Originally Posted by
Spellweaver
Why are you all trying to fix it? Ones who doesn't like it, can just not use it. Or you are thinking it's unfair that someone can play easier than you?
It's not so much that it's easier. It's that it's basically a free source of items for doing something that wasn't really intended (and while I'm sure the ID was intended as a way to provide lower level characters a way to train without having to visit unique locations, I don't think stairhopping was an intended effect).
As for the idea of adjusting danger levels to move some of the sought-after items deeper into the ID, I don't mind it (especially for some spellbooks), but I don't think it really solves the problem of stairhopping, only of doing so on the first few levels. If I were going to adjust the DL of spellbooks, I'd organise them like this:
DL1: Light, Darkness, Slow Monster, Knock, and Burning Hands.
DL2: Magic Missile, Cure Light Wounds, Web, Stun Ray, and Calm Monster.
DL3: Frost Bolt, Fire Bolt, Know Alignment, Slow Poison, and Magic Lock.
DL4: Lightning Bolt, Strength of Atlas, Farsight, Cure Disease, and Invisibility.
DL5: Acid Bolt, Bless, Magic Lock, Cure Serious Wounds, and Teleportation.
DL6: Fireball, Disarm Trap, Scare Monster, Magic Map, and Mystic Shovel.
DL8: Ice Ball, Summon Monsters, Revelation, Destroy Undead, and Greater Identify.
DL10: Improved Fireball, Cure Critical Wounds, Neutralize Poison, and Remove Curse.
DL12: Lightning Ball, Heal, and Create Item.
DL15: Acid Ball and Petrification.
DL20: Earthquake.
DL25: Death Ray.
DL30: Wish.
Yes, Wish right down at DL30, which I believe is the danger level of the Library - seemed appropriate. Up to DL6, every DL has five new books. DL8 also introduces five new books, and then the remaining DLs introduce fewer.
But it still doesn't solve the issue, like I said. At the very least, the "no items in the entry stair-room of the ID level" is a sensible modification that should prevent most stairhopping without overly impacting anything else... but I also think that having item generation dependent on the time spent on the previous level should be implemented.
To compensate for the issue regarding the Iron Man challenge, this generation-based-on-turns approach could be modified to only affect return movements. If you go down a level, move to the next stairs that happen to be in the next room, and go down again, you shouldn't be punished by reduced item generation... but if you go down to the next level, then immediately climb back to the previous one again, item generation at creation of that level should be dropped to basically zero.
That way, it still addresses the issue of stairhopping, yet permits regular descent through the ID (and ascent through it) without affecting the item generation along the way. This should prevent an impact on either Iron Man or the quest to kill Filk (should he be located deep in the ID due to a common kill).