Other Roguelikes > DiabloRL
Suggestion for difficulty levels and game restart
Adral:
--- Quote from: TFoN on January 05, 2007, 08:57 ---Mmm if I understand this idea correctly, it's not quite what I had in mind. I'm still saying permadeath should be kept in all cases... Just balance the game in normal mode so that only pulling really stupid stunts will get you killed. Hence the term, YASD ;)
--- End quote ---
QFT
This is the example of a good game design in roguelikes - that when you die, you feel it's your fault, not a random event you have no control over.
At most, only make recently spawned characters be able to die randomly, so when you are like 2/3 hours into the game if you die it's because you were stupid enough to do a mistake. In the early game it's not that big of a deal if the character generation is quick enough, you just restart and get on with it. Even then, avoiding too many random deaths shoul be a design aim. It's no fun to have to go through the character creation 20 times to get a chance on really playing the game.
So yeah, go permadeath!
Kornel Kisielewicz:
Maaaan, people you made a mess in this topic xD. Anyone care to post a summary of things agreed upon? o.O
DaEezT:
--- Quote from: Kornel Kisielewicz on February 03, 2007, 04:44 ---Maaaan, people you made a mess in this topic xD. Anyone care to post a summary of things agreed upon? o.O
--- End quote ---
We agree that we disagree \o/
TFoN:
Yeah, that's pretty much it...
Here it is, AFAIR:
The game-build split was between Normal-Nightmare-Hell streamers and Normal-Nightmare-Hell repeaters.
In most cases we agreed permadeath's a must-have and that once a character progresses past one difficulty level, that same char cannot go back (so going into Nightmare prohibits access to Normal; whether Normal was played once or a thousand times' another matter).
There was some agreement on putting a so-called "everlaster" mode for player enjoyment, though in no way should the game be balanced for it. As a roguelike, the game should be built around permadeath.
If this meant the game will be built around a streamed game with a repeating game for fun, or if the normal mode will be streamed/repeated with an immortal mode for fun, I'm not sure. I don't think having a streamed game with an immortal mode for fun was discussed, but I'm not sure.
Some of us wanted high focus on item drop and quality, and some of us wanted high focus on char development. The rest must've wanted a balance of the two, but I can't remember that being said officially.
vezerrjex the unholy:
ok well first i see posibilities in this game
1 adom was created in like a couple of hours
2 diablo has long been my favorite franchise
and 3 i can see nothing wrong with progress
in the same that you grow with the game, shouldnt diablo denizens grow with you
just a thought, but one thats never been implemented or given much thought, especially in roguelikes
so here is the concept
your a young man sent to his fathers grave in search of some sort of answer about the reason he died
youve been suspecting that in the town of tristram there lies a dark cult
so you investigate
and find out that your dad isnt dead but rather undead, and so are you but only after calling upon the dark hero, do you realize something is really wrong
its diablo from the oppisite end of the spectrum
just a thought
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version