Spider Stomper
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Spider Stomper
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Dungeon Master
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dpeg wrote:1. makes sure that players have to stand and get a rune (rather than just collecting xp on S:5 without going for the rune)
Tomb Titivator
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reaver wrote: Why not just make the runes worth XP, like the Quest XP system in D&D?
Vestibule Violator
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Tomb Titivator
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Tomb Titivator
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Swamp Slogger
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Spider Stomper
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Swamp Slogger
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Dungeon Master
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MDvedh wrote:Also, I think Depths are challenging by themselves and I probably won't change my branch order regardless of Vaults locked or not (unless they are going to be placed in Dungeon instead of Depths)
Blades Runner
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Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.
Swamp Slogger
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Slime Squisher
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Ziggurat Zagger
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Tomb Titivator
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Sandman25 wrote:I guess rune lock has been removed, I was able to enter Depths without any runes.
Edit. Oh, I see, Vaults require a rune to enter.
Shoals Surfer
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Dungeon Master
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MrPlanck wrote:The transition from Lair branches to Depths is brutal.
Ziggurat Zagger
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Klown wrote:So you can do anything except enter the Vaults?
Spider Stomper
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Sandman25 wrote:Klown wrote:So you can do anything except enter the Vaults?
Yes. That's a new trap for new players I think. Crawl is cruel
Ziggurat Zagger
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Ziggurat Zagger
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Ziggurat Zagger
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BlackSheep wrote:The point of every rune lock is to induce you to get a rune.
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Ziggurat Zagger
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BlackSheep wrote:What does Depths have that would tempt you to get a rune in order to unlock it?
Ziggurat Zagger
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Ziggurat Zagger
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BlackSheep wrote:plus Vaults is easier than Depths
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Shoals Surfer
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galehar wrote:MrPlanck wrote:The transition from Lair branches to Depths is brutal.
That's why you grab a rune in Lair and go do Vaults instead.
Ziggurat Zagger
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Dungeon Master
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Spider Stomper
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Dungeon Master
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acvar wrote:orc 4, crypt 5, elf 3?
acvar wrote:This problem could easily be fixed simply by making the runes do something other then just open doors.
acvar wrote:You could have them give intrinsics, or have them give experience when you pick them up. Or you could just put more treasure in the vaults. Give characters a real reward for doing the vaults and there is no need for a clunky kludge.
Barkeep
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Spider Stomper
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galehar wrote:Those are optional branches. The point of optional branches is that you don't have to do them to win the game.
Opening doors is something. Picking a Lair rune lets you enter Vaults, this is something.
Yeah, that was the other approach. We did consider and discuss it, you know? But we think the rune lock is better. Runes are already keys, I don't see what's clunky kludge about locking the Vaults entry. Crawl is all about safety, and to entice players into doing a dangerous vault at XL15 when they can just wait to be XL22 to do it, you'd have to put a huge carrot down there.
Halls Hopper
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galehar wrote:Yeah, that was the other approach. We did consider and discuss it, you know? But we think the rune lock is better. Runes are already keys, I don't see what's clunky kludge about locking the Vaults entry. Crawl is all about safety, and to entice players into doing a dangerous vault at XL15 when they can just wait to be XL22 to do it, you'd have to put a huge carrot down there.
Vestibule Violator
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Tomb Titivator
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Zammy wrote:Yes, always use a sharp pointy stick to guide people instead of carrots. People get so much more enjoyment out of sharp pointy sticks...
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