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Dredmor 1.0.10 Feedback Thread

Discussion in 'Dungeons of Dredmor General' started by Nicholas, Apr 4, 2012.

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  1. DavidB1111

    DavidB1111 Member

    You make a good point, except for the fact it's a random teleport, so the odds of it working in your favor are by RPG/Roguelikes standards, slim to none. :)

    Also, I don't think any item, with the exception of mage robes, and orbs should qualify as made for mages. And the Mana Torus.

    And yes, I know this game is not a Doctor Who simlulator, but the point I'm making is that it doesn't really make sense to give an item based on Doctor Who, a random teleport function. If it was an item called rando teleporto, it would make more sense. :)

    Thank you, though, for understanding my main complaint, the fact it could possibly teleport you through a grate into a zone where you cannot pass.
    That said, I'm mostly annoyed, because there's no indication it has the ability to randomly teleport you around.
    I really can't think of a roguelike that doesn't make it obvious that an item gives you random teleport.

    That seems to be the kind of things most makers of Roguelikes avoid, mostly so a bunch of fans don't get together and summon Cyberdemons against them. :p
     
  2. Marak

    Marak Member

    I can attest to this. You can make a number of "glass cannon" mage builds with 4-8 Armor Absorb, 12-ish Block, and 80 Health on Diggle Gods Floors. In that case, the random Blink after allowing yourself (for whatever reason) to be struck can be quite helpful, as your character literally melts if struck by two or three consecutive strong melee attacks/strong named monster all-one-element attacks.

    If it really bothers you that much, wear a different Amulet, ideally one that has stats suited to your (not-a-pure-mage) build and without any random blinking.

    Edit: as for blinking into an inescapable area... yeah, that's pretty terrible, and is therefor one of the many, many, many, many reasons why I recommend that you have some sort of Blink/Movement/Teleport skill in any build you choose for yourself. All that said, it could certainly screw over a Random build pretty damn hard.
     
  3. OmniaNigrum

    OmniaNigrum Member

    Some of the fun in any Roguelike is figuring the items out. Some artifacts are always crazy overpowered or do strange things.

    That said, I would like to again ask if this would apply on self damage like a fireball? If so the player almost always has a way out if they can take any damage. (I know the thread is busy, so no problem my question was overlooked.)
     
  4. Marak

    Marak Member

    Because it's only a 10% chance. Per Dredmorpedia...

    10% chance of
    when you are hit in melee
     
  5. DavidB1111

    DavidB1111 Member

    Except that it makes no sense for it to be given that ability in the first place, and I'm sorry, but random teleportation does not usually work to save your life. It's a curse in most Roguelikes, not a blessing.
    Also, a mage only amulet is kind against most Rougelike conventions as well. Even a Warrior can wear a Amulet of Wizardly from Angband, due to how useful it can be. And ADOM has plenty of reasons why a melee user should use amulets for mages.

    And it still doesn't answer why it does not tell you that it teleports you randomly, or that it has the ability to do so.
    Nor does it make sense for an item based on Doctor Who to do that. Now, if it was a reference to cursed Rings of Teleportation in Angband, than yes, it makes plenty of sense.
    The Green Armor from Doom is in this game. I didn't expect the Time Lord Scarf to teleport me around, when the Green Armor from Doom doesn't reduce all damage by 50% like it does in Doom. :)
    Bottom line, they are both references to other things, but they both shouldn't have cursed abilities to teleport you randomly.

    As a melee user, you should not be screwed with only Knightly leap.
    Sometimes, even Moves in Mysterious ways could fail to save you here.

    I'm simply stating that bottom line, it doesn't make sense for the game to not show you that it has a curse attached, which is having it randomly teleport you around.
    Thematically, that doesn't fit in with this game.
     
  6. OmniaNigrum

    OmniaNigrum Member

    @Marak
    Well that really does not explain it though since "When you are hit in melee" also applies when you dodge or counter. I am picky about details and have to know. Sorry to be a pest.
     
  7. 0x517A5D

    0x517A5D Member

    Would you depend on a 10% chance to rescue you?

    This hypothetical character can survive being hit three times. The chance of blinking in three hits attempted blows would be, lessee, 1-(.90[sup]3[/sup]), or 27%.

    And, of course, there's no guarantee that you're blinking out of danger.
     
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  8. DavidB1111

    DavidB1111 Member

    I wish I could put up a monument of your post until the end of time just to show how much I like it. :)

    Yes, I love to make wall of text posts, and for that, I'm sorry, but this post perfectly illustrates why it's a bad idea.
    Edited out some insanity.
     
  9. Marak

    Marak Member

    I'm just going to guess that it was either

    A) added mistakenly (since it wasn't there before)
    B) added with a "eh, it sounded good at the time" sort of mindset.

    Either way, I think you're making a mountain out of a molehill, what with the infinitesimally small chance of Blinking onto a square you cannot escape from with no enemies around to get the Blink to proc again and the fact that if you're that worried about it, you can simply use one of the many other Amulets with mostly random stats (Windows Pendant, Crownstar, etc.)
     
  10. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    This is why you carry a stack of Spatial Instability Infusions on you. Yes, it eats an inventory slot, but it is well worth it.
     
  11. Null

    Null Will Mod for Digglebucks

    It's on the gnomish cap, I'm assuming some copy-pasting occured.
     
  12. DavidB1111

    DavidB1111 Member

    Okay, guys, I got the point. I freaked out, I'm better now. And the nuclear missiles have not yet been launched.
    I don't mean to make you all facepalm hundreds of times over my posts, I really don't.

    I tend to end up making people on forums hate me despite trying my best not to freak out.
    Again, my apologizes. I think it would be better if we all just pretended that never happened. Or at least, don't hold it against me.
     
  13. Lobo

    Lobo Member

    I reported this bug back on page 3 of this thread, and now it has happened again, so it's no fluke: my character has too many HP and too much health regen. In the attached save file, my level 6 wizard/necro has only 12 burliness, but 78 HP and 7 health regen. This is without any active buffs and while wearing no equipment at all.

    I wonder if some of the Necronomiconomics debuffs are malfunctioning...
     

    Attached Files:

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  14. Daynab

    Daynab Community Moderator Staff Member

    Relax. Everybody's allowed to disagree here, and finish up at the end of a debate still disagreeing. It doesn't make you enemies.

    My personal stance on it is it's fine if there's items with unfortunate side effects as long as they can't prevent you from finishing the game (like teleporting on an island). That is the problem to me. Other than that I'd like to see more double-edged items, if their side effects are displayed.

    That said, like Marak said it was probably a "eh it sounded good at that time" thing.

    Sounds like it could be the case. We'll check it out, thanks.
     
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  15. DavidB1111

    DavidB1111 Member

    I can understand that, Daynab, about the item, it's just, that this is still, to my knowledge, the first roguelike to not allow you to see that items have a random teleport ability.
    Cursed rings of teleport in Angband, show that they teleport you randomly when you inspect them.
    ADOM allows you to realize you have teleportitis, if it's a corruption, the intrisinc isn't noticeable per se.
    I don't think any items have that ability in it though. So my point still stands. :)
    And Crawl is the same as Angband even though it combines it with ADOM.

    I'm just not really used to a game not making it obvious that an item has a "curse" of random teleportation. It's a staple of Roguelikes to let you know about these things.
     
  16. Daynab

    Daynab Community Moderator Staff Member

    Yeah, I understand and I agree with that. At the same time, a big part of Dredmor is discovering what items do (like all the tomes). Just wondering what the right balance is between all that.
     
  17. Marak

    Marak Member

    One of the few flaws of Dredmor is that they sometimes let the humourous flavor text get in the way of actually telling you what the item/skill/spell does. This is compounded (again, sometimes) by the fact that there's no way to "inspect" or otherwise "identify" an item to see its real use(s) laid out fair and square without the references and/or puns.

    Short of looking it up on a wiki or somesush, that is, but I tend not to count things that must be done on your own initiative and outside of the game.

    Edit: to avoid a double posting!

    Wall of Text part 3!

    Well, not so much this time. Just beat Floor 15 Dredmor with Tanky McTankerson. By shooting Bolts and throwing Holy Hand Grenades at him, of course. I gotta say he's a lot more impressive now that he has a TON of health and casts a spell on you nearly every single round. Big thumbs up for the way ol' Dreddy turned out after all the tweaks you did to him.

    [​IMG]

    That's all I got for now. The one thing I'm concerned about is the massive Health pool that Floor 12-15 mobs will have on Going Rogue; but I'm going to hold off on passing judgement until I can get a character down there personally.
     
  18. Loerwyn

    Loerwyn Member

    Right, I worked out what's going on with the crafting menu and the inability to see certain things via have ingredients/have skill... um... maybe not. I thought Level 0 things were malfunctioning but now I got myself confused.

    As for Marak's above post, I think it's actually an issue I have with Dredmor in general. Potions and so forth give just a vague idea of what they do. They don't actually tell you outright what they do, and it puts me off a bit. Same with crafting; you cannot see what each item does/is before you craft it.
     
  19. DavidB1111

    DavidB1111 Member

    Thank you, both of you.
    Sometimes I can be a bit confusing in my choice of wording, but both of you understood my complaint, and I thank you.
     
  20. Marak

    Marak Member

    This is a double-edged sword. Most Roguelikes tackle this problem by making you consumables to Identify things, so you either A) have no idea what it does and have to gamble by using it blind or B) find out exactly what it does, but only if you've randomly acquired the materials needed to Identify it.

    Dredmor has neither of these options; instead, it gives you (sometimes) vague descriptions and prompts you experiment. On the plus side, using a harmful item on yourself is nowhere near as deadly as it tends to be in other Roguelikes.
     
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