That is Psi. Have you looked at his other dumps? Here are a couple highlights:
...oh and he won the competition that was FA ironman thrall.
If you make many balancing decisions based on Psi, the game is going to get insanely hard for us average *banders. (as if it isn't already)
No character has high perception at the very beginning of the game. Shouldn't the door difficulty be based (at least partly) on depth?
I actually think 'mixed blessing items' are very good things in these games. I guess it just seems in Sil, the drawbacks are generally tougher. That perception is probably largely due to the game being very unforgiving in general, so it seems like the drawbacks are harder to overcome.
Just FYI: I've never had a character wear anything heavier than studded leather (and the couple times I wore studded leather, it was exceptionally light specimens). I've never used greaves, and I'll only use a great helms or kite shields if they're either ego or 'fine'.
I've only once gotten far enough to get significant use of staves. And by far the most useful to me was identify. So I kept my empty _identify because I knew that _recharging existed in this game. It was just really disappointing to only get one more charge when I recharged my identify staff when I still had several things I needed to identify. [EDIT: to be fair, I have to add that that game was with my modded version with some added egos, so there were more types of things to identify.]
In Angband, you don't get unlimited charges, but you do get more than one when you recharge something.
It might help to think of Sil as having 40 levels (20 going down and 20 going up). It would make sense for the latter parts of the game to be harder than the beginning. Maybe try to balance the end based on players like Psi (because winning is supposed to be very hard), so you can balance the beginning to be more accessable to the casual players. ...just my 2cents
...oh and he won the competition that was FA ironman thrall.
If you make many balancing decisions based on Psi, the game is going to get insanely hard for us average *banders. (as if it isn't already)
No character has high perception at the very beginning of the game. Shouldn't the door difficulty be based (at least partly) on depth?
I actually think 'mixed blessing items' are very good things in these games. I guess it just seems in Sil, the drawbacks are generally tougher. That perception is probably largely due to the game being very unforgiving in general, so it seems like the drawbacks are harder to overcome.
Just FYI: I've never had a character wear anything heavier than studded leather (and the couple times I wore studded leather, it was exceptionally light specimens). I've never used greaves, and I'll only use a great helms or kite shields if they're either ego or 'fine'.
I've only once gotten far enough to get significant use of staves. And by far the most useful to me was identify. So I kept my empty _identify because I knew that _recharging existed in this game. It was just really disappointing to only get one more charge when I recharged my identify staff when I still had several things I needed to identify. [EDIT: to be fair, I have to add that that game was with my modded version with some added egos, so there were more types of things to identify.]
In Angband, you don't get unlimited charges, but you do get more than one when you recharge something.
It might help to think of Sil as having 40 levels (20 going down and 20 going up). It would make sense for the latter parts of the game to be harder than the beginning. Maybe try to balance the end based on players like Psi (because winning is supposed to be very hard), so you can balance the beginning to be more accessable to the casual players. ...just my 2cents
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