Derakon wrote:Angband's been won without even using ego-items, meaning the only available resists were from dragon scale mail (multihued or balance for preference -- power DSM is functionally impossible to get) and spells, and stat boosts were severely limited. I wouldn't want to play that game -- it required absurd levels of caution on the part of the player -- but I have trouble believing that if that game can be won, then any other game of Angband would be "unwinnable".
I don't think you mean ego, I think you mean artifacts. Or is DSM not considered an ego item? Angband isn't exactly hard to win if you play super cautiously, but as you've said, it's also not much fun to play that way. Always have X CCW/Heal, Y tele, Z... Pick your battles, ...
But FTL doesn't comp to that remotely. You can't pick your battles, you can't scum for gold for pots or scrolls or whatevs, you always have to simply take what you get and make the most of it. I don't think it's a game where the intention is that every run through is supposed to be winnable. That style of game may not suit everyone, but that's the style it's adopted.
Derakon wrote:But that's just being pedantic, really. Yes, you can get yourself into unwinnable situations in Angband. If you hand me a savefile where the player has 1HP left, is surrounded by dragons, and has an empty inventory then I'd be hard-pressed to find a way to survive it. But at some point before ending up in that situation, the player had an opportunity to a) recognize that things were going badly, and b) do something about it.
Not if you play ironman... Though that's what I was getting at earlier. If you simply scum enough to always have whatever staffs/pots/scrolls you need to escape then fine. Still, there are unwinnable situations even there. You can tele into a worse situation, you can even TL into a worse situation, more likely if you lack certain resists. But if you're not interested in scumming for rConf and rPoison (and rNexus too...) then you may wind up boned. A risk you don't have to take, but not an option for a game like FTL, or ironman mode Angband.
Derakon wrote:I admit I don't play ironman much, and it'd probably take me a bit to reliably find a way to survive the early game in particular. I rarely play the same level twice, but being able to return to town to stockpile consumables and swap gear is incredibly valuable even if you never buy anything from the stores.
And that's the more direct comp to FTL I think. No town, depending on the variant there may be dungeon stores though. Also no repeating levels. Try it, I don't care for it myself, but it plays entirely differently. QuickBand is a nice little variant capitalizing on the concept.
Derakon wrote:I want a consistent level of challenge. One game on Normal difficulty with a given ship ought to be roughly equivalently difficult as another game on Normal difficulty with that same ship. Otherwise I feel like the game is dictating whether I'm allowed to win or not, rather than my skill being the determinant. If the game decides to be generous, then I win...but I didn't really earn that win. Contrariwise if the game decides to be stingy, then I lose, but I didn't really deserve to lose.
I don't think the notion of 'deserve' remotely applies, but to each their own. Angband isn't so different frequently anyway. You may get a RoS+10 before level 20 and just cake walk through most of it. Or you may not get much of anything useful for ages and die from boredom

Just because those events happen less frequently than their cousins happen in FTL doesn't change the math that much to me. Because you can play an entire game of FTL in under an hour. You can't play a game of Angband in under an hour (well you can certainly die that fast...).
Derakon wrote: Tightening up the difficulty curve means constraining the random variables such that the right amount of difficulty is created.
And now we're in opinion land. You prefer one constraint, I prefer another, and everyone else prefers something else. There isn't a right or a wrong, there's just a 'I like it or I don't'. Personally I'm fine with how FTL does it. I'd probably be fine if it were tweaked too. I just like the pace of the game, and I like the feel of the game. I've learned what events to avoid, and I've learned what fights to prioritize escaping over combat. You can just take your guy off weapons and stick him in shields/engines/whatever to repair faster should anything get hit. If you're running away no need to worry about how much damage you do anyway. Of course I find all early encounters to be almost pathetically easy to beat (depending on what ship you took), but around sector 3 or 4 if you didn't get lvl2 shields, or improve your starting weapons (or hopefully both) you're pretty boned. Of course knowing this it's easy to just take more risks and live or die more quickly.
Derakon wrote:I'm coming to the conclusion that playing this game on Normal at least is just bad for my health. Of course, on Easy it's just easy, so it's not very interesting.
I played on Easy once and thought it was retardedly easy (no I didn't win, I got bored and started doing stupid stuff for grins

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I want to play through on normal and unlock everything on normal. More of a challenge, but not every playthrough is necessarily to beat the boss, some are to try and hit achievements. Granted, I agree that the achievements which are purely based on how lucky you are finding things are annoying, but on the other hand they don't really make it harder to just try and win
