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Vestibule Violator
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If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Sandman25 wrote:Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
I think it can be achieved with lua. When HP reaches 50% of max HP, the game would automatically quit (Ctrl+q) the character. My autosave feature is similar.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Sandman25 wrote:Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
I think it can be achieved with lua. When HP reaches 50% of max HP, the game would automatically quit (Ctrl+q) the character. My autosave feature is similar.
Tomb Titivator
Posts: 853
Joined: Thursday, 29th August 2013, 18:39
Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Siegurt wrote:Sandman25 wrote:Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
I think it can be achieved with lua. When HP reaches 50% of max HP, the game would automatically quit (Ctrl+q) the character. My autosave feature is similar.
Torment would suck though, insta-kill doesn't sound like much fun to me.
Dungeon Master
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Ziggurat Zagger
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Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Pereza0 wrote:I dislike the idea of having a difficulty setting that messes around with spawns and stuff like that a lot. I feel it would be a lot more work, you now have more difficulties to balance, with different philosophies (are instakills are valid in the hardest difficulty, for example?) and having harder difficulties kind of delegitimizes easier runs a bit IMO. Races provide enough challenge as it stands.
Having a race that can't take much punishment and can't quaff potions at all is to me a more interesting challenge than having the game spawn hardier monsters and less consumables overall.
Shoals Surfer
Posts: 318
Joined: Friday, 6th July 2012, 10:16
Sprucery wrote:Sandman25 wrote:Sprucery wrote:For a difficulty setting I propose what I've proposed before: an rcfile option to scale your HP. Try beating the game with 50% maxHP, should be harder.
I think it can be achieved with lua. When HP reaches 50% of max HP, the game would automatically quit (Ctrl+q) the character. My autosave feature is similar.
OK, but instead a boring quit it should be a dramatic suicide. "Disappointed at you own performance, you commit seppuku."
Vaults Vanquisher
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Tomb Titivator
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duvessa wrote:people are quoting something that I never said,
Ziggurat Zagger
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Moose wrote:If people really need varying difficulty levels, character/class combos can provide quite a bit of that.
eg GrGl vs TeEe
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
cerebovssquire wrote:There wouldn't be my "hardest character combinations" of choice (FeBe and MiWz, in particular, are both really easy) but there are other ways to challenge yourself than simply winning. You can move on to streaking or speedruns (realtime or turns), especially turn speedruns will require a high level of skill.
Ziggurat Zagger
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Pandemonium Purger
Posts: 1337
Joined: Saturday, 7th July 2012, 02:28
Location: Limbo
tasonir wrote:Deep dwarf without a healing god - it's been done. Not sure if I'd say it's fun, though.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
danr wrote:It seems to me it would be pretty easy to add a difficulty setting to the game. Monsters generate with more HP, less item generation - whatever seems to make sense. Let newbies play at level 1, and the players who need more of a challenge can play at difficulty setting 2 to 4. Setting 5 just places a balrug in the entry vault with you.
Ziggurat Zagger
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Joined: Friday, 8th February 2013, 12:00
tasonir wrote:Most anything of Chei. Popular with transmuters, and my personal favorite, so that's why this is #1. Suggestions: Ogre or Naga (more odd); gargoyle or VS (more powerful).
Felid or Octopode statue form of any god. Armor is overrated.
Warpers played with a high interest in actual translocation spells - recommended Sif Muna to ensure you get access to singularity, controlled blink, disjunction, etc. Pick something with a good translocation and spellcasting aptitude and try to actually get singularity going for the end game. It's a fun spell.
Deep dwarf without a healing god - it's been done. Not sure if I'd say it's fun, though.
A slinger who remains with slings all game long. They aren't that bad, really, just a little.
For more fun, play anything and learn hydra form, because hydra form is reason enough
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
KoboldLord wrote:I don't think this is a good method of creating difficulty levels. Hit point inflation might be good enough for AAA games, but for most monsters in Crawl it means you just waste a larger amount of time dealing with them. A few get genuinely harder because they get more times to attempt their gimmick, but this means they get bumped into 'not worth it, just avoid' territory rather than resulting in a more interesting encounter. Similarly, reducing player hit points by a significant percentage means you get a random roll every level on at least some characters that results in you autoexploring into instant death.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
Sandman25 wrote:Yes, increased HP for monsters does not lead to instant deaths, it encourages playing more carefully.
Sandman25 wrote:Currently some characters can rush to monsters and kill everyone even without cleaving, that would be punished by death at higher difficulty
Ziggurat Zagger
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KoboldLord wrote:More likely, I'll just spend three times as long mashing tab to get rid of monsters that aren't actually any more dangerous. One of the ways that Slash'EM tries to make Nethack harder is to flood the monster list with inflated hit points and damage. If you tried it out, you'd see just how badly number inflation actually works in practice.
Ziggurat Zagger
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Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Sandman25 wrote:cerebovssquire wrote:There wouldn't be my "hardest character combinations" of choice (FeBe and MiWz, in particular, are both really easy) but there are other ways to challenge yourself than simply winning. You can move on to streaking or speedruns (realtime or turns), especially turn speedruns will require a high level of skill.
For me any speedruns are like playing a different game, I don't like them. Streaking is not enough to interest me and I am already streaking anyway.
Could you please advise any interesting characters to play? Without conducts like play TrFE as pure caster who uses nothing but magic, it's too luck-dependent (similar to speedruns by the way).
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