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bork bork bork maddog@dsr.kvl.dk bork 4:26:57 PM bork 1/12/2005 bork bork:
[I haven't played ADOM in months and perhaps I shouldn't even be contributing
to this discussion, but I can't help myself. :0)]
> 3) In game bugs that severely hampers playability. This is
> the suicide bug for instance. Filk is perhaps the most
> severe as it blocks winning options. Also Keetrax (no
> Herbalism), Kranach (wasting time and piety for no gold or
> alignment), minotaur emperor (game score) and Griff
> (blocked portal and the need to expose the elder dwarf)
> are good examples of quite severe suicides. On the lower
> scale high XP monsters may commit suicide and rob the
> (trollish) player of much needed levels and thereby hamper
> character development. Also exploitable on top of
> everything else to make cats kill themselves. Not aware,
> but may also trap the player in the arena if an opponent
> kills him-/herself. All in all these bugs are just as
> severe as crashes.
I think this bug should be a) fixed, of course, but b) taken with a cool
head. The fact is, suicide beserking, and especially suiciding of key
characters. is rare. RARE. It doesn't make it any less frustrating when it
happens, but it's still rare.
> 4) In game bugs that skews class/race balance. The game
> itself is a result of long and enduring playtesting. I
> cannot claim honours on this - I joined on 1.0.0, but
> there is no doubt that the game has a very fine balance
> between the capabilities of races and classes. Some of the
> effects introduced in 1.1.1 to make it harder will favour
> certain characters more. Most important is the
> implementation of the uber-jackal effect as it can be
> defeated easier by some classes/races. I have never seen
> the need to specifically target summoners to this degree.
> A much better solution would be to make higher level
> monsters tougher in general. That would make every
> monster deeper in the CoC harder to defeat (and MaLaKaI a
> regular devil to beat). Also some of the effects to make
> 1.1.1 easier needs a touch with the balance stick. Most
> notably the Heir gift for Bards. Compared to other classes
> a Bard can recieve a de facto wish for 3 talents.
Ah, the memories of our disputes over ueberjackals.
🙂
First off: that was a very well-reasoned, unemotional, well-argumented, and
convincing presentation of the problem.
I think I'm most bothered by the labelling of this as a bug. I'd say it's an
issue, a problem, a misdesign, and an imbalance, but not a bug.
It's not game-killing for me; it's never been a reason for me to, for
example, go back to 1.0.0.
😛 But what you write is entirely true -- it,
especially in combination with beserking, forces players to develop ranged
attacks no matter what their class. Having a ranged attack was always a smart
idea, but FORCING the player to have a ranged attack means an impoverishment
of the game by a reduction in the number of viable choices (unless you
consider "melee-only-as-challenge-game"... but that's a little silly).
And that is a shame.
> 6) Exploits. These are bugs where the choice is left to
> the player and as a result not so problematic. Piety
> wrapping and repair stack blessing (which I admit to use
> myself) are examples. Either these need to be declared
> features or mended, but should definately not recieve the
> same amount of Thomas' precious time.
Topic drift: these exploits are laughable compared to certain intended
features and their interactions. The various available types of tedious
scumming in ADOM (stone giants, herbs, crystals, bugs, etc., and their
interaction with starvation, sickness, and rings of weakness), combined with
my own strong temptation to take advantage of them, are what drove me out of
ADOM. Which may or may not be a shame.
🙂
Erik