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Cuboidz

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Since: Dec 04, 2007
Posts: 5



(Msg. 1) Posted: Sat Jan 19, 2008 9:00 am
Post subject: -Crawl- What I Like about Crawl ...
Archived from groups: rec>games>roguelike>misc (more info?)

I'm pretty new to roguelikes (I've been playing Nethack casually for
about 6 months now), but what I've come to like about them is what I
call the "MacGyver-factor" (yeah, I watched the show when I was a
kid). Nothing beats getting out of a tight spot by cleverly combining
the items and abilities you have available to you. IMO, this is what
makes roguelikes tick.

Now, what I dislike about a lot of roguelikes, is a feature they have
in common with MMORPGs, namely rewarding or requiring boring and
repetitive behaviour, often referred to as "scumming". As for Nethack,
this includes stealing from shops, and even some aspects of the ID-
minigame. Basically, I regard as "scumming" everything that relies on
time in stead of skill to get ahead in the game (granted, some things
may take time AND skill). Of course, skill in any game is only gained
through the time you put into it, but that is not what I mean. I'm
talking about methods that translate time into the @'s skill only,
while contributing little to the actual player's skill level.

One of the reasons I think roguelikes should try to avoid "scumming"
as I described it, is because of the instadeath nature of the genre:
grinding just doesn't make any sense if you can't load a previously
saved game when you're dead. If I have to go through the whole ordeal
of improving my @'s situation at the cost of my utter boredom, I don't
like the risk of having to do it all over again. Roguelikes are indeed
characterized by having to start over often, but this is only
acceptable if every trip through the dungeon is new and exciting.
Getting to the point where your previous character died shouldn't feel
like a chore.

With this semi-rant in mind, I will now explain what I specifically
like about Linley's Dungeon Crawl (which I recently discovered):

- a high level of difficulty maintained from the beginning to the end
(otherwise the early part of the game eventually becomes something
boring you just have to grind through, before things get interesting).

- shortcuts like Ctrl+o (auto-explore) that facilitate thinking about
the game as one MacGyver situation following the next (moreover,
manually exploring every single square can be considered a drudgery).

- design decisions that discourage "scumming" (shops don't buy items,
slower respawning of monsters, increased hunger, ...)

- good balance of gameplay elements (the ID-minigame, for example,
isn't as dominating as in Nethack)

These qualities, IMO, give Linley's Dungeon Crawl an edge over other
roguelikes, especially in attracting new players (roguelike newbies
tend to die A LOT, and adding a lot of unnecessary drudgery to the mix
certainly doesn't help in keeping them motivated to keep trying).

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Jeff Lait

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Since: Nov 19, 2007
Posts: 111



(Msg. 2) Posted: Mon Jan 21, 2008 6:23 pm
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 21, 6:20 pm, dpeg <pl... DeleteThis @zio.mathematik.hu-berlin.de> wrote:
>
> Let me point out at the end that there are at least three sources of
> grinding left in Crawl:
>
> - pillar dancing: this is grinding in pure essence. Sometimes the only
> method to keep you alive. Most often, an investment of much time with bad
> payoffs. One suggestion was to heal only when not moving. Nothing is
> settled on this yet.

Seems backwards to only provide healing when not moving. This means
someone exploring must always stop and rest rather than being able to
recharge while on the go. It replaces pillar dancing scumming with
another form of scumming I hate, the '.' rest scumming. Y'know, hold
down the wait key until your hit points return.

The GBA version of POWDER punished wait scumming in several ways, the
most notable being having to waste a valuable button on wait if you
were so inclined. I reluctantly added a Sleep command to protect
would be scummer's fingers, but I stand by my claim that waiting to
heal is unnecessary in POWDER.

All this goes to explain the sort of healing mechanism I have
considered, but not yet tried to implement. I think it might work for
Crawl too. Instead of having some silly "heal only while still" which
penalizes the person having fun exploring the levels, have a different
system. Track a pool of potential heal points that hit points come
from. This pool is finite in size - when it empties, you stop
regenerating. How then does it recharge? The method I'm most
interested in is that you recharge the pool whenever you explore new
dungeon tiles. Basically, every tile marked mapped gives you another
unit of potential healing. This acts like a sort of implicit food,
but one not tied to the vagaries of monster generation, but still one
that rewards the brave and punishes those who want to loiter on the
same level for ten years.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)

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dpeg

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Since: Nov 03, 2007
Posts: 24



(Msg. 3) Posted: Tue Jan 22, 2008 12:20 am
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Cuboidz wrote:

> I'm pretty new to roguelikes [...] Nothing beats getting out of a
> tight spot by cleverly combining the items and abilities you have
available to you. IMO, this is what makes roguelikes tick.

We have a tactical player here Smile

> Now, what I dislike about a lot of roguelikes, is [...} scumming:
> [...] methods that translate time into the @'s skill only, while
> contributing little to the actual player's skill level.

I am sure mileage on this varies. See below.

> One of the reasons I think roguelikes should try to avoid "scumming"
> as I described it, is because of the instadeath nature of the genre:
> grinding just doesn't make any sense if you can't load a previously
> saved game when you're dead.

This is one way to see it. However, your argumentation uses an implicit
assumption. Nethack is a counter-example, actually. First of all, you don't
have to scum. Secondly, Nethack can basically be won with 100% rates. This
means that no action of yours should be futile.
Crawl, on the other hand, is far from 100% winnable. Here, the presence of
scumming would hurt much more, as you point out. To me, the issue becomes
particularly pressing, once scumming is felt as needed in order to win.
(And new players may fall for this even if untrue, since they die so
often.)

> With this semi-rant in mind, I will now explain what I specifically
> like about Linley's Dungeon Crawl (which I recently discovered):

Let me skip that list. When reading it, I wondered: did you, by any chance,
read the "pas-de-faq" section of the manual? It addresses several of these
point (and is accesable in-game: press "?n".)

Let me point out at the end that there are at least three sources of
grinding left in Crawl:

- pillar dancing: this is grinding in pure essence. Sometimes the only
method to keep you alive. Most often, an investment of much time with bad
payoffs. One suggestion was to heal only when not moving. Nothing is
settled on this yet.

- altar commuting: Several gods accept gifts. While dungeon-wide travel is
simple in Crawl (and you can use waypoints to remember where you left), it
is still an annoyance. The new gods and the revamped gods avoid this, so
this will die out.

- victory dancing: This is perhaps problematic, but less grinding in nature.
In some sense, it is even a defining feature. Not much will happen on this
in the near future, I guess.

Note that some forms of scumming are explicitly allowed as exceptions: these
are the Mummy species (no eat), the Pan branch (endless loot), and the god
Nemelex (the new version much less than the old one, so perhaps at some
time a new scummers' god will emerge).

Have fun,
David
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Jed Davis

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Since: Jan 22, 2008
Posts: 1



(Msg. 4) Posted: Tue Jan 22, 2008 2:08 am
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
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Jeff Lait <torespondisfutile.RemoveThis@hotmail.com> writes:

> Seems backwards to only provide healing when not moving. This means
> someone exploring must always stop and rest rather than being able to
> recharge while on the go. It replaces pillar dancing scumming with
> another form of scumming I hate, the '.' rest scumming. Y'know, hold
> down the wait key until your hit points return.

Or, in Crawl, just hit '5' once or twice.

--
(let ((C call-with-current-continuation)) (apply (lambda (x y) (x y)) (map
((lambda (r) ((C C) (lambda (s) (r (lambda l (apply (s s) l)))))) (lambda
(f) (lambda (l) (if (null? l) C (lambda (k) (display (car l)) ((f (cdr l))
(C k))))))) '((#\J #\d #\D #\v #\s) (#\e #\space #\a #\i #\newline)))))
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Martin Read

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Since: Mar 23, 2005
Posts: 552



(Msg. 5) Posted: Tue Jan 22, 2008 9:25 am
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
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Jeff Lait <torespondisfutile DeleteThis @hotmail.com> wrote:
>The GBA version of POWDER punished wait scumming in several ways, the
>most notable being having to waste a valuable button on wait if you
>were so inclined. I reluctantly added a Sleep command to protect
>would be scummer's fingers, but I stand by my claim that waiting to
>heal is unnecessary in POWDER.

Only if you are a superb player.

>Basically, every tile marked mapped gives you another unit of potential
>healing. This acts like a sort of implicit food, but one not tied to
>the vagaries of monster generation, but still one that rewards the
>brave and punishes those who want to loiter on the same level for ten
>years.

This gives conjurers and summoners yet another edge over melee types,
since over the course of a game Fred the Annihilator or Alice the
Convoker will have taken far less damage than Bob the Slayer.

Food is not usually a major problem in mid to late Crawl, due to the
enormous stash of food produced by the Hive, but at that point the game
is quite dangerous enough all by itself.
--
\_\/_/ some girls wander by mistake into the mess that scalpels make
\ / are you the teachers of my heart? we teach old hearts to break
\/ --- Leonard Cohen, "Teachers"
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 6) Posted: Tue Jan 22, 2008 10:35 am
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
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Quoting dpeg <ploog.DeleteThis@zio.mathematik.hu-berlin.de>:
>- pillar dancing: this is grinding in pure essence. Sometimes the only
>method to keep you alive. Most often, an investment of much time with bad
>payoffs. One suggestion was to heal only when not moving. Nothing is
>settled on this yet.

Or attacks of opportunity?

If you don't want to make it too harsh on normal play, but just degenerate
hit+retreat, suggest the following:

If the player is adjacent to a monster and moves so they are not _and_ the
player has attacked that monster in their current positions (optionally:
or taken a non-movement action) _and_ the monster has not had an
opportunity to act since they assumed those positions, the monster may
attack the player (with probability related to how close the monster was
to acting?)
--
David Damerell <damerell.DeleteThis@chiark.greenend.org.uk> flcl?
Today is Saturday, January - a weekend.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 7) Posted: Tue Jan 22, 2008 10:36 am
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Quoting Martin Read <mpread RemoveThis @chiark.greenend.org.uk>:
>Jeff Lait <torespondisfutile RemoveThis @hotmail.com> wrote:
>>The GBA version of POWDER punished wait scumming in several ways, the
>>most notable being having to waste a valuable button on wait if you
>>were so inclined. I reluctantly added a Sleep command to protect
>>would be scummer's fingers, but I stand by my claim that waiting to
>>heal is unnecessary in POWDER.
>Only if you are a superb player.

Well, eh-hem, not like I've won at POWDER, but so far I find I'm at no
real risk of hitpoint deaths as a H'ruth/Klaskite in the middle game. It's
always something else that gets me.
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> flcl?
Today is Saturday, January - a weekend.
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Cuboidz

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Since: Dec 04, 2007
Posts: 5



(Msg. 8) Posted: Tue Jan 22, 2008 10:40 am
Post subject: Re: -Crawl- What I Like about Crawl ... [Login to view extended thread Info.]
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> - pillar dancing: this is grinding in pure essence. Sometimes the only
> method to keep you alive. Most often, an investment of much time with bad
> payoffs. One suggestion was to heal only when not moving. Nothing is
> settled on this yet.

I would suggest making the monsters a bit more intelligent to solve
this problem: let them realize they're walking in circles, leading
them to another course of action, maybe trying the opposite direction,
thus bumping into the @. Of course, some creatures are realistically
supposed to be dumb, but even they won't follow you in circles
forever, they'll just give up after a while, proceeding to do
something else (and I know this from experiment, by playing with my
chickens in the garden).
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"Ulf_Åström

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Since: Jan 27, 2008
Posts: 31



(Msg. 9) Posted: Sun Jan 27, 2008 8:54 am
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On Jan 19, 6:00 pm, Cuboidz <Dieter.Be....TakeThisOut@gmail.com> wrote:
> Now, what I dislike about a lot of roguelikes, is a feature they have
> in common with MMORPGs, namely rewarding or requiring boring and
> repetitive behaviour, often referred to as "scumming". As for Nethack,
> this includes stealing from shops, and even some aspects of the ID-
> minigame. Basically, I regard as "scumming" everything that relies on
> time in stead of skill to get ahead in the game (granted, some things
> may take time AND skill).

My roguelike TSL tries to avoid grinding and scumming as much as
possible. The most controversial difference from traditional games is
that it has no levels or experience, so just waiting around and
killing things won't do any good. OTOH, there is no hunger or other
timer to force progress.

It has small (40x20) but intense maps and a relatively small set of
enemies; the idea is that they should all provide a unique challenge
and not just be a stronger variant of what the player encountered on
the previous level.

It also has something of an "ID-minigame", but this is more about
figuring out *how to use* an item properly than *what it is* (there
should be more interesting things to do than hunting for ID scrolls
and altars, IMO).

It also happens to look a lot like Crawl, for some reason.

-the ru
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Martin Read

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Since: Mar 23, 2005
Posts: 552



(Msg. 10) Posted: Sun Jan 27, 2008 7:12 pm
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"=?ISO-8859-1?Q?Ulf_=C5str=F6m?=" <ulf.astrom.TakeThisOut@gmail.com> wrote:
>My roguelike TSL
[...]
>It also happens to look a lot like Crawl, for some reason.

Crawl has got roguelike UI Mostly Right, I think.
--
\_\/_/ some girls wander by mistake into the mess that scalpels make
\ / are you the teachers of my heart? we teach old hearts to break
\/ --- Leonard Cohen, "Teachers"
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Gerry Quinn

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Since: Nov 06, 2006
Posts: 820



(Msg. 11) Posted: Mon Jan 28, 2008 3:46 pm
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In article <134ddc3d-7a17-4818-a892-89d25edc3e13
@s13g2000prd.googlegroups.com>, ulf.astrom DeleteThis @gmail.com says...
> On Jan 19, 6:00 pm, Cuboidz <Dieter.Be... DeleteThis @gmail.com> wrote:
> > Now, what I dislike about a lot of roguelikes, is a feature they have
> > in common with MMORPGs, namely rewarding or requiring boring and
> > repetitive behaviour, often referred to as "scumming". As for Nethack,
> > this includes stealing from shops, and even some aspects of the ID-
> > minigame. Basically, I regard as "scumming" everything that relies on
> > time in stead of skill to get ahead in the game (granted, some things
> > may take time AND skill).
>
> My roguelike TSL tries to avoid grinding and scumming as much as
> possible. The most controversial difference from traditional games is
> that it has no levels or experience, so just waiting around and
> killing things won't do any good. OTOH, there is no hunger or other
> timer to force progress.

My own roguelike Lair adopts similar strategies - there is no experience
and you only gain levels by going to the next level of the dungeon (you
can't go back). Most monster types do not carry loot so there is no
benefit from killing them if they could be avoided. A minor clock
exists insofar as lootless monsters spawn over time.

No natural regeneration of health or mana means there is no resting,
except occasionally to wait for adverse conditions to dissippate.

There is no ID sub-game, and monsters are described in detail on
mouseover.

You can only save after exiting a level, so scumming is not really
possible. This also means that perma-death is not obligatory - you
still always start on a fresh map, which is one of the main things
spoiled by save-reload in most games. The game is winnable on hard with
any class and without reloading after death though.

<http://indigo.ie/~gerryq/lair/lair.htm> if you're interested. No, it's
not the new Crawl! I agree with the view expressed by some that Crawl
is the pinnacle of the modern Roguelike. But it's good to experiment
with other kinds of design.

Lair is Windows only, requires mouse, requires full-screen 1024x768, or
can be played windowed on larger displays.

- Gerry Quinn
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