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#21 |
Prophet
Join Date: Dec 2009
Posts: 8,938
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Speaking, again, as someone who has yet to play Sil (
![]() I'm not saying that BlueFish is playing the game wrong, merely that his chosen way to play makes some obstacles more frustrating than they are for other players. Apologies if I've mischaracterized anyone or if this armchair analysis is bogus. |
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#22 | |
Swordsman
Join Date: Aug 2011
Posts: 414
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I think you'll find though that virtually everybody goes into a game with some sort of broad plan of which skills they're working towards. |
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#23 | ||
Swordsman
Join Date: Aug 2011
Posts: 414
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Quote:
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The point of that anecdote was to illustrate one way in which violet molds, to whatever extent they may have some theoretical game design purpose, can counteract other very real and very fun parts of the game. The other point was to illustrate that no matter what build you have, even a high-will build, you roll the dice about getting dinged by violet molds, no matter how carefully you play. 2 dings to Con in 5 melee rounds with 8 will, very early in the game. Those same statistics will apply when you blunder next to one with your 1 radius light in a hallway. Anyway, rather than removing them from my game, I decided to make them glow. It's a good compromise. |
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#24 |
Swordsman
Join Date: Aug 2011
Posts: 414
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Well, people will always stick up for the status quo, that will never change. I'm much more interested in the discussion of why it's good rather than shrugs about not minding it. I've never claimed it was impossible. Only not fun.
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#25 |
Prophet
Join Date: Dec 2009
Posts: 8,938
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Sorry, I didn't mean it as a potshot -- they're just different ways of approaching the game. One is to try to make each character win; another is to try to make each build win. The latter is of course less flexible because it's the build that's being put to the test, not the character. I'm sorry I came across as sniping at you; that was not my intent.
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#26 |
Swordsman
Join Date: Aug 2011
Posts: 414
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No problem Derakon, thanks.
I never define "build" rigidly, but thematic stuff is important to me for role-playing reasons. I haven't played a high elf since my first win, mostly because I find Tolkien elves uninteresting and a bit annoying. They're too perfect. That's clearly what Tolkien was going for - some sort of idealized culture of people. But it feels bland to me. So I play dwarves, and developed a liking for Smithing. I've never played an archer and I've only played a couple stealth characters and only while I was learning the game. My dwarves, I prefer to be thematic. By far the most powerful character I ever played was a dwarf who happened to stumble into a non-thematic build due to finds in the dungeon - an artifact shortsword which gave a certain skill which turns evasion into offensive power, and another very potent blade that could be wielded in his off-hand. So I ended up going very high evasion and sticking everything with two pointy little swords. Completely destroyed everything and killed Morgoth easily, but since, I always pass up that artifact sword when I find it in the dungeon. That's not my idea of the sort of character I want to play. But there are still plenty of options for characters I do want to play, within the "dwarf" theme. Last edited by BlueFish; October 10, 2013 at 05:53. |
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#27 |
Adept
Join Date: Nov 2012
Posts: 165
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Violet molds make early light valuable; failing that they make early will valuable. Both are nice effects. Yes, it's no fun to blunder into a violet mold and lose a con point through your mediocre-to-decent will by random chance, but some element of random chance is part of what makes roguelikes interesting.
Losing one point of Con isn't the end of a character, it's just annoying. To lose two looks like carelessness. |
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#28 |
Knight
Join Date: Jan 2013
Posts: 710
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If you roleplay other things in the game why not roleplay the all important question of life and death? That is, why not make the choice whether to abandon a forge / floor as a character struggling for survival not as a player willing to sacrifice a few low investment characters early in the game to push others through?
Say if there was an avoidable unique native at 50 ft. with a very good automatic drop but quite deadly - would you try to always kill him and only continue when you succeed to do so? I found derakon's comment quite on spot, it reminded me of episode 77 of roguelike radio (the hero trap), where they discussed people complaining about certain events in FTL that they were completely free to avoid, but never did because they always took the "heroic" / possible high reward choice without considering the risk. That con drain by molds is unavoidable by strategy or build is simply not true. Keen senses and not cutting corners allows you to avoid them almost 100%, a longbow and arrows allows you to shoot them down in most cases but doesn't prevent bumping into them - of course many people are highly committed to lore keeper / master and have little patience for other perception abilities, but please try. Regarding con drain I find the herb of sickness far more annoying - especially when I already got drained once and am looking for recovery. That said, I wouldn't want them to be more common than they are now, but while I have died countless times to almost every early game monster (incl. humble bats) indirect death due to mold exposure has been extremely rare. P.S. The most impressive char I mentioned was played by wildkhaine, so slightly less bragging than you may think, my own low constitution chars were archers or singers and for them it was not an additional difficulty but easier to start with more points in other, more important stats. Last edited by taptap; October 10, 2013 at 10:03. |
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#29 | ||
Swordsman
Join Date: Aug 2011
Posts: 414
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Early light is not a choice, so this fails as a game design consideration.
Quote:
I take all reasonable early Will - for the specific and solitary purpose of sustain Con vs violet molds. Even with high starting grace of 3 or 4. I still get dinged consistently. A Will of 8 is not reasonably analogous to "sustain con" against a violet mold. Going beyond a Will of 8 by that point is absurd. That would be a "Will Build". Nobody plays those because there's nothing thematic or fun about them. Quote:
This is a UI issue as well, and one that I wasn't the first to bring up. Make a UI prompt for movement next to a violet mold. It wouldn't be abstract and it wouldn't be beautiful. But if you want them in the game, then realize the importance. I get Master Vampires and their amazing stat reducing powers. But I also get that by that point, you have means to sustain and means to restore. Violet Molds, in the universe of Sil, have drained way more stats than Dracula ever has. That's the gameplay that should be concentrated on. And if there's no legitimate abstraction of that which accounts for both violet molds AND all the other stat reducing monsters, then maybe that just points once again the fact that violet molds are an outlier, in some important way. The early game is inherently less variable than the late game. Depending on the race you play, you pretty much know what you have at 150 feet. More or less. Violet molds have huge leverage there. And they end up just making people start over a lot. Violet molds are wrong for the same reason that variable use forges on that first forge was wrong. |
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#30 | |
Swordsman
Join Date: Aug 2011
Posts: 414
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Quote:
Last edited by BlueFish; October 10, 2013 at 10:33. |
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