Other Roguelikes > DiabloRL
Suggestion for difficulty levels and game restart
nokturnal:
yeah i guess my eyes just skipped over that red highlighted part :P
--- Quote ---That connects to my other posts, where I said the player should be able to start new games with a developed char, without going up in difficulty, like in Diablo.
--- End quote ---
is it like this in diablo1?, ..i cant remember, but in d2 its not like that anyways :)
EDIT: when you say 'start new games' w/o going up in difficulty, you simply mean when you restart the game and enemies are back everywhere?
well, then to clarify my own personal view on how to handle the death issue :P:
if the game turns out a quickie, permadeath would be fine in all diffuclties BUT, if its gonna be a long grinder like i hope:
basicly exactly the way it is in diablo2:
*normal difficulty: basicly a walk in the park, something you go through fast, fairly small dungeon levels, not very spectacular items. no resistance penalties
*nightmare difficulty: here's where the challenge gradually builds, larger levels and better equipment. resistance penalties.
*hell difficulty: should be ..hell. real hard, major resistance penalties, faster deadlier mobs, very large levels, and also chance for extremely good items
*hardcore mode: same as above but with permadeath, and a slightly raised chance for getting yet better items
EDIT: ok, i just re-read your initial post tfon :). i can agree with most thing you say. tho i dont think you should be able so start on any difficulty at once, i like stuff to be 'unlockable'. maybe free to start on nightmare, but hell should be locked until nightmare is finished
Ugm:
But hardcore mode is just a mode, not difficulty level in d2. If you create hardcore character you start on normal level, then go through nightmare to hell (if you'll survive, of course). It has nothing to do with diff level you play on besides of making it a lot more challenging.
I think it should be made default in DiabloRL, because it's a roguelike and levels of Nightmare and Hell should be activated through character (not player!) progress in simmilar to DoomRL's way. Why not let playing the game on easier level if player wants? It would be boring but it's always fun to test powerful spells on hordes of weak skeletons. The xp gain should be dependant on clvl, just like in D2. By the way: there IS xp for weak enemies, but just very little.
TFoN:
--- Quote from: Ugm on January 03, 2007, 07:32 ---But hardcore mode is just a mode, not difficulty level in d2. If you create hardcore character you start on normal level, then go through nightmare to hell (if you'll survive, of course). It has nothing to do with diff level you play on besides of making it a lot more challenging.
By the way: there IS xp for weak enemies, but just very little.
--- End quote ---
A) That's why it's a difficulty level - because it's *harder* and *more challenging* :P IMO, "Hell" isn't more obviously a difflvl, considering you enter very powerful and can't pick it in the begining.
B) Not in D1, AFAIR.
--- Quote from: nokturnal on December 29, 2006, 13:45 ---
--- Quote ---That connects to my other posts, where I said the player should be able to start new games with a developed char, without going up in difficulty, like in Diablo.
--- End quote ---
is it like this in diablo1?, ..i cant remember, but in d2 its not like that anyways :)
EDIT: when you say 'start new games' w/o going up in difficulty, you simply mean when you restart the game and enemies are back everywhere?
--- End quote ---
It's the way I described it in D1, and the way you described in D2 - and by "start new games" I meant both, as they're close enough :)
I think DiabloRL should use the system from D1, though, 'cause it's based on it.
DaEezT:
I don't think a DoomRL style difficulty system (inlcuding the way they are unlocked) would work in DiabloRL. DoomRL is similar to Doom in the way that it is a realitvely short lived game. You run through the 25 levels and spank Cybie. No quests, no story, no randomly generated magic items etc. That also makes it different from RLs like Nethack or ADoM.
Diablo on the other hand is more of a classic dungeon crawler and the same should apply to DiabloRL. Even more so if it should indeed include the restarting option. Because trackings stats like in DoomRL with characters that can restart untill they are gods is kinda pointless.
TFoN:
Although XP-control will limit godhood :P I tend to agree, and if there will be requirements, they should be very clear and general.
But adding challenges for hardcore games might make for some heavy gaming potential :)
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