DRL > Requests For Features

Request: Abandon Challenge

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Moniker:
Most have had that moment during an Angel of Berserk, Marksmanship, Shotgunnery when we find a railgun, Pancor Jackhammer, &c. that we couldn't use. So why not let the player abandon his challenge and start playing a normal game?

If it works for just these three challenges, I don't really see much potential for abuse, save maybe shotgunnery since you start with a shotgun. In which case, you could make it a "cheat" mode, and your score won't be listed, post-mortem won't be saved, &c.

ChaoticJosh:
In angel of marksmenship you get a free mod at the start, as well as another in the arena. In angel of Haste, you start on level 2. In angel of pacifism, you get a free nuke as well as not having to tackle phobos base.

So yeah, there's potential for abuse, but the disqualifying a player's mortem idea seems to balance it out well enough, and hey, games are meant for the player to have fun, right? So let him have fun at the expense of his bragging rights. Sounds good to me.

UnderAPaleGreySky:
Challenges are called so for a reason: they are an alternative, usually tweaked to make it more difficult. You take a weapon specific challenge knowing full well you could find an awesome weapon during the run, that may or may not be restricted.


--- Quote from: ChaoticJosh on March 30, 2010, 16:05 ---[...] and hey, games are meant for the player to have fun, right?

--- End quote ---
Yes. And that's exactly what the challenge modes are: fun alternatives to normal gameplay.

Moniker:

--- Quote from: UnderAPaleGreySky on March 30, 2010, 22:34 ---Challenges are called so for a reason: they are an alternative, usually tweaked to make it more difficult. You take a weapon specific challenge knowing full well you could find an awesome weapon during the run, that may or may not be restricted.
Yes. And that's exactly what the challenge modes are: fun alternatives to normal gameplay.

--- End quote ---
Knowing I'll be unable to use a rare weapon I've never tried before isn't part of the "fun" for me. One of the biggest grievances in .990 was the inflexibility with builds vs. unique finds. Exotics were created in the spirit of adapting the RNG to player builds. This would approach the problem from another angle by allowing the player to adapt himself to the RNG. I've found the railgun exactly once, and I know that people with loads of more gametime than me have never found it at all. I would've killed to abandon my challenge to give it a spin.

Challenges are not so-called because they force you to give up certain classes of uniques. They're so-called because they force you to give up certain classes of weapons, making you explore new tactical avenues with the challenge-specific type. Nearly every roguelike has a wizmode where your scores don't count, but that doesn't prevent it from being a legitimately challenging game. This isn't anywhere near as radical a suggestion as that.

Game Hunter:

--- Quote from: Moniker ---One of the biggest grievances in .990 was the inflexibility with builds vs. unique finds. Exotics were created in the spirit of adapting the RNG to player builds. This would approach the problem from another angle by allowing the player to adapt himself to the RNG.
--- End quote ---
If Kornel really wanted to adapt the RNG to player builds, he would force all exotic/unique weapons to be pistols for AoMr and shotguns for AoSg.  Also, I believe exotics were created more because uniques were so rare to find, not to mention that some uniques were far more powerful than others; having another class of equipment eased the system for those lesser uniques and allowed them to appear more often.


--- Quote from: Moniker ---Challenges are not so-called because they force you to give up certain classes of uniques. They're so-called because they force you to give up certain classes of weapons, making you explore new tactical avenues with the challenge-specific type. Nearly every roguelike has a wizmode where your scores don't count, but that doesn't prevent it from being a legitimately challenging game. This isn't anywhere near as radical a suggestion as that.
--- End quote ---
I'm fairly certain only three out of the ten challenges limit you by weapon.  (I'd count Pacifism but it's not like you're even looking for items in those games.)  As for the rest, a lot of exotic and unique weapons ARE typically resistricted by build: already I've encountered five Cleavers, none of which I was even remotely considering to use because melee weapons are practically exclusive to AoB (and, to some degree, AoMC).  On easier difficulties it would take far too long to adapt to it, and on harder difficulties you're set from the get-go lest you be unprepared.  You go into the game with a build in mind, and if you're LUCKY, you get either a special weapon that fits the build or a weapon that doesn't require a build to be useful.

Exotics tend to be equipment that are useful in their own situations, regardless of the traits you picked (blaster conserves ammo, assault shotgun has insane reload, laser rifle almost always hits, BFG is...uh...BFG).  A lot of uniques tend to be more specialized (three pistols that would still suck w/o SoaG, Jackhammer needs a boatload of shells) that, even if you were going to abandon the challenge, you'd be hard-pressed to find them worthwhile anyway, especially when it comes to ammo types.

Now I'm not against putting this in, I just can't say I would find myself using it.  I kinda wish Cleaver could be an exception, though, with more of a chance to drop on AoB and less to drop anywhere else.  One time I found it in early in an A100 run and suicided right there.

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