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#11 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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The rulebook or in-game help could have several example character development paths that you could choose to follow. Perhaps with some explanation for why a given ability was chosen for the build.
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#12 | |||||||||
Scout
Join Date: Jan 2013
Posts: 25
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- The main menu should be reordered New Game / Continue / Tutorial / Quit. Tutorial should be top the first time you install the game and then move down the list. Continue should be top if the last action in-game was save&quit. This makes it easier to just press return to get into the game. - On character creation when selecting stats and skills to put points into it would be good to have some context info on each one displayed. So whilst Strength is highlighted it would have text below saying what Strength affects. Or even better there would be a side-window with some of the really detailed info from the manual, especially for the skills. Otherwise one is left consulting the manual quite a bit during char creation. - Have char creation remember your gender preference, ie. always default to same as last char. - The combat stats window is a bit of a mess I think. I don't find it practical in battle - too many numbers to keep track of turn by turn. It would be nice to have a touch of Brogue's "You have a 56% chance to kill this enemy in 3 rounds" style of information. This is much quicker to absorb and helps make an informed judgement. - "Repeat same character" option on death screen. Every roguelike should have this ![]() - Multiple lines on the message bar. Having to press for "more" all the time really slows the game down. Perhaps remove more prompts entirely if the player has the separate message window open. Quote:
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I think you need this sort of clarity in any Stealth system. Lots of Stealth focused games like Tenchu or MGS have this sort of safety meter front and centre. The best stealth roguelikes have had 100% clarity on when you can be seen or not. Quote:
I guess a big part of my problem is that the numbers are so cut down and set elsewhere, but vary so hugely in combat. The combat system feels really out of place next to the stat system. The stat system is very tight and well-designed whilst the combat system feels loose and messy. It's also odd to use the 1d20 system for attacks instead of the 1d10 system that's universal elsewhere in the game. I'm guessing you're worried about people building up too high evade? Quote:
Ever played Small World? Wonderful board game with very deterministic combat, all in very small numbers. Immensely more fun than Risk. I think Sil could take some inspiration from it if you were to consider reforming the combat. Quote:
Just my opinion etc etc ![]() Quote:
![]() And as has been said elsewhere having some of the light vs darkness dynamics come into play earlier would be nice. Quote:
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#13 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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This discussion actually highlights one of the main issues I have with skill-tree based games. Namely, that making a good build is often a daunting task for a new player and is also a poor way to learn. If you die, you won't know if it was because your build was bad or you made a poor choice or you just got some rotten luck. Games are most fun (for me, YMMV) when there is a basic working build that I can use to learn and explore the game mechanics, and then branch off from that build as I gain expertise. If the game came with some standard guides, like a smithing build, a protection build and whatnot, then it would help new players that don't necessarily want to trial-and-error figure out how to make something reasonable themselves. And the ones that do want to trial-and-error it are free to not look at these guides.
I'm sue you could convince HM, Psi, debo, etc. to make a couple short descriptions of how to make certain builds work. These could be shipped with the game and tagged appropriately with spoilers or something. I had thought this was something mostly unique to me, but listening to some of the discussion on roguelike radio and here makes me think that other people might prefer similar information. |
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#14 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 45
Posts: 785
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The game currently keeps track of when and what abilities are purchased, along with what items the player forges, and you can tell what the initial stat investment was in addition to the typical artifact/unique-monster notes. Greatly helpful for following, if you know about the ladder that is, which is listed on the Sil homepage. It would be nice if the notes took into account initial skill investment, and made a note of every time a skill went up. This way you could copy a build verbatim, if you wanted to. I will sometimes manually put notes for my challenge character on current skills, melee/protection for future reference. Many players add a lot of helpful notes too.
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#15 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,401
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I don't think I'd like the stealth game quite as much if there was such "perfect information" available. I'd be willing to try it, but I do sort of like the feeling of "ok, I think this is good enough... OH SHIT HE SAW ME"
On the other hand, if perception affected how well your character was able to do these calculations and expose the information to the player, well... that might be sort of cool ![]() I like Sil because of the flavor of being stuck in the dungeon, I don't always like all the stat-guts poking out of a game. I don't think any elf in the silmarillion peeked his out out a cave door and said "oh shit that Orc has a 36% chance of seeing me -- I'd better tread carefully" ![]() I realize I'm backwards though, and it's entirely possible that being exposed to these sorts of more modern-y approaches would make me wonder how I ever lived without them. *shrug* Edit -- also, stealth depends on things like how close you are to a wall, etc, and on a monster's perception. So would you need to know the likelihood of every monster in a room seeing you (independently), for every step you take? Or just on inspection? I think the latter would be fairly useless except in specific high-danger cases (e.g. I'm about to try stealing Glamdring from under Glaurung's butt.) OK now I'm rambling ![]() Last edited by debo; January 29, 2013 at 17:07. |
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#16 |
Adept
Join Date: Sep 2010
Location: Indianapolis IN, USA
Posts: 246
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I, for one, disagree with most of the comments made above.... I have enjoyed stumbling through build after build, figuring out what works. Enjoyed dying horribly, thinking about why, and improving my play. I enjoy the STR-die-sides-weapon-weight-damage-versus-crits formula: it's an awfully MINOR complexity and it's scads more interesting than Angband's weird blows-per-round formula. I LOVE the stealth system and feel that a perfect-information Stealth icon would take away from the pulse-pounding feeling as I sneak past a dragon, a scary unique, or what-have-you -- or sneak up on a squad of cat warriors and assassinate them quietly, one by one...
I do agree that it would be nice if the beginning game was made a little more interesting -- not as a crutch to new players, but because (as was stated a couple posts up) sometimes it is 200' before you find a shortbow for your archer. Or a stabby 2-pound longsword for your crit-based finesse fighter. Or whatever. For intermediate players like myself, it gets tiresome. Many(most?) of my early deaths are happening just because I haven't found any equipment worth having, and I get bored knocking around the first handful of dungeon levels fighting Yet More Orcs/Wolves. There's a timer on the game. So I am forced to push lower and die because I have no body armor yet. Or a poor weapon. Or whatever. I suppose this could push my builds more toward Smithing to alleviate the missing-equipment problem -- but -- ugh. I don't wanna. |
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#17 |
Scout
Join Date: Jan 2013
Posts: 25
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On inspection would be tedious and for every monster on every step would be information overload :) No, I simply suggest letting the player know in which range their worst chance is. And just the range is fine (with the colour scheme I mentioned before) so it wouldn't need to have the perfect clarity you find distasteful. Just less obfuscation than at present :)
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#18 | ||||||||
Swordsman
Join Date: Jan 2012
Posts: 414
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Well I'm not saying I agree with everything you said! (Particularly on randomness we seem to have different attitudes.) But while I agree that it would have been better if you'd seen more of the game, I think you have good game design instincts, and we've previously had a relative dearth of high-quality critical feedback.
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We actually want Sil to feel dangerous all the way through. Of course it's about minimising risk, but sometimes that means taking short term risk for longer term safety. Decisions of when to use stat/speed potions in fights also take this form -- you may hope to get through the fight safely and preserve the potion, but if you are going to take it the effect will be larger if taken earlier in the fight. I generally don't like (sustained) positions of overwhelming power in roguelikes, and would prefer them to be just barely attainable. A reason to avoid too many deterministic mechanics is to avoid analysis paralysis. I find I get this a bit in 2-player Small World; with more players the unknowns about how others will act prevent it, but bring their own problems (politics). Sil has quite a bit of space available to move in that direction before it hits these issues, though, so I suppose the more relevant issue is how much you like the risk management game. Quote:
I should go now, but thanks again for the comments. |
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#19 | |
Knight
Join Date: Jan 2009
Posts: 910
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That was a nice surprise. I'm glad to hear that you and Andrew liked many aspects of Sil. I think that some of the things you disliked you will find less problematic on further reflection/play. Indeed, I think you should try playing until you can at least get down to 600 ft or so -- there is much more to see and from listening to many of the episodes of Roguelike Radio I think you may enjoy the game quite a lot. Let me reply to a few of the things that you and Andrew mentioned. Firstly, yes the game was being developed since October 2001 -- more than 12 years ago. However, at that time it was just a personal project and I'd only make a few small changes per year. The pace picked up a lot in 2008 when Scatha became involved. We released it in January 2012, and were happy to see that it was the most popular non-commercial roguelike that was first released in 2012 according to the Ascii Dreams poll (though of course these numbers are not that reliable). I really like your idea of having a few sample characters that start with an interesting and sensible stat choice and experience investment. The idea of having the default of the main menu change is good too. We wanted to get new players to try the tutorial as we think it is a great way to learn the game, but this could get put out of the way after that. Congratulations on surviving the tutorial -- the fire drake is *very* out of depth so it is tricky, but did you know that the game also tracks whether you have killed the fire drake. It is possible, but very tough (and inspired by Powder's tutorial). It is probably an exercise in frustration to try it until you have more experience with the ins and outs of the game though. Regarding restarting characters and having an option to fill them in the same as last time, we did consider this, but actually want to encourage people to try different allocations. Having a default to be the same would nudge people towards keeping on doing the thing that was not working. Still, if you open the old save file again, it does set all the other defaults which will save you some time. You also mentioned the characters being too similar at the start, as opposed to in games with classes. This *can* be the case, but it need not be. The initial stat allocation, skill allocation, and ability allocation allows for some extremely different starts. More different than in many class based games. However, it is not immediately obvious so perhaps we need to hint at this more. For example, you can start with wildly divergent mixes of the different skills (such as all stealth, or all evasion, or all melee) and can start with many of the different special abilities which change the game quite a lot. E.g. Charge or Polearm Mastery. You can even start with some of the very advanced ones if you are unbalanced enough, such as getting Song of Silence and Song of Lorien, or getting Sprinting, or Vanish. These make for *very* different starts to the game. That's probably enough for now, I'll post some more replies later. Thanks for continuing the discussion on the forum. |
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#20 | ||||
Scout
Join Date: Jan 2013
Posts: 25
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There's various options for how to spice this up - I'm sure you would know better than I what would work for Sil ![]() |
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roguelike radio, self-promotion in post 1, shameless, sil |
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