Can you be more specific? I know persistent dungeon roguelikes like Nethack would make no sense with "preserve". But the design differences between persistent dungeons and effectively infinite and non-persistent dungeons are pretty clear. I think it unfairly minimizes the importance of "preserve" as a design consideration to chalk it up to arbitrary culture based on what you're used to.
I remain convinced that a preserve=off mode serves designers more than players.
I remain convinced that a preserve=off mode serves designers more than players.
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