I have opined before that the low levels of V are rather boring. Sil on the other hand keeps things interesting from the start. While Sil and V are very different games, I think it would be nice to capture just a little of the intensity of Sil in V gameplay.
Crude Hacks
On the Terribly Crude Hacks side of things, I've tried quadrupling the monster spawn rate and the "normal" number of monsters per level (to 1/40 and 56 respectively) in V 3.4.0.
- This does make gameplay faster, and to some extent more dangerous, since you're more likely to get mobbed. Also, the higher default monster number doesn't seem to matter as much as you start diving, because lower dungeon levels have more monsters anyway.
- OTOH, you gain levels much faster, which is not necessarily good. Character level seems to plateau around 50% higher than dungeon level for a while, and that is when taking every down staircase I find.
- Gameplay's a bit unbalanced. Warriors progress rapidly, half-casters somewhat less so. Mages tend to die quickly, as opportunities to run away are reduced. Priests I haven't tried yet... Anyway it seems to amplify the initial difficulties of casters, which I would say is not good.
- Death usually comes from difficult combat situations, rather than overconfidence and stupid mistakes. IMO this is good! The point of the game is to be entertaining, not to bore the player and lull them into fat-fingering their character to death.
- OTOH, breeders seem to get a much higher chance of swamping a level. This can sometimes be entertaining, and sometimes really annoying.
Actual Code Changes
I have a few ideas for code changes that might make the situation better, or might not...
- Make monster spawning occur around stairs.
- Have monsters follow the character up and down stairs, maybe even into town.
- Make spawn rates and OoD monster chance dynamic, and start increasing them if the player spends too long on a given level.
That's it for now, I'll post more as (or if) I think of them. I'm interested in feedback on this though!
Crude Hacks
On the Terribly Crude Hacks side of things, I've tried quadrupling the monster spawn rate and the "normal" number of monsters per level (to 1/40 and 56 respectively) in V 3.4.0.
- This does make gameplay faster, and to some extent more dangerous, since you're more likely to get mobbed. Also, the higher default monster number doesn't seem to matter as much as you start diving, because lower dungeon levels have more monsters anyway.
- OTOH, you gain levels much faster, which is not necessarily good. Character level seems to plateau around 50% higher than dungeon level for a while, and that is when taking every down staircase I find.
- Gameplay's a bit unbalanced. Warriors progress rapidly, half-casters somewhat less so. Mages tend to die quickly, as opportunities to run away are reduced. Priests I haven't tried yet... Anyway it seems to amplify the initial difficulties of casters, which I would say is not good.
- Death usually comes from difficult combat situations, rather than overconfidence and stupid mistakes. IMO this is good! The point of the game is to be entertaining, not to bore the player and lull them into fat-fingering their character to death.
- OTOH, breeders seem to get a much higher chance of swamping a level. This can sometimes be entertaining, and sometimes really annoying.
Actual Code Changes
I have a few ideas for code changes that might make the situation better, or might not...
- Make monster spawning occur around stairs.
- Have monsters follow the character up and down stairs, maybe even into town.
- Make spawn rates and OoD monster chance dynamic, and start increasing them if the player spends too long on a given level.
That's it for now, I'll post more as (or if) I think of them. I'm interested in feedback on this though!
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