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A big wish-list, with explanations and examples

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2:43 pm
November 8, 2010


Daemon

Member

posts 20

 

Hey guys!
I have been playing 100 Rogues for quite some time. I did not beat Satan yet, but I was there a couple of times. 
Here are some of the things I would like to see implemented in the game, if developers think they are good of course.
1. Transfer one item to next game
I understand that 100R is a random-factor game. Some times you get Sword +4, some times you don't. However, this random factor does not mean much but time waste – if I did not get any good items till Genie, I just restart the game, because going into Dungeon with Wooden Sword is just stupid.
So, Random means just one thing: waste more time till I get some items. To remove this frustrating element, it should be possible after a player kills Genie to select one item on player, and that item will DROP FROM GENIE the next game.
This will do the following:
a) Enable player to start Dungeon with at least ONE really good item
b) Not make Bandit Hole too easy as this item drops at the very end
d) Remove one frustrating element from the game, but keep the random element still in
2. Sell items in shop
This one is a no brainer. It is a clear fact that through the game not enough gold drops to buy items in shop. I have played over 200 games, and in all of them, I bought maybe 5-10 items, usualy food Drumsticks.
Make it possible to sell items from inventory for 50% or less the price they would normally cost. Simple. As it is now, the Shop is semi-useless.
This would also solve the problem of getting Spellbook with Crusader, which happens to me almost 50% of the games.
3. Fast food shop
Food is a problem in this game, more than anything. Food is the FIRST and most important resource in the game. If this element is removed, players could just Rest all the time and that would make the game easy.
But the random factor of the game again spoils the fun. I had a really good equipped Rogue on Dungeon 3, I did not waste time, but during entire game I found maybe 1 food item. I died of starvation. Essentialy – random factor killed me. This is just bad, it is like at game start you roll a dice, and if you get "1" you will die after wasting 20 minutes of gametime. There is nothing you can do about it, no amount of skillfull play will save you if no food items dropped. Chasing Cookie Monster (as I call it) is not an option. It is too random.
Solution: in combination with point 2 to get the cash, make a store that sells foo (or merge into one).
4. Unused Spell points
Spell points that sit unused (to all the new players: it is often OK not to pick spell as soon as you gain level, try it, you will understand why) should give PASSIVE bonus to player. I am not sure what exactly, but increase Strength and/or Armour and/or Accuracy, etc … you get the idea. When the point is spent, the bonus is gone of course. This will encourage people to experiment with late spell picking, and maybe open some new strategies.
Points 1,2,3 would NOT negate 100 Rogues core gameplay while increasing skill factor, and decreasing random factor.
Point 4 would add more depth to gameplay.
Being an User Interface desingner, I have tons of User Interface issues, but that maybe in some other post. Game is playable as it is, but everyone could agree that UI needs improvement =)

5:02 pm
November 8, 2010


JQH

Member

posts 5

I agree with changing the shop, but maybe instead of selling items there should be a bartering system. Like get me a sword and you get roasted food.

12:23 am
November 9, 2010


Zaraf

Edmonton, Alberta, Canada

Member

posts 35

The devs have already explained that there will never be ANY kind of "selling" of items.  Once you include selling, then picking up items is a no brainer, since you just sell it.  As it is now, things WILL be useless, so either pick them up to throw at enemies or just leave them on the ground.

1:44 am
November 9, 2010


Daemon

Member

posts 20

Then increase amount of gold dropped. As I said, in all of my games, I maybe bought a couple of items in shop.

5:53 am
November 9, 2010


Keith Burgun

Admin

posts 253

Thanks for the great post!  Here's my responses.

 

1.  Mmmm.  I see a lot of problems with this idea.  Here's the thing though: the game has been rebalanced such for 2.0 that going into the Dungeon with a wood sword is no longer going to be pointless.  The game is a lot smoother the whole way up.  Also it's probable that if you still have a wood sword, that you were fortunate in some other ways. 

It's CRUCIAL that a roguelike does NOT give you the same thing that you can rely on every game… I mean, we already DO do that with skills, but with items you really do have to react to the items you're given.  If you find a lot of health potions, don't get Faith/Heal.  If you find a great weapon, maybe get weapon focus.  Etc.  Try 2.0 and tell me if you still think this is necessary.  Also, we might be re-working how LOCKERS work and that might help you a bit here too.

 

2. Firstly having the Spellbook offered to the Crusader isn't a problem at all in my book.  But also, yes, for 2.0 the item prices have been rebalanced and there are a lot more gold drops.  Let us know if you're happy with it when it comes out, ok?

 

3.  Food has also been slightly rebalanced and honestly is, if anything, a bit too common in 2.0… we're still coming up with ideas for how to fix this, one of which is a "Fancy Resturant" that you find frequently, that would take up all your gold but fill your tummy up.

 

4. I think you're wrong on this one.  I think it's actually a GOOD THING that you don't get anything for holding onto a skill point, because by doing that, you're already "getting" better knowledge of where to put your skills by holding on to it, for the cost of not having that skill for awhile.

 

Thanks, and we'd LOVE your UI input.  Make a new thread for it if you want.

11:04 am
November 9, 2010


Daemon

Member

posts 20

1: True, especially if there is a complete Hell level now, then there would be enough chances to get some good items.

 

2: But Crusader cannot use it? It's a useless item, right? Am I getting something wrong here? =) Is there a Crusader version of Spellbook? I haven't seen it so far.

 

2a: More gold? That's what I'm talking about.

 

3: Nice. As I said, food needs some solution as it is just a random way to die now. Got no food = dead. Total random effect, no amount of skill or tactics can handle that.

 

4: You are right. Scratch that.

 

Will compile some UI post.

 

By the way, killed Satan today using "hack". Manapotions. Just too easy. I tried few times killing it with just normal damage and spells, died always. 4 Manapots did the trick. Is Satan better in 2.0? By better, I mean "better" =)

11:40 am
November 9, 2010


7h30n

Croatia

Member

posts 23

Post edited 12:02 pm – November 9, 2010 by 7h30n


So every point has been cleared but point #2

 

If I might add, I believe it has been said that there will be more class-based items so spellbook being useless is ok. Wizard cannot use "Heavy Armaments" so those are semi-useless when playing Wizard.

 

I was thinking about class-based items, how about adding weapons that have bonuses for crusader or other class.

Example:

Sword of Bashing

- dmg 9-18

- accuracy 85%

- +1 level to Whack of Glory

 

Sorcerer's Staff

 

- dmg 0-4 (magic)

- accuracy 90%

- energy cost -2 for Amefyst

 

Should we open new topic for giving ideas about class based items?

 

Edit: @ Daemon, btw lockers keep items cross new games. I just picked up Tower Shield with my Crusader XXI. The Tower Shield was storeged in Locker by a Crusader couple of games before XXI

Theon
Faber est suae quisque fortunae.

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