Dungeon Dilettante
Posts: 2
Joined: Wednesday, 20th May 2015, 08:16
Lair and Swamp/Spider/Shoals/Snake is too long and grindy
1) get rid of Lair and its side branches, or just preserve the "bottom" of each Lair side-branch, and instead make the main dungeon deeper, with possibly old-Lair themed levels that you must pass through on the way down.
2) keep a similar structure of a long and tough mid-game side-branch+sub-branch like the Lair but add enough variety to keep it interesting after playing many
times. this is a bigger amount of work than (1), you would need to create at least 6 different new themes so you get different combinations all the time. and not just themes for the lair sub-branches, but the lair itself should be randomly chosen from among several themes.
this is really just a level design issue, not a game mechanics issue, and it is a fairly minor one. the mid-game is too repititious. It is sufficiently hard, and balanced -- no question about that. i just don't want to have all this fun and variety of e.g. playing a shapeshifter of cheibrados or something then oh right i have to kill 300+ nagas again. always 300+ nagas... that come in 4 flavours. or orcs. or merfolks. nethack has the orcish mines and that's it. orcish mines is annoying to endlessly repeat as you play nethack awhile but its early and you get through it quick enough. Lair+spider/snake+shoals/swamp is like nethack's orcish mines on steroids: almost 20 levels of sheer predictability.
i don't mention acid pits mainly because i race straight to TRJ and the loot, so i've never found that dull (just terrifying).