Ecumenical Temple

Name dcss:brainstorm:dungeon:branch: temple
Summary This page is created to regroup all sort of ideas concerning the mechanics linked to the temple. Feel free to modify this page with better level of language and new ideas !
Further information
Added by Saegor
Added on 2011-11-05 18:57

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Proposition 1 : the map

I propose to make the map of the temple already discovered when you enter the temple. everybody will cease to lose an amount of time depending of the RNG (saegor)

Proposition 2 : Complete Removal

Frankly, the Ecumenical Temple is not interesting. It could be replaced almost entirely by a menu with all the gods in a list: find temple, press A for Ashenzari, F for Fedhas, etc. Removing it and guaranteeing generation of altar vaults for all the gods between d:4 and d:7 would create a far more interesting gameplay experience. Themed altar vaults will also give new players a general idea of what the god is like through gameplay, rather than through a paragraph of text. There would have to be some tweaks to altar vaults to ensure accessibility; I'm thinking of one particular Vehumet vault in particular, with the altar surrounded by walls/trees you need to break through. Most characters are probably not going to be able to do that at d:4. (Izicata)

This will not happen. Reaching the Ecumenical Temple is a milestone for new players. If you are interested in a higher ratio of overflow altars, then submit temple maps with very few altars. (There is one such map already, which has many Lugonu altars instead.) There is also some story-telling component to the Temple: it says that the major (temple) gods form a pantheon. Despite enmities (like Trog ↔ Sif Muna), there seems to be a common ground for those gods, which makes the other gods (currently: Beogh, Jiyva, Lugonu) outsiders. — dpeg 2012-10-08 22:33
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dcss/brainstorm/dungeon/branch/temple.txt · Last modified: 2012-10-08 22:36 by dpeg
 
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