Dungeon Dilettante
Posts: 2
Joined: Tuesday, 2nd July 2019, 18:03
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Dilettante
Posts: 2
Joined: Tuesday, 2nd July 2019, 18:03
Slime Squisher
Posts: 405
Joined: Sunday, 27th January 2019, 13:50
Abyss Ambulator
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Joined: Friday, 16th January 2015, 20:20
Dungeon Dilettante
Posts: 2
Joined: Tuesday, 2nd July 2019, 18:03
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Slime Squisher
Posts: 405
Joined: Sunday, 27th January 2019, 13:50
DavidJohnTaylor wrote:Sorry if I wasn't clear. Formicids need to make tunnels to survive - it's their greatest advantage and helps to compensate for their weakness, stasis. Since there is no limit on digging players can make the game easier but boring by making very elaborate tunnels and luring enemies to them. This kind of "degenerate" tactic is (according to the DCSS design documents) meant to be discouraged. Melee formicids are fairly strong and can make quick simple tunnels as they want to fight at close-range. Ranged formicids builds are very weak and are inclined to make degenerate tunnels to keep enemies at a distance. If ranged formicids were buffed players would be less inclined to do so making those builds more fun.
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
tealizard wrote:If you're going to let the player redefine the configuration of walls on a level to this degree, why bother with random generation in the first place?
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
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