TwilightPhoenix wrote:Having the Abyss become permanently more dangerous (it can already kill XP 27 characters) from touching the Rune will just make absolutely sure nobody grabs it until they're about to go for the Orb and possibly after they've cleared to the Orb so to avoid having to get banished to a more dangerous Abyss. Making the Abyss only temporarily more dangerous won't change much. You'll still spend most of your time running away from everything and the Abyss may only be more dangerous for 1 turn (find exit, stand on exit, see rune, apport rune, grab, leave. I've done that before) or for several thousand turns, so the danger may never really get a chance to come into play.
I'll grant the first part, it's probably not good for Abyss to go to perma-deadly mode. Given the number of times you can get banished in a given game, it could be too dangerous and push the Abyss to last on the rune list, which is spoilery.
As for getting lucky and having an exit near the rune, that can happen near other runes. I'm not sure why it would be a major consideration, but if it were, the abyss could be triggered to shift on pickup of the rune, and exit generation probability decreased.
I'm not sure I follow you on it being dangerous to XL27s: I've never felt much danger beyond 20 at most. I suppose you could get really really unlucky and have a handful of hellions all show up at once with no walls in sight to run behind, but that's about the furthest I can stretch it.
minmay wrote:Can't we just cut the abyssal rune entirely? There are a few players who like being in Abyss, but I haven't seen a single person who has ever claimed to enjoy searching for the rune.
That's where I'm leaning at this point. It's entertaining to get banished and have to escape, but unless there's some element of danger, getting the rune isn't much fun.
Alternate, alternate idea: Have the abyssal rune appear in a mini vault, with nasty things guarding it (no idea if the abyss shifting makes this too difficult to code).