Differences

This shows you the differences between two versions of the page.

Link to this comparison view

dcss:brainstorm:dungeon:branch:hive [2011-09-04 11:06]
SquashMonster Multiple hives
dcss:brainstorm:dungeon:branch:hive [2011-12-22 00:19] (current)
XuaXua Links to dcss:brainstorm:misc:eating changed to dcss:brainstorm:mutation:eating
Line 9: Line 9:
 Currently, Hive is a trivial, but mostly tedious affair. Very few characters actually need the permafood from Hive, so they do it at their leisure for the experience and the few additional items. Some players (myself included) completely ignore Hive because it is too much hassle. Currently, Hive is a trivial, but mostly tedious affair. Very few characters actually need the permafood from Hive, so they do it at their leisure for the experience and the few additional items. Some players (myself included) completely ignore Hive because it is too much hassle.
  
-So the most basic change for repairing Hive is to tighten the food clock. See [[dcss:brainstorm:misc:eating#vintermann]]'s proposal for a great start which will hopefully make it into 0.9. Additional ideas which can be employed: reduce nutrition from chunks; reduce chance for corpses; reduce number of monsters (especially irrelevant ones); increase price for food items in shops.+So the most basic change for repairing Hive is to tighten the food clock. See [[dcss:brainstorm:mutation:eating#vintermann]]'s proposal for a great start which will hopefully make it into 0.9. Additional ideas which can be employed: reduce nutrition from chunks; reduce chance for corpses; reduce number of monsters (especially irrelevant ones); increase price for food items in shops.
  
 Once food has higher priority (for more characters than now), Hive will be valued for the nutritional loot it provides. Now, we want to make getting that loot interesting. Here I don't mean so much that many players die to bee stings, but rather that they'll get a lot less loot than now if they enter unprepared or are stingy with consumables. The idea is to turn Hive into a race against the clock: this forces players to be efficient if they want as much food as possible (e.g. preparing spells, or using consumables like potions of resistance if rPois is unavailable etc.). Once food has higher priority (for more characters than now), Hive will be valued for the nutritional loot it provides. Now, we want to make getting that loot interesting. Here I don't mean so much that many players die to bee stings, but rather that they'll get a lot less loot than now if they enter unprepared or are stingy with consumables. The idea is to turn Hive into a race against the clock: this forces players to be efficient if they want as much food as possible (e.g. preparing spells, or using consumables like potions of resistance if rPois is unavailable etc.).
Logged in as: Anonymous (VIEWER)
dcss/brainstorm/dungeon/branch/hive.txt · Last modified: 2011-12-22 00:19 by XuaXua
 
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki