Archived from groups: rec.games.roguelike.adom (
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Higher Game wrote:
> maddog@dsr.kvl.dk wrote:
>> Higher Game wrote:
>>> I think Jade being classless is a bad idea. The most
>>> fun about classes in ADOM is waiting for new class
>>> abilities at levels 6, 12, etc. These are very
>>> powerful and add a lot to the game. Removing classes
>>> would remove the anticipation of that crucial level
>>> and cause all kinds of complicated game balance
>>> issues.
>>>
>>> But TB may have already made up his mind about this.
>>> And there is likely a duplicate somewhere. And I don't
>>> even know where to input Jade RFEs! I just would like
>>> some feedback if people here agree or disagree, and
>>> why.
>>
>> I happen to disagree greatly with you on this matter.
>> You have only tried ADOM with classes and have no point
>> of comparison. I have my best roleplaying experiences
>> with class- and levelless systems. Classes confine you
>> to a stereotype and gives you less space for
>> roleplaying. Allready ADoM is one of the best (if not
>> the best) roguelike with regards to sheer roleplaying.
>> More interactions and a huge amount of NPCs and
>> sidequests.
>> From the information TB have given us so far JADE is
>> going
>> to blow us away with huge cities and fully interactive
>> NPCs everywhere. It is definately yet another step
>> upwards from a roleplaying point of view.
>>
>> Nevertheless roguelikes are very mechanical as RPGs go.
>> I anticipate class powers replaced by quest powers.
>> E.g. you need to complete the gemcutter guild quest and
>> vanquish a named diamond golem before you gain a
>> special power to activate certain crystals... or
>> whatever TB makes up. I have full confidence in his
>> skills. My guess is as good as yours.
>>
>> I also foresee a tremendous work on playtesting.
>> Hopefully we will see gammas and such to remove bugs
>> and inconsistencies. These will give us more ground to
>> work on regarding RFEs and ideas.
>
> I'm sorry if I seemed stupid in my post. I just don't
> want TB to waste 10 years on Jade. It's just that, ADOM
> is such a great game, I don't know what to think if the
> formula was changed too much.
>
> I recently tried to get into Angband and Nethack. No
> luck. ADOM is just the best rogue like game ever and I
> don't want too much to be changed. It's not fun being
> pessimistic by nature.
>
> Attempts at random quests in ADOM are miserable. Guess
> what I have to kill for Thrundaar? A berserker prince.
> Yep. I would be so angry if Jade was nothing but random
> stuff like that.
If you got the impression that I was talking down to you
and that I was assuming you are stupid on basis of my post
then I am the part that needs to apologize.
Thundarrs "kill-a-beast" quests are only horrible in the
sense that they are too variable in difficulty and that
they block the next and far more interesting quests. It
would have been better to create a set of monsters from
which the target could be selected.
Perhaps I am naive, but I have a great deal of confidence
in TB. I also believe he will start to release gamma and
beta models as soon as he has something that works just
partially, because there is a plethora of ideas floating
around in the huge ADOM community. The sooner a problem is
caught the easier it is to remedy.
I have also tried Angband - my roguelike days started back
with Moria on the Amiga so Angband was a logical thing to
try out - and like Moria I find it boring in the long run.
It's just a (nearly) endless dive while you scum for
resistences to meet the next crowd of monsters to
vanquish.
In response to Arturus on stereotype classes: Certainly!
Better gamers = better RPG experience. Replace alignment
with personality traits and class limitations with
penalties (so e.g. a magic user can use a sword, but at
great penalties) and you have a working model. A paladin
who does good because he/she feels bound by honour will
react and roleplay differently from a paladin who does so
because it is part of his/her personality. A cruel
paladin will not allow any form of surrender, a
melancholic paladin will feel he/she is struggling in vain
and blame the world for not doing more to combat evil and
so on.
My initial thought was just that a character who starts as
peasant and become a wizard during the game as a result of
choice and dedication will have better connection to the
player. It is my personal experience that better
player/character connection yields better gaming.