dpeg wrote:- The first ten spell slots map to 1,2,...,9,0 rather than a...j.
- Pressing a number key casts the according spell.
I don't think this is more convenient than 'z' + letter. Typing 'zf' is pretty much just as easy as typing just 'z', my finger is already there. The numrow and numpad are far away from the home keys - that's why abilities and spells are assigned to letters rather than numbers in the first place.
When I'm playing conjurers, the time I spend doing 'z' inputs is dwarfed by the time spent messing around with the targeter and getting through --more--s. Same for ranged combat. If I have a spell like Refrigeration that I can use without targeting, my speed increases dramatically, and even then my 'zh' presses are taking a tiny tiny tiny fraction of the time that --more--s do.
Targeting in games like Crawl is just not fluid at all. If it's a simple spell or missile, and there's one monster on the screen, then I can probably use the default target - which is still an extra keypress compared to melee. If it's LRD or fireball or anything bouncy or there's more than one monster around, then I probably have to move from the default target, which is one or more additional keypresses. Notice that this is also the entire reason why reaching sucks on players.
You can't reliably select the player's desired target as the default one, unless someone invented super-strong AI while I wasn't looking. Which means that improvements to the default target selection are very difficult: a targeter that predictably selects a bad target (e.g. closest monster) is much better than a targeter that selects a better but unpredictable target. This is because in the former case, the player knows where the targeter will start, so they can input their target adjustment keypresses without looking. If the player
doesn't know what the default target will be ahead of time, then they have to start targeting and look at the screen to find out what location the default targeter chose - which introduces an additional 250ms+ delay. This is why we begged for simple_targeting: for experienced players, the "smart" auto-targeters for LRD and bolt bouncing actually make using those spells
slower.
In some types of game, targeted stuff is (mostly) no problem, because the targeting interface is smoothly integrated with the regular interface. Targeting in Doom doesn't slow things down much, because you shoot wherever you're looking. Targeting in Diablo doesn't slow things down much, because you're already using the mouse to say "move here" and using it to say "attack here" instead is fluid and convenient.
To target things in Crawl or NetHack or ToME4 or whatever, on the other hand, you make a bunch of keypresses (or a click) that aren't smoothly integrated with the rest of the interface at all. In fact, targeting has a separate interface of its own, like it's the pop-up window for a Photoshop filter where you have to enter the parameters and press OK before you can go back to drawing your hentai with the regular interface.
Nor do I think this is fixable - the targeting interface is about as good as it could be. The only route to improving DCSS targeting that I can think of is to get rid of it, and only allow firing in 8 directions. Needless to say, this introduces its own problems and isn't going to happen any time soon.
As for --more--s, basically the game is just too verbose about attacks by default. Every time I fire a longbow, the game prints "You shoot an arrow." Well, no shit. That's like printing "You move northwest." Then I get a message for every monster it misses, and then if it hits a monster I get a message for that, another message if the missile was flaming/freezing, and another message about how wounded the monster is. If it was over water or lava I get
another message about the splash, if my ammo didn't mulch. Then come all the messages about monster actions.
This is noticeably worse than melee (you don't get "You swing your mace. \n You hit the rat," you just get "You hit the rat", and no splashes unless something dies), at least before cleaving and riposte. And melee already produces quite a bit of message spam!
Spells are even more susceptible to this, because lots of them hit multiple targets. Also, Crawl has a bit of an obsession with large packs of monsters, which are a sure recipe for message spam.