Should the player be able to die?

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Re: Should the player be able to die?

Postby FDru on Wed Aug 01, 2012 12:05 pm

Pretty much what TigerKnee said.

My deaths lately consist of accidentally clicking on a level 9 something while mousing next to a black square during low level exploration or overlooking "new features" like Count Blah-Blah's fireball retaliation that he never had the first bazillion times I beat him :roll:

Just a quaint little box that says "You will die." and two buttons that say "K." or "Nevermind." would be sufficient (possibly disabled if you have any kind of dodge chance).

Honestly I used to be against this idea, and I have posts lying around here to prove it, but it's happened enough times to get really annoying.
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Re: Should the player be able to die?

Postby gjaustin on Wed Aug 01, 2012 1:49 pm

TigerKnee wrote: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.


That may be a bad example because of the touch-move rule :) Then again, once you touch the piece you can move it wherever you want until you let go.


I don't know where I'm going with this. I've had similar issues in Nethack. I once cast Finger of Death on myself instead of a healing spell. I was on the Planes (last few levels) and did not appreciate it letting me do that.
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Re: Should the player be able to die?

Postby Mister Bile on Sun Aug 05, 2012 3:49 am

I wouldn't mind an "Are you sure," since sometimes I play DD on a laptop with a very twitchy trackpad. That said, I'm not sure how much of a help it really would be- half the time, that misclick doesn't kill me directly, it just causes me to make a mistake from which I'll never recover.
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Re: Should the player be able to die?

Postby fall_ark on Sun Aug 05, 2012 4:53 am

Mister Bile wrote:I wouldn't mind an "Are you sure," since sometimes I play DD on a laptop with a very twitchy trackpad. That said, I'm not sure how much of a help it really would be- half the time, that misclick doesn't kill me directly, it just causes me to make a mistake from which I'll never recover.



In before the request for a "undo (one step only)" button and another round of discussion of hardcore gaming or not! :mrgreen:
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Re: Should the player be able to die?

Postby Fran on Sun Aug 05, 2012 2:34 pm

One reason for that not to work is dodging. If you can undo one step, the dodging gets either reset or not.
If it gets resetted, you can try until you dodge -> breaks the game.
If it doesn't get resetted, you have perfect dodge prediction -> breaks the game.
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Re: Should the player be able to die?

Postby Leotamer on Sun Aug 05, 2012 9:20 pm

Here is how I can see a undo working(with some changes this isn't going to be prefect): It only works for pots, gylphs and attacks.
It doesn't work on random chance gylphs or pots, and we go with the first dodge option with Fran, but just add spam protection. ( You have to do say 5 actions before you can reset again.)
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Re: Should the player be able to die?

Postby Fran on Sun Aug 05, 2012 9:23 pm

Doesn't the undo button entirely lose its purpose when there are restrictions on when you can use it?
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Re: Should the player be able to die?

Postby Leotamer on Sun Aug 05, 2012 10:22 pm

True, but at the same time, this is the PC market, if something is exploitable, it will be exploited.
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Re: Should the player be able to die?

Postby FDru on Sun Aug 05, 2012 11:13 pm

I've had countless misclicks, or accidental glyph conversions, or you name it... and still completed the dungeon. If it doesn't kill you, it can be worked around. I've learned a lot of things aren't as bad as they seem (like taking a couple stacks of corrosion) just because I did something by accident. Taking that away... just seems wrong.
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Re: Should the player be able to die?

Postby The Avatar on Sun Aug 05, 2012 11:26 pm

That's all true. I personally only care about insta-death.
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I speak chaos.
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