Tartarus Sorceror
Posts: 1762
Joined: Monday, 14th October 2013, 01:05
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tartarus Sorceror
Posts: 1762
Joined: Monday, 14th October 2013, 01:05
Mines Malingerer
Posts: 44
Joined: Saturday, 17th December 2016, 18:26
crawlnoob wrote:a lot of careful thought goes into things like exactly how many milliseconds there are between when the player pushes the jump button, and when Mario actually jumps
Lair Larrikin
Posts: 19
Joined: Saturday, 6th August 2016, 21:55
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Snake Sneak
Posts: 102
Joined: Thursday, 23rd November 2017, 02:14
Shtopit wrote:Playing locally, you get to watch the whole trip, although there probably is a setting to have it work like in web.
Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
Slime Squisher
Posts: 377
Joined: Thursday, 12th June 2014, 06:56
mrob wrote:crawlnoob wrote:a lot of careful thought goes into things like exactly how many milliseconds there are between when the player pushes the jump button, and when Mario actually jumps
As far as I know, in every official Mario game it's "a few as the hardware will allow". It doesn't take much thought to understand that adding artificial latency to jumps in a platform game is a terrible idea.
Blades Runner
Posts: 548
Joined: Monday, 23rd March 2015, 05:29
Jumpsquat is in the Smash games so that
Shoals Surfer
Posts: 321
Joined: Friday, 17th December 2010, 02:21
duvessa wrote:1. Mummies and vampires can now spend a virtually unlimited amount of time to wait for monsters to come to them, instead of having to explore the level. In particular, you probably want to start each level by waiting for a very long time so that all the wandering monsters reach your position on the upstairs; once you've dealt with those, clearing the rest of the level's monsters becomes much safer. ("The DoomRL problem")
2. Mummies and vampires can now spend a virtually unlimited amount of time to ensure that they have killed all the monsters on a level. Since monsters can move, there is no guarantee that fully exploring the level has found all the monsters. Therefore, you want to continue wandering the level after "finishing" it to make sure you've killed every single monster, in order to get the most XP and items.
3. Mummies and vampires can now spend a virtually unlimited amount of time waiting on one level for monsters on another level to stop tracking them ("mummystabbing", although they at least do not fall asleep anymore).
Piety decay does not solve this since you don't always have a god. (And even if you do it's probably Gozag because Gozag is brokenly overpowered, and Gozag doesn't have piety decay lol)
You could mostly fix 2. by removing XP rewards and item drops from monsters, but that wouldn't help with the other problems.
Temple Termagant
Posts: 10
Joined: Thursday, 18th August 2011, 11:33
duvessa wrote:This has probably come up already in IRC or something but with post-level-generation spawns removed it is absolutely vital for every species to have a clock. Therefore, Mu/Vp need to either be removed or made susceptible to starvation.
Slime Squisher
Posts: 386
Joined: Thursday, 26th March 2015, 01:22
asdu wrote:enjoyment is (hopefully) why you're playing a videogame in the first place
Shoals Surfer
Posts: 321
Joined: Friday, 17th December 2010, 02:21
amaril wrote:For me at least difficulty makes a game fun. Ideally i am forced to use whatever options the game provides me in order to succeed. With a good set of rules "using whatever options the game provides" becomes situational, creative, and skill-testing. A bad set of rules has 'loopholes' or behaviors that trivialize the difficulty of the game and once learned can be abused over and over again without counter. This behavior is scumming, and the game's rules should not accommodate it. For me a game is significantly less fun if scumming is possible and I know that I am gimping myself to an arbitrary and variable degree in order to cut down on the boring repetitive parts of the game.asdu wrote:enjoyment is (hopefully) why you're playing a videogame in the first place
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