Tomb Titivator
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Joined: Wednesday, 25th April 2012, 03:07
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tomb Titivator
Posts: 850
Joined: Wednesday, 25th April 2012, 03:07
Ziggurat Zagger
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Crypt Cleanser
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Arrhythmia wrote:Ignoring the impossible edge case where you somehow swagjack his rune without even seeing him, Cerebov is never introduced on the orb run.
Tomb Titivator
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Joined: Thursday, 3rd January 2013, 20:32
Quazifuji wrote:So much of the skill of DCSS is positioning, approaching fights properly and making use of the environment to ensure fights happen on your own terms, and careful management of limited resources. When your goal is to just get to the exit as fast as possible, and you know that you're about to win, a lot of these things go out the window, because your priority is to avoid fights as much as possible and you can freely burn through all of your consumables to do so.
Zot Zealot
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Barkeep
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Mines Malingerer
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archaeo wrote:What's the point of some (mostly) valedictory jaunt, dangling worthlessly off of the end of the real game?
Barkeep
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Location: USA
tedric wrote:That's exactly what I like about the orb run, on the occasions when the RNG actually gives me a challenge. I like the feeling that comes when there's no retreat and no safe place to duck into, and the end is so near in sight that you don't have any reason to feel conflicted about using up your options. The game is pulling out all the stops, and so am I -- when it comes together, it feels epic.
Ziggurat Zagger
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Barkeep
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Location: USA
Sar wrote:I don't mind orb run and I would be sad to see it go (not like that means anything), however I do like the proposal that was made in the first post of this thread because I like flashy stuff. I don't think it would increase difficulty significantly (that would probably be undesirable anyway) but it could be a fun feature. Of course, it's all about coding it.
Abyss Ambulator
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Dungeon Dilettante
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