The general trend lately has been to streamline gameplay, and as a side-effect, make it easier (barring the current lack of consumables, which we can assume will be fixed in 3.1.3). How do we compensate by making it harder again? Should we compensate?
The way I see it, here are the following types of challenges in the game as it currently stands:
* Immediate tactical challenges. These are what you face when you're in fights in the dungeon. You can make them harder by making monsters stronger or more common, or by making the player weaker. Things like removing extra blows/shots from players, increasing the importance of armor class, making monsters smarter, etc. all fall into this category.
* Short-term exploration challenges. These are for when you're exploring the dungeon but not currently in a fight. You can make them harder by making the dungeon more difficult/dangerous to explore, by limiting the player's movement capabilities, and by limiting access to information. Things like adding dangerous terrain, removing the ability to tunnel, and nerfing detection all fall into this category.
* The long-term character customization challenge. This is deciding what equipment to use, what inventory to carry, what spells to learn, etc. Players are trying to find the optimal equipment loadout that protects them from dangerous attacks while giving them a strong offense of their own. Reducing overlap between equipment (so that, for example, you're exceedingly unlikely to be able to cover every resistance hole), making most items have drawbacks to their use, and reducing inventory size would all fall into this category.
It's my feeling that current tactical situations are good, current dungeon navigation is too easy, and current customization is a bit too easy. Which is to say, the fights that I choose to get into are good tactical challenges, but I can pick my fights so I can easily avoid the ones that are too dangerous or have bad risk/reward ratios. And in general, by the mid-late game I'm finding equipment that does what I want it to do with only minor holes.
Thoughts? How well do you think current Vanilla is balanced?
The way I see it, here are the following types of challenges in the game as it currently stands:
* Immediate tactical challenges. These are what you face when you're in fights in the dungeon. You can make them harder by making monsters stronger or more common, or by making the player weaker. Things like removing extra blows/shots from players, increasing the importance of armor class, making monsters smarter, etc. all fall into this category.
* Short-term exploration challenges. These are for when you're exploring the dungeon but not currently in a fight. You can make them harder by making the dungeon more difficult/dangerous to explore, by limiting the player's movement capabilities, and by limiting access to information. Things like adding dangerous terrain, removing the ability to tunnel, and nerfing detection all fall into this category.
* The long-term character customization challenge. This is deciding what equipment to use, what inventory to carry, what spells to learn, etc. Players are trying to find the optimal equipment loadout that protects them from dangerous attacks while giving them a strong offense of their own. Reducing overlap between equipment (so that, for example, you're exceedingly unlikely to be able to cover every resistance hole), making most items have drawbacks to their use, and reducing inventory size would all fall into this category.
It's my feeling that current tactical situations are good, current dungeon navigation is too easy, and current customization is a bit too easy. Which is to say, the fights that I choose to get into are good tactical challenges, but I can pick my fights so I can easily avoid the ones that are too dangerous or have bad risk/reward ratios. And in general, by the mid-late game I'm finding equipment that does what I want it to do with only minor holes.
Thoughts? How well do you think current Vanilla is balanced?
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