I'm not that good a roguelike player, but I enjoy playing them. I recently discovered Sil. I love the strong Tolkien theme, the good AI and tactical, and the depth of the skill system (with a couple of small caveats - see below). Here are a handful of ideas.
1. It would be very helpful to be able to view ability costs on the character creation screen. Sometimes I want to try a certain build, but then misremember the cost of an ability and have immediately restart a new character.
2. Is there a way to intentionally draw an unaware monster's attention besides throwing things? There are some situations where you don't want to be stealthy. Dungeon Crawl has a "shout" command - something like that would be useful if it's not already in.
3. The skill system is pretty intimidating and has a steep learning curve. So many very important decisions to make at the very start of the game! In a game like Crawl that's full of races and classes, you have a lot of choices, but you have a list of clearly differentiated options and you know what your character will do early on. Sil kind of leaves you to fumble around with what you hope sounds good - the tutorial says "Melee and Evasion", but that's pretty vague. And even without worrying about builds, there is already plenty of stuff in Sil to learn!
I like the depth of the skills and I don't think the system should be changed. My suggestion to have a handful of premade character templates with stats and skills allocated (which the player can modify after loading of course) to give new players a nudge in the right direction.
1. It would be very helpful to be able to view ability costs on the character creation screen. Sometimes I want to try a certain build, but then misremember the cost of an ability and have immediately restart a new character.
2. Is there a way to intentionally draw an unaware monster's attention besides throwing things? There are some situations where you don't want to be stealthy. Dungeon Crawl has a "shout" command - something like that would be useful if it's not already in.
3. The skill system is pretty intimidating and has a steep learning curve. So many very important decisions to make at the very start of the game! In a game like Crawl that's full of races and classes, you have a lot of choices, but you have a list of clearly differentiated options and you know what your character will do early on. Sil kind of leaves you to fumble around with what you hope sounds good - the tutorial says "Melee and Evasion", but that's pretty vague. And even without worrying about builds, there is already plenty of stuff in Sil to learn!
I like the depth of the skills and I don't think the system should be changed. My suggestion to have a handful of premade character templates with stats and skills allocated (which the player can modify after loading of course) to give new players a nudge in the right direction.
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