Abyss Ambulator
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Re: Rune lock
Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png
Am I too optimistic to think that using the rod of swarm can take that thing?
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Abyss Ambulator
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Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png
Mines Malingerer
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Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png
Abyss Ambulator
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Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png
Ziggurat Zagger
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claws wrote:Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png
Such a shame, there being only one rune available in the game pre-rune-lock.
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Halls Hopper
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pratamawirya wrote:Zammy wrote:What is the point forcing players to play the game in a certain way rather than the way they like.
It's generally easier to develop a game that offers less freedom (though that doesn't necessarily mean the resulting game is rather poor).
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Kalma wrote:I think (hope) that after rune lock has been in place in trunk for couple of versions, it can be removed since the post-rune-lock game has been tweaked to be interesting (more difficult) for post-rune-lock characters.
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Zammy wrote:pratamawirya wrote:Zammy wrote:What is the point forcing players to play the game in a certain way rather than the way they like.
It's generally easier to develop a game that offers less freedom (though that doesn't necessarily mean the resulting game is rather poor).
It might be easier but in this case I feel that the rune lock will just remove choises from players and all it provides in return in some difficulty. And I would consider that to be a very poor trade.
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Tomb Titivator
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Hurkyl wrote:For something completely different....
For flavor (and pretty much only for flavor), how about another rune lock around D:22 or so: deep enough that vaults and abyss are available, but still blocking the nastiest (and must lucrative) part of the dungeon? This lock would require two runes, to make more of a progression from the first rune lock to the lock on Zot.
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TwilightPhoenix wrote:I get the feeling that this is going to be MD all over again...
Anyway, the point isn't to make the game harder, it's to make it more fun and interesting. At the moment in stable, the player has a ton of options. The problem is that these options are all largely balanced for a XL 15ish character. Most/all of them are also required to finish the game. So you go do one or two of them and boom, suddenly you outlevel and outgear the others. Those XL 15 challenges are (usually) easy for a XL 20+ character. They become simple, trivial, and not very fun unless you happen to enjoy stomping constant non-threats (it's fun for a bit, admittedly, but it gets quite old quite fast). So, now you have to slog through all those other XL 15 challenges to complete the game. (There are other runes that are harder but, let's be honest, nobody goes for those except for 4+ rune games or for challenge conducts. Or for Jiyva reasons for Slime).
Now with the rune lock, you cut out a number of options. So now the rune branches can be tweaked to be appropriate for XL 15. D15 and below can be tweaked to be appropriate for whatever level players tend to be after getting a rune. As such, the game can continue to be more engaging rather than having a big middle chunk of "curb stomp everything because you're required to." Yes, it will get harder because you won't have the huge, trivial mid-game section where there isn't anything threatening, but that's honestly better than a boring popcorn slaying session.
Of course, those tweaks haven't been made yet. Give it time for data to be collected and stuff to be done with it. If the Rune Lock makes it into the next stable release, I'm pretty darn sure there'll be more changes than just slapping the lock in place and leaving branch balance alone.
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Zammy wrote:I allready have an option to choose to go for runes before entering dungeon level 14. So Rune lock does not give me a new choice here.
It might force me to "play better" and "think harder", but I consider this to be a casual game hence I'm not intersted to think very hard playing this.
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galehar wrote:Zammy wrote:I allready have an option to choose to go for runes before entering dungeon level 14. So Rune lock does not give me a new choice here.
It's not real a choice. Before the rune lock, going for runes early is a self-imposed challenge. There is no reason to grab any rune until you want to enter Zot. It's safer to clear the easy places first and we think this is less fun.It might force me to "play better" and "think harder", but I consider this to be a casual game hence I'm not intersted to think very hard playing this.
We don't consider crawl to be a casual game, it isn't designed to be one. It's designed to be hard and challenging and force you to think very hard while playing. Since your expectations don't meet our design goals, it is likely that you won't like the new directions the game might take.
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Actually now it is a real choice, since I can choose how to proceed.
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Zammy wrote:I have never beaten a roguelike as fast that i did with crawl. Also, 15 runes were not really that difficult to get.
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dpeg wrote:There might be different expectations here. When I came to Crawl, it was supposed to be fiendishly hard, and definitely a lot harder than Nethack. Then came Brent's 4.1.2 which was, for mortals, unwinnable. (Yes, syllogism pulled one off but that says more about him than about the rest of us.)
I always liked Crawl to be really hard. Turns out that the game became much easier over the years (funnily while players complain about "now they completely got out of touch" and "devs are elitist") -- perhaps to the extreme that players think it's a casual game? If that's true, then it'd be completely undesired and warrant dialing back. It would explain some of the reactions, though.
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Tiktacy wrote:More difficulty is hard to achieve without making unfair deaths more regular.
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ontoclasm wrote:I love the constant posts that go "Well, I did the rune-lock and, while it was difficult and presented some new and interesting challenges, forcing me to be more clever and resourceful than usual, I was able to get past it. That said I STILL HATE IT because..."
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dpeg wrote:Tiktacy wrote:More difficulty is hard to achieve without making unfair deaths more regular.
If winning is too easy, the game becomes more shallow (fewer levels of player skill distinction). It's a design decision what you consider the sweet spot, there is no universal rule. I feel that currently Crawl is erring on the easier side.
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dpeg wrote:It is not our task to convince every single player of every upcoming change. Just some facts:
- The branch ends are carefully assembled content.
- It is unlikely that D:15-20 can come up with such a concentrated threat -- that's why they are branch end levels in the first place. Apart from vault maps, regular levels are about randomly assembled threats.
- It is our desire to make this role of branch ends more prominent.
- The midgame slump occurs one way or another, and will be addressed one way or another. There is a crucial difference in that you can be sure about the branch end threat.
- Put another way, if something has to be boring, we'd rather it's not always the branch end. In turn, making D:15- harder is comparitively easy.
Halls Hopper
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Sandman25 wrote:Zammy wrote:I have never beaten a roguelike as fast that i did with crawl. Also, 15 runes were not really that difficult to get.
Just out of curiosity, how long did it take for you?
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rebthor wrote:I feel as if there is one thing that I and others have mentioned that seems to be consistently ignored and that is if you make D:15-D:20 harder, then people will generally do the lair branches first regardless of a lock on the stairs.
dpeg wrote:Turns out that the game became much easier over the years
ontoclasm wrote:I love the constant posts that go "Well, I did the rune-lock and, while it was difficult and presented some new and interesting challenges, forcing me to be more clever and resourceful than usual, I was able to get past it. That said I STILL HATE IT because..."
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johlstei wrote:I had another successful rune lock completion, though I died while clearing out the rest of shoals:5 for fun(rip me). I ended up getting both the snake and shoals runes this time, again on a gargoyle with repel missiles. I did both since I had the oklob vault at the lair entrance, and didn't went to cross it again, and deemed myself strong enough to do it. I was even tempted to do slime for my third one since I had an rMut amulet and a cloak of preservation, but I died before I could make that decision.
I'm still pretty scared of doing them with a non-gargoyle, permaflight really helps a lot in shoals. If I got spider and don't have flight or clarity I would be pretty scared.
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ontoclasm wrote:I love the constant posts that go "Well, I did the rune-lock and, while it was difficult and presented some new and interesting challenges, forcing me to be more clever and resourceful than usual, I was able to get past it. That said I STILL HATE IT because..."
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duvessa wrote:This is even less constructive than my post about clinging. A feature having benefits doesn't make its drawbacks magically disappear.
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Abyss Ambulator
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I feel as if there is one thing that I and others have mentioned that seems to be consistently ignored and that is if you make D:15-D:20 harder, then people will generally do the lair branches first regardless of a lock on the stairs.
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Tiktacy wrote:johlstei wrote:I had another successful rune lock completion, though I died while clearing out the rest of shoals:5 for fun(rip me). I ended up getting both the snake and shoals runes this time, again on a gargoyle with repel missiles. I did both since I had the oklob vault at the lair entrance, and didn't went to cross it again, and deemed myself strong enough to do it. I was even tempted to do slime for my third one since I had an rMut amulet and a cloak of preservation, but I died before I could make that decision.
I'm still pretty scared of doing them with a non-gargoyle, permaflight really helps a lot in shoals. If I got spider and don't have flight or clarity I would be pretty scared.
Out of curiosity, what did you die to?
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TwilightPhoenix wrote:I feel as if there is one thing that I and others have mentioned that seems to be consistently ignored and that is if you make D:15-D:20 harder, then people will generally do the lair branches first regardless of a lock on the stairs.
Every level of the dungeon from D:15 and later and every level of every branch that appears within would have to be more dangerous than a branch end in order to encourage people to do branch ends first. Since branch ends are supposed to be dramatic, climatic, and challenging affairs compared to the rest of the dungeon, I seriously doubt that'll happen.
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rebthor wrote:So then we may as well get rid of them with a runelock in place because barring some strange OOD vault, there's going to be absolutely no reason for them to exist. You may as well just have the unrunelocked stairs take you right to vaults:1.
Shoals Surfer
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galehar wrote:Kalma wrote:I think (hope) that after rune lock has been in place in trunk for couple of versions, it can be removed since the post-rune-lock game has been tweaked to be interesting (more difficult) for post-rune-lock characters.
I think you're missing the point. The goal isn't to make D:15 harder than the Lair branch end vaults.
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