Should the player be able to die?

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Re: Should the player be able to die?

Postby Galefury on Tue Jul 31, 2012 12:33 pm

Nandrew wrote:Though apparently they recently added a "scramble" roll as well, giving you a chance at survival if you're adjacent to shore.

It's definitely not a recent addition. Scrambling free might not even be a Stone Soup addition, at least I cant find it in the commit log.

Anyway, asking for confirmation when you are about to do something incredibly stupid would be good. I didn't die a lot to misclicks, but it did happen. An option to turn the confirmations off would be nice for some people, but certainly low priority. Much lower than adding them in the first place.

The policy in DCSS is actually even stricter than previously mentioned: the player can not take any action that will immediately lead to death. If you try to move while confused and standing next to water or lava you get a prompt, asking you if you really want to do that. If you try to move *into* deep water while not confused, you don't even get a prompt. It just doesn't work. You also can not cancel levitation while floating above deep water. However, you can levitate above deep water and wait for it to run out.
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Re: Should the player be able to die?

Postby Abraxas on Tue Jul 31, 2012 3:47 pm

At the very least, I'd say that the game needs to be better safeguarded against misclicks, specially with how it likes to get laggy on long dungeon runs.
Right now the game counts a click when you release the mouse button. One thing that ends up happening way too often is when you press and release the mouse button on top of a tile/menu, and then move the mouse away, and because of the lag the game acts as if I had released the mouse button wherever else my cursor is at the moment. Just lost a long vicious run because of that.
I'd suggest for the game to check that the cursor hasn't moved between pressing and releasing the mouse button, to avoid such unfortunate misclicks.
That which is not dead may eternal lie, and with strange aeons even death may die.
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Re: Should the player be able to die?

Postby The Avatar on Tue Jul 31, 2012 6:32 pm

The worst is if you misclick after winning while trying to get unstoppable. That happened to me on VHoS!
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Re: Should the player be able to die?

Postby Sidestepper on Tue Jul 31, 2012 7:27 pm

I guess I'm the only one that wants the game to be more hardcore. Like, if you die, it sends an e-mail to Nandrew and he catches a flight to your town and punches you in the face.
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Re: Should the player be able to die?

Postby Leotamer on Tue Jul 31, 2012 10:36 pm

Like I said, I am for RPG Roguelikes to be have insane diffulity. It just needs to give you the tools, and be fair. Then when you use because you don't have enough resourses for the boss, then the game laughs at you for sucking.
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Re: Should the player be able to die?

Postby The Avatar on Wed Aug 01, 2012 12:36 am

Yes, but I think I shouldn't have to lose my money and time just because of some browser lag. Since the communities views are so different, why not make it toggle-able.
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Re: Should the player be able to die?

Postby booooooze on Wed Aug 01, 2012 2:43 am

Can we put in a button that will just let you win, as well? I mean, the game is easier, by and large, than the alpha. Let's go all the way.

/sarcasm

Games used to be hard. This one is, mostly, and should be. You should be able to die.

Or every single click should have confirmation. And I should be able to turn that off.

I mean, come on. Skyrim. I can change the difficulty at any time? WTF? "Oh, there's a dragon, I don't want it to kill me, I'll switch it so I can't die." I'm old, but I remember games when you couldn't save, couldn't continue. You want to win? Stay up all night, play 'til you bleed, win. DD is a cakewalk by comparison. If you die, it's your fault. Save VGT, at most, you've invested an hour? and next time, maybe you'll be more careful.
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Re: Should the player be able to die?

Postby fall_ark on Wed Aug 01, 2012 3:24 am

booooooze wrote:I mean, come on. Skyrim. I can change the difficulty at any time? WTF? "Oh, there's a dragon, I don't want it to kill me, I'll switch it so I can't die." I'm old, but I remember games when you couldn't save, couldn't continue. You want to win? Stay up all night, play 'til you bleed, win. DD is a cakewalk by comparison. If you die, it's your fault. Save VGT, at most, you've invested an hour? and next time, maybe you'll be more careful.


So did you change the difficulty at anytime? I never did and I died all the times (well not all the times). Live and let live. Unless the existence of an option that you will never use will ruin your gaming experience, I failed to see the problem.
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Re: Should the player be able to die?

Postby Leotamer on Wed Aug 01, 2012 3:27 am

booooooze wrote:Can we put in a button that will just let you win, as well? I mean, the game is easier, by and large, than the alpha. Let's go all the way.

/sarcasm

Games used to be hard. This one is, mostly, and should be. You should be able to die.

Or every single click should have confirmation. And I should be able to turn that off.

I mean, come on. Skyrim. I can change the difficulty at any time? WTF? "Oh, there's a dragon, I don't want it to kill me, I'll switch it so I can't die." I'm old, but I remember games when you couldn't save, couldn't continue. You want to win? Stay up all night, play 'til you bleed, win. DD is a cakewalk by comparison. If you die, it's your fault. Save VGT, at most, you've invested an hour? and next time, maybe you'll be more careful.

This is about misclick protection, considering it is easy to lag and die. Did you read any thing but the title? How is preventing cheap deaths making the game easier?
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Re: Should the player be able to die?

Postby The Avatar on Wed Aug 01, 2012 3:50 am

I know what would work (without leaving a bad taste in either sides mouth)! You could make monster click to select as an option. So when you click something you see its stats page. That would also allow you to mouse over new effects like weakening (well, new to a new player) and it would make misclicks non-devastating. Of course for people who don't want their arm to fall off from exhaustion, this would be toggleable. That could also work as a system for the iPhone/Android versions.
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