Magipi wrote:My main problems with the guide: it will prompt beginners to
(1) choose Oka over Trog (on a spell-less character),
Okawaru is less powerful but less risky, since the combat boosts have no drawbacks; the fail rates of his abilities tend more to stay in the same place because they use invocations; and armor gifts although not strictly *needed* can protect you better. I also state that you can use Trog instead of Okawaru with good results, but that I can't give any advice on that.
Magipi wrote:(2) use chaos weapons
I'm only recommending
one weapon of chaos: crazy yiuf's staff, and that's because if CY gets generated, finding more lethal staves between your starting quarterstaff and the first lajatang you find isn't exactly easy.
Magipi wrote:(3) wait for a GDA (instead of using a good early plate).
Sorry, you jumped to a conclusion here. I NEVER said to wait for a GDA, I specifically say to wear whatever armor gives the most AC, except if a second-best has some nice magical properties (which is the exact same reason why I recommend GDA over CPA)
Magipi wrote:Any beginner who follows this guide will be pretty much screwed.
The attentive reader will find that the word "beginner" isn't stated in the title or body of the guide, it was part of mi initial intentions, but I dropped it to avoid a commitment that might not deliver.
DracheReborn wrote:M&F crosstrains with Axes and Staves though, so it's not any less versatile. I think you have too many bullet points describing the differences between Fi and Gl, which seems to imply that they're more different than they are. Gl actually are intended to be a light armour melee start, so if you're planning to play one as heavy melee, then there's no need to talk about "versatility" - especially since your guide is extremely rigid.
Except staves are two-handed, so you need to forget your shield for them, and you can't do so in the middle of a battle.
I will drop the versatility thing.
DracheReborn wrote:I mean in reality, a Fi might ditch his shield for a 2-hander if a good one drops, or a Gl might pick up a shield if an early one generates. So talking about how and when to decide between 1H and 2H might be better than how Fi should just look for the best 1H. (Sidenote: why does flail of draining deserve to be mentioned? It's not very good. At least make it a morningstar of flaming/freezing/vorpal, which is the more likely outcome for someone sticking to your guide).
The problem I see here is, if you're willing to ditch your shield, why start with a fighter? I only pick the fighter background if I want to be committed to shields in the playthrough, because I want to pile defenses on top of defenses. Being able to make the most of what the game throws at you is important, but do you really think that sticking to some sort of plan as long as it works is bad? (honest question)
DracheReborn wrote:Fighters start with potion of might now, so you might mention that. If I were you, I'd just focus on those important differences - starting !might, nets, and shield. You didn't say that much about shields (e.g. when to skill shields, what are they useful against, etc) and almost nothing about nets (they're "handy"? how does that help a novice).
Thanks a lot, will address those things
DracheReborn wrote:In the latter section, you mention evokables being "your big guns". I can remember games where I don't find elemental evokers until quite late and rods never. So that's something to keep in mind. In a similar vein, you use a lot of space to describe Crazy Yiuf's staff when Crazy Yiuf isn't even guaranteed to generate in a given game, not to mention that it might be quite dangerous for a melee dude to tackle him.
Elemental evokers are some times hard to come by, but so far I've found that you're nearly guaranteed to find a Disc of Storms before the end of the lair, or before Depths failing that. In any case, it's hard not to find some sort of powerful evokable; and rods can always be acquired (as long as you don't do spells)
nago wrote:I'm pretty positive this is a guide a newbie shouldn't read at all, mostly for the reasons aforementioned.
I'd just comment one point I don't like:
At first focus exclusively on your weapon skill of choice until it reaches 10 levels. Then you can turn it off for a while and focus on one defensive skill or two
Why 10? It isn't a magic number.
If you need to tell a precise number, specific to reach weapon min delay or the point needed to swing the weapon at 1.0 aut - and that's a bad advice too, because it'd seem a general rule, while the best course of action is to trim the skill training depending on the specific character - e.g. if one find a +4 plate armour on D:2 and a great mace and a trog altar on D:3 it could be sensible to train only m&f to min delay. Another one couldn't find a decent weapon until orc, so it could start to train armour earlier or whatever.
10 because it can be reasonably reached around D:7-8 and by that point it kills dudes pretty well (train killdudes skill first then skills used not to die to dudes yadda yadda) If I listed mindelay numbers, I'd find myself in another Catch 22 because of giving too much information. Also, IIRC hitting mindelay requires skills something like 14-17, and training your weapon skill that far from the start means neglecting your defensive skills.
nago wrote:A guide, if it is really needed, should give a general guideline about how playing with a melee char (e.g. positioning) because that's important to know for every character - while you can't foresee what a char will find and letting a newbie think that is better to stict to a predefined plan is a good way to screw them.
Since everybody is bringing the positioning point up, I'll try my best to come up with tactical tips, or link to psieye's guide.
nago wrote:Said that, pretty much every section give bad advices: e.g. why do you strictly suggesti Oka over Trog (or even Mahkleb) if you later suggest spell less conduct? First of all you may let a newbie think a melee char can't cast (which is in most circumstances a stupid thing to do) and secondly, Oka is probably the best god among the three to hybridize (due the 5 free points of heroism).
Other reasons to suggest Okawaru are already given above, and I do mention Trog, why no spellcasting then?
-Spellcasting requires a lot of experience points
-Spellcasting sucks with low INT and heavy armor
-Rods can be acquired if you don't spellcast and have evocations
-Evocations powers ALL evokables or makes them easier to use
=You might as well keep spellcasting out of the picture and put all those experience points in evocations.
Will mention the potential for hybridization, and detail the no casting conduct.
nago wrote:My comment is: bring down the guide, play *more* the game, trying to understand what is really important to success in it, and maybe in future try to rewrite it. For now is only one additional deathtrap for beginners.
This sounds good on paper but in reality would boil down to never making any guide... also, wiki formatting es un coñazo, so I'll keep editing it there.
Just for fun
, here are the arguments that I'm gleaning in favour of "guide skepticism"
Newbies can't make guides; badplayers shouldn't make guides; goodplayers don't make guides.
Nobody makes guides, except possibly crazy players.
Newbies are deceived by guides, good players don't need guides. Guides are probably the reason that badplayers are bad. Everybody is better off without guides.
A guide with inaccurate or not detailed enough information is defective, a guide with accurate or detailed information is excessive. No small or big amount on information present can work in favour of a guide.