Difference between revisions of "User:Bwijn"

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== Encountered Artifacts ==
 
  
 
===Unrandarts===
 
===Unrandarts===
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* [[File:Cloak_of_starlight.png]] [[Unrandarts#+0 Cloak of Starlight|Cloak of Starlight]]
 
* [[File:Cloak_of_starlight.png]] [[Unrandarts#+0 Cloak of Starlight|Cloak of Starlight]]
 
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The Ring of Robustness was found in the centre of a nice [[vault]] defended by lots of hard battling [[Iron golem]]s and [[Metal gargoyle]]s.
 
  
  
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*[[Shapeshifter]]s that are nearly defeated change shape: suddenly their hitpoints are at 100%. Sometimes repeatedly. I hate this case of ill game mechanics implementation as against all logic.
 
*[[Shapeshifter]]s that are nearly defeated change shape: suddenly their hitpoints are at 100%. Sometimes repeatedly. I hate this case of ill game mechanics implementation as against all logic.
  
== Disadvantages of 0.11 tiles ==
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== Is it the end? ==
[[File:Volcano011.png|right|Volcano 0.11.2]]
 
 
 
Finally even I had updated to [[0.11]]. The first impression: a damned lot of graphics have been changed. Two of the new splash screen pictures I do not like at all. Their aesthetics remind me of [[https://en.wikipedia.org/wiki/Perry_Rhodan Perry Rhodan SF]] or alike. It's "title_white_noise_grabbing_the_orb.png" and "title_pooryurik_knight.png". Even if any user is free to banish those  he dislikes there is damage for the project if the aesthetics are too childish or like ordinary ads. Who will take something serious if the impression is low taste?! - And e.g. the jakals have become much uglier. The plants graphics on the other hand became more handsome.
 
 
 
Much more important are the very different graphics of potions. In the new version you need VERY sharp eyes to detect which is which. For example the potions of might and agility are quite similar. Many potions and scrolls are not easily chequed visually, you need the word bubbles to be sure. I'd say: this solution is not at all a progres! It was much better before. Crawl developers should never accept graphics that are not a progress just to present novelties.
 
 
 
Even more influencing for the game feeling is the fact that the minimap has become much less perceptible. The color points for stairs seem now VERY tiny! I don't like that.
 
 
 
0.11 has obviously also diminished the chances to find decent rings. I've found mostly +2 rings or worse. So that is no longer not even random! Shit, this causes bad motivation!
 
 
 
I'm very unhappy with the (madly high) per cent number of vanishing corpses. So nutrition gets even more difficult. All beasts (not other types of monsters) should ALWAYS give more or less eatable corpses!
 
 
 
Sometimes I've found myself wondering if crawlers are just alike fitness center aficionados which are a very special type of guys. The wikipedia speaks also of Self-defeating personality disorder which I naturally find much too hard a comparison. But always those voices demanding: Make it (DCSS) even more sadistic - that's not very normal healthy behaviour. - Well, if I didn't like challenging game play I wouldn't be here. It's just about exagerations.
 
 
 
Fortunately I've installed 0.11.2 not in the same place as 0.10.3 which I have preserved. So I can switch whenever I like to the IMHO better graphics of 0.10.
 
 
 
 
 
On the other hand I have to admit that most of the landscape graphics are gorgeous looking! See my volcano snapshot. (Apart from the fact the absolutely nobody who is not really tired of life would enter a volcano opening that is roaring with flames and heat. In normal logic the entrance would have been pitch black, darkness without lava fire. But crawl developers/designers are not following naturalist logic.)
 
  
To be continued. Please debate if need for that should appear: at my user talk page!
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I'm no longer enjoying the course of the developers. Even [[0.17]] was no pleasure to play: mainly because the item generation was driven into extreme scarcity. Example given: The scrolls of acqirement are very rare (and that's okay) but nowadays they no longer produce good, useful stuff most of the time, 4/5 of acquired items are nearly useless. Even going through [[Ziggurat]]s doesn't provide armour items you'd like to have (most of the time). Now [[0.18]] runs into even worse dilemmata. I strongly dislike some features concerning e.g. the removed amulets, wands and spells. I despise the new property *fragile*, which destroys the random artefact(sic!) item when it is removed. I don't know yet how to replace the amulet of mutation resistance. No, I dislike these new directions and thus I will not take part in the tournament. I'll stick to the older version and still hope that the next version might correct the shortcomings. If not a real change to the better will happen I'll go away from DCSS definitely. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:56, 6 May 2016 (CEST)

Latest revision as of 14:56, 6 May 2016

Oops. Reborn (not like Dabbelju Bush or Wheel of Time) under a new name. The birthgiving procedure turned out to be technically more complicated than expected.

Some necessary equipment

Why don't instruments play any role in DCSS (unlike Nethack)?


Unrandarts


Collected Ideas

This list is just about possibilities I stumbled upon while using the wiki. If anybody believes s/he 'd like to discuss those ideas please use User talk site!

  • If the values (mostly numbers) of tables would be centered, it'd look/read much better! - less important, but better design! E.g. Noise#Ranged combat.

Features of DCSS I'd change

  • I dislike features like "Used weapon shops". Experience tells me: shops are mostly damned rare. So "flavour features" that are a mere nuisance should be eliminated.
  • To choose a kobold/ghoul that can eat whenever he likes is a pleasure! It's okay that food is rare and precious. But to get the necessary amulet of gourmand is too hazard dependent.
  • Hunger is a very basic emergency. So it's completely against my feeling that it is displayed only at status line. A sound alarm should be implemented for cases of severe hunger.
  • Shapeshifters that are nearly defeated change shape: suddenly their hitpoints are at 100%. Sometimes repeatedly. I hate this case of ill game mechanics implementation as against all logic.

Is it the end?

I'm no longer enjoying the course of the developers. Even 0.17 was no pleasure to play: mainly because the item generation was driven into extreme scarcity. Example given: The scrolls of acqirement are very rare (and that's okay) but nowadays they no longer produce good, useful stuff most of the time, 4/5 of acquired items are nearly useless. Even going through Ziggurats doesn't provide armour items you'd like to have (most of the time). Now 0.18 runs into even worse dilemmata. I strongly dislike some features concerning e.g. the removed amulets, wands and spells. I despise the new property *fragile*, which destroys the random artefact(sic!) item when it is removed. I don't know yet how to replace the amulet of mutation resistance. No, I dislike these new directions and thus I will not take part in the tournament. I'll stick to the older version and still hope that the next version might correct the shortcomings. If not a real change to the better will happen I'll go away from DCSS definitely. -- Bwijn (talk) 15:56, 6 May 2016 (CEST)