automatically granting him a Megatherium corpse, or if implementing
> this would be too hard, a big lump of meat.
>
> Inspired by re-reading Five Children and It for the first time in 13
> years.
>
> Joe
>

what the heck is a psammead?
 
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> The result of the wish should only last for the rest of the day - where
> "day" is probably a very small number of turns :)

How about until you next fall asleep (or resist a wand/trap that tries
to send you to sleep)?

Joe
 
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"Ugly Newt" <gkennington@claIrVOYaNT.coLD.DuCk> wrote in message
news:1125788864.73121.0@doris.uk.clara.net...
> I was hanging out with the cool kids in rec.games.roguelike.nethack when
> hepcaten@yahoo.co.uk got out a spraycan and scrawled the following:
> > Proposed change:
> >
> > When a character digs a pit with a pickaxe or mattock for the first
> > time in the game, there is a 1/10 chance of unearthing a Psammead,
> > which will grant a wish.
> > [...]
>
> The result of the wish should only last for the rest of the day - where
> "day" is probably a very small number of turns :)

You hit wield the c corpse --more--
Your gloves dissapear --more--


--
It's been argreed the whole world stinks,
So no one's taking showers anymore - Modest mouse, Paper Thin Walls
 
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In article <mLkSe.222568$HI.134832@edtnps84>, BManx2000 <bmanx2000
@yahoo.com> says...
> hepcaten@yahoo.co.uk wrote:
> > Proposed change:
> >
> > When a character digs a pit with a pickaxe or mattock for the first
> > time in the game, there is a 1/10 chance of unearthing a Psammead,
> > which will grant a wish.
>
> Bad idea.
> People would just start out as archeologists and dig a pit as soon as
> they start, then quit if they don't get a wish. Or they would hurry into
> the mines, kill a dwarf, and do the same thing with any class.
>
Specify that the Psammead only appears at deeper dungeon levels.
 
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chuck <chucko@nil.car> wrote:
> hepcaten@yahoo.co.uk wrote in
> news:1125761828.952016.207920@g14g2000cwa.googlegroups.com:
>
>> Proposed change:
>>
>> When a character digs a pit with a pickaxe or mattock for the first
>> time in the game, there is a 1/10 chance of unearthing a Psammead,
>> which will grant a wish. After the first pit has been dug, the chance
>> is reduced to 0 to avoid players digging all over the place just to get
>> a wish. The Psammead will not appear if the pit is dug where there is a
>> water source (fountain, sink etc.) within 5 spaces.
>>
>> If the player is a Caveman, there is a 50/50 chance of the wish
>> automatically granting him a Megatherium corpse, or if implementing
>> this would be too hard, a big lump of meat.
>>
>> Inspired by re-reading Five Children and It for the first time in 13
>> years.
>>
>> Joe
>>
>
> what the heck is a psammead?

A quick googling reveals it's a type of fairy in some children's stories
by Edith Nesbit. The following quote would fit nicely in the NetHack
data.base:

psammead
Its eyes were on long horns like snail's eyes,
and it could move them in and out like telescopes. It had ears
like a bat's ears, and its tubby body was shaped like a spider's
and covered with thick soft fur -- and it had hands and feet like a
monkey's. It told the children -- whose names were Cyril, Robert,
Anthea, and Jane -- that it was a Psammead or sand-fairy.
(Psammead is pronounced Sammy-ad.) It was old, old, old, and its
birthday was almost at the very beginning of everything. And it
had been buried in the sand for thousands of years. But it still
kept its fairylikeness, and part of this fairylikeness was its
power to give people whatever they wished for.
[ The Story of The Amulet, by E. Nesbit ]


I think I'd expand the 'l' class of monsters to include fairies and
other wee folk in addition to leppies, and add "psammead" in there.

And I'd make it so that the first time you dig a pit, there would be
a small chance of a psammead appearing and giving you a wish, and I'd
make the appearance chances very small, and increasing the deeper in
the dungeons you go, like reverse the chances or water demon.
This would make it kind of tactical: do you want to dig to get out of
a tight spot, or do you want to keep that first dig until you're
deeper in the dungeon so you're more likely to get that wish?
(Not to mention, getting a wish when you expect to fall through a hole
might be not what you want in a really tight situation...)

--
Pasi Kallinen
paxed@alt.org
http://bilious.homelinux.org/ -- NetHack Patch Database
 
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On 04 Sep 2005 19:35:33 GMT, paxed@alt.org (Pasi Kallinen) wrote:

>chuck <chucko@nil.car> wrote:

>> what the heck is a psammead?
>
>A quick googling reveals it's a type of fairy in some children's stories
>by Edith Nesbit. The following quote would fit nicely in the NetHack
>data.base:
>
>psammead
> Its eyes were on long horns like snail's eyes,
> and it could move them in and out like telescopes. It had ears
> like a bat's ears, and its tubby body was shaped like a spider's
> and covered with thick soft fur -- and it had hands and feet like a
> monkey's. It told the children -- whose names were Cyril, Robert,
> Anthea, and Jane -- that it was a Psammead or sand-fairy.
> (Psammead is pronounced Sammy-ad.) It was old, old, old, and its
> birthday was almost at the very beginning of everything. And it
> had been buried in the sand for thousands of years. But it still
> kept its fairylikeness, and part of this fairylikeness was its
> power to give people whatever they wished for.
> [ The Story of The Amulet, by E. Nesbit ]
>
>
>I think I'd expand the 'l' class of monsters to include fairies and
>other wee folk in addition to leppies, and add "psammead" in there.
>
>And I'd make it so that the first time you dig a pit, there would be
>a small chance of a psammead appearing and giving you a wish, and I'd
>make the appearance chances very small, and increasing the deeper in
>the dungeons you go, like reverse the chances or water demon.
>This would make it kind of tactical: do you want to dig to get out of
>a tight spot, or do you want to keep that first dig until you're
>deeper in the dungeon so you're more likely to get that wish?
>(Not to mention, getting a wish when you expect to fall through a hole
>might be not what you want in a really tight situation...)


Guys, what makes Nethack hard is that

a) It lets you kill yourself.
b) No automatic backup save files, especially *older* backup
save files.


Since _Secret of Monkey Island_ started the trend of adventure
games where you could *not* make the game unwinnable, perhaps not
so may Nethackers are aware of the need for older save files.

Such older backup save files would be useful for when the
player changes alignment before qualifying for the Quest.
(If such behavior wasn't frowned upon mightily.)

Explore mode provides another example. You can't die in
explore mode, but you can make the game unwinnable (see
immediately above/below.)

The game can be made unwinnable in explore mode by getting next
to a monster that kills you in one turn every time. So what if
you can always bring yourself back to life? You just die
immediately every time. (Such situations have been posted to
rgrn.)

This is the problem with recommending explore mode for
beginners. Avoiding most Nethack deaths requires preparation
long beforehand.

I'd say 99% of the unascended could not ascend in explore mode.
Perhaps the devnull tournament could have an eXplore mode bracket
for the unascended? Give people a reason to try explore mode
and determine how useful it really is to the newbie.

Starting with a wand of wishing is the equivalent to my
previous assertion that even starting with Dragon Scale Mail,
weapon of choice, all resistances, and maxxed stats,
non-ascendeds still wouldn't ascend.

Starting with a wand of wishing makes failure even more
probable, as effective use of it requires more knowledges of
Nethack, specifically in the current race/class, and even
more of the individual's playing style.

Perhaps the devnull explore mode bracket could require random
race/class? Or perhaps two brackets, one where you could choose,
one where you couldn't. And hold the eXplore mode tourney in
October, so the traditional one doesn't overshadow the eXplore
mode one.

Let's face it, right now Marvin is unbeatable in ascending any
race/class tried. Clan EIT has the determination and skill to
win clan contests. And that means most regular *ascenders* have
no chance to distinguish themselves. What can the un-ascended
play for?

So let's try to get new blood ;^D into the game. During the
month of October/December have a non-ascendeds tournament.
Brackets for explore mode, random and non-random, and a bracket
for regular Nethack with just non-ascendeds competing.

Players who ascend in each bracket would be barred from
competing in that bracket there after. I.e. Players who ascend
in random explore mode would be barred from the explore mode
brackets subsequently. Players who ascend in the regular Nethack
bracket would be barred from the whole non-ascendeds tournament
thereafter.


Perhaps some of my ideas (cough) about ranking games by game
ending could be incorporated, i.e. a game ending in no not-dying
is better than one ending in dying. That would encourage players
to go as deep as they felt comfortable with, then go up and
escape the dungeon. What better training for the ascension run?
(No, it's not very good training for it. I asked what *better*
training.)


Modify nethack to record a separate ascii file for each
game showing important landmarks: level gains, magic objects
found (especially unihorn and speed boots), armor tried, stat
increases, intrinsics gained, altars, etc. Perhaps even a screen
shot to go with each achievement.

Such a separate ascii file would be much easier to review for
game difficulty than the ttyrec files:

"Look!, they started with a ring of poison resistance, then
found speed boots on level 2, along with a silver shield and
cloak of magic resistance! With a co-aligned altar an Dlvl 4!"

As opposed to:

"They didn't get reflection until the Astral plane!" (Whether
this shows lack of luck or excessive luck is open to debate.)

For the players, such a record would be a wonderful way of
remembering the game (should they choose to ;^). (My YAFAP
has some screenshots with comments that I still like to
review.) Add in the DYWYPI info and it would almost be worth
printing out, to bore friends and relatives with (like wedding
photos). (Insomniac golf-widows would not longer be the
luckiest. If a Nethack-widow can't sleep, she just asks her
husband, "Honey, tell me about your first ascension again." ;^)

Being in a separate file it would not, of course, affect
save/bones file compatibility.


The Nethack scoring system is much more accurate for newbies
than regular ascenders, so it would be useful here. There would
be much more competition and uncertainty about the winner.


Comments? (Good/Bad/Indifferent?)



--
All the best,

Jove
 
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Chris Maloof wrote:
> On Mon, 05 Sep 2005 05:09:13 GMT, Jove <invalid@invalid.invalid>
> wrote:
>
> > Since _Secret of Monkey Island_ started the trend of adventure
> >games where you could *not* make the game unwinnable, perhaps not
> >so may Nethackers are aware of the need for older save files.
> >
> Rubber tree!

I feel a YANI coming on...

you kick the tree --more--
BOING! This is a rubber tree!

And, on some rare occasions,

you kick the tree --more--
BOING! This is a rubber tree! --more--
A rubber chicken falls from the branches and hits you on the head
--more--
DYWYPI?
 
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Jove wrote:

> You can't die in
> explore mode, but you can make the game unwinnable (see
> immediately above/below.)

As a daughter of mine experienced when she accidentally converted at an
altar. She's still playing that game, trying to become level 14 to see
what the Wizard of Balance (it's a Falcon's Eye version before Neferet
the Green) has to say about that, because *I* don't know.

Raisse, killed by a newt, while helpless

--
irina@valdyas.org LegoHack: http://www.valdyas.org/irina/nethack/
Status of Raisse (piously neutral): Level 8 HP 63(67) AC -3, fast.
 
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On Mon, 05 Sep 2005 05:09:13 GMT, Jove <invalid@invalid.invalid>
wrote:

> Since _Secret of Monkey Island_ started the trend of adventure
>games where you could *not* make the game unwinnable, perhaps not
>so may Nethackers are aware of the need for older save files.
>
Rubber tree!
 
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Quoting Jove <invalid@invalid.invalid>:
>On 04 Sep 2005 19:35:33 GMT, paxed@alt.org (Pasi Kallinen) wrote:
[Stuff about E. Nesbit]
> Guys, what makes Nethack hard is that

I think this post may be misplaced. If you'd trimmed the quoted text you
might have noticed that it had nothing to do with what you were writing
about.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is Second Sunday, August - a weekend.
 
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On Mon, 05 Sep 2005 10:25:57 -0400, Chris Maloof
<cjmaloof@gmail.com> wrote:

>On Mon, 05 Sep 2005 05:09:13 GMT, Jove <invalid@invalid.invalid>
>wrote:
>
>> Since _Secret of Monkey Island_ started the trend of adventure
>>games where you could *not* make the game unwinnable, perhaps not
>>so may Nethackers are aware of the need for older save files.
>>
>Rubber tree!

Was that when you fell off a cliff?


--
All the best,

Jove