
Tomb Titivator
Posts: 911
Joined: Thursday, 17th December 2015, 02:36
Semilinearize!
^ the main idea is to replace the 2 easy runes with entrances to Vaults and move all branch entrances to a more appropriate depth, so that no branches are particularly "out of depth".
The S-runes are replaced with entrances to the Vaults. The easiest but not necessarily best way to handle multiple entrances to the Vaults is to make them work like the Hell portals: when you exit, you come back to wherever you entered.
Rune lock seems to aggravate people sometimes. Because it's like, the entrance is right here, why won't the game let me in? But people never seem to take issue at having to travel through some nasty levels to get at something like shops or a rune, or an entrance for that matter. The effects of rune lock can be replicated by restructuring the dungeon.
My proposal replaces the silver rune with an entrance to Zot, and takes it out of the depths. This forces players through V:5. If this is undesirable, you could put secret entrances to Zot in abyss/slime/tomb (to mirror current dynamics) but I don't think that this is undesirable: the game already forces you to visit every level connecting D:1 to Z:5, and V:5 is as good a level as any to force players to go through, better than Z:5 IMO.
The difficulty of branches is very lightly associated with their depth, currently. With this structure, though, the rule of thumb "take branches when you first find them, retreat if they start getting hard" would be valid. That's quite a boon to the game, and very beginner-friendly. Take a minute to look over the wiki page and pretend you don't know much about the game. The thing looks like you need to spend a lunch break poring over it. It's a considerable set of complexities with little payoff. You would be able to use The Vaults as a kind of hub in the lategame, from which to take on the game's difficult branches, instead of thinking your way back to all branches found in the dungeon.
Extra notes:
-the 2 easy runes and the silver rune do not exist.
-"3-rune win" would be an outdated meme.
-runes become unnecessary for winning and are there for score or completionism.
-some flavor is arguably lost due to e.g. swamp not being part of lair.
-orb run is longer by 1 lair branch. You get to see a bigger diversity and more branch entrances on the orb run. You are reminded of more places that were formative/challenging for your character, compared to the current orb run.
-It would be a shame if U:5 had nothing special to offer on the bottom floor, so maybe the dracs in there should guard a giant- or dragon-themed rune, instead of the Zot entrance.
-some vaults don't have an obvious place to go, like the Vaults entry vaults found in D.
-players would be blocked from skipping to the hard parts e.g. doing Elf before snake/spider.
-some challenge runs (e.g. no vaults) become impossible, but others (e.g. never enter a side branch/portal) open up.
-speedrunning is... affected.