Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Re: Clock Brainstorming Thread
rigrig wrote:It's not just about people abusing tedious behavior. It's also about feeling bad about your last death because it could have been prevented by engaging in tedious behavior.ZipZipskins wrote:"because something is tedious" is still not a sufficient deterrent for players to abuse it if it is "optimal"Definitely, especially if it's just some large number.this idea that score is a punishment in a roguelike is pretty laughable to me
"Number of runes obtained" feels more meaningful to me. (and they still count for the large number score anyway)
Another idea: maybe put extended branches behind a timeout?
- Right away when you enter the dungeon: timer starts after which vestibule+pandemonium portals close (very relaxed, but enough to prevent "infinite" abyss farming before attempting hell/pan runes)
- When you enter the vestibule: timer starts after which all hell branches close
- When you first enter Pandemonium: timer starts after which the next runed realm will only have an exit(or Abyss) portal, and all entrance portals in the dungeon close. (got a whole streak of empty realms? Tough luck, that's the RNG for you.)
The idea being all players could make it to hell/pandemonium and give one of them them a try, but you really need to rush if you want a chance at all 15 runes.
An alternate implementation: Runes start to disintegrate when picked up, and given enough time will disappear altogether.