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View Poll Results: What do you think of the forgetting effect?
Overall it is quite negative to the game experience. 10 41.67%
Mixed feelings. 7 29.17%
Overall it is quite positive to the game experience. 7 29.17%
Voters: 24. You may not vote on this poll

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Old August 3, 2013, 16:36   #1
half
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Sil: Do you like the Mewlip forgetting effect?

Some people really dislike the effect that Mewlips have when they ring their bells and you forget the map (sometimes called 'map rot'). They feel that it is frustrating, but adds nothing (or very little) to the game. Some dislike it because in theory you could avoid it by taking screenshots and referring to these later. I like it as I find it to be a flavourful minor setback (which are very useful in a permadeath game). As I said in my recent ladder post, if my character is fragile it gives me a sense of shock and horror as I realise it is now much harder to get back to the stairs. I then have to change my gameplay to secure a route to some stairs like if I fell through a false floor. Such feelings of dawning horror are hard to conjure in games and I'm loath to remove it, but if enough people want me to (i.e. if my reaction is just really atypical), then I will. I could also make it rarer or tweak it in some other way (easier Will save?).
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Old August 3, 2013, 16:43   #2
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Note that I don't promise to remove it if the reaction is negative but not decisive. I'm confident enough of my skill in game design that I think my considered view on a game mechanic is better than deciding by opinion poll, but I do want to find out if I'm a total outlier on this!
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Old August 3, 2013, 16:45   #3
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I am ambivalent. I don't dislike, or like, Mewlip amnesia. I just go with the flow. If it got removed, I'd miss it, but I don't think it's awesome or anything.

If I see a Mewlip, I will do a quick stair-check to try and keep up with where the escapes are... but this is coming from a guy who will do the same thing with violet mold position, then forget 5 seconds later, then walk right into it.

I AM memory loss effect.
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Old August 3, 2013, 17:11   #4
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Mixed feelings; mildly positive overall.
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Old August 3, 2013, 17:24   #5
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I do quite like the feeling of being in unfamiliar territory with no known escape routes, as gained through false floors and crumbling staircases, but the fact that I could still have map knowledge if I recorded my game or occasionally took pictures when in danger of amnesia, completely ruins it for me.
It would be nice to have such an effect that doesn't require switching or completely regenerating levels (as with staircases/false floors) or hiding previously-known information (as with amnesia). The only thing I've managed to think of so far though is a sort of "floor-wide earthquake" closing off some escape routes and opening others (so the player would genuinely have no way of knowing the exact details of how to navigate but prominent features like rooms/vaults remain mostly recognizable), but I'm not quite satisfied with how I imagine it would work. I figure I'll throw it out in case it inspires anyone to think of something better.
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Old August 3, 2013, 19:43   #6
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I like mewlip rot. The traps, though, are quite annoying, especially as depth increases. At 950' feet where maps can be enormous, mist traps are pretty awful.
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Old August 3, 2013, 19:57   #7
absolutego
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i'm a new player.
i loathe it.
marvinpa and mnoqy have covered the reasons.
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Old August 3, 2013, 22:07   #8
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Quote:
Originally Posted by debo View Post
I like mewlip rot. The traps, though, are quite annoying, especially as depth increases. At 950' feet where maps can be enormous, mist traps are pretty awful.
I once explored the same part of a map several times due to traps until I realized it is still the same floor (easy to forget when they are so large).

I vote for "like mewlip" but I have to admit I tend to take a short look at the map when I meet a mewlip. Saving the map in a screenshot didn't cross my mind though, it is like looking up monsters in the textfile to analyze their stats before engaging. You can do that, but it breaks immersion.

If minor setbacks are wanted: some monsters might lock doors or use staff of imprisonment when meeting an intruder in the same room. Need to be a somewhat strong enemy to account for something.
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Old August 3, 2013, 22:31   #9
HugoTheGreat2011
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In my opinion, the forgetting effect is a positive thing for gameplay despite it being extremely annoying. As probably mentioned before, it forces me to pay attention more and revise tactics.

Having deep level monsters lock or even force the door get to get stuck seems like a good idea in the making and adds more to the fun.
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Old August 3, 2013, 23:09   #10
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Mixed feelings. I tend more to liking it.
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