Spider Stomper
Posts: 233
Joined: Monday, 20th December 2010, 20:58
Breaking the Pinata
1. It gives the developers more control over one of the biggest and most important variables in the game allowing them to more accurately construct challenges for the players.
2. It removes a historical source of tedium that has spawned multiple kludges to fix.
3. For the players (and developers for that matter) it opens up whole new playstyles that were previously unthinkable.
I propose removing monster kills as a primary source of experience. As it stands now monsters are experience pinatas for the most part. Some monsters are obsticales when you first meet them, but a couple more levels and they too become pinatas. If killing monsters generally did not give you experience then they would become purely obsticales.
So if killing monsters does not give you experience then where does it come from? The primary source of experience would be simply advancing through the dungeon. Each time you enter a new level you gain some experience. In addition the developers could offer "skins" to the players. Skins would be certain actions that anounce themselves when you enter the level telling you how to gain some exta experience. For example:
1. This level is terrorize by a vile dragon. Slay it to recieve your reward.
2. Explore the entire level to recive a reward.
3. retrieve the slimy rune to recieve your reward.
Those are just 3 possible skins. The list could go on and on.
So how does this address the original points?
1. Since the levels of the dungeon (pre post-endgame at least) is predetermined then the amount of base experience is easly controled by the developers.
2. Skumming for monsters is instantly removed by this, and backtracking to find the unique you left behind is also gone. So are those times when you got teleported away from that high value unique that you keep searching the level for but just can't find.
3. Without the need to kill every monster new player styles like sneak thiefs and true warpers become viable. You could also play a hexer that just uses their hexes to distract their enemies long enoug to get to the exit. Crawl can evolve from a pure hack and burn game into something far more intersting.