![]() This doesn't always happen, though, and the challenge races make it harder to get to this point so that the whole things works pretty well. Sil does have a teensy issue with inflation in that there's a very noticeable feeling of going from being near-death to quasi-invincible once you've found the right stuff and hit the groove of your build. I found very little difference in the kinds of challenges I was facing in Angband beyond DL60ish (Morgoth being the exception), but it was still fun to find fancy new toys. I never noticed the clock beyond 400' or so even in the very beginning unless I was playing a smith.īeyond number inflation, Sil does introduce very new behaviours and behavior combinations at each new depth, which you have to develop strategies against depending on your build. You really don't get much out of waiting around on early floors, and it's only the first few where you would really ever feel any time pressure imo. I've probably forgotten some too.I'm not sure how much more you would like Sil even if the clock was removed. ![]() I'm not arguing for any of these points of view, and am only arguing against one of them. Without very good stealth the early game is not survivable, but the combinations with the best stealth simply can't get enough hitpoints to survive the final fight without artifacts. One of the things I liked in playing artifactless thralls in FA was trying to get the early game/end game balance right in the choice of race and class. There can be, for example, a trade-off between early game, mid-game and end game. But there are other strategic choices to be made when creating a character. So I'm not talking about different races being better at melee/ranged/spells/sneaking/etc, because those choice primarily determine class and then race is an afterthought. I'm excluding those choices involved already in the choice of class, since I've talked about those under class specialisation. Not something which appeals to me, but I guess there's a market for that sort of thing. If everyone who plays a class is going to play it as a particular race then you can fold the race bonuses into the class ones and save everyone a keystroke when rolling a new character. This is probably the main use of races at the moment, but I don't see the point of this from a design point of view. Here it's mostly a matter of the more races/classes, and the more they differ, the better. Variety, especially for people who have already figured out how to win. This approach would treat race balancing measures, like experience penalties, as a bug rather than a feature. Maiar seem to be intended mostly as an easy difficulty level, for example, and largely succeed at that. From this point of view it doesn't much matter what the races are called, as long as some are better than others. Difficulty levels, for people who like challenges, or like to avoid them. I tend to ignore flavour, but I understand how important it is for other people. It's important though that the options fit the theme of the game. There's no real need for it to have any game play effects at all, just like sex. Flavour, for people for whom this is a role-playing game or who just like flavour. Here's a list of the ones I can think of: What is the purpose of races? I can think of several, current or potential, and each one suggests a different approach, so it would be good to be clear on what we want to accomplish. ![]() ![]() Late to the party, but here are some thoughts: ![]()
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