Halls Hopper
Posts: 76
Joined: Wednesday, 5th March 2014, 21:07
Re: Korean feedback
Zammy wrote:What I hope, like every other player, is that the game is fun and challenging with combos that I like playing the most.
It just doesn't give me any pleasure if I have to make my own challenges (I shall play with my left eye closed and don't use any items with letter "g" in its name).
I wasn't really criticising the difficulty, but rather that i feel it's mechanics are being removed and only features are being implemented.
Gr takes away having to think about defenses or defensive skilling, and Trog takes away adapting to book generation and gives you exceeding strong game abilities for no investment. So if you're not being challenged by playing an easy combo, maybe fool around with Gr not-Be or something else that restricts your decisions so severely? Hu's pretty fun in that respect.
Anyway, nausea was just a nuisance like sickness before it that didn't make the game more difficult or interesting. And item destruction slowed the game down substantially when it worked in full force (i.e., dropping all iof your scrolls in order of usefulness when sticky-flamed), without contributing anything that was good (in my opinion) to the game. All that nausea and item destruction did was perhaps make you expend one or two rations throughout a game and reduce your available consumables respectively; if those consequences are desired, perhaps instead suggest reducing food generation in any number of ways, and reducing consumable generation. Regarding no item weight, I like it but I'll skip the response because I think it'd be too much a matter of opinion.
That said, feel free to recommend new, more interesting mechanics; my best work has been from other people's ideas, and I think it's pretty nice to get community involvement towards Crawl development.