kerkerkruip
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After death comment
In order for new players to get familiar to the game, I would like to propose an after death comment similar to DC:SS. The idea is that we check for certain conditions during death in order to give a hint when playing on the beginner level. Some examples:
- Death with a lot of scrolls / essences unused: "Perhaps you should look at your inventory next time when combat turns ugly?"
- Death when fighting a level 3 or 4 creature without any powers absorbed: "Perhaps you are pushing your luck a bit too much? Try to advance is smaller steps."
- Death by Malygris when fighting with only one high level power: "Remember that you can have more powers when fighting lower level powers after higher level powers."
- Death by frag grenades: Some cynical comment.
Perhaps some location-specific comments.
This will give small hints to players willing to learn from the system. Perhaps players should be allowed to turn these off (or, as suggested above, they are only available on the lowest difficulty level).
What do you think of this idea?
This sounds like a really good idea. I don't think it's necessary for them to be able to be turned off, or to limit them to novice players, but others may feel differently.
Possible, though I'm not sure we heed to hold the player's hand this much. I personally wouldn't like seeing 'helpful' advice all the time after I've been killed for reasons I know a lot better than the advice algorithm. (New favourite: pushing my luck with blood magic! I love blood magic! It makes me kill myself out of greed! THAT's Sword & Sorcery for you!)
We could put this stuff in the generic hints list. If we really want to show it at the end, I favour a novice-only approach.
The first three comments are good. Death by frag already gives you "*** You have blown yourself to pieces ***", which is clear enough I'd say. (Most ways to kill yourself have a rather cynical death message.)
I'm not sure we heed to hold the player's hand this much...
Yeah, maybe not. I just keep thinking of this guy on Rogue Temple who never seemed to get the powers stuff. Also the comments on the Roguelike Radio podcast that were also clueless about powers... Some after-death comments about powers and maybe other aspects of Kerkerkruip's design that are sui generis would make sense for these players?
That is exactly my reason to limit it to novice players. Players new to dungeon crawls (which are probably abundant due to the specific nature of Kerkerkruip) will probably find those tips useful (although, arguably, the tip about unused items should be fairly clear to all). However, as Victor suggests, older players will probably understand or find out for themselves why their tactic didn't work. Still, I do think this could be useful for newer players. Perhaps also some advice on the difference between parry and dodge would help?
2013/2/10 ektemple [email protected]
I'm not sure we heed to hold the player's hand this much...
Yeah, maybe not. I just keep thinking of this guy on Rogue Temple who never seemed to get the powers stuff. Also the comments on the Roguelike Radio podcast that were also clueless about powers... Some after-death comments about powers and maybe other aspects of Kerkerkruip's design that are sui generis would make sense.
— Reply to this email directly or view it on GitHubhttps://github.com/i7/kerkerkruip/issues/45#issuecomment-13350355..
Met vriendelijke groet,
Remko van der Pluijm
Postgraduate Student Logic, History and Philosophy of Science at the University of Ghent LinkedIn: http://nl.linkedin.com/in/**rvanderpluijmhttp://nl.linkedin.com/in/rvanderpluijm