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Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 4:00 am
by Leotamer
I would just prefer a "Are you dumb" warning to come up. Or atleast be able to toggle bewteen the 3.
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 5:04 am
by squirrelnest
I feel like the player being able to die is more of a flavor element than one of gameplay. DD seems less like a roguelike to me and more like a puzzle game with rpg coloring. I'm not terribly sure how that factors into the discussion, but its my one thought on the subject.
There was one time I clicked on a monster with a combat prediction of death intentionally. I was playing a a rogue and was totally out of resources. I needed two more hits on the boss to kill it, and I didn't have dodge prediction. I figured a 10% chance of victory was probably better than just heading home. (It didn't work out.)
Is there any other time when you would want to attack a monster with a combat prediction of death?
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 5:13 am
by The Avatar
Only when you absolutely MUST. Basically if through WETWUT or something you get cut off from an exit you must kill yourself.
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 5:22 am
by booooooze
I'm a grumpy old man, sure.
I read everything. My apologies if I come off harsh/condescending.
I view the game as a hybrid of nethack and minesweeper. Much easier than either. I die in both of those maybe 95% of the time. Actually, now that I think of it, nethack has an explore mode. Perhaps that is a happy compromise? You can have your risk-free game, but it doesn't count for anything.
Why do I care? I don't know. I'm just a grumpy old man, I suppose.
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 5:23 am
by booooooze
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 5:30 am
by Leotamer
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 9:48 am
by Lujo
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 10:48 am
by Bloggorus
Hey I have an idea that would please everyone!
How about a new kind of preparation; Modifications.
Kingdom icon would be a goat (of course), maybe with a cockney accent.
Preps would be:
I'm Feeling Scared:
Players have the option to resurrect upon death, no gold or items carried out of the dungeon.
Knifey Spooney:
Players start with whatever items they want at the start of the dungeon. All items removed from locker, replaced with spoons.
Anabolic:
Players start the game with an extra 20 of every stat. In subsequent runs all enemies become drug testing officials (cursed, poison, mana burn, corrosive, weakening)
Pay to Win:
Completes every dungeon with every badge and every class and race combination. $500 dollars sent automatically from your bank account to QCF game design, no refunds.
Mario Mode:
Engage AI helper. All clicks are changed to the most efficient one as determined by the computer. No real downside, apart from RSI.
Hardcore:
Death in the game deletes your save. Finishing Vicious Gaalan Tet gets you a on the front page of the New Yorker, a million dollars and all the cheap floozeys this side of the river.
Jehora Hardcore:
All clicks have a random chance to hit a few pixels away in a radius around the cursor. All monsters spill confetti instead of a bloodstain.
Rage Quit:
Locks you out of the game for 24 hours, slight boost to damage and reduction of mana on all subsequent runs.
Real Desktop Dungeons:
Takes a screenshot of the game, sets it as your background and alt-tabs to the desktop without you noticing.
Get a Life:
Wonder why you made this post in the first place.
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 11:11 am
by Lujo
Some of those are awesome. No, all of those are awesome, except I like some better than others.
But avatars idea is still probably quite necessary to implement.
Re: Should the player be able to die?
Posted:
Wed Aug 01, 2012 11:18 am
by TigerKnee
I don't think anyone here is asking for Vicious dungeons to be "made easier" so 99% of the players can complete it or something. (that's another topic altogether. For the record, I don't care how hard those dungeons are, I only care that 3 classes are gated behind them)
What we're talking about here is... well, let's use an analogy.
Imagine if you're playing a game of chess and you accidentally knock over a piece while moving another. Suddenly your opponent flips the table over and says "AHA, YOU LOSE NOW!"
Because that's what most of the deaths in DD is like right now. I want to "die/lose" because the dungeon has defeated me because I didn't manage my resource properly (analogy: being outplayed in chess), not because of manual accidents.