
Joshua Day wrote:I don't believe that potions of strength have changed in their frequency, so that's just poor luck.


Furox wrote:After some testing it looks like the game got harder in some way. The weakness effect of centipedes can cause real problems (12-4 strength) so I had to hide somewhere. It feels like the effect lasts too long.

mikeym wrote:Just logged a win with the first character I played!
http://www.filedropper.com/162first
Finding a Sword of Quietus was the key - but this in fact was a desperate act of equipping an unknown item, not anything planned. The introduction of out-of-depth creatures completely changes early-game strategy and definitely makes things harder - my previous approach to item identification and enchantment will have to be discarded in favor of a riskier approach.
Love the UI improvements. I Didn't find any new creatures on this run... I'll have to keep looking
doctorfrog wrote:Hey, this guy gets a bold font! I assume he isn't on the Windows build. Let's bring clearer font rendering to the Windows build, please!
Furox wrote:doctorfrog wrote:Hey, this guy gets a bold font! I assume he isn't on the Windows build. Let's bring clearer font rendering to the Windows build, please!
http://brogue.createforumhosting.com/1-6-1-questions-bugs-t248.html#p1694
mmm wrote:Hey makkaroh, I agree.
The game does seem harder. I used to make it to level 12 on average, but (unless the rng has turned against me) I now finish most games around level 6-9. Been having trouble finding good staves and weapons - my most tragic loss was on lvl 10 or so - as I was still fighting with the original dagger and leather armor, with no staff or decent means of defence. When you're like that and you bump into a wraith.....it's not good.
I did so badly in the weekend contest that it's embarassing...and this is coming from a guy that's got 6 crawl victories under his belt.
But so what? Brogue is even more fun then it was before - only a bit more challenging now. The higher difficulty will make your first victory all the more sweet, right?
PudgyNinja wrote:I think everybody who plays roguelikes enjoys a challenge, but I have to say, this latest version is probably too difficult for me to really enjoy. I'ts just not fun to repeatedly die on levels 2-4. I mean, pink jellies on level 2 just seems unfair.
Pender wrote:If you think a particular run is unfairly difficult, post the seed (in a new thread), and we can have a quick and informal challenge to play the same seed and see how veteran players fare on our first attempt.
Pender wrote:Actually, I have an idea for folks complaining about the increased difficulty. If you think a particular run is unfairly difficult, post the seed (in a new thread), and we can have a quick and informal challenge to play the same seed and see how veteran players fare on our first attempt. I think that will be an excellent method for distinguishing difficulty from unfair difficulty, the distinction being that unfairness means skillful play cannot overcome the challenge.
(To be clear, I don't want to set a precedent that an occasional unwinnable game necessarily means something needs to be fixed -- to some extent, it's the cost of procedural generation. Still, I think this will be a fun way to bring some rigor to the question of difficulty.)
PudgyNinja wrote:Do you really want to make a game where only veteran players can get past the first few levels?
PudgyNinja wrote:Do you really want to make a game where only veteran players can get past the first few levels?
Joshua Day wrote:I can imagine, once there's a server, that people could rate their dungeons, and that you could compete against someone else's run so long as you do it before you watch it.
Pender wrote:PudgyNinja wrote:Do you really want to make a game where only veteran players can get past the first few levels?
No, and I don't mean to diminish your complaint. It's just hard to be objective about these matters, because there's an equally vocal contingent that is upset when the first few levels are too easy, meaning they rarely feel challenged before depth 10 or so. I'm not adverse to the idea of decreasing the difficulty, but it's hard to know whether to do so when I get equally insistent feedback in the other direction. Factor in the well-studied deficits of human cognition in dealing with randomness and it's very hard to get an accurate picture of the median outcome, at least unless there's a mediating server that can crunch the numbers directly. For now, I would say let's give this version some time before deciding whether the difficulty needs adjustment, while we get used to the new mechanics and the tactical responses that they demand. If it's truly intolerable, there's always easy mode (shift-7 on the keyboard), which I know is unsatisfying but perhaps better than nothing. And I do value your continued engagement as a player, very much, and I'm sorry if my response seemed callous or unconcerned; it's just a very hard problem, and this seemed like an interesting way to get some objective insight, with the added bonuses of being fun and providing a view to all involved into how other players handle certain situations.
Guitar wrote:The only thing that seems really unfair is vampire bats on level 2, especially if they are near the exit.
SnoopyChicken wrote:Really loving this version of brogue, I think it's good the difficulty has gone up, although I think vampire bats can be really tricky early on.

morphles wrote:No ogres are not that scary esp if you have chasms on the level you can just jump down
Those nice challenges can be quite interesting and rewarding if defeated and if you did not manage to do that, well its just depth 2-3 so you lost 5-10 minus at mostI think it really worth to have higher difficulty at start, presses you to use more items, come up with tactics early on, otherwise starting levels are really very very boring.
harborpirate wrote:I've really started to get frustrated with early bats. At least with ogres, chasm jumping works quite well in the absence of any good items. But bats just feel cheap, like "rocks fall, you die". Very few characters have any capabilty to survive them when met on levels 2 or 3.
thedrin wrote:Similarly I'd like to see the game limit the number of eels per lake in the early game
thedrin wrote:Instead limit vampire bat spawns to a single bat. Dangerous but more survivable. Similarly I'd like to see the game limit the number of eels
per lake in the early game (except for flood water keys).

Pender:
Out of depth spawns in shallow depths will be toned down in 1.6.3.
thedrin wrote:What I'd be most interested to see would be the removal of spawns of groups of creatures.. A swarm of 3 vampire bats becomes a single vampire bat. A gang of 6 goblins/goblin mystics/jackals becomes a goblin mystic and goblin.
thedrin wrote:What I'd be most interested to see would be the removal of spawns of groups of creatures.. A swarm of 3 vampire bats becomes a single vampire bat. A gang of 6 goblins/goblin mystics/jackals becomes a goblin mystic and goblin.
ds_creamer wrote:thedrin wrote:What I'd be most interested to see would be the removal of spawns of groups of creatures.. A swarm of 3 vampire bats becomes a single vampire bat. A gang of 6 goblins/goblin mystics/jackals becomes a goblin mystic and goblin.
I'm guessing you mean that OOD groups would be reduced and that in-depth groups would remain the same? That doesn't sound bad to me.
Return to Brogue General Discussion
Users browsing this forum: No registered users and 0 guests