|
|
#151 | |
|
Swordsman
Join Date: Jan 2012
Posts: 252
![]() |
Quote:
The main difference between the costs in the two games is that Crawl has persistent levels, which will make loss of map much more annoying than in Sil, which does not. We considered having Mewlips make you forget the flavours of items that you'd discovered, but rejected this for similar reasons to Crawl's amnesia-removal: it would be very annoying and really encourage the player to make external notes on their discoveries. The memory wiping in Sil is a much more local effect, and more cosmetic than anything else, since the levels at that depth are not vast, and you will normally have a reasonable impression remaining of how things connected and where the stairs are, but perhaps be unable to recall precise details. Its benefit is that it feels cool and exciting rather than that it produces particularly interesting choices (whereas a lot of the game is geared towards those interesting choices). Now, that isn't a huge benefit, but it's a pretty small cost, too. My feeling is that the size of the benefit outweighs the cost (but I could be wrong). By the way, I suspect you are making the annoyance larger by taking screenshots (if you are in fact doing so). My guess is that you would enjoy it more with the added challenge of not using screenshots or other memory aids to record the dungeon on encountering a Mewlip (and this is how it is intended to be approached). Most of the time you're likely to find you lose nothing except cumbersome computer interaction; occasionally you may misremember and dive into the wrong corridor, and this could get you killed, but that's actually pretty cool if you can conceive this as a valid effect of the memory-wiping rather than an annoyance that only happened because you couldn't be bothered to screenshot-scum. Does that begin to persuade you? |
|
|
|
|
|
|
#152 | |
|
Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 576
![]() |
Quote:
For myself, I'd equate screenshotting to savescumming, since my memory is awful I probably wouldn't feel comfortable posting a character where I used screenshotting to dodge mewlips (or dragons, which are much worse).I'd be sad if this feature was removed from the game. |
|
|
|
|
|
|
#153 |
|
Apprentice
Join Date: Jan 2012
Posts: 52
![]() |
Also, mewlips and gorcrows hang out at similar depths, giving rise to the rather awesome (if slightly annoying) dying @ in a blank black screen...
__________________
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head. --The Seven Habits of Highly Effective Pirates |
|
|
|
|
|
#154 |
|
Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 411
![]() |
Could something be done about the overabundance of orc soldiers(the gray ones) at 50 feet? I understand that if you go up on the first staircases you find, there should be a pack guarding the forge and a pack or so on the level, but this is the third time in very short succesion that I've been slaughtered on dlevel 1, sometimes even one without a forge.
|
|
|
|
|
|
#155 |
|
Swordsman
Join Date: Jan 2009
Posts: 460
![]() |
Like Scatha, I'm sympathetic to this idea (and it is indeed why there is no object-flavour amnesia in Sil), but think that the advantages significantly outweigh the disadvantages. For reference, there are some pretty major games that involve such a memory/interface issue, such as Bridge (and almost all other card games), and many modern board games by very good designers (such as Reiner Knizia).
|
|
|
|
|
|
#156 | |
|
Scout
Join Date: Apr 2012
Posts: 34
![]() |
Quote:
|
|
|
|
|
|
|
#157 |
|
Scout
Join Date: Mar 2012
Posts: 38
![]() |
It sounds like everyone wants this game to be easier. I say, if you can make it harder, while still maintaining balance, go for it.
|
|
|
|
|
|
#158 |
|
Apprentice
Join Date: Jan 2012
Posts: 52
![]() |
Hrm... The more I think about it, the more I'm thinking that giving the big V (or an ascent only escort of some sort) a beefed up (enough to hit average-will @s on a semi regular basis, and highish will @s if they're really unlucky, but leave will specialists alone) version on 2 or 3 Silmaril ascents could make for some really... interesting... gameplay.
Sure it's a bit sadistic, but major victories are supposed to be hard.
__________________
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head. --The Seven Habits of Highly Effective Pirates |
|
|
|
|
|
#159 | |
|
Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 576
![]() |
Quote:
|
|
|
|
|
|
|
#160 |
|
Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 576
![]() |
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Sil | half | Variants | 264 | May 19, 2013 22:34 |
| Sil 1.0.1 | half | Variants | 169 | April 6, 2012 01:57 |
| Sil Combat | half | Variants | 15 | February 14, 2012 04:34 |
| Sil is too hard | will_asher | AAR | 48 | January 23, 2012 22:27 |
| Sil v1.0 bugs | mtadd | Variants | 1 | January 17, 2012 09:27 |