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NetHack: Still One of the Greatest Games Ever Written

M-Saunders writes: While everyone obsesses about frame rates and polygon counts, there's one game that hasn't changed visually for decades. NetHack may look incredibly primitive today, but it's still arguably the best game of all time, with an unmatched level of depth, creativity and replayability. Linux Voice looks at this fascinating dungeon romp, explaining what makes it great, how to get started with it, and how to discover some of its secrets.

186 comments

  1. Don't foget by aglider · · Score: 4, Informative

    Rogue, Moria and the likes. I personally played Rogue and Moria.

    --
    Sent as ripples into the electromagnetic field. No single photon has been harmed in the process.
    1. Re:Don't foget by MobyTurbo · · Score: 2

      I find it funny that people call a game a "roguelike" if it has permadeath nowadays, to me a Roguelike is like Angband, Moria, Rogue, or Nethack.

    2. Re:Don't foget by fahrbot-bot · · Score: 5, Interesting

      Rogue, Moria and the likes. I personally played Rogue and Moria.

      Don't forget the original Hack on which Nethack is based - (basically) the same game, but on ASCII terminals (yes, I'm that old).

      I played both Rogue and Hack on the VAX-785 running BSD back in college. Rogue was more forgiving, like if you ran out of food (faint, continue, repeat...), where Hack was hell-bent on killing you for the slightest mistake. You were boned if you died in Hack, restarted and ran into your former dog - who hadn't been fed in a while. Lesson: Teach your pet to hunt non-humans or be prepared to end him.

      --
      It must have been something you assimilated. . . .
    3. Re:Don't foget by ShieldW0lf · · Score: 4, Interesting

      Nethack is fiendishly addictive.

      I liked the protection racket strategy. That, or playing an elvish ranger and using the rename trick to get stormbringer, if I was feeling too lazy for the protection racket and wanted a faster game.

      I never did beat the game. Eventually, I made it to the final room and got killed by the four horsemen, just about went out of my mind with frustration, looked at the sun shining outside, thought about how much the obsession was taking me away from my girlfriend, and gave up the game for good.

      Nice to see it getting some love though.

      --
      -1 Uncomfortable Truth
    4. Re:Don't foget by Darinbob · · Score: 3, Interesting

      Rogue-like also needs the randomness. Randomly generated levels, random monsters, random loot. Plus it has to be easy to restart because your character will die often (they're a lot like solitaire or minesweeper that way). And not much thinking, as your goal isn't to minimax your build.

    5. Re:Don't foget by Darinbob · · Score: 1

      Yup, Hack is the real Hack, NetHack is a poseur.

    6. Re:Don't foget by Architect_sasyr · · Score: 2, Interesting

      I go through that "giving it up" phase at least four times a year. Once I even managed to go four months between games. Mostly I just get terrified of my email address. ssh + screen is really a good thing.

      --
      Me failed English...
      FreeBSD over Linux. If my comments seem odd, this may explain...
    7. Re:Don't foget by Vintermann · · Score: 5, Interesting

      And not much thinking, as your goal isn't to minimax your build.

      What roguelikes are you playing? The entire appeal of roguelikes, as I see it (and that includes pseudo-roguelikes which have random worlds and permadeath but aren't turn based) is that you have to actually optimize, actually get better in order to progress: learn which things are good, which ones are situational, which ones are mostly bad. And it's not enough to get the good things, you have to get a picture of the risk/reward ratios too, so that you take less risk when you're on a path to winning, and more when you aren't. Such considerations are largely absent in non-roguelike RPGs.

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    8. Re:Don't foget by Vintermann · · Score: 4, Interesting

      These days, you can pretty much skip nethack... Rogue and Hack were the originals. Nethack was a modest extension of Hack, which had a brief injection of popular culture tropes before being abandoned by its dev team in about 2003. For the progression of the roguelike genre (conservative or extended) , it hasn't directly mattered in a long time. The only modern game I can think of that draws directly on Nethack lore is Spelunky.

      More important roguelikes for today's games: Dwarf Fortress, Linley's Dungeon Crawl/DCSS

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    9. Re:Don't foget by Anonymous Coward · · Score: 0

      haha

      "girlfriend"

    10. Re:Don't foget by Warma · · Score: 4, Interesting

      Very much this. For this reason, FTL is a roguelike in almost every meaningful sense of the word, even though the presentation and subject matter are nothing of the like.

    11. Re:Don't foget by tehcyder · · Score: 5, Funny

      looked at the sun shining outside, thought about how much the obsession was taking me away from my girlfriend

      I don't visit slashdot to read outlandish fantasy stories.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    12. Re:Don't foget by Anonymous Coward · · Score: 0

      The only two games I play are Nethack and Dwarf Fortress, and I have been playing the former for close to 30 years. I played the original "Rogue" for a couple years before Nethack.

      DF is not a rogue-like. It's an entirely different game. Are you so naive that you consider it a rogue-like because of the graphics?

      Child.

    13. Re:Don't foget by Rei · · Score: 2

      I've beaten it several times, though I've never achieved my goal of doing so as a pacifist tourist.

      To be fair, I've never even gotten close to doing it as a pacifist tourist ;)

      --
      "We consider that six courts and an asylum claim are a rather odd way of returning to Sweden within a month."
    14. Re:Don't foget by defnoz · · Score: 3, Interesting

      Amazed ADoM (adom.de) hasn't been mentioned yet. I've been playing it for about 15 years on and off (and actually won for the first time this year!). It lacks the stupid stuff you can only learn from spoilers that Nethack has, and it's got a more consistent universe - no stupid Sokoban, no flash cameras and credit cards...

      DCSS seems pretty nice too, not played much

    15. Re:Don't foget by cmdr_tofu · · Score: 2

      As far as modern games I've only played nethack and slashem (I've played rogue and moria) Crossfire too, but crossfire is so different.

      I can honestly say that after over 10 years of nethacking I am not very close to winning. I love getting a ring of teleportation and eating a bunch of leprechauns and tengus to become "jumpy" though.

    16. Re:Don't foget by cmdr_tofu · · Score: 2

      I really want to beat the game as a wizard. I'm kind of angry because I had a bag of holding with EVERYTHING, spellbooks scrolls of earth and MagicBane!, but somehow my bag disappeared and I can't even get through the tower because I'm a boulder short and no scroll of earth. Digging with my pickaxe didn't work either

      O drow wizard (slashem) your quest may end here.

    17. Re:Don't foget by Anonymous Coward · · Score: 0

      Pixel Dungeon on Android - wikia page

    18. Re:Don't foget by Anonymous Coward · · Score: 2, Funny

      I had a bag of holding with EVERYTHING, spellbooks scrolls of earth and MagicBane!, but somehow my bag disappeared

      Your post contains the answer to this.

    19. Re:Don't foget by Anonymous Coward · · Score: 0

      FTL is a great game but I wouldn't call it a rougelike.
      If you want to bend words you can call Minecraft for an FPS since it's in first person view and you actually can shoot. Saying that FTL is a rougelike is more of a stretch than that.
      We need clear distinctions. I don't want third person shooters to be called FPS because I enjoy one but not the other. For a similar reason, calling FTL a rougelike is doing it a disservice. Just because someone violently hates rougelikes in general doesn't mean that they shouldn't check out FTL.

    20. Re:Don't foget by Vintermann · · Score: 2

      DF is a roguelike too.

      Adventure mode fits all the common criteria for being a roguelike:

      * Permadeath
      * Procedurally generated world/levels
      * One character
      * strictly turn-based.

      Fortress mode fails criterion 3 and 4, and is such in the same pseudo-roguelike genre as Faster Than Light (roughly). Whether you consider that a roguelike, is a a matter of quibbling about definitions.

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    21. Re:Don't foget by gbjbaanb · · Score: 2

      and then there was Diablo 1. Very much a rogue game but with graphics!

    22. Re:Don't foget by TheCarp · · Score: 1

      I have had a few binges on it, and every year or so have another. Recently I was talking with someone about it and had to show them....so of course I started playing.... Ranger, found an uncursed cloak of displacement on lvl2...and of course proceeded to have one of my best beginings ever. I had found a blessed identify scroll, some nice armor.... found a co-aligned altar, two shops.... I was about ready to head for the mines...

      Anyway long story short, stoked, I decide to go to bed before I make a stupid mistake....so I quit and it asked me.... "Do you want to identify your possessions?", and I just sat there for about 5 minutes.

      --
      "I opened my eyes, and everything went dark again"
    23. Re:Don't foget by Anonymous Coward · · Score: 0

      > > > looked at the sun shining outside, thought about how much the obsession was taking me away from my girlfriend

      > > I don't visit slashdot to read outlandish fantasy stories.

      No, but you come for 'stuff that matters'! ;-)

    24. Re:Don't foget by slaker · · Score: 4, Funny

      I've said this before on Slashdot, but now is the time that I will say it again: I consider the fact that I have ascended a wishless Tourist more of an accomplishment than my bachelor's degree.

      --
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    25. Re:Don't foget by Vintermann · · Score: 1

      Actually, most people who hate roguelikes will probably hate FTL. The most controversial feature of roguelikes is permadeath, and FTL has it.

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    26. Re:Don't foget by Rei · · Score: 4, Interesting

      Yep. It's a bane to magic, and bags of holding are magical. There's a saying with nethack: "The Dev Team Thinks of Everything" Half of the source code is probably taken up by easter eggs. Check out a random assortment of them here. Some of my favorites are how a Quantum Mechanic can drop a box containing Schrodinger's Cat which - unlike all other objects in the game - doesn't have its life / death state determined until you open the box; and tricking gods into killing creatures for you by ticking them off into trying to kill when you're engulfed by a monster (which gives you the experience ;) ). There's even some things in the source code that players never see, like a commentary about why angry gods don't notice certain details, relating it to how some nuns would shower clothed so that God wouldn't see them naked - as if God is a peeping tom with X-ray vision that can penetrate convent walls but not a bathrobe.

      --
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    27. Re:Don't foget by Vintermann · · Score: 1

      When I introduced it to my then girlfriend, she eventually ascended three times. I only ever managed two.

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    28. Re:Don't foget by Carewolf · · Score: 1

      and then there was Diablo 1. Very much a rogue game but with graphics!

      No. It had random dungeon layout, but not random encounters or plots.

    29. Re:Don't foget by Anonymous Coward · · Score: 0

      Like flappy bird.

    30. Re:Don't foget by Anonymous Coward · · Score: 1

      I've never heard roguelike used like that. I've alway heard it used for the games you listed, games that were like Rogue.

    31. Re:Don't foget by Vintermann · · Score: 1

      DCSS is what replaced Nethack for me. DCSS is every inch as hard, but fairer than Nethack: spoilers will do you little good, boring/cheesy tactics (e.g. grinding) won't help, and you won't die from misclick-type errors as often. Best of all, it has variation in the endgame, since you need three runes to win but there are fifteen in existence. Once you're able to win the game at all, you can start pushing your luck in the extended endgame by getting more runes before doing Zot.

      I'm a bit skeptical of the changes made in recent years, though. A lot of the coherence of Linley's design has been eroded along with the improvements.

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    32. Re: Don't foget by MobyTurbo · · Score: 2

      That's the way it's used, typically certain indie games. If it has random maps and permadeath, it's called "rogielike".

    33. Re:Don't foget by MozeeToby · · Score: 1

      Rogue is too random. It's at least theoretically possible to win any random game of Nethack (assuming default options of course... never could bring myself to write "elbereth" everywhere), many (most?) games of Rogue are unwinnable, there simply aren't enough decisions to be made to overcome the random number gods.

    34. Re:Don't foget by Greyfox · · Score: 3, Funny

      And Dwarf Fortress! I still bust out Dwarf Fortress on a pretty regular basis. The last update has some bugs around dwarves getting stressed out and never de-stressing. So I'd end up with a few disgruntled dwarves wandering around my fortress randomly picking fights and crying on people. I guess they're going to address that, but I was starting to think I was going to have to build a fluffy puppy room into all my future fortresses. If a dwarf got too stressed out, I'd lock them in the fluffy puppy room with a lot of puppies, a lot of good food and a lot of good drink. They'd either come out de-stressed or I'd have a lot of dead puppies on my hands. I've never talked about any other game I've ever played quite like that.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    35. Re:Don't foget by Anonymous Coward · · Score: 0

      You aren't wrong

    36. Re:Don't foget by Anonymous Coward · · Score: 0

      Eventually, I made it to the final room and got killed by the four horsemen.

      Protip: when you get close to the Astral Plane, spare a wish for a "partly eaten chickatrice corpse". That got my Valkyrie through the final room just fine.

      http://nethackwiki.com/wiki/Cockatrice

      That's the thing about NetHack - there is so much accumulated knowledge out there that you can basically win the games by just following the recommended procedures for any given situation. And yet it's still insanely rewarding.

    37. Re:Don't foget by chispito · · Score: 1

      These days, you can pretty much skip nethack...

      You can skip any video game. Nethack can be quite fun and is nearly always a bit surprising. Don't play games because they're "important."

      --
      The Daddy casts sleep on the Baby. The Baby resists!
    38. Re:Don't foget by Anonymous Coward · · Score: 0

      Nethack is a cool gamelike toy and the whole "devs think of everything" is awesome, but it is a pretty crappy game to actually try and play and has been far and away surpassed by modern roguelikes like Crawl, Brogue, DoomRL, Sil, etc.

    39. Re:Don't foget by west · · Score: 2

      Well, I think most of us can guess which took more time and effort.

    40. Re:Don't foget by Anonymous Coward · · Score: 0

      When I introduced it to my then girlfriend, she eventually ascended three times. I only ever managed two.

      Is that a thinly-veiled metaphor for something?

    41. Re:Don't foget by fahrbot-bot · · Score: 1

      When I introduced it to my then girlfriend, she eventually ascended three times. I only ever managed two.

      Okay; we get it. Stop bragging about your penis.

      --
      It must have been something you assimilated. . . .
    42. Re:Don't foget by ConceptJunkie · · Score: 1

      Between that and a quote from Crow T. Robot, I salute you, sir.

      The only sad thing is that your ascension probably doesn't earn you as much money. I've never ascended or even gotten close, but I hit a point about 10-15 years ago where I realized that beating Nethack amounts to reverse-engineering the spoilers list, a lot of which is arbitrary and capricious. I still play once in a while, but I don't ever expect to win.

      I don't know if I've changed or the game has changed, but I don't recall Hack being so unforgiving when I first played it (29+/-1 years ago). Maybe I had more patience back then. Nowadays, I tend to prefer games like WazHack (which also runs on Android) because it is meant to capture the spirit of roguelikes without being quite as tedious and unforgiving. It's a lot of fun, but I miss some of the richness of Nethack. There's just no pleasing me, I guess.

      My all-time favorite roguelike was Omega, which was pretty obscure, and hasn't been actively developed (to my knowledge) in well over a decade. I actually ported it to C++ back int he late 90s, but lost my momentum and never finished the project. It's sad, too, because I was probably 90% done. I frequently think about dusting it off again. Omega was almost unique (especially in the late 80s) in that it had a whole world including towns and several dungeons (and even some trips to alternate planes). I came _this close_ to winning Omega back in the day, but could never figure out what to do in the endgame.

      For ancient and obscure roguelike fun, I used to play Oubliette back around 1983. It was also pretty unique in that it supported up to 6 characters and implemented the idea of multiple trips to the dungeon with realistic amounts of time required for resting and healing in between such that aging became a factor. It was pretty buggy, but did an amazing amount of stuff in an executable that was all of about 40k in size (with about another 60k or so in data). I figured out the semi-trivial encryption used in the data files with a friend and wrote a suite of Turbo Pascal programs to modify the game files (for instance a utility to reset the ages of your characters so they wouldn't get old and die). We also hacked our way to level 9 with a maxed out party just to see what it was like and experienced a TPK in the first encounter most of the time. I never legitimately got past about level 3 or 4, and I seriously doubt it was even possible to get down to level 9. Fun times.

      --
      You are in a maze of twisty little passages, all alike.
    43. Re:Don't foget by geantvert · · Score: 1

      Putting a BoH or a wand of cancellation inside another BoH can make that one explode but ... Magicbane? I do not think so.
      Another possibility is that your BoH was stolen (by a nymph) or that you dropped it (in water or lava) by mistake.

    44. Re:Don't foget by Anonymous Coward · · Score: 0

      Meh, Nethack very much had static plots that you could expect to find in every playthrough.

    45. Re:Don't foget by thePowerOfGrayskull · · Score: 1

      I'm not sure that I'd call permadeath 'controvertial'. It's a turn-off for a large portion of the gaming population, so they won't play that style of game. No controversy, though...

    46. Re:Don't foget by geantvert · · Score: 1

      There are several towers in Slashem but I do not remember that any requires a boulder. I suppose that you mean Sokoban where a BoH can be found half of the time. Since you are in slashem, you can also obtain a Bag of Holding by upgrading a regular bag in a potion of gain level (50% chance) that can be obtained by alchemy (typically with enlightment+levitation).

      Anyways, having a bag of holding is convenient but is not strictly necessary to finish the game. There is also the possibility to wish for a BoH using the garanteed wand of wishing in the Castle. Unless it was already in your lost BoH of course :-)

    47. Re:Don't foget by geantvert · · Score: 1

      By the way, Wizard is probably one of the easiest roles in slashem. The beginning can be hard but the end game is a lot easier once you know Passwall and Magic Mapping.

    48. Re:Don't foget by cmdr_tofu · · Score: 1

      yeah i didn't put magicbane in the bag of holding. I still have magicbane, but no bag of holding (full of goodies) and i'm forgetting all my spells :(

      A nymph must have took it when i wasn't paying attention doh!

    49. Re:Don't foget by Cederic · · Score: 1

      I'm even stricter on the definition.

      Permadeath is a standard feature of the games of my childhood. Randomisation is done distinctively in roguelikes but a true roguelike combines that randomisation with some common basics and simple game mechanics to deliver a rich and varied top-down RPG.

    50. Re:Don't foget by Cederic · · Score: 1

      Permadeath? Did you play fucking pacman? Did you play Centipede? Did you play Frogger? Did you play any of the 48000 games developed between them and Rogue?

      Permadeath is an attribute of Rogue and roguelike games but it sure as fuck isn't a class defining feature.

    51. Re: Don't foget by Anonymous Coward · · Score: 0

      Oubliette is available on iTunes - a bit easier than the original

    52. Re:Don't foget by Darinbob · · Score: 1

      Also the permadeath in Rogue/Hack was brutal too. Everything goes great until you enter a room full of stuff that will kill you in one hit (unless you have the wand of lightning or can find the level exit before they catch you). Or you run out of enemies on some levels so that you don't level up enough for deeper parts, or you don't find decent gear, etc. Dying even on the first level is normal. Other games with permadeath were sometimes more fair, so that as long as you were being smart you were pretty safe.

      That's why it's normal to expect to restart Rogue over and over and over. The goal was to get high score, or at least in the top ten, rather than to actually win. When someone on a computer actually became a total winner it was a big deal (at least until the advent of Rogue-o-Matic). Hack made things a bit easier, added some more strategy you could use. I actually got to the point where I had the amulet once, but then starved on the way up...

    53. Re:Don't foget by hawk · · Score: 1

      Yeah, but you fell for a troll.

      "one of the . . ."

      who would fall for that???

      nethack is the *only* game that *matters*

      hawk

    54. Re:Don't foget by hawk · · Score: 1

      >Don't forget the original Hack on which Nethack is based - (basically) the same game, but on ASCII terminals (yes, I'm that old).

      "tiles" is not nethack . . .

      *proper* nethack is ascii only.

      It was too easy to escape a two-doored shop in hack . . .

      (and to this day, the "graphical" variants on nethack are gaming the ascii-based underpinnings)

      hawk

    55. Re:Don't foget by Vintermann · · Score: 1

      I never said it was the defining feature. I'd say it is the most important, along with randomization.

      Have you noticed there are very few games being made nowadays that are three lives, game over, start from the beginning?

      Let's call a game that is real time, has permadeath but not random levels "arcade hard". ("Nintendo hard" is a misnomer, Nintendo had far more non-arcade hard games than the competitors, and were among the first to challenge arcade assumptions of what a game should look like)

      I propose that if you hate roguelikes, you probably also hate arcade hard games, and vice versa. I guess you have some people fond of twitch reactions and memorized timings who like hard but don't like randomness - in the speedrun crowd, maybe.

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    56. Re:Don't foget by Vintermann · · Score: 1

      Oubliette was the inspiration for Liberal Crime Squad, Tarn Adams' (of Dwarf Fortress fame) satirical game about political extremism.

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    57. Re:Don't foget by Vintermann · · Score: 1

      Well, then that takes away the main reason to play Nethack - modest as it was in the first place.
      I held out hope for Nethack for a long time, but it hasn't been developed in over ten years. The indie/roguelike scene has moved on, and improved immensely.

      There are better options today, on just about any criteria.

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    58. Re:Don't foget by chispito · · Score: 1

      I don't know. Maybe I'm still in the sweet spot of Nethack enjoyment. I've dabbled for ~15 years and have yet to ascend (because I'll binge play it then put it down for months or years). The jumble of fantasy and other popular culture elements is still refreshing, and reminds me of early text adventures like Zork or Adventure/Colossal Cave. If there are no real visuals, to speak of, then I appreciate that I am being asked to imagine something other than straight up Tolkien-esque fantasy.

      All that said, Brogue is the most enjoyable RL I've ever played and the one I'd recommend to beginners.

      --
      The Daddy casts sleep on the Baby. The Baby resists!
  2. One of the few games with incredible imagination by rsborg · · Score: 1

    When monsters steal your loot, use what should be your wands, drink potions, and you can be killed by tripping over a cockatrice corpse, you better expect a super interesting game.

    Pity it hasn't been updated meaningfully for over a decade - perhaps it just hit perfection?

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  3. No, that would be BZFlag by Anonymous Coward · · Score: 0

    BZFlag with a few friends is way more fun than another D&D ripoff you can only play by yourself.
    Just saying.

    1. Re:No, that would be BZFlag by Anonymous Coward · · Score: 0

      BZFlag has graphics. You're not an elite gamer unless you're elitist about frame rates and polygon counts. Just saying.

    2. Re:No, that would be BZFlag by aglider · · Score: 1

      For months!!!

      --
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    3. Re:No, that would be BZFlag by Anonymous Coward · · Score: 0

      My friends are all assholes, I never play games with them.

  4. Nethack needs an upgrade by wierd_w · · Score: 5, Interesting

    No, I dont mean graphics wise, or anything like that.

    Nethack needs full multi-user, and an overhaul on the generated story (what there is of it), so that the core process can be daemonized, and users attaching to the system can play against each other.

    The plot of NetHack is to get the silly amulet and take it to YOUR god's altar on the last level, before anyone else can. Given the obscene amount times people die, it could reasonably take weeks for this to happen. (Seriously-- Gehenna without any genocide scrolls? LOL! As IF!)

    I would like to see a fully MUD revamp version of NetHack, that connects users either through port listener, with a remote client app. The "remote client" can be run locally on the system using ssh, or it can attach to an exported listen port. Either way, players attach to the server deamon, which does the real nitty gritty.

    The spontaneous level creation is a fun part of Nethack, and I would like to keep that-- just have the game world get reset with new random dungeons after somebody manages to put the amulet of yendor on an altar at the end.

    Why would this be more awesome than nethack already is?

    1) Players can choose weather or not to cooperate to get through certain areas before having to go all "highlander" on each other at the end.

    2) Nethack's dungeons were deformable at-will using certain spells/items. Even without regenerating the world each and every time, the gameworld would change in unpredictable ways with multiple human players attacking it and changing it.

    Nethack uses so little resources on modern systems that it is not even funny at all. Seriously, I can run it on an openwrt enabled router over ssh. For real. A daemonized instance of it would hardly make anything modern even twitch, even with many users stuck on it.

    1. Re:Nethack needs an upgrade by Darinbob · · Score: 1

      There were actually Rogue-like MUD games, ascii graphics and all. MAngband, Rogue Mud, etc.

    2. Re:Nethack needs an upgrade by wierd_w · · Score: 4, Interesting

      I know, but not nethack.

      These days, too many multi-player games focus on "events", and have various things nerfed for casual players.

      Nethack is not for casual gamers. It chews them up and spits them out again until they become system exploiting, backstabbing bastards. That's the only real way to win that game.

      As such, any vandalism, griefing, or other "It makes my mangina hurt!" type things that would happen in a fully daemonized version of nethack would ONLY server to ENHANCE the game.

      Not sure how saving and loading would work. Whoever has the amulet of yendor would be virtually untouchable while in the nether of being offline, and having multiple true amulets of yendor would be game breaking. This means somebody could actually be a real dick and obtain the real amulet, save, then quit playing, forcing the server admin to reset the game to make it completable again.

      Perhaps making players vulnerable while offline? (say, "asleep"?) Making hidden passages to crawl into for protection when you have to stop playing would solve that issue, and add incentive to get back asap before somebody finds you and gives you a finger of death.

      The stupid wizard that shows up when you get the amulet would need to be prevented from teleporting to a sleeping player and stealing the amulet though.

    3. Re:Nethack needs an upgrade by gl4ss · · Score: 3, Insightful

      if you had to wait for others to finish their turn or if the turns had a time limit, it would take much longer than couple of weeks for anyone to finish.

      this is what many people forget. the interface as it is, is suited for a single player game. like instead of pressing a button and typing in a number to wait for 100 turns would you rather wait half an hour? all the game mechanics would need changing. thing is, nethack is TURN BASED. changing it to a realtime game doesn't quite work out simply and in the end it is something totally else.

      and in a little while all the levels would be digged up. of course, you could make them bigger than the screen but that would be totally changing the game mechanic again.

      gehenna isn't too bad. usually you would have strong enough character to take the normal enemies there anyways.

      --
      world was created 5 seconds before this post as it is.
    4. Re:Nethack needs an upgrade by hweimer · · Score: 1

      Nethack needs full multi-user, and an overhaul on the generated story (what there is of it), so that the core process can be daemonized, and users attaching to the system can play against each other.

      There's a fork called NetHack 4 that is pretty much identical to vanilla as far as gameplay is concernced, but provides a client-server architecture. While I don't think that NetHack can ever be turned into a massive online game with thousands of players meeting each other, small scale PvP or co-op mode might be doable and actually fun.

      --
      OS Reviews: Free and Open Source Software
    5. Re:Nethack needs an upgrade by fisted · · Score: 1

      Seriously-- Gehenna without any genocide scrolls? LOL! As IF!

      Filthy casual. I been there, done that, shit was cash

    6. Re:Nethack needs an upgrade by Pete+(big-pete) · · Score: 1

      A more serious issue with multi-player would be handling the "turn based" nature of the game...how do you decide when the game "ticks"? And if it's not turn based, then it's really not neckhack any more...

      -- Pete.

    7. Re:Nethack needs an upgrade by Anonymous Coward · · Score: 1

      The plot of NetHack is to get the silly amulet and take it to YOUR god's altar on the last level, before anyone else can. Given the obscene amount times people die, it could reasonably take weeks for this to happen. (Seriously-- Gehenna without any genocide scrolls? LOL! As IF!)

      Learning to play nethack well takes a lot of time. When you have learned it, the game becomes much faster to play and you don't die nearly as often. I'm not one of the real gurus, but my ascension rate varies from 1/5 to 1/3 depending on how much I've been playing lately. What this means that when I start playing after a long pause, four characters out of five die (almost all within the first 10 levels) and one succeeds, and when I have a couple of recent ascensions under my belt, only 2 in 3 die.

      The real-time fastest ascension that I've done was ... I can't remember anymore, somewhere around 2.5 - 3 hours, I think. A typical one takes one evening. Going through Gehenna takes usually less than an hour of real time (and I don't use scrolls of genocide unless I encounter a situation where they are the only way out).

      1) Players can choose weather or not to cooperate to get through certain areas before having to go all "highlander" on each other at the end.

      The problem is that nethack is turn based where there is great variation on the time that it takes to decide what to do. Let's take a typical ascension for me, around 30000 game turns and five hours. That means that on average there are 1.6 turns per real-time second. But that average doesn't tell everything. On the return journey the part from Castle to the stairs to endgame doesn't take more than five minutes of real time, and that only if there are unusually heavy concentrations of monsters. With good luck it is less than a minute. In game time it might be up to 2000 turns, meaning that there are something like 5-30 moves per real-time second.

      On other extremes there are difficult situation where it takes 10 minutes or more to come up with the best survival strategy.

      If I lose the ability to fast-track through easy parts of the game because I get near another player, I'll get bored and stop playing it. On the other hand, the ability to spend us much time as I need to find the way to get out of a difficult situation is one of the great features of nethack and losing it would not make the game better in my opinion.

    8. Re:Nethack needs an upgrade by Rei · · Score: 4, Interesting

      You could go to a semi-realtime version if there aren't too many players, where you can issue any string of commands (including multi-turn commands like walk-to) and they execute sequentially until any player doesn't have an action queued up, some "demands a player's attention" event has occurred, or a player decides to interrupt their commands. You could give other players the option to force the current turn to end if any player hasn't taken an action and a minimum amount of time has passed.

      Honestly, though, I'm not sure how much advantage multiplayer would bring to the game vs. the disadvantages. Maybe you could have fun with it, though, having one person be the player and one person being the "god of the random number generator" trying to hinder the player's progress ;) The player could be given certain advantages to assist them over standard play (say, free stat boosts and some starting wands / blank scrolls / marker / potions of holy water / etc), while the other person could be given some limited leeway to skew random monster creation, room creation, etc - not full control, just enough to be annoying, as if they have a slowly regenerating "mana" and can spend it on influencing random events, with the most evil influences being the most expensive ;)

      "Oh, gee, there was a *polymorph trap* in that hallway? How'd THAT get there?"
      "Hey, you're blind now? Wouldn this just be a TERRIBLE time for a SWARM OF KILLER BEES to show up?"
      "Wow, YET ANOTHER unidentified ring turns out to be cursed! What are the odds?!"
      "You know, I'd recommend actually hitting that troll before he kills you rather than MISSING eight times in a row!"

      You could say that they're playing the Wizard of Yendor or something ;)

      --
      "We consider that six courts and an asylum claim are a rather odd way of returning to Sweden within a month."
    9. Re:Nethack needs an upgrade by hweimer · · Score: 1

      Well, wizards are probably the easiest class to play genoless because Magicbane will absorb almost all the curses from the Ls, and you have more than enough ranged attacks to choose from to deal with the ;s.

      --
      OS Reviews: Free and Open Source Software
    10. Re:Nethack needs an upgrade by queazocotal · · Score: 1

      http://nethack.alt.org/ has online play, though it is just sharing of bones, and watching other people.
      telnet nethack.alt.org.

    11. Re:Nethack needs an upgrade by hweimer · · Score: 1

      NAO and other public servers start an individual process for each player, there is no NetHack server process in the usual sense.

      --
      OS Reviews: Free and Open Source Software
    12. Re:Nethack needs an upgrade by Anonymous Coward · · Score: 0

      um just make quest items drop when offline.

    13. Re:Nethack needs an upgrade by nzhavok · · Score: 2

      I have written a mutiplayer roguelike game which can be played in a browser using HTML5 techs, so no flash or plugins.

      Try it out: www.squadhack.com

      It was originally a space game but the creator of the Absurd tilesets let me use them for the game, I've played hundreds of hours of NetHack (and other roguelikes) so players of NetHack will definitely notice a lot of similarities.

      It's in an early alpha stage at the moment but is quite playable. Lots of corporate firewalls stop websockets dead though, so if you get the "connection interrupted" message then it may be your firewall is killing websockets. This will probably be solved when I get around to sorting out the SSL cert.

      Although this has a lot of the graphics and items similar to NetHack there is no story or missions, there are teams though and you can easily use a #squadtag to form an ad-hoc team with your friends.

      If you play it do let me know if you have any suggestions.

      --

      He who defends everything, defends nothing. -- Fredrick The Great
    14. Re:Nethack needs an upgrade by nzhavok · · Score: 4, Interesting

      I've actually been writing a multiplayer roguelike so I may take a stab at some of these.

      if you had to wait for others to finish their turn or if the turns had a time limit, it would take much longer than couple of weeks for anyone to finish.

      I don't think there's any way to have a turn-based multiplayer dungeon game with a significant amount of people in it. At some point someone lags and the game dies. If you decide to have a cut off point (like 5 seconds per turn) then it just becomes a really slow real-time game. People hate it and stopped playing almost immediately during play testing.

      this is what many people forget. the interface as it is, is suited for a single player game. like instead of pressing a button and typing in a number to wait for 100 turns would you rather wait half an hour? all the game mechanics would need changing.

      Pretty much on the money here, I've had to re-evaluate almost every mechanic, especially the sleep/paralysis ones. The good news is that if you play in a team you are suddenly a lot more resilient to these effects, your team becomes your shield.

      thing is, nethack is TURN BASED. changing it to a realtime game doesn't quite work out simply and in the end it is something totally else.

      I agree that it would be near impossible to port all the NetHack mechanics verbatim. You could probably make something for a small team of four people or so, who are friends and talking on teamspeak or something, but not a game with hundreds or thousands of players.

      and in a little while all the levels would be digged up. of course, you could make them bigger than the screen but that would be totally changing the game mechanic again.

      I did playtesting with destructable dungeons, it's a nightmare. You just can't let people dig holes in the floors, walls. Perhaps the only way it would work is if it literally took hours to dig one square. I experimented with allowing you to dig a path with a pick, and letting the dungeon heal itself over time, it works OK but doesn't really add much to the game.

      If you want to check out what I came up with check out Squadhack. It's in an early alpha at the moment and many things don't work but due to the graphics it will be familiar to many NetHack players.

      --

      He who defends everything, defends nothing. -- Fredrick The Great
    15. Re:Nethack needs an upgrade by DNS-and-BIND · · Score: 1

      Maybe someone should make that game. But that game won't be nethack. Just make a new game, stop trying to "reimagine" existing ideas! Be original!

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    16. Re:Nethack needs an upgrade by Anonymous Coward · · Score: 0

      I wrote a simple multiplayer rogue-like for Stratus fault tolerant minis around 1989.
      Players were free to move at any time but monsters (I only implemented 'o' orcs) were synched to multiples of a global clock tick.
      Attempts to move into an occupied square resulted in lock contention that was interpreted as 'combat'.

      It was a fun exercise in playing with the Stratus VOS inter-process communication mechanisms but sucked as a game.
      The end result was far closer to an early Novell Netware game than to rogue. (I abandoned the game but used the IPC techniques in a real-time P&L processor for an equites trading system so the effort wasn't wasted.)

      Overall, I'm with M'aiq the liar:

      "M'Aiq prefers to adventure alone. Others just get in the way. And they
      talk, talk talk."

    17. Re:Nethack needs an upgrade by Culture20 · · Score: 1

      I'd add a couple features to your list: a functional ecosystem and a morale system. If there is a rat and a cat on a level, why are they both intent on attacking a big paladin riding a horse instead of running away from him (or eating the rat or running away from the cat). Add some mushrooms that spontaneously grow in corners or grow from corpses, and you'll have something for the prey animals to feed on beyond lichen (or greatly increase the chances of lichen).

    18. Re:Nethack needs an upgrade by imadork · · Score: 1

      Isn't full multi-user NetHack just the Diablo series?

    19. Re:Nethack needs an upgrade by myrdos2 · · Score: 1

      It all depends on how long you've been playing. (And how long you've been reading spoilers) For those who play for conducts, the most common conducts are:

      Never changed shape.

      Never polymorphed an item.

      Never wished for an artifact item.

      Never wished for a regular item.

      Genocideless.

      So you see lots of five-conduct ascensions, since these five are relatively easy to achieve. Easier than say, weaponless. Or pacifist.

      (Seriously-- Gehenna without any genocide scrolls? LOL! As IF!)

      Heh. I'm guessing this is about arch-liches. They're dangerous, but manageable if you have magic resistance. You just stand on the upstairs and beat them to ...death. You can get magic resistance without wishing by: 1) sacrificing and trying to get Magicbane. 2) Playing a role whose quest item provides magic resistance. 3) Killing a gray dragon and making a suit of armor out of its scales. You can repeatedly loot the throne in the Castle while confused to attempt to summon a dragon, but their scales drop rate is lower than normal.

    20. Re:Nethack needs an upgrade by Anonymous Coward · · Score: 0

      There was a multi-player game called GRID for UNIX. Up to around eight players could explore mazes, while trying to eliminate the "Others". Every player was represented in ASCII as an eyeball. The ultimate goal was to find the Teluma of Rodney (Amulet of Yendor backwards) and it was also possible to find gold and other amulets.

    21. Re:Nethack needs an upgrade by ultranova · · Score: 1

      Make it robotic. Don't have people control their character directly, but instead submit an AI routine to make the decisions. Then simply impose a time limit on the AI, and make the command "wait" if it's exceeded.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    22. Re:Nethack needs an upgrade by Khashishi · · Score: 1

      Sounds like a decent premise for a new game inspired by Nethack. But it isn't Nethack, and multiplayer Nethack wouldn't work without massive changes.

    23. Re:Nethack needs an upgrade by bughunter · · Score: 1

      I was about to add this.

      Even experienced players can learn a lot by watching others play high level characters.

      --
      I can see the fnords!
    24. Re:Nethack needs an upgrade by Anonymous Coward · · Score: 0

      I used to actually think the name implied it was multi-user, and spent years in the BBS days trying to find this non-existent land of multi-user-Nethack. Here is my story, with pictures:

      https://clintjcl.wordpress.com/2010/05/20/journal-computer-old-school-computing-tribute-to-nethack-i-used-to-look-for-the-net-in-nethack-but-never-found-it/

  5. not hating but ive never heard of it by Anonymous Coward · · Score: 0

    I'm in complete agreement that great framerate, high resolution, and 3d graphics dont mean shit when it comes to a fun game. Wonder how I missed this one. Going to check it out.

    1. Re:not hating but ive never heard of it by wierd_w · · Score: 2

      While the puritans out there will have a conniption fit, I personally prefer a graphics pack enabled port of nethack.

      There are several available on the google playstore that are quite enjoyable, and practically MADE for use on a tablet.

      If you want the really real deal though, you need a linux/unix machine, and you need to play the ncurses command line version in a terminal.

    2. Re:not hating but ive never heard of it by Anonymous Coward · · Score: 0

      While the puritans out there will have a conniption fit, I personally prefer a graphics pack enabled port of nethack.

      You complete bastard! Choke on your slime mold!!

    3. Re:not hating but ive never heard of it by wierd_w · · Score: 1

      Sir, why would I bother to consume lowly slime mold, when I can dine sumptuously on tinned leprechaun instead?

      (Warning: Consumption of tinned leprechaun has been known to induce teleportitis.)

    4. Re:not hating but ive never heard of it by Anonymous Coward · · Score: 0

      Slime mold is the configurable fruit. AC is cursing you for customizing your game by adding a graphics pack.

    5. Re:not hating but ive never heard of it by gl4ss · · Score: 1

      I find it hard to play with the graphics packs.

      I need to do too much checking what is what :.

      --
      world was created 5 seconds before this post as it is.
    6. Re:not hating but ive never heard of it by KruiserX · · Score: 2

      There is a pretty awesome isometric interface for nethack, http://www.desura.com/games/vu... or http://www.darkarts.co.za/vult... and it's free :)

    7. Re:not hating but ive never heard of it by fisted · · Score: 1

      If you want the really real deal though, you need a linux/unix machine, and you need to play the ncurses command line version in a terminal.

      If you want the really real deal, you ,,telnet nethack.alt.org'', which a) works regardless of OS (provided it has a telnet client, which Windows does). Playing locally basically implies cheating ;)

    8. Re:not hating but ive never heard of it by Anonymous Coward · · Score: 0

      I have *only* played at alt.org for the last decade or more precisely so it is impossibly for me to cheat.

    9. Re:not hating but ive never heard of it by Rei · · Score: 1

      I was once a developer for Vulture's Eye / Claw. :) Fun times.

      --
      "We consider that six courts and an asylum claim are a rather odd way of returning to Sweden within a month."
    10. Re:not hating but ive never heard of it by CronoCloud · · Score: 1

      If you want the really real deal, you ,,telnet nethack.alt.org'', which a) works regardless of OS (provided it has a telnet client, which Windows does).

      You mean

      telnet -8 nethack.alt.org

      And preferably set your terminal to reverse video and use a VGA/IBMgraphics or DECgraphics capable typeface in your terminal. I personally prefer IBMgraphics because corridors look right and proper.

       

      Playing locally basically implies cheating ;)

      No, it doesn't.

    11. Re:not hating but ive never heard of it by fisted · · Score: 1

      If you want the really real deal, you ,,telnet nethack.alt.org'', which a) works regardless of OS (provided it has a telnet client, which Windows does).

      You mean

      telnet -8 nethack.alt.org

      And preferably set your terminal to reverse video and use a VGA/IBMgraphics or DECgraphics capable typeface in your terminal. I personally prefer IBMgraphics because corridors look right and proper.

      No, pretty sure I meant what I said. Especially the -8 is rather pointless. Reverse video also is a stupid suggestion as you can't know what the normal video mode is, for others.

      VGA/IBMgraphics or DECgraphics capable typeface in your terminal. I personally prefer IBMgraphics because corridors look right and proper.

      Actually, corridors look "right and proper" with the normal typeface, since that is nethack, this suggestion is also crap.

      Playing locally basically implies cheating ;)

      No, it doesn't.

      The temptation can be very high, especailly when you're close to YASD

    12. Re:not hating but ive never heard of it by CronoCloud · · Score: 1

      Especially the -8 is rather pointless.

      It ensures the alt key commands work, on some Linux distros, they won't unless you add the -8.

      Reverse video also is a stupid suggestion as you can't know what the normal video mode is, for others.

      While that is true, in the nethack community reverse video means white on black.

      Actually, corridors look "right and proper" with the normal typeface, since that is nethack, this suggestion is also crap.

      I'd rather have the corridors not look like this:

      ##########

      But this:

      http://nethackwiki.com/mediawi...

      or this:

      http://www.coredumpcentral.org...

      This, "#" is a sink, not a corridor.

  6. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 4, Informative

    Dungeon Crawl Stone Soup is by far my favorite crawler and it's regularly updated as well.

    http://crawl.develz.org/wordpress/

    download it or play it in your browser as ascii or with tiles.

  7. Re:It's crap by Anonymous Coward · · Score: 0

    Entirely true, I'm afraid. The day my friends saw me play NetHack was the day I became a loser. I tried to explain how the unique challenges make it one of the best games ever made, but they didn't understand. "It's just a bunch of boxes!" they said. Later they asked me if I still played "that stupid game." When I admitted that I did, they never spoke to me again.

  8. Re:One of the few games with incredible imaginatio by gl4ss · · Score: 3, Interesting

    there's some forks with more classes to play etc.

    but at the heart nethack is a memorization and risk minimization game.

    all the insta deaths you need to prepare to counter(reflection is a must) and then just making the character strong enough to deal with the enemies - and there's a certain degree of luck involved in if you can prepare to some insta deaths before they become likely to happen.

    but since nethack is already a complete game with beginning and an end goal(ascension), don't know what's there to update, I don't remember any bugs either really. the endgame is kind of ridiculous and the character needs to be kind of ridiculous(ac -27 and what have you) to face it but that's the game...

    --
    world was created 5 seconds before this post as it is.
  9. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 1

    Games like nethack don't need constant updates to be interesting, and there are enough variants to nethack and angband around to keep them from getting stale. My favourite, zangband, hasn't had any updates in very long time but it's still fun. It was the first roguelike I found that had a proper overworld, something I found to be awesome. Interesting classes and some unique systems made it more amusing than baseline angband, too.

    MAngband was another interesting one that had an explorable overworld. Plus it was multiplayer, which is pretty unique for these games.

  10. Re: It's crap by Anonymous Coward · · Score: 2, Funny

    I'm so sorry your life was wrecked. Have you tried installing MyCleanPC?

  11. Re: It's crap by Anonymous Coward · · Score: 0

    I'm not installing anything, and in fact I'm not doing anything at all until Bennett Haselton, frequent contributor, writes an article telling me how to form an opinion based on his ideas. I should not wait long, after all he's a frequent contributor.

  12. Depth vs playability? by Anonymous Coward · · Score: 0

    While I feel that Nethack was a groundbreaking classic with an insanely complex and quirky world, DCSS has become my go-to favorite for crawling in recent years. I can see how unraveling the depths of Nethack could still be appealing in an exploratory sense, but it has become this massive volume of metagaming madness that's more akin to dwarf fortress than a fun and playable crawler.

  13. Re:One of the few games with incredible imaginatio by Vintermann · · Score: 2

    but at the heart nethack is a memorization and risk minimization game.

    Yep, and this is why it's not a very good design. In a good roguelike, decisions should be situational: there should be different approaches you can take, and risk/reward tradeoffs so that a good played can take chances when behind, and play it safe when ahead. Nethack has very few meaningful strategic decisions. Crawl/DCSS had the right idea when they aggressively stripped "no-brainer" and counterintuitive decisions from the game.

    (Among the counterintuitive things in Nethack that I remember: Level scaling, i.e. you don't want to get your level too high too early. All priests, even the priest of Moloch, you can donate to for divine blessing without your god getting pissed at you)

    --
    xkcd is not in the sudoers file. This incident will be reported.
  14. Terrible game by Anonymous Coward · · Score: 2, Funny

    If it wasn't for this game, I for one would have fininished my PhD a year earlier. Will nobody think of the students?

  15. Re:One of the few games with incredible imaginatio by Fwipp · · Score: 1

    Stone Soup was the first roguelike I actually got into; and probably still the one I've sunk the most time into. Not remotely qualified to talk about whether or not it's good, but dang it's fun.

  16. Re:One of the few games with incredible imaginatio by jandersen · · Score: 1

    Pity it hasn't been updated meaningfully for over a decade - perhaps it just hit perfection?

    Well, there is one game that has a lot of that:

    http://en.wikipedia.org/wiki/C...

    It is graphical enough to support your game play, but still has some of the feel of a character based game like Nethack, and perhaps an even more elaborate system of magic, faith and skills - plus an enormous set of maps.

  17. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 1

    Are you actually saying that people play nethack without using a debugger and source code?

    Inconceivable!

  18. Nethack is truly great by Anonymous Coward · · Score: 1

    I still have instinctive reflex to be cautious of a large swarm of letter a. And many other characters bring back memories of past adventures.

    1. Re:Nethack is truly great by Anonymous Coward · · Score: 0

      I have been known to freeze in my tracks and mutter, "shit!" when confronted with an "&" in an email.

  19. Permadeath? by Dynamoo · · Score: 3, Informative

    Permadeath? Well, one of the first things you have to learn to do is cheat by backing up those file. Of course, on a Unix box you'll need to be root, but easier on other platforms.

    --
    Never email donotemail@WeAreSpammers.com
    1. Re:Permadeath? by fisted · · Score: 1

      That's ruining it; also, not possible on a public server (which is the reason many prefer to play there even if the latency is a bit higher).

      telnet alt.nethack.org

    2. Re:Permadeath? by xororand · · Score: 2

      No, you need to learn to take notes on your failures, focus more and try again.

    3. Re:Permadeath? by Anonymous Coward · · Score: 0

      Savescumming makes it harder to ascend, not easier.

    4. Re:Permadeath? by Anonymous Coward · · Score: 0

      Or just enable exploration mode in any Nethack from the last 15 years. No need for savescumming unless you're lying to yourself

    5. Re:Permadeath? by geekoid · · Score: 1

      If you are going to cheat, why bother playing? just tell people you play, it's the same thing but with less effort.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:Permadeath? by Anonymous Coward · · Score: 0

      If you enjoy something differently than how I enjoy it, why bother doing it at all? Just tell people you did it, it's the same thing but with less effort.

      I've never understood this line of reasoning. How they enjoy the game has absolutely no affect on your life, other than this happenchance thread on the internet. Get over it. Some people do things differently than you.

    7. Re:Permadeath? by Anonymous Coward · · Score: 0

      It's nethack.alt.org, silly.

  20. Omega forgotten? by lesuth · · Score: 2

    I refuse to believe that I am alone in remembering the awesomeness that was Omega.

    I have not played recent forks or versions of nethack, but I recall the original starting out in a dungeon and forever progressing through the same dungeon randomly and endlessly. Where Omega had the same random dungeons, it expanded to include a country-side, a city, many villages, a volcano, a sewer, many temples, and much more. So much more depth, yet the same rogue-like text graphics.

    Oh Omega, how I miss thee.

    "Warning: Arithmetic Overflow in _withdraw
    Yo mama. Core dumped."

    1. Re:Omega forgotten? by RoosterRuley · · Score: 1

      You are certainly not alone. I enjoy NetHack, but Omega has many advantages over NetHack: better story involvement, training via a mentor, and it was actually a bit more fun to play. Omega is not forgotten.

    2. Re:Omega forgotten? by alyandon · · Score: 1

      I too greatly enjoyed playing Omega - much more so than Nethack.

    3. Re:Omega forgotten? by ConceptJunkie · · Score: 1

      I also enjoyed Omega more than Nethack, so much so that I ported the game to C++ in the late 90s, but never finished it...

      --
      You are in a maze of twisty little passages, all alike.
  21. Re: It's crap by tehcyder · · Score: 1

    I want an article by frequent contributor, Bennett Haselton, in which he analyses the MyCleanPC stories as an alternative to traditional Fairy Tales.

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  22. Dig around. by Anonymous Coward · · Score: 0

    There was a multihack variant of nethack around 10-15 years ago. I think I might've downloaded it once when it was still 'new', but haven't been able to find a direct link to it since, only references mentioning it having existed.

    That said, there's tomenet as another nethack-ish alternative. It's set against Middle Earth, has hundreds of potential houses to buy, dungeons, the ability to play either hardcore or 'resurrectable', 'real time' turns based on a tick timer (second or two per turn), lots of equipment, etc etc.

    I haven't played it in a while, since most of my friends have turned into OMG GFX snobs, but it was quite fun the few times I got a group together to go adventuring.

  23. Re:One of the few games with incredible imaginatio by Skidborg · · Score: 1

    My exact reason for giving up on Nethack after grinding through the same levels Sokoban for the 40th time for the same loot.

    --
    Supporter of the +1 Over Dramatic mod option. In memory of apk.
  24. Very adictive but... by geantvert · · Score: 2

    ... the keys used to specify directions are a real pain on laptops without a keypad.
    I can't imagine anyone using the vi shortcuts (k for up and, going clockwise, u l n j b h and y).
    Using an external USB keypad is a possible solution but my experience with those devices is that they are unreliable and they behave strangely with Numlock.

    1. Re:Very adictive but... by fisted · · Score: 4, Funny

      I can't imagine anyone using the vi shortcuts (k for up and, going clockwise, u l n j b h and y).

      Imagine harder then, I don't know anyone who'd play it on the numpad, sounds rather inconvenient because all the other keys are on the main alphanumeric block.

      In fact, I originally started to play nethack in order to get comfortable with hjkl for later use in vi. Worked great. (As an unexpected side effect I got horribly addicted though)

    2. Re:Very adictive but... by CronoCloud · · Score: 1

      Imagine harder then, I don't know anyone who'd play it on the numpad, sounds rather inconvenient because all the other keys are on the main alphanumeric block.

      One hand on numpad, the other over the main keys.

      In fact, I originally started to play nethack in order to get comfortable with hjkl for later use in vi.

      vi? vi? Do you snap your suspenders and tug your beard as you pine for the days of pine over a 300 baud line? Real men/women/furry creatures from Alpha centauri, use VIM. And they use the cursor keys...because they have a keyboard with actual cursor keys instead of a ADM3A terminal. You'd think that terminal makers never used a Selectric.

    3. Re:Very adictive but... by fisted · · Score: 1

      vi? vi? Do you snap your suspenders and tug your beard as you pine for the days of pine over a 300 baud line?

      Since I switch a lot between vi/nvi/vim, depending on what's available (protip: vim usually isn't), yeah, it makes sense to learn the common subset first, which is basically the functionality vi implements. Besides, pine?

      Real men/women [...] use VIM.

      Real men/women use what's there.

      [...] furry creatures from Alpha centauri [...]

      Trying to be funny -- you're doing it wrong.

      And they use the cursor keys...because they have a keyboard with actual cursor keys instead of a ADM3A terminal.

      hjkl are much closer to the rest of the alphanumeric block, since they are, well, on the home row. It's fine if you like constantly switching between there and the cursor keys, or probably the mouse, just don't tell me how I should do things, especially when you're unable to give rationale.

      You'd think that terminal makers never used a Selectric.

      Uh, whatever.

  25. By Crom ... by Anonymous Coward · · Score: 0

    ... there will be blood spilt today!

  26. My shortest YASD by geantvert · · Score: 1

    A few years ago, one of my Nethack games went like that

    Start as a wizard. Room is empty. I feel safe
    Move toward the door
    Move toward the door
    "A trapdoor in the ceiling opens and a rock falls on your head!"
    "You die..."

    1. Re:My shortest YASD by a_n_d_e_r_s · · Score: 1

      Actually, the game gives a special death message if you die on turn 1.

      Turn 3 is nothing :)

      --
      Just saying it like it are.
  27. Nethack needs an upgrade by elbow_spur · · Score: 1

    alt dot org slash nethack

    watch the ttyrecs

    choose the name that's right for you

    dare to compare

  28. Re:It's crap by Anonymous Coward · · Score: 0

    You may as well just go for the whole "No Wireless. Less Space Than A Nomad. Lame." response.

  29. I've been playing Avatar for 27 years by rickb928 · · Score: 1

    And I'm not quite ready to go to single-player mode. Still figuring out 13..

    --
    deleting the extra space after periods so i can stay relevant, yeah.
  30. I think Cataclysm got inspration from this by pouar · · Score: 1

    I think Cataclysm got inspration from this

    --
    while :;do if windows sucks;then mv windows /dev/null;pacman -Sy linux;fi;done
  31. Amazing an old game by grub · · Score: 2


    You haven't seen NetHack until you've seen it on a retina MacBook or iMac. I nearly soiled my trousers the first time I saw "L" coming at me on such a display.

    Alien: Isolation has nothing on it.

    --
    Trolling is a art,
    1. Re:Amazing an old game by Anonymous Coward · · Score: 0

      Amen. When my d got killed I cried for three days straight... It just seems so REAL. :(

    2. Re:Amazing an old game by xleeko · · Score: 1

      You haven't seen NetHack until you've seen it on a retina MacBook or iMac. I nearly soiled my trousers the first time I saw "L" coming at me on such a display.

      Those displays are nice, but if you are gonna play ... I mean *really* play, you need a serious ASCII accelerator card.

            http://www.bbspot.com/news/200...

      The higher frame rate gives you the edge that you'll need on the astral plane. And don't even think about trying it without a fully tweaked, N-key rollover mechanical keyboard! Those E's on the plane of air aren't gonna sit around sipping Earl Gray Tea waiting for your laggy $5 bargain bin membrane 'board!

  32. Dungeons of Dredmor equivalent on Steam by Antique+Geekmeister · · Score: 2

    I've noted that the Steam game, "Dungeons of Dredmor", is a nice upgrade to the genre of rogue-like games. It's good, for those who enjoy them and like a bit more graphics. It has different shop mechanics, but I was given a copy and enjoyed it. And I do remember compiling and playing the original Rogue decades ago, along with 'rogomatic' to watch someone _else_ trying to dungeon dive.

    1. Re:Dungeons of Dredmor equivalent on Steam by Anonymous Coward · · Score: 0

      I personally liked Legend of Dungeon for its take on a rouge like game.

      http://store.steampowered.com/app/238280/?snr=1_237_querypaginated__103_6

      The randomness is a bit annoying as from one game to the next some items will change meaning. You could drink a green potion one game and it is full heal. The next game it makes you drunk.

  33. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 1

    reflection is a must

    I have ascended 8 times. None of them used reflection at all. I use gray dragon scale mail, amulet of lifesaving, and usually small shield--no reflection.

  34. eh I don't know by nomadic · · Score: 1

    I don't know about NetHack. I started with Hack back in the late 80's, and have played that then NetHack off and on since, usually picking it up for a day to a few weeks then losing interest. Never finished the game. I'd usually play until I got a guy down pretty far with a great kit, then when he inevitably died from something stupid, I'd be annoyed and lose interest again.

    It's a good game, maybe even a great game, but it's not a perfect game and it's not the best game ever. Too much of it is just not fun. The major design flaws in my mind:

    * Once you hit the labyrinths and have to deal with the wizard following you around, it just becomes a grind. A little bit of a grind in order to achieve something afterwards is fine but when a game becomes work then that is not.
    * It doesn't give you a fair way to figure out what to do. A lot of the actions required to finish the game are neither hinted at nor intuitive.
    * It's too repetitive. It doesn't exercise my mind much; you just do the same things again and again.
    * It's too time-consuming, and frequently unnecessarily so (which goes back to the repetitive point).


    Anyway, just my thoughts.

  35. It's now just a parody of itself by hymie! · · Score: 1

    I enjoyed NetHack a lot in college during the 3.low-numbered-X days. It slowly increased its complexity to the point where it stopped being fun for me. It started becoming more about the meta-game -- how to test your gems, how to mix your potions, how to identify your scrolls -- and less about the dungeons. I gave up on it when they added the Sokoban levels and I switched to Dungeon Crawl Stone Soup, although I'm playing that less and less these days as well in favor of Larn. At least Larn has a clearly defined goal and a clear path to get there.

    I will fully acknowledge that it's the standard and the baseline. It's just not fun for me anymore.

  36. Re:It's crap by Anonymous Coward · · Score: 0

    The textures are fucking horrible.

  37. Re:One of the few games with incredible imaginatio by brwski · · Score: 1

    ZAngband is great. And needs an update...

    --

    brwski
    "Because without beer, things do not seem to go as well''

  38. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 2, Interesting

    You can polymorph into a cockatrice, make yourself female (if male), lay cockatrice eggs, put them into a sack and have projectiles that automatically stone monsters.
    Polymorph yourself into a Winged Gargoyle, you can wear armor and don't have to worry about stoning with the eggs. You are also flying, so you can get over the pesky water parts of the lower levels and the elemental plane of air.

    You can polypile to make a bunch of rings of +1 damage / +1 accuracy, then poly yourself into a Xorn, eat the rings and gain intrinsic accuracy and intrinsic damage bonus. Most people use this to increase scores by having 1-hit-kills on the horsemen at the endgame.

    The game has insane levels of depth.

  39. Re: It's crap by CronoCloud · · Score: 1

    Don't give him any ideas! We should treat his name as if he was Harry Potter's Voldemort, and refer to him as "The Frequent Contributor Who Should Not Be Named"

  40. even more by slashmydots · · Score: 1

    If you have a 32-bit OS, you can still play Exile III from spiderweb software. It's one of the best RPGs ever made. The story, combat, spell list, writing, and non-annoying puzzles were so far ahead of their time, it's insane.

  41. Oh Yeah And by Greyfox · · Score: 3, Interesting

    World of Warcraft needs a tourist class. Give him a camera, a Hawaiian flowery shirt and a million hit points per level, and the only way he can level up is to wander around taking pictures of things. How does any self-respecting RPG not have a tourist class?

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  42. Even Sarah Palin got this one right ... by BarbaraHudson · · Score: 1

    FTL is a great game but I wouldn't call it a rougelike. If you want to bend words you can call Minecraft for an FPS since it's in first person view and you actually can shoot. Saying that FTL is a rougelike is more of a stretch than that. We need clear distinctions. I don't want third person shooters to be called FPS because I enjoy one but not the other. For a similar reason, calling FTL a rougelike is doing it a disservice. Just because someone violently hates rougelikes in general doesn't mean that they shouldn't check out FTL.

    There's a big difference between "Going Rogue" and "Going Rouge", and yet I see this mistake a lot.

    --
    "Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.
  43. There has been no real game innovation since then by plopez · · Score: 1

    Seriously, name me one serious game that is not either a rouge type game, a FPS, or CinC game on steroids. Maybe this one http://kotaku.com/worlds-first...

    Most game makers are recycling the same crap over and over again. Go on a quest, kill the monsters, create an army, manage resources etc. That's about it.

    Boring......

    --
    putting the 'B' in LGBTQ+
  44. Omega? by Anonymous Coward · · Score: 0

    Wasn't there a game called Omega? I recall that from the late 80's

    1. Re:Omega? by Anonymous Coward · · Score: 1

      Wasn't there a game called Omega? I recall that from the late 80's

      Omega 0.80 was probably the last version, and it's still available. Damn, I killed a lot of hours in that world. I should go back there, I probably still have some old save files floating around somewhere...

    2. Re:Omega? by An+ominous+Cow+art · · Score: 1

      Omega and Larn were fun, too.

    3. Re:Omega? by Sigma+7 · · Score: 1

      Omega was actually up to 0.90, but that version was rare as the official distribution channel wasn't trying to give it out.

      It wasn't a popular roguelike as it was a little buggy... first version I encountered was for the Amiga, which caused the town guards to attack you if you joined the paladin's guild.

  45. Play right now! by kraln · · Score: 1

    There are lots of nethack servers running right now. There's the alt.org nethack server, and I also run a nethack server (telnet to nethack.kraln.com) Also, my entry to the Ludumdare 48 competition was a nethack/roguelike thingy, so I am getting a kick out of this post: http://ludumdare.com/compo/lud...

  46. Creativity? by geekoid · · Score: 1

    No, not really. Now it's just a geek point thing.
    I play nethack because obscure is cool., plus references.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  47. Re:There has been no real game innovation since th by geekoid · · Score: 1

    And Shakespeare did all the plots, therefore nothing good has been written since.

    That is what you sound like.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  48. Re:There has been no real game innovation since th by plopez · · Score: 1

    Yeah, you see one romantic comedy you've seen them all. Some are funny but they do not hold my interest. As is the boy meets girl tragedy which also has been rehashed countless times. He did have a a way of writing about the upper classes so anything about the under classes would not be in is lexicon. But there is a huge amount of recycling in movies and literature finding something fresh is hard for me to find. "Rambo" and imitators are just rehashes of Hercules perhaps. Though "Son of Rambo" was fun.

    HP Lovecraft was pretty original. As was Campbel, Ursula K. LeGuin, and a few more. But mostly a rehash. "Star Wars" was mostly a rehash of Joseph Campbel's "Hero of a thousand Faces".

    Once you see the paradigm and tropes it starts to bore you...

    --
    putting the 'B' in LGBTQ+
  49. Turn 1? Pah! by amaurea · · Score: 1

    It is possible to die on turn 0, before you have even had a chance to act.

  50. Re:One of the few games with incredible imaginatio by SIGBUS · · Score: 1

    Pity it hasn't been updated meaningfully for over a decade - perhaps it just hit perfection?

    Though I've ascended a few characters, I haven't tried to do so in a while, mainly because of that long, slow slog through the mazes. I'd consider changing things around so that there's maybe a 1/10 chance of getting a maze on any standard Gehennom level - or better yet, only the special levels get mazes.

    Funny how the wizard is one of the weakest characters at the beginning of the game, but becomes almost unstoppable at experience level 30. Reverse-genociding purple worms, taming them, and teleporting them away can really be helpful on the Astral Plane - a bunch of pet purple worms can really wreak havoc. Even one pet purple worm can be handy in Minetown (though I take care to lock Izchak in his shop when I clean out Minetown).

    --
    Oh, no! You have walked into the slavering fangs of a lurking grue!
  51. Best forks by Anonymous Coward · · Score: 0

    personally, Unnethack is my favorite fork. It has UI adjustments and early game changes that really add to the game experience. Can't wait to see the next Nethack update, I heard some of the code got leaked recently so it will probably be awhile.

  52. Starving is far too easy by Anonymous Coward · · Score: 0

    Starving is how 90% of the characters die. 90% of the rest die because I'm eating everything to stop dying of hunger and I'm poisoning myself.

    1. Re:Starving is far too easy by geantvert · · Score: 1

      At first, nutrition can be a difficult problem but after a while you learn what corpses can be safely eaten.
      During the first levels also everything is safe except undeads (zombies), kobolds and rabid rats.

      You will eventually become weak but your god can solve that if you #pray but be aware that he will only cure one major problem amongst Food, Sick, Blind, very low HP, ...

      Once you have killed your first unicorn, you can start experimenting since the unicorn horn can cure poisonning and sickness.
      Avoid eating cocacktrices and everything should be fine. In the mid- and late-games, large monsters can produce lot's of meat so food should not an issue anymore.

         

  53. Of all of the roguelikes... by Anonymous Coward · · Score: 0

    ...nethack has been and still is my least favorite, along with rogue and "hack".

    I latched right onto LARN, Omega, and Moria as soon as I found out about them. Then later Angband(and the host of variants, BTW has angband development stopped? it's got to be close to "nethack" in age unless they're including hack, in which case they'd have to include Moria for Angband), all of the angband variants(esp. Pernband-> band->T.o.M.E. -s-o-r-t-o-f-> Tales of maj'eyal or whatever it is), and crawl.

    Even powder I find to be more fun than nethack.

    Why? Nethack always just felt too arbitrary to me, and just overall not a very fun roguelike.

  54. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 0

    There is a slightly newer/modified version here. https://sites.google.com/site/mangojuice75/

    Fixed a few things, and improved the magic system a little, especially summons. But I agree, zangband is by far my favorite roguelike and I really wish somebody would take up maintaining it again.

  55. As much as I love NetHack by jbarone · · Score: 1

    I wouldn't put it anywhere close to the top of my "best games" list. I've always felt that a lot of its difficulty is the false difficulty of figuring out how everything works, as once you understand the game's mechanics it's not terribly hard to grind out an ascension if you're willing to play slow and methodical. The game also gets stale pretty fast, as the mid- and especially late-games tend to be very similar in each playthrough.

    Finally, with no story to speak of and no window dressing at all, it has felt increasingly sterile as I've gotten older. And I'm not saying that all games need to have melodramatic AAA-style cinematics to be worthwhile, Dwarf Fortress is a great example of a roguelike that manages to be beautiful and compelling without any pre-rendered settings or stories.

    The roguelikes I've enjoyed most recently, even if they only fit the mold loosely, are FTL, Binding of Isaac, Risk of Rain, and Rogue Legacy.

  56. It's maddening and addictive by mrflash818 · · Score: 1

    I've played it on and off, for years. Have never won, not once, even in X (explore) mode.

    Try playing it with one of the 2d graphical overlays (like XNetHack), too.

    --
    Uh, Linux geek since 1999.
  57. Re:One of the few games with incredible imaginatio by rsborg · · Score: 1

    Funny how the wizard is one of the weakest characters at the beginning of the game, but becomes almost unstoppable at experience level 30.

    This pattern isn't unique to Nethack, for better or worse, it's endemic to most Fantasy RPGs, in my experience. I think it's a game-balance issue - either the wizard is the specialist at *magic* which is a powerful force, or *magic* is simply a skill tree where other classes have their own powerful skills (i.e., Diablo).

    Part of the problem is modeling a wizard after Gandalf or other archetypal figures - those characters meant to be support NPCs - actually playing Gandalf would mean you're playing a completely different game than a protagonist like Frodo or Aragorn.

    --
    Make sure everyone's vote counts: Verified Voting
  58. Needs a better phone/touch version. by Anonymous Coward · · Score: 0

    I've been playing Pixel Dungeon on my phone. Completely addicted. Haven't been so happy with a game since I discovered Dwarf Fortress 5 years ago.

    And it has revitalized my interest in Rogue-likes. I fired up Nethack last week for the first time in 10 years, I've been looking around for more rogues, I looked at the Wayback machine for my first love in Rogue-likes, Wyvern(cabochon.org), I'm even feeling motivated to build my own.

  59. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 0

    I haven't tried to do so in a while, mainly because of that long, slow slog through the mazes.

    Scroll of Magic Mapping is your friend, as is a big pile of Wands of Digging. Ring of Teleport Control does wonders, too.

  60. Been playing this for decades... by thePowerOfGrayskull · · Score: 1

    I never get tired of this game, and I still go through month long stretches of time where wheneve rI have spare time, I start playing it.

    Lately I've discovered nethack 4 - it's an unofficially blessed fork of nethack and some fo the same core developers are contributing to it. The game mechanics and strategies are the same, but the user interface (still all character based by default) is a lot nicer. It also is a complete architectural change to a client-server model - and one fo the benefits of that is that save files have gotten a lot more robust & streamlined.

       

  61. nethack has graphics by Khashishi · · Score: 1

    I know it's hip to play in text mode with vi keys, but you don't have to. Tile graphics mode has been around for a while now, and cursor keys have pretty much always been there. The article doesn't seem to indicate that.

  62. Bull by Anonymous Coward · · Score: 0

    Dungeon crawl is much better

  63. IdleRPG? by antdude · · Score: 1

    How about http://idlerpg.net/ where players doesn't have to do anything except idle in IRC channel. ;)

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  64. Re:One of the few games with incredible imaginatio by Anonymous Coward · · Score: 0

    I always try these plans, but I end up starving to death.

  65. It's now just a parody of itself by Tailslide · · Score: 1

    Came here for the Larn reference, left satisfied. (I had the same experience).

  66. I used to search endlessly for multi-player Nethac by ClioCJS · · Score: 1

    ... but it didn't actually exist, and I was a confused child. Here is my story. With pictures: https://clintjcl.wordpress.com...

    --
    -Clio
    Karma: Bad (mostly from not giving a fuck)
    Blog: http://clintjcl.wordpress.com