Why Remove Stat Death?


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Lair Larrikin

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Joined: Friday, 5th July 2013, 12:45

Post Friday, 12th July 2013, 16:12

Why Remove Stat Death?

This list of development planning (last modified today) includes "Removed stat death"
https://crawl.develz.org/wiki/doku.php? ... g:planning

If this is true, then how come? I've always thought of it as a brilliant feature. Okay, the dex death was a bit silly, but other two were actually believable. And giving monsters other ways to kill a player besides doing old boring damage is a good thing, right?

Spoiler: show
sry if I'm posting on a previously discussed topic, but I couldn't find anything on this in GDD

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Friday, 12th July 2013, 16:16

Re: Why Remove Stat Death?

The Commit wrote:Remove stat death, have stat loss below 0 cause damage instead

Death after spending a while with a stat at 0 no longer occurs, but the
negative effects (slowing, significant stat-dependent restrictions)
and the recovery period after restoring from 0 still exist, and
additional stat loss when below 0 causes some irresistible damage.
Actual stat death was rare, slightly spoilery in implementation (in
particular the death timer being precisely 90 actions) and the stat
zero restrictions remain a pretty good reason to not want to have your
stats at zero for any length of time.

Ziggurat Zagger

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Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 12th July 2013, 16:18

Re: Why Remove Stat Death?

Spoiler: show
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Barkeep

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Post Saturday, 13th July 2013, 17:36

Re: Why Remove Stat Death?

It's as though the dev team is trying to remove all the annoying things in Crawl ;)
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Lair Larrikin

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Joined: Friday, 5th July 2013, 12:45

Post Saturday, 13th July 2013, 18:42

Re: Why Remove Stat Death?

njvack wrote:It's as though the dev team is trying to remove all the annoying things in Crawl ;)

Well, some features gone is a great thing. I'm all for the nausea removal, item destruction rehauling etc. It's just the stat death was a sort of a pet feature for me I suppose. It was quirky and scary and rare enough to be interesting and add depth to the game. I recall feeling elated the first time I died to zero Int, but that's just me I guess.

Now, granted, the new mechanic is okay, but it's arguably equally spoilery and maybe even less intuitive (why further stat loss damages me?). Stat death was edgy and roguelike-like.
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Vestibule Violator

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Post Saturday, 13th July 2013, 18:46

Re: Why Remove Stat Death?

being at 0 is still very lethal as you still have the half-speed, paralysis, etc. so you will want it gone, you just won't die while making that happen - and if you can't remove it, you have a "challenge" instead of an immediate death.
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Dungeon Master

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Post Saturday, 13th July 2013, 19:02

Re: Why Remove Stat Death?

rchandra wrote:being at 0 is still very lethal as you still have the half-speed, paralysis, etc. so you will want it gone, you just won't die while making that happen - and if you can't remove it, you have a "challenge" instead of an immediate death.


Exactly. Stat instadeath is gone. It's a drag to put on a piece of jewelry and drop dead. We want you to lose the game because you made bad choices, not because we made bad choices.

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