Difference between revisions of "Scumming"
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− | In roguelikes, '''scumming''' is a strategy that consists of collecting easy rewards with low risk, e.g. when a high-level character visits levels suitable for low-level characters since they pose no risk but do offer some marginal rewards. | + | In roguelikes, '''scumming''' is a strategy that consists of collecting easy rewards with low risk, e.g. when a high-level character visits levels suitable for low-level characters, since they pose no risk but do offer some marginal rewards. |
− | Scumming was prevalent before version [[0.6.0]]. Players would spend thousands of turns waiting on early levels for monsters to respawn, kill them without any risk, and | + | ==XP Scumming== |
+ | Monster grinding was prevalent before version [[0.6.0]]. Players (especially the [[food]]less [[Mummy]]) would spend thousands of turns waiting on early levels for monsters to respawn, kill them without any risk, and gain XP. This rewarded tedious play behavior, and trivialized later branches since players entered them with a higher level (and power) than intended. | ||
− | Players can still scum in Crawl due to the infinite nature of the | + | Players can still scum in Crawl due to the infinite nature of the [[Pandemonium]], though they have to fear dangerous and hard to cure [[mutation]]s. Also, characters who can stay in there for extended periods of time are likely able to just win the game. |
+ | ===Start Scumming== | ||
+ | Start scumming is a form of metagaming; restarting your game until you get a good start. Some species and backgrounds have a degree of randomness to them. [[Wanderer]]s and [[Delver]]s may want to restart in order to better opening (such as better items for Wn, the [[Temple]] for De). Keep in mind that this counts towards your winrate. [[Demonspawn]] and [[Djinni]] may want to restart for a better mutation or spell set, but both take longer to settle in. Finally, [[Draconian]]s may want to get an optimal colour, though it often doesn't have a big impact on the game. | ||
+ | |||
+ | ==Other== | ||
+ | As a soft limit for any time and turn consuming behavior, the [[Zot clock]] (formerly food) | ||
Finally, the game has a hard limit of about 200 million turns. If you reach this limit, your game ends with the message: | Finally, the game has a hard limit of about 200 million turns. If you reach this limit, your game ends with the message: | ||
{{crawlquote| | {{crawlquote| | ||
Outside, the world ends.<br>Sorry, but your quest for the Orb is now rather pointless.<br>You quit...}} | Outside, the world ends.<br>Sorry, but your quest for the Orb is now rather pointless.<br>You quit...}} | ||
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==History== | ==History== | ||
*Between the removal of the [[food clock]] and addition of the [[Zot clock]] in [[0.26]]-[[trunk]], players could abuse [[Xom]] to gain lots of beneficial mutations. | *Between the removal of the [[food clock]] and addition of the [[Zot clock]] in [[0.26]]-[[trunk]], players could abuse [[Xom]] to gain lots of beneficial mutations. | ||
− | *Monsters stopped spawning post | + | *Monsters stopped spawning post level generation as of [[0.21]] (barring the infinite Abyss, Pan, and while holding the [[Orb of Zot]]). |
*As stated in the article, [[0.6]] made out-of-depth spawns a constant force to keep you moving. After more than 3,000 turns on a given level, the number of monsters that would spawn gradually decrease, until monsters stop spawning altogether after 15,000 turns. Additionally, these monsters would be extremely [[out of depth]]. | *As stated in the article, [[0.6]] made out-of-depth spawns a constant force to keep you moving. After more than 3,000 turns on a given level, the number of monsters that would spawn gradually decrease, until monsters stop spawning altogether after 15,000 turns. Additionally, these monsters would be extremely [[out of depth]]. | ||
*In an unknown version, [[stats]] used to be randomized: there were eight stat points that would be allocated randomly, potentially encouraging restarts. | *In an unknown version, [[stats]] used to be randomized: there were eight stat points that would be allocated randomly, potentially encouraging restarts. |
Revision as of 09:10, 19 June 2022
In roguelikes, scumming is a strategy that consists of collecting easy rewards with low risk, e.g. when a high-level character visits levels suitable for low-level characters, since they pose no risk but do offer some marginal rewards.
Contents
XP Scumming
Monster grinding was prevalent before version 0.6.0. Players (especially the foodless Mummy) would spend thousands of turns waiting on early levels for monsters to respawn, kill them without any risk, and gain XP. This rewarded tedious play behavior, and trivialized later branches since players entered them with a higher level (and power) than intended.
Players can still scum in Crawl due to the infinite nature of the Pandemonium, though they have to fear dangerous and hard to cure mutations. Also, characters who can stay in there for extended periods of time are likely able to just win the game.
=Start Scumming
Start scumming is a form of metagaming; restarting your game until you get a good start. Some species and backgrounds have a degree of randomness to them. Wanderers and Delvers may want to restart in order to better opening (such as better items for Wn, the Temple for De). Keep in mind that this counts towards your winrate. Demonspawn and Djinni may want to restart for a better mutation or spell set, but both take longer to settle in. Finally, Draconians may want to get an optimal colour, though it often doesn't have a big impact on the game.
Other
As a soft limit for any time and turn consuming behavior, the Zot clock (formerly food) Finally, the game has a hard limit of about 200 million turns. If you reach this limit, your game ends with the message:
Outside, the world ends.
Sorry, but your quest for the Orb is now rather pointless.
You quit...
History
- Between the removal of the food clock and addition of the Zot clock in 0.26-trunk, players could abuse Xom to gain lots of beneficial mutations.
- Monsters stopped spawning post level generation as of 0.21 (barring the infinite Abyss, Pan, and while holding the Orb of Zot).
- As stated in the article, 0.6 made out-of-depth spawns a constant force to keep you moving. After more than 3,000 turns on a given level, the number of monsters that would spawn gradually decrease, until monsters stop spawning altogether after 15,000 turns. Additionally, these monsters would be extremely out of depth.
- In an unknown version, stats used to be randomized: there were eight stat points that would be allocated randomly, potentially encouraging restarts.