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Post by neff on Nov 22, 2017 8:25:03 GMT -6
Perhaps they will take another aspect of the roguelike where Miriam is subject to the rng as to when and if she gets certain abilities and weapons, or maybe certain items are "unidentified" until taken or thrown...
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Post by ghaleon on Nov 29, 2017 2:42:01 GMT -6
So one of the things I am most hyped about and something I think could add a lot to the replay value of the game is the roguelike dungeon feature that was achieved on kickstarter. I have a couple of discussion topics on this 1) How much effort do you think will be put into this gamemode vs how much effort you wish they would put into it. 2) Are you even interested in this gamemode and if not then why. 3) How many floors do you think it should have? 4) Do you think there will be specific bosses designed for this , or maybe just some standard enemies from the main game reskined and with a few new moves, or do you think they will use the main game bosses. 5) Should it always be a level 1 start from ground up run or should there be permanent items and such you can get and use each run in the dungeon 6) What are some features from roguelikes that you enjoy that would be a nice addition to the BROTN dungeon. Are you even interested in this gamemode and if not then why. 1: When it was announced, I was expecting a satisfying amount of effort to be put into it. Which would be about adding at least 25% more castle without new assets in that portion of the castle, which is obviously much less than 25% of the whole game. 2: I was extremely interested. Drooling on the floor interested. Now I'm skeptical because I've noticed since BS's kickstarter, there are more and more games tagging themselves as 'roguelikes' which are frankly sad excuses of the tag. I mean I don't think IGA or his team has the intention of making a half-assed game mode. But I worry that their impression of what makes the roguelike people want will be skewed based on all the bad examples out there, and they will make an honest effort to replicate something mediocre to begin with. 3: Infinite, or 100, or 1000. none of these 5-10 floor roguelites please. 4: reskins and main game bosses. Maybe with modifiers like diablo style elites or something. 5: I prefer the start at level 1 with no advantages thing. If you unlock anything, maybe optional things that aren't actually power upgrades, just new options like playable characters that are not supposed to be better or worse. Or maybe start with an equally balanced weapon or something. 6: You already kinda asked this in #2. But for the part you didn't answer. One of the things I like about roguelikes (moreso than roguelites, and yes this will be a roguelite obviously, though people who don't actually PLAY them wont know this, this is ok, I like both if done well) is randomness... Which means alot more than just 60 pre-set rooms that are scattered around like a jigsaw puzzle. What I miss from the older roguelikes over the newer ones is more emphasis on random excitement wtf moments. Nowdays people cry about balance so much that they homogonize the so-called random elements of roguelikes. So that you can only get x1-x3 for bosses on the first floor, x4-x6 for bosses on the second floor... there's always 1 boss each floor, there's always 1-2 treasure rooms each floor, there are never big nasty level 5 enemies on floor 1, there are never wussy puny enemies on floor 5. You wont set a super omgwtfbbq sword of pwn from killing a green slime. I know it's not fair.. it's not supposed to be fair. It's supposed to be fun, and some people... people who actually LIKE roguelikes like that element. Instead people are making them less and less like rogue and more and more like Zelda or something. Then they end up being like some zelda-ish game without the finely detailed dungeon/puzzle design, and copy pasted preset 60ish room jigsaw puzzle garbage.
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djtanng
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Oh hi, I'm a random person.
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Post by djtanng on Nov 29, 2017 17:57:33 GMT -6
I would prefer that these randomly generated missions/castles give you the seed (like in Minecraft) from the very start, so that if you fail, you can still share the seed with the community to see if a better player can beat it. It would also help create more buzz for the game since youtubers would constantly be making "best Roguelike Dungeon discoveries of the week" or something. Why miss out on a "greatest discovery" if the discoverer dies before sharing? Just a thought.
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Busterific
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Post by Busterific on Nov 29, 2017 19:24:17 GMT -6
3: Infinite, or 100, or 1000. none of these 5-10 floor roguelites please. I prefer something that has a definite ending at some point rather than an endless slog, although having infinite rooms could be a good option to have. Being able to choose from a set of dungeon sizes would be nice in general. Having save points would likely be needed for exceptionally large dungeons so that those of us with limited time can enjoy it without having to do a marathon of the game.
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Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Nov 29, 2017 19:37:05 GMT -6
If the Roguelike Dungeon will in-fact be in the base-game; there's still the matter of whether it will be available from the start, or if you have to unlock it by completing the main story at least once (just like for Boss Rush Mode and Sound Test in some past games).
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Post by sinest on Feb 14, 2018 17:35:38 GMT -6
IMHO: easy modes or any difficulty setting for a roguelike defeats the purpose. I would like to see this as a totally separate game mode selectable from the title screen with no interactions to the actual game. How I imagine this (im a huge fan of random generation and permadeath) is that each room is random (enemies, items, background) and you just go from room to room untill you die. Then a leaderboard saying how far you got. So adding an easy mode would be pointless since I imagine it to scale in difficulty with each room.
To all wanting an easier mode so you are not locked out of content by your skill level: You will not be missing anything in this mode, it will contain assets from the original game but the level design will be a lot worst (in my experience random levels are not as good as hand crafted levels). To all wanting an easier mode because 'why not just throw it in' : I imagine a scaling difficulty and a leaderboard with how far you got, so then we would need leaderboards for each difficulty which to me sounds like a whole lot of work.
The idea of roguelikes, RANDOM, and permadeath is that it is a challenge. You have no idea what will await you in the next room, you have no idea when you will get the next healing item, and if you make a mistake the run is over and you are dead for good.
I suggest that if you are wanting an easy mode, then this side content/ OPTIONAL mode is not for you. Even better, play it and you will eventually get much better, but first you will die, a whole lot, and then you will learn how to die less, eventually.
I am sorry if this seems mean or harsh, it is something I am passionate about as someone who enjoys permadeath and is not very good at video games. I am also not interested in getting my hand held and im not afraid to die, over and over and over.
The success of the Dark Souls series is because of their punishing difficulty. I would even say that games like PAC MAN and DONKEY KONG can start off easy but then progressively get harder. Their is no story so you are not missing out on content, its just a play untill you die and see how far you got. The concept of randomness is great because you might get lucky one run and then loose it all, and then your next run you do very well but get horrible drops. Binding of Issac is a great example of random permadeath game that im horrible at but played a ton.
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Post by sinest on Feb 14, 2018 17:48:23 GMT -6
One of the things I like about roguelikes (moreso than roguelites, and yes this will be a roguelite obviously, though people who don't actually PLAY them wont know this, this is ok, I like both if done well) is randomness... Which means alot more than just 60 pre-set rooms that are scattered around like a jigsaw puzzle. What I miss from the older roguelikes over the newer ones is more emphasis on random excitement wtf moments. Nowdays people cry about balance so much that they homogonize the so-called random elements of roguelikes. So that you can only get x1-x3 for bosses on the first floor, x4-x6 for bosses on the second floor... there's always 1 boss each floor, there's always 1-2 treasure rooms each floor, there are never big nasty level 5 enemies on floor 1, there are never wussy puny enemies on floor 5. You wont set a super omgwtfbbq sword of pwn from killing a green slime. I know it's not fair.. it's not supposed to be fair. It's supposed to be fun, and some people... people who actually LIKE roguelikes like that element. Instead people are making them less and less like rogue and more and more like Zelda or something. Then they end up being like some zelda-ish game without the finely detailed dungeon/puzzle design, and copy pasted preset 60ish room jigsaw puzzle garbage. YES! i want to find a run where in the second room i run into 2 super hard bosses, real random stuff. I am a huge fan of nethack and the randomness in that game was insane, and the game was super hard i never really got that far, but i loved playing it because each run was so different. i would be down for a structure like: every 10 rooms there is a boss and the bosses health will increase each time you go into a boss room. so then like the first boss you fight could be dracula but he only has 100 HP and the 30th boss you fight could be a lil slime ball but he has 30,000 HP
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Post by sinest on Feb 14, 2018 17:53:19 GMT -6
3: Infinite, or 100, or 1000. none of these 5-10 floor roguelites please. I prefer something that has a definite ending at some point rather than an endless slog, although having infinite rooms could be a good option to have. Being able to choose from a set of dungeon sizes would be nice in general. Having save points would likely be needed for exceptionally large dungeons so that those of us with limited time can enjoy it without having to do a marathon of the game. instead of "save points" I would just like a "pause and quit" option. so if you want to stop playing, you wont lose your current progress, but its not a save in that you cannot go back to that point after you die. you know just like permadeath. im not sure the point of having an end or worrying about size in this mode.
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Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Feb 14, 2018 18:45:15 GMT -6
sinest I completely agree on the point of roguelikes getting progressively more difficult. The challenge is part of the fun, and it's not the kind of game that's meant to be fair. How do you feel about options, though? (This does seem to be the main concern of others here who want easier difficulty) Even if they don't get "Easy" as an option, would you not think it okay if the option is there to enable/disable permadeath? Or ways to set the "size" of the Castle seed that you attempt? (They can use these if they want, and you won't have to bother with them)
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Post by sinest on Feb 14, 2018 20:21:38 GMT -6
Even if they don't get "Easy" as an option, would you not think it okay if the option is there to enable/disable permadeath? Or ways to set the "size" of the Castle seed that you attempt? (They can use these if they want, and you won't have to bother with them) I have no opinions on the size issue. I stated that I view this option as a bottomless pit, more of like an endless highscore mode. in that case disabling permadeath would not make sense if the point of the roguelike option was to see how far you could get without dying. but lets say its not endless, and there was size options and seeds. i guess you SHOULD be able to play a friends seed and have permadeath disabled so you could reach the end of said dungeon, that would be awefully nice. i personally dont like the idea of any of this. a lot of my opinion has to do with how i feel this mode SHOULD be implemented. endless, random, permadeath, high score leaderboards (with seed attached)this does not allow room for size, difficulty, or death options. simply play until you die,share seed with a friend and see how far they can get. also regarding size: lets say you start up a game with a small castle. SEED: 12345 difficulty and death aside, lets say you beat the castle. so then you won you beat 12345 and the game is over do you get points? are you timed? how would this work with leaderboards? do you then have people competing for fastest time of 12345? then you get speed run/leaderboard catagories such as: fastest all enemies killed 100%, just plain fastest, fastest no damage, ect. it gets more complicated than it needs to be. i get people would love to just play for a couple hours and be done, i dont understand why they feel the need that they need to BEAT a castle in that amount of time. its like i get it you are busy, life isnt all video games, doesnt mean you get to win all day. i am against hand holding in videogames, i feel it is toxic, i feel that a lot of people who complain about roguelikes and permadeath do NOT want to die in a game. dont be scared, its not real life (or is it)
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