Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Vestibule Violator
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Joined: Sunday, 14th July 2013, 16:36
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
Siegurt wrote:Tenaya wrote:Siegurt wrote:Floor equipment makes critters more varied and therefore more interesting/challenging to fight, managing actual dangerous stuff you come across and preventing critters from picking it up is trivial, managing everything that might give a creature even a slight advantage is, while possible and tedious, also dumb, and therefore doesn't require fixing.
Agree that floor equipment makes monsters more interesting and provides tension on new levels, if, for example, the orc warrior will pick up the consumables that you desire.
Disagree on the rest; junk management, as you describe it well, is an activity with miniscule reward and risk and yet is strictly optimal. Therefor it should be fixed, despite it being a trivial problem.
I would argue that it is not strictly optimal because the miniscule benefits from junk management are outweighed by the miniscule penalties associated with the extra turns required. (Notably extra spawns and food consumption(where applicable), also the possibility of valuable items being consumed by jellies, and yet-unfound-items being picked up by wandering monsters)
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Tenaya wrote:You are stating that the activity has a miniscule reward and a miniscule penalty/risk. You are correct and that is what is known as grinding.
Crypt Cleanser
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Ziggurat Zagger
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Joined: Friday, 8th February 2013, 12:00
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
Siegurt wrote:Tenaya wrote:You are stating that the activity has a miniscule reward and a miniscule penalty/risk. You are correct and that is what is known as grinding.
I'm also further positing that the miniscule penalty/risk is *greater* than the miniscule reward, hence a sub-optimal activity. My internal definition of "grinding" is an activity whose rewards exceed the risks/penalties by some margin *and* whose tedium exceeds either the risks or rewards. (I don't think there's any argument that this is not a tedious activity, only whether it's a beneficial one, after all, picking up and dropping the same meat ration over and over is also tedious, but also reward-less (And therefore clearly not "grinding" by my personal definition))
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
Wahaha wrote:Not using autoexplore is optimal (hunger cost, piety decay, better positioning) and sometimes tedious. Therefore we should remove the benefits of not using using autoexplore.
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
Sandman25 wrote:I have already written about stairdancing in Vaults 5 but I can repeat. I stairdanced about 5 times in the same game and it was annoying to check every position after every fight and move away dangerous weapons. Risk was minimal, reward was big but I didn't enjoy it for some reason
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Tenaya wrote:
Are you saying that stairdancing is grinding? I'd say it is a tactic, rather than a repetitive action, as is pulling MOBs into a single-wide corridor.
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
Tenaya wrote:Sandman25 wrote:I have already written about stairdancing in Vaults 5 but I can repeat. I stairdanced about 5 times in the same game and it was annoying to check every position after every fight and move away dangerous weapons. Risk was minimal, reward was big but I didn't enjoy it for some reason
Are you saying that stairdancing is grinding? I'd say it is a tactic, rather than a repetitive action, as is pulling MOBs into a single-wide corridor.
Wahaha wrote:Not using autoexplore is optimal (hunger cost, piety decay, better positioning) and sometimes tedious. Therefore we should remove the benefits of not using using autoexplore.
Swamp Slogger
Posts: 146
Joined: Saturday, 24th March 2012, 02:07
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