Temple Termagant
Posts: 6
Joined: Tuesday, 19th January 2016, 19:06
Proposal: Reforms to Rings and Detrimental Items
Reform to rings of Evasion, Protection, and Slaying: I believe that rather than these rings having different values, there should instead merely be Rings of Evasion, Protection and Slaying which provide the same bonus as a +5 Ring of the same type. Finding a cursed, negatively valued ring in the first couple floors of the dungeon is practically a death sentence for new characters, since finding a scroll of remove curse or identify is far from certain. Low value (1 through 3) rings of these types are also useful only in the early levels, and while they function as a crutch for new characters, do not guarantee finding appropriate equipment as the player progresses further into the dungeon to replace them. Weapons found early in the dungeon can be enchanted to become stronger. Rings of Evasion, Protection, and Slaying Cannot.
Increase spawn rate of useful rings to early characters in early areas: Rings which provide resistances to energy types - Fire, Ice, Negative - and which provide elemental power - Ring of Ice and Ring of Fire - are essentially useless in the Early Dungeon, and finding them at a time when they are unusable triggers consistent disappointment. Increase the Spawn Rate of Rings which are useful to characters in the early dungeon - Rings such as Resist Poison are invaluable once the player is eventually required to venture into the Lair of Beasts, while also being useful in the early areas of the Dungeon, where fast poisonous monsters like Killer Bees and Adders can spell unavoidable doom the instant they appear on screen. See Invisible is pratically a must have for characters who want to continue their descent once monsters such as the Unseen Horror make their appearance, and would provide a more reliable way to have a chance against early-game annoyances or terrors like Orc Wizards, Sky Beasts, and Sigmund.
Remove negatively enchanted cursed items: For the same reason as negatively enchanted Rings, negatively enchanted cursed weapons and armor are antifun. They represent an early game cheap gotcha which is almost always a death sentence for a character who has yet to find more than one copy of a scroll of identify or scroll of remove curse. While +0 cursed armor and weapons are not nearly so bad, they do not represent the same threat.
In general, I believe the increased spawn rate of items with utility to early game characters, and the removal of "gotcha" items from the early game will significantly help the game's difficulty curve. Being killed by random orcs, gnolls, or dungeon critters for the hundredth time represents drudgery, rather than fun, and spontaneously generated, unidentified items which hamper, rather than help, the player do not contribute to game balance. While Potions such as Potion of Degeneration, Mutation, and Poision exist for a reason - forcing the player to identify their potions with a Scroll of Identification, and punishing players for spontaneously trying potions - Identifying one Potion identifies all others of its type. There are almost NO scrolls with detrimental effects, providing a clear message to players that they should be allowed, and even expected to try every new scroll that they find without being afraid. While wands must be identified in order to use them effectively, either few or no wands have a detrimental effect on the player, when wielded by the player. A player should absolutely not be expected to identify every piece of jewelry, and every piece of equipment which they discover in order to determine whether it is a useful tool for survival, or a trap which will kill them.