@Haelyn
Mediocre weapon types are interesting for being faster, requiring less XP, or simply having their mediocrity overwhelmed by other reasons: consider +11 trident vs +0 demon trident. Plain morningstars, though? Much of the time, you will have approximately 1 good weapon and up to thousands of other weapons; it's inevitable that they'll be useless. It's the hundreds of universally undesirable weapons I'd rather gray out that you apparently want to make interesting.
Oh, no, of course not. Like I said earlier, I believe it's also worth considering what to do about all those things strewn about the dungeon floor. That's going to happen regardless whether monsters carry them or not and right now only Jiyva gets any use out of it. It's just that, when all things are equal, weapons should have the capability to be interesting so your eyes don't glaze over (at least not totally) whether it's a flail, whip, or mace, either in your hands or swinging at your head.
These are two ways of looking at the same thing. Is it a goblin that has a sword, or a swordsgoblin? Both answers are right. You could replace armed hobgoblins with unarmed gnolls and it would play the same. There's a gap between variety and perception of variety.
I would have responded but Laraso did it for me. Thanks man~
Problem is that I don't think it's a matter of personal belief. You come with the thesis "removal should be the last option; like I said earlier, fixing or improving should be the first option", which is a sentiment that is problematically common, but AFAIK, unsupportable.
Unsupportable? Eh?
"Make the game terrible and unfun" is an option. If you think removal should be the last option, that means you are putting "terrible and unfun" ahead of "removing things".
I see you've tangled my words somewhat. Or a lot, rather. 'Making the game terrible' IS NOT AN OPTION. It doesn't even register on the list.
Huh. Alright, maybe this'll help. Let me lay it out a little more clearly;
When making a game or an asset for one, as I do rather often, there are a few steps I go through when I'm working on anything. Naturally the first thing is the rough draft; pound it out real quick and just get it together. Let's pretend for sake of argument I'm making a new poke'mon or something. We'll call it Goopymon and pretend Digimon never existed and we're totally not ripping them off.
So first I just slam it together from whatever wild ideas I had in my head. Now, obviously it's going to go through a lot before I'm ever okay with it; I'm very perfectionist. First I'm going to test and rework it to make sure it's balanced in regards to the rest of the game. It has to make sense, have at least a little context depending on realism levels and what kind of game it is, and of course it has to be technically sound.
Next I have to make it shine. There has to be *something* about it that sets it apart. Not so that every thousand Goopymon are all useful, but that, when all things are equal (For example, level one/+0) there are plausible reasons it might be chosen. Certainly other pokemon (or triple swords) are legendary or whatever and may always be more preferable, but since it was plausible at base then if you find a good (+10) Goopymon? The point is not to make it so that it is always relevant. The point is that it should be capable of being relevant. There shouldn't be useless chaff in a game; everything should serve to make the game better or more fun, even if it's as simple as a decoration helping the aesthetic. And that extends to the player; they shouldn't FEEL like there's anything useless either.
Of course, I'm not done with Goopymon. Is it fun to use? If yes, great. I'm now going to gather people who I know think differently than I do, who I tend to fight with, and vet it by them. Why? BECAUSE they think different and have different ideas of fun. And they'll see problems and have perceptions that I never will.
But if it's not fun to ME, in my game no less, then I have a lot of work to do. Now, at some point during this development cycle, is it plausible that the idea was just plain bad and it's garbage? Yes, absolutely. I will of course try to salvage anything good about it and remake THOSE ideas later, but if I just can't redeem something I was working on and I can even see that it's clearly not worth it, then I'm not going to put it in the game anyway. That's what I mean by removal is the last tool. It's like working with anything. You do your absolute best before you sigh, give up, and figure out a better way to do it. Making a shoddy, annoying product is NEVER an option for someone with pride in their work.
Oh, and if Goopymon gets through that earlier vetting process, which, by the way, is pretty harsh... Other people do have different ideas of fun but I'm under no illusion that I can please everyone, much as I'd really like that. I'm perfectionist so of course my review of Goopymon will tend to be the most critical, but I want other eyes on it pointing out every tiny little flaw, including ones that don't count as flaws in my view of fun, so I can at least consider them. Provided it makes it through that satisfactorily, or it needs work and I'm happy with the fix, it has one last hurdle. Now it has to be vetted by the player base. Naturally the player base will have a similar idea to me about what fun is, since I made the game, but in broad, varied, and/or creatively rich games, there can often be varied playerbases, like the one we have here.
Remember when I said I know I can't please everyone? That doesn't mean I won't try my bloody hardest to do exactly that. My philosophy has no room for a bad game because it's a matter of personal ideal that I want to make things that my friends and the rest of the world can enjoy and have fun with, and add some more happiness and joy back into the world, cheesy as that sounds.
Right, let's bring this back to ground a little. In short, I think Laraso's hit it nearly on the nail. There have been a lot of strong arguments for and against this, mostly Gargoyle's effort there, which I applaud, and I think I helped at least. But this isn't one of those things that can be too strictly called bad or good because, as I mentioned to Gargoyle earlier and also again now, we Crawl players have differing ideas of fun. What pleases some of us may ruin the game for the others. If anything, I'd say "making the game terrible and unfun" would in this case be what happens to those players; anywhere from just a little to I can't play it anymore.
Now, that makes it sound like Crawl should suddenly freeze and not change. Well, no, that's bad too. I love how well-developed the game is and how it continues to be cared for and grown. But my point is that any idea, be it from a dev or a fan, needs to be thoroughly thought through; not only that, but you need to make an effort; even just a little one; to please all of your players. It is, at least for me, a matter of honor and ideals as a developer to do so. Luckily, that's kind of what we have going on here; a discussion, and a pretty good one. Largely civil and mostly productive, impressive considering there are different philosophies at war here. Basically, if I were to make a proposal, it would not be from the standpoint of "this would be more fun for me personally." True, that's where it STARTS. But it has to END with "I think this would be more fun for everyone else, too." And again, I'm going to pretty self-critical about that first.
I mentioned config options earlier. That's the kind of thing I'm trying to come up with; some form of compromise, flexibility, or co-existence. I'm sad to say I haven't figured it out yet, but hell if i'm not trying.
(Holy Galapagos that's a lot of typing for the bloody morning on no sleep.)
I'm being extorted for money by Domino's of all places. No wonder the mafia had it so easy.