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Messages - Omnivorous

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Other Announcements / Re: Difficulty
« on: September 29, 2009, 08:23:00 PM »
Well what I honestly believe for these well-balanced, popular roguelikes (Crawl, Adom etc.) is that if you died because the game generated something too strong for you, for example Sigmund, and you died with a unidentified scroll in inventory...well that might've been a teleport scroll! Also, why does people specifically complain about Sigmund? I consider myself a 'noob' in Crawl, but I rarely die from him. If I do, my character was level 2 or 3 and I don't really give a damn about that extremely unlucky death.

If roguelikes had save/load function like most other games, noone would be complaining about difficulty. Because even after dying 3 times in the same situation, the fourth time you'll discover something you DIDN'T try yet, and survive/slay your enemy. And this is what I'm getting at. I find it very rare for a decent character to die, and me thinking after: "WHAT?! That was impossible!!" I mean.. perhaps it WAS impossible, because I was stupid enough to walk straight across an open big area, after having used up all my healing-potions earlier on, in an encounter I over-estimated.. And perhaps I forgot about evoking that staff of paralyzis.. I mean, there's almoast -always- a way out. It's just that you only get -one- shot at estimating what it is, then being successful.

I find most my games I do hundreds of correct decitions, then one mistake.. ;) Which ofcourse means it IS difficult to win.

Roguelikes are -DIFFICULT-! If you encounter a roguelike that isn't, it's probably a boring game. I believe this topic didn't start about a debate whether RLs are difficult or not, but someone asking if some games were just -impossible-. I have never won a roguelike ;) But I know they aren't impossible.. and I know that for each 10th play atleast, I've gained more game-experience, and my new characters tend to do slightly (if not remarkably) better. The better you get, the better your characters get, and the more the experience of dying costs..

To say something about how hard ADOM is.. Thomas Biskup said in his interview here at ToR that he never got past level 20 in ADOM himself..! XD
However, it is not impossible! =)

Classic Roguelikes / Re: Specific Question for Crawl
« on: September 29, 2009, 07:54:22 PM »
Oh.. And another question.. What exactly does a "Curse" do? The reason I'm asking is because I've found a GREAT weapon artifact, however it randomly curses my items as I use it. Why would I care about that though? If my Ring of +2 DEX gets cursed, does it give -2 DEX instead or what..? I know it's bad with Curses in general in ADOM, cause your character gets cursed there then.. But what is the downside of a curse in Crawl (other than not being able to unequip it if it's something bad)

Classic Roguelikes / Specific Question for Crawl
« on: September 29, 2009, 06:49:26 PM »
I know that light armour trains dodge, while heavy armour trains armour. However, does 'Armour' also positively affect you when wearing Light Armour? Or does that skill not get into the equation at all when changing to use a light armour?

Classic Roguelikes / Re: ADOM - tips & strategies
« on: September 29, 2009, 01:02:52 PM »
This topic has been debated countless times and over and over on the forums, so lets not start here. Lets just put it plainly: Most ADOM players are divided in two groups when it comes to which skills to choose. One always play with "Treasure Hunter" the other group -never- do.

Play with TH: Convenience. Less scumming. Less "basic-supply" hunting.
Play without TH: A "perfect" character, as for skills and strenghts.

If you want Treasure Hunter, you -NEED- to choose Alert as your first skill. Then Miser. (I think, the one that give you increased gold-drops.) Also, if you are going this path, it's worth getting miser before killing the bandit-boss in the town south-west if you plan to spend some money early on in game.

And yes, that skill is bugged. As in, it's useless/make your game crash.

I personally always get TH. Convenience. Lots of ammo, lots of scrolls of identify, lots of holy water. I'm sure I suffer abit for it in tough fights, but.. *Shrug* I wouldn't be playing it as much as I do if I had to scum and grind for basic supplies.

Classic Roguelikes / Re: The greatness of Crawl
« on: September 28, 2009, 09:58:02 AM »
I want to like Crawl from hearing how much people around here like it, but I just don't seem to be able to for some reason.  The character customization is nice and all that, but for some reason I just don't find the game itself very exciting.  It feels to me like I'm in a bland dungeon with bland enemies, with no real goal to care about.  I don't know why I feel this way, but for some reason the game just does not make me interested in exploring it.

The gameplay also seems to revolve too much around food for my taste.  I understand and respect the reasons why they did it, but I always feel like all my going around and killing off monsters and such is all just a means to the ends of getting food to keep going for longer, instead of what it should be, where food is a means towards the end of finding the Orb of Zot.

Am I coming at this game from the wrong angle?  Is it just not for me?

Well I think what adds excitement for sure is when you start discovering the static dungeons, like "Orc Mines" "The Pit" etc. Also, until you learn how corpse-eating works, food might be a pain in the ass. (Getting sick, poisoned etc.) I only play Crawl Stone Soup, and atleast here, corpses that are poisonous are green, corpses that might make you sick (but I find, usually don't) are brown, and white corpses are a good source for food. Just keep butchering the safe corpses, and you should be able to die with several meat-rations and lots of bread ;)

I can reccomend Deep Dwarf berserkers as a starting class. (They are tough, they don't regen HP naturally, but you start off with a rod of healing and an ability to recharge magic staves) So this class is GREAT at bashing, and can actually cast really well too with a collection of magic staves.

My best char ever came not so long after I started playing, with a Minotaur berserker.

I've also had quite some success with Centaur Hunter (archery, great speed) and Elf Wizard (Just remember to always keep some pets summoned if you go that path)

Good luck! :) (I'm no expert btw, just a noob that have found -some- basic ways of surviving the early game's hardship)

Other Announcements / Re: Difficulty
« on: September 27, 2009, 02:25:59 PM »
Well this seems to be all about personal preference.

In my opinion, I love the ultra-realistic games. Realistic as in the sense that the game pretends like it isn't a game. It just presents a world to you, and if you die in it.. TOO BAD!

It's the same as in real-life..all deaths are not "fair".

The only non-roguelike I can compare to roguelikes is for example The Elder Scrolls: Morrowind, where you lots of times could encounter monsters/groups of bandits that were way too hard for you. Then you can: 1) Rush in over and over anyway, and complain that the game is too difficult since you keep dying. 2) Realize that this is an encounter you are not ready for yet and run away.

Some here seems to think that when you have completely "mastered" a roguelike, this should equal winning everytime/not possibly dying.. But in reality, it gives you big advantages as for building a powerful character that is strong enough to be ABLE to win, and knowledge that should give you a big advantage when it comes to knowing when to turn around and run away..

"Mastering a RL should be = 100% win chance" is perhaps the stupidest statement I've ever seen on a RL-forum. RLs are all about presenting a "brand new" world with everyplay, so in essence, even if you have won in this RL before and "mastered" it, perhaps the RL generated a world you couldn't master this time.

The way I see it: Deaths are the player's faulth, not the world. The world is an unbiased entity that consists of many factors that are predictable and can be controlled, but also some "random" events. This is what the player have to deal with. This is the challenge. Your fate is in YOUR hands.

Off-topic (Locked) / De-loused in the comatorium!
« on: September 27, 2009, 03:15:04 AM »
Putting this under 'General discussion' as this topic probably will be unrelevant for anyone that haven't spent some time with the album from Mars Volta titled "De-loused in the comatorium" xD The story of the album is a bit cryptic, but it's pretty much laid out real well in this review:

If anyone HAVE spent some time with this CD, what do you think of that idea? A roguelike that goes on inside the "Comatorium"! :o Haha I think that would be twisted :)

I can sum up the story shortly, it's about a friend of the band who were in a coma for a year after a drug overdose, and it tells a fictional tale of an epic fight between the "good" and "evil" forces inside the 'Comatorium' (in the coma-patient's mind) which is a twisted world filled with sick tribes of strange monsters, torture, death and absurd/abstract happenings.. In the end he wakes from his coma just to get on the roof of the hospital and jump to his death, returning to the comatorium forever. (The evil forces won the battle)

Anyway I think a dark/twisted setting like this would be awesome to base a roguelike upon ;)

Other Announcements / An idea/Maybe this exists?
« on: September 24, 2009, 08:46:24 PM »
I am a big fan of The Elder Scrolls series. Especially Daggerfall! :) What I love about Daggerfall compared to later TES games, is that the world was so big, there was so many NPCs, and the best part - you felt like you were "just another adventurer". I have how, in Morrowind or Oblivion, when you just walk past people in a town, your fame is zero, NPCs stop as if you started interacting with them, and go "What do you want?!" and stuff like that.. I like to feel like noone else knows that I am a brave adventurer that saves the world eventually! ;)

Either way, the real thing I was going to ask you folks/thought would be awesome for a roguelike, is a much more story-driven roguelike. With TONS of NPCs.. ADOM is the closest thing I can think of, but even the story here is cryptic and served to the player by small bits and pieces every 50th death or so and with slow progress :p

If I knew how to program, I'd love to make a "The Elder Scrolls" RL, with tons of story/quest content. :)

Does this exist? Would it be particularely hard to program? Thoughts?

Other Announcements / Re: Help finding an old game
« on: September 24, 2009, 08:41:33 PM »
*Shouts* :o-Hey slash! Remember to upload 'Hero' tonight! ;)

Traditional Roguelikes (Turn-based) / Re: Triangle Wizard has a new trailer
« on: September 24, 2009, 12:04:29 AM »
Looks abit "Crimson Land"ish... Where is it found?

Traditional Roguelikes (Turn-based) / Re: Lords of Darkhall
« on: September 23, 2009, 11:03:13 PM »
Would you please put up a ascii-version?

I'm sorry but I love ascii/unicode! I cannot stand bad graphics. (No offence to the graphics in -your- game, I haven't tried it yet. I just know from experience, I won't play more than acouple of games in a game with like.. 32x32 tilesets :x)

I like the title, and judging from the comments here it sounds fun! :)

I loved the CONCEPT. Especially it's insane depth. I just couldn't stand the engine. It felt as if I was playing a game in some sort of "Windows Office" application..almoast waiting for that annoying paper-clip to pop up at me.

I like games (espeically RLs) to be clean-cut, stylish, nicely polished.. Don't think I managed to play more than one or two games before the engine and horrible graphics just got the better of me. I think it could be great if it was text-only.

Classic Roguelikes / Re: The greatness of Crawl
« on: September 09, 2009, 10:48:24 PM »
Sorry if someone already wrote this. (Sorry I didn't read the last few replies cause I think noone nailed what's so good about Crawl.)
Well first of all, maybe the difference between us is that we play "Crawl" and "Crawl Stone Soup"? With SS, everything is so easy.. so convenient. Vanilla Crawl was pretty..heavy on user-input unless you bothered to sit down an hour and make tons of macros.

As for the gameplay. ADoM is -roleplaying-. You go through alot of conversation, travelling and puzzling before you get anywhere.

Crawl is much more -action- based. You start at "Level 1". When you get to Level 2, you will be slightly stronger, and so will your monsters be. As you continue diving, the world kind of.. opens up to you, bit by bit, step by step. In ADoM you feel abit more confused at the beginning, and to be honest I can't see how anyone could get the hang of ADoM without turning to spoilers. Crawl on the other hand is much simpler. You just play it and get better at it.

ADoM is the roguelike I've spent the most time in. I recently turned to Crawl, and I've been completely hooked. The main reason being, I can now show my roguelike to friends, and they actually get the hang of it, manage to play it, without throwing a tantrum: "BUT THERE IS NO DAMN GRAPHINCS IN THIS GAME!%&#!" ADoM, you have to -live-. Crawl, you can just play. :)

Great game, well deserved award!

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