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From: Darshan S. <sci...@gm...> - 2007-07-20 14:01:08
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On 7/20/07, Haran Pilpel <ha...@ma...> wrote: [sealed rooms in vaults: good or not] > > The answer could be qualitative: we allow this from dungeon level > > [whatever] onwards. > I think this is the proper answer. In theory, you could be stranded > in the Swamp (and definitely in the Shoals) already, so making it > possible in vaults is OK. I'd be very unhappy with design decisions that leave my XL 16 character trapped in a vault just because all my scrolls of teleport were trashed by a dragon[*] and I hit a bad teleport trap. I'd like to see a commitment from vault designers to not create completely sealed areas, because that forces players into boring paranoia mode where they don't go anywhere without huge stacks of teleport scrolls, or (if they don't go paranoid) lets the RNG completely screw them over in a most un-Crawlish way. In general, apart from very narrow cases (the Pan demon lord levels), we don't ever want Quit or Starve to be the character's only choices. We *always* provide some exit, be it item, or trap (teleport or Zot), or stair. The exit can be brutal, but there must be an exit. Incidentally, I think the Shoals dungeon generation needs to be fixed if the Shoals are still not doable without levitation (they weren't last time I checked). Mandating levitation is arbitrary, and uncool for a primary rune branch. Making it dangerous without levitation is fine, making it impossible without levitation is not. (Slime is the only comparable branch with a similar requirement, and I think it should be fixed already; I believe the only reason the Slime Pit rune was sealed in was to keep the treasure chambers jelly free, and we can find better ways to accomplish that.) [*] To cite a recent game on cao: a level 18 character got most of her scrolls trashed by a dragon, and was then teleported by a monster into a sealed room in the Vaults. That kind of experience is not fun, and we want to strain every nerve to make sure it doesn't happen. Cheers, Darshan |