7hm said:Sure, which is why the game would probably need to involve some sort of resurrection mechanic
Get outa here with your un-hardcore roguelike.
your attributes are randomized and you must pick your character class based on which ones your stats support.
DCSS handles this properly. There is no attribute randomization, because it leads people to scum. Anyone who has spent hour after hour in Wizardry rolling characters knows about this. It's more simplistic, but it's also easier for all involved to just have all Fighters start with 15 STR, 5 INT, etc.
It's pretty inavoidable that different stats help some classes/roles more than others, even if it's useful for all. Especially in a partybased game, when you've got other partymembers to cover each others weaknesses.DakaSha said:eh in my opinion if a stat is completely worthless to any class (or perhaps even race) then you fucking suck at game design.
And yes that means that 99% of RL have terrible design. I do like them as a genre but for the most part the systems are shit
Castanova said:7hm said:Sure, which is why the game would probably need to involve some sort of resurrection mechanic
Get outa here with your un-hardcore roguelike.
your attributes are randomized and you must pick your character class based on which ones your stats support.
DCSS handles this properly. There is no attribute randomization, because it leads people to scum. Anyone who has spent hour after hour in Wizardry rolling characters knows about this. It's more simplistic, but it's also easier for all involved to just have all Fighters start with 15 STR, 5 INT, etc.
Both of your responses are firmly rooted in the paradigm of a single-character system or single player non-roguelike party systems and are easily solvable by basic design decisions. Plus, as Zomg said, if you can't handle randomization in a roguelike, then why are you playing?
Castanova said:When did I ever say there was no permadeath? The availability of a limited supply of resources that may allow resurrections doesn't preclude permadeath. Furthermore, permadeath is not a binary condition that solely defines the roguelike genre. It's pretty clear that you're taking my comments and mapping them directly onto existing roguelike games in your mind, which are all single character. I guess it's my fault for not going into enough detail on various design decisions that would be necessary in a PBRL.
Yeesh said:Let me say this about spoilers. I don't know how I feel about them. Are you really going to play a game as difficult and complicated (and requiring such an investment of time) as a roguelike and still want to figure out everything by yourself via trial and error? Have you unlocked the secret of eternal life or something? How many hundred of hours do you want to devote to one game?
Yeesh said:(...snip)
Also, more tactical combat is delightful to talk about, but here are two things that are very hard to balance:
1) a challenge in every fight means there must be a real possibility of character death
Yeesh said:2) for the endgame to be challenging to a full party, doesn't it have to be more or less impossible for a party that's been whittled down to half strength?
Yeesh said:The balance questions are vast. Traditional roguelikes are notoriously challenging (to most of us), and that comes not from any single fights that are tailor-made to be so tough but from the unforgiving nature of being all alone in a dungeon full of things that can kill you if you make a mistake. It's not so easy to see that the formula inclines by adding more party members to the equation.
Yeesh said:Look, it just seems to me that a party-based roguelike game with challenging tactical combat would be like an ironman game of Knights of the Chalice, but without you knowing how any of the encounters are going to play out ahead of time.
I know that might sound like heavan at first blush, but how feasible is winning a game like that? The balancing would be so, so, so hard. Realistically, it would be an actual call-the-Pope miracle if the game weren't either too easy or too random.
But shit, I'll play it too.
DakaSha said:Yeesh said:Look, it just seems to me that a party-based roguelike game with challenging tactical combat would be like an ironman game of Knights of the Chalice, but without you knowing how any of the encounters are going to play out ahead of time.
I know that might sound like heavan at first blush, but how feasible is winning a game like that? The balancing would be so, so, so hard. Realistically, it would be an actual call-the-Pope miracle if the game weren't either too easy or too random.
But shit, I'll play it too.
*sigh* As i and casta have said: Its only seems that hard to do if you cant get over the fact that it would be designed FROM SCRATCH AS A PARTY BASED GAME.
Since its designed AROUND the party aspect it is not an issue. at all. It would be the same challenge as any game (Yes its a challenge but not more so because its party based)
Yeesh said:But in a randomized PBRL, you'd never, ever know what's coming. You wouldn't have the advantage of foreknowledge to make up for the disadvantage of only having one single shot to keep your party alive through fight after fight after fight. And to me, that means either the game would just be too hard, or it would have to be easy enough that the combat isn't quite so tactically challenging after all.
Fallout is a bad example as it's one of the few modern cRPGs that are good for iron-manning. It gives the player a freedom of movement, allows making a good range of different characters, is non-linear, a lot of stuff is stat-dependent, doesn't have walls of text for dialogues, etc.Blasterhead said:I mean, what you're saying could already be applied to all the single character RPGs out there. Imagine playing X first playthrough without any prior knowledge of encounters in ironman. X being what-have-you. Say Fallout.
Of course you will die. You're expected to die. It would also be incredibly boring replaying it all when you do if the game wasn't made for iron man, but that's where all the (non-retarded) streamlining and procedural content that RLs provide comes in and makes it hella entertaining. There is no reason to assume that this wouldn't be the case for a PBRL.
Yeesh said:We have to imagine because there is no game like this to my knowledge.