Slime Squisher
Posts: 377
Joined: Friday, 1st February 2013, 21:08
.des vaults would benefit from randomization
dpeg wrote:Vaults are very randomised. Both in layout and in monsters/loot.
I strongly disagree with that sentence, especially when level-wide vaults come to mind.
A player seriously benefits from knowing a layout of a level and number/type of monsters. I personally have done hell endings / unique pans multiple times with appropriate des files open, because it allowed me to:
- choose the fastest, safest way
- map a level without spending a single scroll
- determine how many monsters and which ones are behind a door/corner
- preemptively buff myself
- skip "uninteresting" parts of level by teleporting (particuarly in case of long, linear levels)
- assess whether a spot after teleporting is good or not
Besides of spoileriness, big vaults suffer from repetitiveness, which concerns new players to a lesser extent, but eventually causes these vaults to be disappointing and reduces replayability value.
Some vaults do quite good job at randomizing key elements (like boss / rune location), some are terrible (fixed spots, fixed monsters), but I should mention that more recent vaults seem to be better.
I think that Crawl would benefit in a long term from replacing large vaults with (several) smaller ones with preferably more randomized monster sets and locations. The connections between small vaults can be either generated procedurally or use the same idea (idea, not layout) as v:5. (I do not think that we should keep legacy vaults if they cannot be adapted).
The advantage of smaller vaults is that they are easier to hide, harder to recognize from e.g. outline and recognizing one of them does not provide information about the rest of level. Furthermore, I believe that by mixing random sets better replayability would be achieved.