Roguelikes enjoyed by Sil players

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  • BlueFish
    Swordsman
    • Aug 2011
    • 414

    #16
    Auto-explore does seem like a very strange design ethic to me. I've played a few hours of Brogue and it certainly never struck me as a super cool feature.

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    • Therem Harth
      Knight
      • Jan 2008
      • 926

      #17
      I agree (very much) with Nomad. If we start needing auto-explore, that's probably a good indication that there's too much empty space in the game.

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      • Infinitum
        Swordsman
        • Oct 2013
        • 319

        #18
        Brogue might be a bad example for autoexplore what with it being something of a deathtrap due to the severe foodclock. I find it indispensable in games without such time restrictions though (Crawl, ToME etc) since I don't find the act of pushing direction keys overly engaging it itself (not to mention having to backtrack should you realize you've missed a room at the other end of the map, ugh). Not needed by any definition of the word, but oh-so-very-convenient at times.

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        • evilmike
          Scout
          • Aug 2013
          • 33

          #19
          Originally posted by Infinitum
          Brogue might be a bad example for autoexplore what with it being something of a deathtrap due to the severe foodclock. I find it indispensable in games without such time restrictions though (Crawl, ToME etc) since I don't find the act of pushing direction keys overly engaging it itself (not to mention having to backtrack should you realize you've missed a room at the other end of the map, ugh). Not needed by any definition of the word, but oh-so-very-convenient at times.
          The brogue autoexplore is a death trap, although I don't think it's so much because of the food clock. It's more that it's just too stupid/limited to actually search for traps, and you can't really direct it in any way (DCSS one is largely usable because you can place "exclusions" that tell it not to wander into certain areas). There's no way to do that in brogue, so it will happily wander into sight of a dragon, or into a room that's obviously full of fire traps. The only place autoexplore is that useful is on the first level, which is basically impossible to die on.

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          • taptap
            Knight
            • Jan 2013
            • 710

            #20
            If auto-explore is viable, positioning isn't important enough. Sil builds differ in their reliance on space but for the more space-sensitive ones (archers, polearms, stealth) it would be a death trap as well.

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            • Patashu
              Knight
              • Jan 2008
              • 528

              #21
              Originally posted by BlueFish
              Auto-explore does seem like a very strange design ethic to me. I've played a few hours of Brogue and it certainly never struck me as a super cool feature.
              The auto-explore in brogue is actually a newbie trap, at least the last time I played it. You really need to be moving manually in Brogue or else you'll trigger traps, starve, lose track of your needy allies or be in poor tactical positions to face monsters. It's mostly useful for doing level 1 for you, where the monsters basically can't kill you and there are no traps or secret doors yet (hmm!).
              My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

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