DRL > Requests For Features
Challenge modes ideas - old and new.
Robsoie:
Would it be a good idea to enable the "I dont want to die" difficulty in the challenge modes ?
But only to be considered as a training kind of thing, meaning that a victory at such difficulty level would not count at all in giving any kind of medals/unlocks/whatever else, only starting at the correct level of difficuty would have a victory really count.
thelaptop:
--- Quote from: Robsoie on March 03, 2012, 10:59 ---Would it be a good idea to enable the "I dont want to die" difficulty in the challenge modes ?
But only to be considered as a training kind of thing, meaning that a victory at such difficulty level would not count at all in giving any kind of medals/unlocks/whatever else, only starting at the correct level of difficuty would have a victory really count.
--- End quote ---
No for several reasons:
* Special levels are generated differently on ITYTD, so even if it is for "training", it will not serve its purpose.
* Power up durations are completely different in ITYTD, so you don't really develop a good sense of the limits of your power-ups when playing in the "real" challenge modes.
* Why would it be enticing to a player to plow through a full run in "training" mode and then not gain any of the medals/unlocks etc? Wouldn't it be a better investment of time to just run the challenge mode on HNTR directly? Because what I can foresee is this: people will start to complain about how the cool stuff they could have unlocked in ITYTD challenge mode are not used to advance their player achievements.
* At the risk of alienating some of the newer players, this is a rogue-like, so part of the learning process is to go through the live-fire situations and figuring out how best to do it. It develops better habits than the "watered down" versions that impose additional constraints that are absent.
Matt_S:
Do you object to the idea of allowing ITYTD on challenges, or just to the idea of treating it like a training mode without any rewards?
I think using ITYTD for the bronze medals of the challenges is a good idea. Getting rewarded for beating it on a lower difficulty seems better than getting rewarded for dying after a certain point.
thelaptop:
--- Quote from: Matt_S on March 03, 2012, 12:51 ---Do you object to the idea of allowing ITYTD on challenges, or just to the idea of treating it like a training mode without any rewards?
--- End quote ---
I was answering the main question of ITYTD on challenges, and refuting why the reason of using it like a training mode is sound.
Robsoie:
Not advocating more about the idea, as it's not that important, as i can understand the reasonning on your first 2 first points as indeed if the challenge are designed with a specifc set of monsters, item and special levels availabilty in mind TYTD would be inappropriate considering it block some special levels and do not spawn the same kind of monster at specific depth.
The 3rd is just a matter of how a player would take the game, playing without achievements given is indeed strange for some people, but i don't see the relevance of your 4th argument in that matter.
--- Quote ---At the risk of alienating some of the newer players, this is a rogue-like, so part of the learning process is to go through the live-fire situations and figuring out how best to do it. It develops better habits than the "watered down" versions that impose additional constraints that are absent.
--- End quote ---
Because by this logic, "Hey not too rought", "Hurt me plenty", "Ultraviolence" are watered down in comparison to "Nightmare" in term of difficulty.
And more importantly, there's a very important gameplay difference between Nightmare and every other levels that impact the way the player must act : the enemy is able to respawn, leading a player using the tactics he learned from every other difficulties to get into lot of YASD from playing like this, leading by the same logic as those less than "Nightmare" difficulties developping bad habits.
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