Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
Poll: fixing mid-game redundancy through rune-locking
purpose of rune locking:
Many players who have made it through to the end of the game would agree that the mid game tends to be quite lackluster and dull in comparison to the rest of the game. One of the big reasons for this is because players tend to delve deeper into the dungeon because the risk/gain ratio is much more generous, and end up making lair branches a tab-fest(which is boring, but undoubtably more efficient). Because of this, the idea of a "rune lock" was proposed to make mid-game less popcorny.
List of proposals:
-rune lock: adds a gateway on D:14 to prevent players from moving on into D:15 until they acquire a single rune of zot.
-soft lock: pretty much the same thing as rune lock, but gives the option to force open the lock. If you choose to force the lock, there will be a negative effect follow. Example: swamp, shoals, spiders nest, and snake pit entrances are all immediately closed, locking the rune inside with them(permanently).
-lair branch revision: another idea is to simply do a revision of the lair branches to make the risk/gain ratio more on par with the main dungeon. You could do this by adding more vaults containing loot, increasing exp gain from monsters within the branch, and maybe increasing the difficulty a bit to balance out the changes.
-dont add rune lock: the game doesn't need to be changed, midgame is going to be a little dull no matter what.
-better idea: there are a ton of different ways to go about fixing this, we just need some more brainstorming.
Note: all ideas are subject to change, so option 3 will probably happen anyway even if we do go with rune lock. But that option basically means "we can fix this without doing anything too fancy and changing up the rules of the game".
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