I am not really sure what I am doing here, with people telling how much they like my tone, or my motivation etc.
Anyway, I should definitely mention Eino's
usability tests conducted with genuinely new players.
And hey, I really like your tones! Makes me wanna post to no end!
mps wrote:Yo dpeg, not to tag team you or anything, but have you guys ever considered linearizing and/or otherwise simplifying some of the formulas that make the actual numbers so inscrutable?
No, why should we?
Since the start of DCSS, Erik put "combat reform" on the TODOs. It is very hard to do, and never happened. If you know about Brent Ross' abandoned DC 4.1 fork (which later triggered DCSS): he had good code and good formulas, but was unable to emulate the DC 4.0 gameplay closely enough.
This is why DCSS intentionally sets lower aims. We're trying to move in smaller steps, and still fuck up at times (like with the AC reform around 0.6, which was largely my fault).
Sandman25 wrote:dpeg, Yes, I remember our conversation. But we didn't mention sequel at that time. How is using sequel different from using a new option which I suggested?
I told you already back in the message, and it's been said here as well: an option makes it part of the game, with Sequel it is outside of the game. This is an important difference.
Moreover, if it was an option, then just like new players hearing "switch off auto-skilling right away" (which is not good for someone starting out, I'm convinced), they'd be recommended to turn on numbers right away.
Garbage is when devs are hiding that Ettin can do 116 damage per attack (with 2 dire flails, with GSC it will be even more) or Azure Jelly can do 272 damage during 1 turn because "new player can be distracted by numbers".
It is very hard to discuss with a sentence starting with garbage. This is a roguelike, permadeath is part of the package, one-hit deaths should be more than a source of frustration. As we have discussed before, displaying something like "this monster can kill you in a single hit" might be conceivable, but obviously if wouldn't satisfy your needs: what about dying in two hits? Almost dying in one hit?
You have already confessed that you enjoy new players dying, please stop talking about caring about new players.
There is something called humour. Won't explain, am German.
What I am really unhappy about is how you misconstrue my intentions: I enjoy any player dying, new, old, slim, fat, male, male, all of them. The only good player is a dead player.
(By the way, your comments about objective assessment of usability tells me that we're living on different planets. To me, good/bad interface etc. always depends on the context. I tried to indicate this in my replies, but I'll let go of it.)