Gotta be honest, this has crossed my mind now and then and I have problems coming up with anything bad about it,
in and of itself.
Angband assumes one player, who will find art. Multiplayer Angband assumes many players, who, it follows, should each be able to find that same art. So, if the game is built around the idea of all the art being available to be found by the player, then tossing in more simultaneous players means there needs to be more simultanous art. This all strikes me as perfectly reasonable, and it all seems to make sense.
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The real difficulty, however, is the implications of this change. My fear here would be that what seems like a reasonable and logical change in and of itself would have significant implications that would need to be addressed (which translates into a lot more work).
I think the real question is how to keep art from being commoditized without introducing a whole huge slew of new code to keep that from happening. Its tough to figure out how this could work without it being a massive new feature requiring lots of extra stuff to make things behave smoothly.
I think making art too rare as a response to the fear of it getting too common might not be the best - the Phial, for example, is *not* supposed to be "rare" (ie, hard to find in the single-player sense). The game actively pushes it on you quickly, by design.
I think there's an unspoken fear of having too much art be present ("
Hmm, I'll trade your four Phials, Haradkeet, and two Aeglos for a Razorback and a RoS +10"), and this is a good concern. So, its a beefy question to answer: how do we let players get the art the game intends without too much rigamarole, but avoid creating this inflation and profussion of art? Because, again, if you make the new pseudo-art rare enough to not be found too insanely often at, say, 600 feet where the art is intended to appear, then down at the bottom, I'm going to be cranking those things out left and right. On the other hand, if you tune the rarety to the bottom, so us bottom-dwellers (heh) don't uncover it too stupidly often, then the person who the art is intended for (the 600' player) will pretty much never ever see it.
I mean the above paragraph to demonstrate what I mean about a change kind of dictating lots of related changes to support it. To address the above problems, we then might need a way to, say, track what art drops for what players, and do our limiting there (a sizable feature, probably). Or, we might clamp art to depth, so that the Phial does *not* drop at 6350, but does drop in the 200-500 range (a new feature, but maybe not as nasty?). Or, we might need to keep level 50's from scumming 400' for backpacks full of the Phial by checking the level of the player when the level or art-drop is spawned (level 50's quite simply, in this example, cannot get the Phial to be spawned for them, although this means a level 50 could quietly hang out on a low-level player's level to grief them, by virtue of keeping the level from generating the Phial - a problem similar to what TOMEnet has with their exp clamps). Or, to force people to only be able to use art that they themselves found, we would need to have a feature that does the MMORPG convential deal of bind-on-pickup: each instance of the art is flagged for a player id, and only that player can pick up that instance (again, I suspect this would be a bit of work).
Whew! Anyway, I hope you see what I mean here - simply adding multiple art drops by itself is of course doable, but there are a lot of implication which themselves would probably end up requiring a lot of additional work: I suspect the majority of the work would be to cover these implications vs. the work for the basic art feature itself.
Another related implication is tuning. While much of MAngband is significantly harder compared to Angband (the realtime aspect), other elements are a bit easier. Probably what's stocked in the shops, and being able to buy from other players, are the roots of this. I bring this bit up because on one hand, MAngband parallels Angband. But, in other ways, it doesn't. Angband really clamps down on the goodies, to keep them from being commodites: you don't recall real quick and hit shop 7 to get a stack of 20 Potions of Healing. So in Angband, on one hand you get a very steady trickle of art, some of which is pretty nuts (you will very frequently hit 4 or 5k with a handful of immunities. Yes, immunities - a concept that us MAngbanders have difficulty even conceiving of, heh). But, on the other hand, you won't be able to healing-potion-brute-force your way down through the dungeon, or be guaranteed res low via another player if you haven't found it.
This is all a long-winded way of saying that dumping a moderate amount of level-expected art on the player base would result in things being quite a bit easier, to an extent that would have to be adjusted for - the MAngband player would now have the best of both worlds (access to beefy art as they go through the game, and access to the easily accessible goodies like potions of healing, and equipment from other players etc as we have now). Again, I mean this as another implication that would have to be addressed.
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So! Is it a neat and reasonable idea? Absolutely! But, is there a lot of implications that would result in a whole bunch more work needing to be done to accomodate the new feature? Yikes, it does look like it
