dpeg wrote: (I know that the OP is about much more than plain removal. But from the title alone I don't even feel encouraged to read what some disgruntled player came up this time.)
It was actually my frustration with maprot in the Labyrinth that started the post, but after giving it some thought I concluded that I'd like Labyrinths to see more significant changes than just the removal of maprot. But there's a reason I made sure map rot was mentioned in the post title, and also a reason that "rework" came before "remove".
My ideal scenario is not the removal of Labyrinths. My ideal scenario would be reworking Labyrinths in order to capture what the Labyrinth fans like about them while removing the aspects that others dislike. In other words, keep the flavor a maze-like structure, but find a way to make it feel more like a DCSS portal vault and less like a mini-game that many find extremely tedious. I like the idea that Labyrinths, as others have said, are a puzzle. The problem is that, in my opinion, Labyrinths are a very bad puzzle where solving them is almost pure trial and error and the amount of time it takes you to find the exit depends much more on random chance than your puzzle-solving ability. For example, I recently encountered one where I started very close to the darkest tiles, implying that I was near the exit, but actually had to move away from them all the way to the edge of the map and basically go around half the border of the Labyrinth to actually get to the Minotaur - there wasn't any skill or puzzle solving in figuring that out, just trial and error and slowly discovering that none of the obvious paths implied by the terrain worked.
This is also my issue with all the various ideas proposed in this thread about reducing the Labyrinth's reward or increasing its danger based on how long the player spends there. I think there's too little corellation between any sort of puzzle-solving skill and how long it takes to solve the Labyrinth to make this feel like a meaningful reward/punishment rather than an arbitrary one.
So my vote: Either find a way to make the puzzle-solving component of the Labyrinth more of an actual test of the player's puzzle-solving skill and less how many random guesses it takes before they find the right path, or scrap the puzzle component entirely and go with the linear path or arena idea.
Granted, everything Crate said applies to the puzzle idea, I think, and I do think Crate makes some excellent points. If DCSS is not a game about solving mazes or other puzzles, and it's also a game that focuses on a very specific set of skills rather than testing a wide variety through different minigames, then why does it randomly include a puzzle/maze level that seems to have little to no relationship to any of the main skills used in the rest of the game? If I wanted to play a game with puzzles and mazes, there are lots of games where those are core components. If I'm playing DCSS, it's because I want to play DCSS.