Friday, 25th October 2019, 13:45 by tealizard
In hellcrawl, there are no rune locks and runes are purely for scoring. This creates a situation where score is mostly unrelated to the difficulty of the run. By far the most challenging and interesting route is DUZH + hell rune, while all rune routes hit a plateau around vaults:$. Low completion challenge runs in dcss that share this focus on endgame content at low character level (DUHZ, DUPZ) compare similarly with high completion and 3 rune games.
The score system flattens out the most important aspect of a run: Its route. To be clear, by route I mean the set of branches and runes/orbs collected and the order in which they're done. Obviously there are ambiguities in dcss with respect to order that do not exist in hellcrawl, so some rules would need to be added to formalize the concept. (I believe some of these rules are already implemented in online database infrastructure and we would want route-enriched scoring to take similar factors into account.)
I would suggest improving the scoreboard in-game to include route and to sort games by route so that similar games are always sorted near each other at game end and ranked according to route. To make the route concept more coherent, runs that do cowardly nonsense like partially clearing branches and coming back later for runes should be penalized in score (beyond the normal penalty of increased turncount, something like counting the branch's rune as a fraction of a rune for scoring, 3/4 or something). Score should, in general, promote good crawl style and usefully distinguish among similar runs on that basis.
Formal recognition of route in the score system should promote new formats of speedrunning distinguished by route rather than only score and turncount.
This is where mechanical excellence and one-thousand four-hundred horsepower pays off.
- For this message the author tealizard has received thanks:
- powergame