The primary argument for keeping food specifically as a game clock is the flavor/simulation aspect, which is something that the current design philosophy doesn’t value highly. It’s a little better with Gozag because at least you can plan on buying a food shop, but still. Starving as a spriggan is a uniquely miserable experience because of how little agency you have over the process. When food does matter, it’s often not fun. They’re part of why hunger costs are mostly irrelevant, you can afford a lot of hunger costs without even touching permafood. Ending the game with 50+ rations is the norm, even casters with significant hunger costs.Ĭhunks are weird for game balance. The macros help, but having to automate it in the first place is a sign that you should think about how important the mechanic really is. It’s a lot of player-facing interface baggage. I don’t know what they have in mind, but I’m curious to see.Īs for what’s wrong with food, I can’t say which problems they considered important, but plenty of them come to mind: They’ve said they have ideas on different game clock mechanics to implement, so the current state of trunk is likely temporary. If some of you guys want to clue me in on why food was so dysfunctional they needed to redesign the game, I'd appreciate it. That doesn't sound like a good use of developer time to me. It sounds like a HUGE undertaking for something that's really not necessary to remove, that will cause a bunch of cascading bugs and stuff and by the end will only maybe improve the game a little but really just make it feel different. There's also a lot that suddenly doesn't function because it was designed around food? It changes the pace of the entire game if every character can wait around forever, or are they going to regress to infinite floor spawns and the unbalancing that caused, or will there just be some contrivance added to force you to keep moving? I've never starved to death in a game, sure, but spell hunger, certain species not needing to eat or having food restrictions, all the divine abilities that cost nutrition, not to mention Gozag losing his biggest downside. It concerns me because of how much of the game is based around it. Admins may be contacted via discord (in the #dcss channel of roguelikes), IRC (#crawl-dev on libera), and at advil at dcss dot io.I don't understand why hunger has to be removed. Game recordings (ttyrecs) are not retained indefinitely and may be archived at any time (currently, we keep about 5 years). Trunk games may be upgraded to current trunk after about 4 months. Rules: No harassment, no offensive usernames, no spam, no bots (without permission). Nov 28, 2022: Anonymous spectating has been limited due to bot abuse. Mar 30, 2023: ttyrec saving on CAO has been turned off in an attempt to improve performance. Mar 31, 2023: New trunk chat block features have been rolled out for testing on CAO (see `/help` in chat for more info). A disk replacement is in the works the eta is a bit uncertain but hopefully within the next week. Welcome to (CAO) WebTiles!Īpr 23, 2023: The stone_soup-0.30 stable branch has been installed, good luck in the tournament!Īpr 18, 2023: CAO has been having some disk issues off and on for the past several weeks, that unfortunately result in game freezes/lag.
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