My gut feeling is it's probably not something we'd ever agree about anyway, but just one swing. Some bold added to help find stuff.
amaril wrote:stoneychips wrote:I was actually quite happy with the updates to Labyrinth over the last couple versions (forget exactly when it was now). I feel like I'm encountering interesting monsters (and occasional loot, wouldn't mind upping that a bit but hey) along the way there more often.
This was a terrible change in my experience. Extra loot and xp incentivizes the player to fully explore each labyrinth, which is made as inconvenient as possible by
the special labyrinth interface.
I dunno, everyone defines their own incentives. Some people think staying alive easily or even, "not wasting time" is much more important than the highly variable loot table you get in Lab. It doesn't bother me if you don't want to go in. That's not a good reason to say I shouldn't be allowed to either. Doesn't the game scoring system also punish you for spending more time to finish a game in any way at all (including wandering the Labyrinth), in the big scheme of things? If you follow that kind of incentive. I like that the Lab
can drop some nice loot, sure, but if you don't want a relatively easy
chance of loot anywhere, then it's potentially remove Trove, eventually remove various vault types by much the same reasoning.
stoneychips wrote:Also still kind of tired of sooo many requests for really all sorts of stuff to be flat out removed... Often when on the same over-broad principles much of the whole game could probably just as 'logically' be deleted, if people were consistent.
Labyrinth removal arguments are in fact the exact opposite of this. The labyrinth is problematic specifically because it is so unique -
it doesn't require use of the tactical skills honed throughout the rest of the game, and it is the only place in the game where you can't autoexplore. So if your "over-broad principle" is [
autoexploring makes the game more enjoyable and travelling would be inconvenient without it] or [crawl is a game built around its tactical and strategic combat system], congrats you should reach the conclusion that the labyrinth is an outlier and should be removed.
Even bungus game mechanics like food variety and item destruction were consistent across the whole game and had some relation to the strategic/tactical game at the core of crawl.
Labyrinth is a fucking minigame.
Really, aren't many vaults arguably mini-games? I'm not sure I understand where you think the difference lies precisely, or why it should always be bad.
So... Stuff is not really spelled out. What "tactical skills" exactly are not required? It doesn't usually give you squads or hordes that
must be faced simultaneously and in the open, but neither do some Dungeon levels generally? (Like okay, so it isn't Zot or Depths.) The minotaur can be beaten if you pack some advantages and know how to use them well, but it can also surprise you with a power evocable or smack you if you're below par on gear. Pretty similar to many moderate uniques I'd say, if not always so flexible.
A fair portion often depends on placement of the meeting too. If you get to control the entry to a chamber you may do pretty well (unless you rely on retreat and maneuver); if you don't spot it until you're nearly adjacent that's another matter. This is dicey for a few characters, but also hardly unique to Lab.
Now... what do you mean by "special" interface exactly? Is this just another proxy for saying you really prefer to use auto-explore -- and how often do you mean? Must you have auto-explore everywhere? Or something else? Personally, I'm not nearly so married to using auto-explore everywhere, or even for a majority of each level. This
feels like the crux of it to me, at least for what little you've actually explained. Is it?
In my view, auto-explore only makes a game easier if you land an uber set of gear or extra-strong background you know inside and out. Otherwise, it disorients me and sometimes outright gets me in trouble. I really dislike feeling disoriented. Getting "merely" confused and distracted "out of character" leads me to a lot of stupid deaths. I typically manually explore a lot at a slower pace, and just use auto to finish each level off. I can understand that you might not like the pace of "your" style being changed either, but again it would make for a pushy excuse to demand that the game only accommodate one and only one all the time in all places. (I wouldn't go demanding all teleport traps be removed because they can be very disorienting, and at least the Labyrinth gives you a choice.)
Reliably getting a whole pack of white super-weapons usable by my class arguably "makes the game more enjoyable" too, but I don't assume I'm 100% entitled to that every single game -- unless say, I stack the deck by playing Trog/Oka and
not doing other things the game offers for other sorts of possible enjoyment. You're similarly entitled to stack the deck against restricting your auto-movement by simply not going to Lab. Or not. The only difference being, you even have the option to go fast sometimes and slow others. You
and anyone else, some of whom might actually enjoy a little change of pace (oops bad Chei pun).