ONIchinchin wrote:johlstei wrote:You're talking about buffing and nerfing things, which no one has proposed
What part of x>=speed 10 chars getting advantage compared to x<speed 10 chars in this kind of scoring do you not understand? These are a buff and nerf like any other and aut scoring affects not just speedruns but every single win in Crawl since it's just another method of playing. Giving further advantages to already advantaged x>=speed 10 chars in terms of survival introduces further imbalance.
Wait what? Playing for score means you're speedrunning. That's what score is, for the most part - a measure of how well you speedran, given the number of runes you collected. It's a bit more complicated than that, but it makes no sense to talk about it without speedrunning as the context, whether you call it that or not.
You absolutely can win if you die - you roll another character and try again. That's the nature of how speedrunning works. If you never die on a speedrunning attempt, you're playing too safely to be competitive.
I do like the change to make regeneration use at most 10 aut of any action, but now we're changing the actual game to suit scoring instead of just changing scoring itself. I don't think it's an especially bad change though and it's much less of a change to speedrunning goals than aut scoring.
Removing score and just listing the runes, auts taken, and turns taken of each game is probably a reasonable course of action. That way what your "score" is entirely determined by the community at the time. This nicely separates mechanism from policy, with the game providing the former and the community providing the latter.