Difference between revisions of "User:Bwijn"
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Oops. Reborn (not like Dabbelju) under a new name. The procedure turned out to be more complicated than expected. | Oops. Reborn (not like Dabbelju) under a new name. The procedure turned out to be more complicated than expected. | ||
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+ | <center>[[File:ChetBakerPlaque.jpg|thumb|Why don't instruments play any role in DCSS (unlike Nethack)?]] | ||
+ | </center> | ||
+ | |||
+ | == Encountered Artifacts == | ||
+ | |||
+ | ===Unrandarts=== | ||
+ | {| | ||
+ | | ! width="25%" valign="top" | | ||
+ | |||
+ | * [[File:Dagger_of_chilly_death.png]] [[Unrandarts#+5,_+7_Dagger_of_Chilly_Death|The Dagger of Chilly Death]] | ||
+ | * [[File:Autumn_katana.png]] [[Unrandarts#+8,_+8_Autumn_Katana|Autumn Katana]] | ||
+ | | ! width="25%" valign="top" | | ||
+ | * [[File:Bow_of_krishna_sharnga.png]] [[Unrandarts#+8,_+8_Bow_of_Krishna_.22Sharnga.22|Bow of Krishna "Sharnga"]] | ||
+ | * [[File:Sword_of_zonguldrok.png]] [[Unrandarts#+9,_+9_Sword_of_Zonguldrol|Sword of Zonguldrok]] | ||
+ | | ! width="25%" valign="top" | | ||
+ | * [[File:Ring_of_robustness.png]] [[Unrandarts#Ring_of_Robustness|Ring of Robustness]] | ||
+ | * [[File:Cloak_of_starlight.png]] [[Unrandarts#+0 Cloak of Starlight|Cloak of Starlight]] | ||
+ | |} | ||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | == 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. | ||
+ | *[[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 == | ||
+ | |||
+ | 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". - 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 developpers should never accept graphics that are not a progress just to present novelties. 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?! | ||
+ | |||
+ | 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 diffucult. All beasts (not others types of monsters) should ALWAYS give more or less eatable corpses! | ||
+ | |||
+ | Fortunately I've installed 0.11 not in the same place as 0.10.3 which I have preserved. So I can switch whenever I like to the better graphics of 0.10. |
Revision as of 20:28, 12 January 2013
Oops. Reborn (not like Dabbelju) under a new name. The procedure turned out to be more complicated than expected.
Contents
Encountered Artifacts
Unrandarts
The Ring of Robustness was found in the centre of a nice vault defended by lots of hard battling Iron golems and Metal gargoyles.
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.
Disadvantages of 0.11 tiles
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 [Perry Rhodan SF] or alike. It's "title_white_noise_grabbing_the_orb.png" and "title_pooryurik_knight.png". - 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 developpers should never accept graphics that are not a progress just to present novelties. 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?!
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 diffucult. All beasts (not others types of monsters) should ALWAYS give more or less eatable corpses!
Fortunately I've installed 0.11 not in the same place as 0.10.3 which I have preserved. So I can switch whenever I like to the better graphics of 0.10.