xspeedballx wrote:Improving is succeeding where I once failed. Getting better means learning more places to use more items/gods/spells. Improving is screwing up my early game something fierce(or the game screwing me) and pulling out a win by utilizing something I never noticed/never used/never knew it's benefit. Every time I do that I small percent better chance on the next dungeon of succeeding. When that percent grows enough I can survive the resource hits that vicious dungeons provide.
The big question is whether or not this is happening in Desktop Dungeons.
The typical 'ramping difficulty' gameplay should go:
[*]Attempt a dungeon multiple times.
[*]Learn a little each time as you try new tactics and classes.
[*]Complete a dungeon at last.
[*]Celebrate.
[*]Repeat with harder dungeons and quests, utilising the skills you have gained.
[*]Learn as you go.
In DD it goes something lke this:
[*]Choose one of many relatively simialrly balanced dungeon.
[*]Attempt any of these dungeons multiple times.
[*]Learn a little each time as you try new tactics and classes.
[*]Complete a dungeon at last.
[*]Celebrate.
[*]Receive items and gold for kingdom upgrades.
[*]Get new toys.
[*]Celebrate.
[*]Repeat with other dungeons using the skills
and preps you have gained.
[*]Learn as you go?
The big question is, when you increase items, preps and dungeon resources at the same rate as you go up in difficulty,
are you actually learning anything?You might feel like you are, but it is easy to confuse success with acquiring skill.
Modern RPG's are very good at this, giving you the impression that you are improving when really you are just receiving as big a sword as the enemies you are facing.