Search found 23 matches

Friday, 10th May 2019, 00:28

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9180

Re: Re-positioning branch's entrance and make short.

Extended is optional content, so it's not really "optimal" to go there at all if you are just trying to win. Diminishing returns kick in and you get more risk from being there than you attain safety from the extra XP/loot. If anything, I'd instead advocate tweaks to make extended more int...

Saturday, 4th May 2019, 16:29

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7240

Re: Make resistance pips consistent and uncapped

I do agree that, in DCSS at least, transparency with stats is better. Displaying a percentage or even a number is better than a vague pip. While some might argue that determining the value of that pip is just another aspect of the "trial and error," learning inherent to rogue-likes, I thin...

Friday, 3rd May 2019, 18:52

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Well, first I'd like to add that whether shafts are allowed on the first couple of levels is a minor issue to me, but I personally disagree with you here. First, I disagree with "shafts contributing to front loaded difficulty". The fact tealizard talks about (the first ~4 levels are the m...

Friday, 3rd May 2019, 00:30

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 4075

Re: Shafts without disadvantages

I see. If teleport-to-monsters is considered too dangerous, this could very well use random teleport instead. Could also be limited to non-branch-entrance stairs. When VeryAngryFelid mentioned this in the other shaft thread, this is what I originally imagined as the application of it. Random TP on ...

Friday, 3rd May 2019, 00:14

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

As far as the shaft effect goes, the first thing that happens to a player when they start the game is they get "shafted" into d:1, i.e. if they do not fight their way out of the immediate vicinity of the entrance, they lose the game. Incidentally, this is where the vast majority of unwinn...

Thursday, 2nd May 2019, 05:37

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

tealizard's concern about statistical probability is a fair one. The D1 to D15 shaft scenario was just something sanka was using to illustrate their appreciation of the shaft mechanic to me. It's unlikely to the point of never happening. Just a thought experiment we were using to see where each of u...

Thursday, 2nd May 2019, 02:44

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I don't understand. You say there is a front loaded difficulty in DCSS, but propose that having only downstairs be the solution. Wouldn't that add to the front loaded difficulty? You're taking away one of the few intuitive ways a new player knows how to escape a bad situation. It is not my opinion t...

Thursday, 2nd May 2019, 00:39

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I think tension supposed to happen after you fall down the shaft, not during exploration, fearing about being shafted. Shafts rarely give you lethal treat. I do not feel that this is too punishing for beginners because there is a good chance that you can simply climb back. sanka, you can see how I ...

Wednesday, 1st May 2019, 21:07

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

In all honesty, my only real point of contention is this: Tension creation Trap like effects happen with a fixed chance per tile revealed Effects are either getting shafted or alarmed (mark plus noise) Based on the title, the goal was to create tension. It doesn't do that. It just feels like punishi...

Wednesday, 1st May 2019, 19:56

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

tealizard may answer you differently, but here are my answers: What is good about being shafted from D1 to D15? Because a very dangerous situation is needed to distinguish good players and better players. The latter will die less frequently in this situation. Why is going upstairs bad? Because upst...

Tuesday, 30th April 2019, 19:26

Forum: Game Design Discussion

Topic: God: Ixool the Masked

Replies: 14

Views: 4852

Re: God: Ixool the Masked

First, I think this is a cool idea. It actually reminds me of Majora's Mask, on top of what you already referenced. Second, I think tasonir provides some great input. Making it random turns it into something the player has to adapt to, as opposed to something that is inherently good. I think the add...

Tuesday, 30th April 2019, 18:57

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I'm not sure I can speak for the devteam on shafts, but the way I read the position (and I think this is correct) is: shafts are good, getting shafted twice is good, getting shafted three times is good. If you got shafted from d:1 to d:3 then to d:5 and so forth all the way down to d:15, that would...

Saturday, 20th April 2019, 20:44

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Yeah, but harder for who? ebering just showed that people who win are seeing less shafts per game. Why should the game be easier for people at the top end of the bell curve? Why is that the standard being used?

Saturday, 20th April 2019, 04:22

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I can say this until I'm blue in the face. I just checked the online database. For 0.23 the current average shafts per won game is 2.24 (down from the 2.5 when I checked on just the tournament games). Yeah, that stat addresses the original question of whether shafts are more common, but only in the...

Thursday, 18th April 2019, 05:53

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I get the feeling that flight gives very conflicting messages, but I don't understand the ultimatum of change or remove. It does have a narrow application, but so do things like potions of degeneration, scrolls of torment, and scrolls of random uselessness. Unlike those things, flight gives people w...

Friday, 12th April 2019, 05:21

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I'm not gonna lie, tealizard, reading your posts makes me think your favorite branch in the game is the Abyss, haha

Tuesday, 9th April 2019, 05:53

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I am certain that the rest of your proposal, or anything like it, has no chance of catching on with the DCSS devteam. It's a complete dead end. You're not going to get early game shafts removed. I talked about the not-fully-exploring issue because it's the part of your post that seems like it might...

Monday, 8th April 2019, 23:55

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Decrease your chances of getting shafted, but also severely decrease your chances of getting the orb and winning. That's why I always used the following qualifier in my posts: Let's say you've done enough on your current floor to the point where you know you can survive on the next floor , but there...

Sunday, 7th April 2019, 23:00

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Thanks for the clarification, duvessa. However, I made a point of not making that assumption. Here is some quoted text from my posts: Going down is required for success, but fully exploring a floor is not required for success. So I agree that N+1 has the same or higher risk for a shaft event as N, b...

Sunday, 7th April 2019, 18:26

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

I guess I don't understand your question. I'm always looking at this from the perspective of the early game, before Temple or even maybe the first 3 floors. So I agree that N+1 has the same or higher risk for a shaft event as N, but that risk is outweighed by the need to progress downwards. Coupled ...

Sunday, 7th April 2019, 04:48

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Here's how I'm looking at it. The more tiles you walk on, the more likely you are to fall into a shaft trap. Fully exploring a floor = more tiles walked on = more likely to fall down a shaft. Going down is required for success, but fully exploring a floor is not required for success. N+1 > N. It's a...

Sunday, 7th April 2019, 02:43

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

Of course! Let's say you've done enough on your current floor to the point where you know you can survive on the next floor, but there is still unexplored terrain. That leaves with you these options: A. 100% chance of just going down one floor on a staircase with some unexplored terrain above you B....

Sunday, 7th April 2019, 00:33

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 51308

Re: Shafts - Too common now?

If you want to read more about why the devteam is in agreement that shafts are good dpeg wrote a great post years ago that I agree with. The short of it is: shafts increase the probability of a tense memorable random encounter in which skill makes a real difference; such encounters are a goal of cr...

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