Stealing a thread, but sometimes game design trumps game realisms ...
People talk of teleporting being too dangerous. Well, looking for pits/vaults in endgame usually means for me that I teleport and detect a few times after entering level. Sure, there is a chance for death. But it's fast. In real time as well as in gametime. With speeds of +30 and on, 2000 turns is eons.
And bored players like me would probably just make a macro to rest 2000 turns worth of player turns to get the feeling ...
I understand the opposition for having instant level feedback, but it is only "danger" feedback, not "cool items here". Danger and cool items do go hand in hand often of course. For me, game design and avoiding annoyance and tedium trumps realisms in this matter.
People talk of teleporting being too dangerous. Well, looking for pits/vaults in endgame usually means for me that I teleport and detect a few times after entering level. Sure, there is a chance for death. But it's fast. In real time as well as in gametime. With speeds of +30 and on, 2000 turns is eons.
And bored players like me would probably just make a macro to rest 2000 turns worth of player turns to get the feeling ...
I understand the opposition for having instant level feedback, but it is only "danger" feedback, not "cool items here". Danger and cool items do go hand in hand often of course. For me, game design and avoiding annoyance and tedium trumps realisms in this matter.
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