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dcss:brainstorm:dungeon:hopping [2012-03-04 16:35]
minmay
dcss:brainstorm:dungeon:hopping [2012-03-05 13:38] (current)
Galefury
Line 43: Line 43:
 >The goal of this appears to be to make people do harder levels earlier. However, if someone has to do Snake:5 before D:15, then D:15 may as well not exist, because it's easier than Snake:5! If you can do Snake:5, you can surely do D:15 easily. So a lock might make Snake:5 more exciting but other huge chunks of the game would become (even more) boring. >The goal of this appears to be to make people do harder levels earlier. However, if someone has to do Snake:5 before D:15, then D:15 may as well not exist, because it's easier than Snake:5! If you can do Snake:5, you can surely do D:15 easily. So a lock might make Snake:5 more exciting but other huge chunks of the game would become (even more) boring.
 >So how about this as an alternative: Either make branch ends nearly as easy as the earlier levels in their branches, or make the earlier levels nearly as hard as the branch ends. That is to say, give the branches a normal depth progression - Snake:5 should be to Snake:4 as D:20 is to D:19. --- //[[user:minmay]] 2012-03-04 16:35// >So how about this as an alternative: Either make branch ends nearly as easy as the earlier levels in their branches, or make the earlier levels nearly as hard as the branch ends. That is to say, give the branches a normal depth progression - Snake:5 should be to Snake:4 as D:20 is to D:19. --- //[[user:minmay]] 2012-03-04 16:35//
 +>>I disagree: there is a large difference between being able to do something and being able to do it easily, safely and without spending a lot of resources. If you use a lot of consumables and take some risks, you might be able to do Snake:5 pretty early. This does not mean D:15 will be trivial, because you usually don't want to take risks or spend consumables, and because after spending your consumables on Snake:5 you probably wont have many left. I think forcing players to do harder levels earlier would be a good thing, and would not at all trivialize later levels. All you get from Snake:5 is a rune, some exp and floor trash, after all. And yes, lair branch end difficulty might have to be brought a bit more in line with the rest of the branch for a rune lock to work. The proposal mentions this. --- //[[user:Galefury]] 2012-03-05 13:28//
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dcss/brainstorm/dungeon/hopping.txt · Last modified: 2012-03-05 13:38 by Galefury
 
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