dislekcia wrote:Gods are mysterious when you first play for a reason,
dislekcia wrote:even once we have the nice shiny codex (think integrated wiki, kinda) in the game, we don't want to tell you about gods from the word go. You have to discover what they do through playing...
dislekcia wrote:Yes, this sometimes means you lose a round, but so does accidentally clicking a higher level monster.
dislekcia wrote:God strategies and knowledge are a sign of mastery of the game's first set of systems, we want players to feel like they're uncovering awesome new knowledge and being smart when they figure out how to use a particular god. That's what they're all about.
Plus roguelikes traditionally have unidentified item drops, the gods are our take on a non-full-knowledge system. It's just that you learn it over multiple plays instead of during one, longer, play session. Frankly, if we simply gave you everything about the gods up front, they would lose a lot of their value to the game.
The Avatar wrote:I don't think if you misclick you should be saved, because that completely goes against the roguelike part of the game.
Alweth wrote:When the UI says, "Result: Death" you know the player either isn't trying to win anymore or made a mistake. When you, as a UI designer can predict that a certain action is almost always a misclick or mistake, you should give them a chance not to do it.
This has nothing to do with the game being forgiving or not. Avoiding obvious deaths like that has nothing to do with knowledge, skill, or strategy. All it takes is an extra half a second or so to check each time. In other words, it's a waste of time. It's ironic when you're dominating a dungeon and you accidentally click on the wrong enemy and the game tells you, "Don't worry. It's a hard game." That may be true, but it has nothing to do with my death just now.
Users browsing this forum: Yahoo [Bot] and 3 guests