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Old May 12, 2015, 23:51   #11
Cold_Heart
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Quote:
Originally Posted by Derakon View Post
There's no flavor attempt to justify how @ is acquiring this knowledge.
Surely @ can tell from golden torchposts, thick carpet on the floor and other expensive decorations that this level will contain some incredible riches.
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Old May 13, 2015, 18:58   #12
Nomad
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Random thought to throw into this discussion: should level feelings/hints about what's on the level be dependent on INT/WIS stats in some way, so that smarter/wiser characters detect interesting things about the level earlier than low-level ones with poor mental stats? (Maybe you could even split it so that high INT makes you more likely to pick up the presence of vaults/artefacts while high WIS makes you more likely to notice monster-related hints like clawmarks indicating pits and nests.)
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Old May 13, 2015, 22:43   #13
mushroom patch
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Nah, no matter what your int/wis are, you shouldn't get a level feeling.
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Old May 14, 2015, 01:00   #14
MattB
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Quote:
Originally Posted by Nomad View Post
Random thought to throw into this discussion: should level feelings/hints about what's on the level be dependent on INT/WIS stats in some way, so that smarter/wiser characters detect interesting things about the level earlier than low-level ones with poor mental stats? (Maybe you could even split it so that high INT makes you more likely to pick up the presence of vaults/artefacts while high WIS makes you more likely to notice monster-related hints like clawmarks indicating pits and nests.)
I like this idea. A lot.
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Old May 14, 2015, 08:59   #15
Thraalbee
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I like this idea. A lot.
+1 to this
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Old May 14, 2015, 13:40   #16
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A further +1 to making feelings depend on INT/WIS. I'd make directional part apply only to the top

As for making them more flavorful or tied to monster/item type, I like that idea too!
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Old May 14, 2015, 18:31   #17
Derakon
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Nope, they're still dumb. *folds arms*

Besides, tying them to casting stats doesn't create any meaningful decisions. It's just a boost to the pure casters / a nerf to warriors and "dumb" races. Nobody is going to wear gear with +INT/WIS just to get better access to level feelings.
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Old May 14, 2015, 19:07   #18
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+1 to removing level feelings.

They are a small set of vague phrases that claim to tell players the danger level and worth of treasure. In realty the danger feeling tells you if there are OOD monsters (there often are, and even if there are none to start with, OOD monsters can spawn later), and the treasure feeling doesn't do a good job of figuring out how important the items on the level are for your character right now, with a probable future equipment set, and/or during the final fights.

Or make them specific, i.e. "You feel Narthanc is nearby", "You feel the evil presence of Glaurang, Father of Dragons" and give the player either one artifact/OOD item or one unique/OOD monster so the player knows when they have found the item the feeling was for. It still makes no sense for the character to feel this, but at least it gives accurate and actionable information.
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Old May 14, 2015, 19:41   #19
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I have a feeling that level feelings are going to go in V in a future version. Mainly because based on a lot of changes that Nick has made to dungeon creation, I think we're in for a wider array of dungeon types and these will make level feelings somewhat obsolete.

Even if Nick doesn't do this, one of the first plans I have after 4.0 is released is to make a fork where the dungeon is, a) shrunk to 50 levels and b) broken up into distinct 5 level blocks with different level properties for each block. It's my project for 2016, I think.
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Old May 14, 2015, 21:09   #20
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Good plan. Stairs that go down more than one level > less floors, though.
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