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  • in reply to: adventure mode is hilariously bad. #1297
    thegreyone
    Participant

    I have not yet found a map that can't be beaten. I have cracked 6 out of 6 so far.

    Try this guide for Adventuring mode:

    https://keeperrl.com/wiki/index.php?title=Guide_for_Adventurer_mode

    try any map where there's a profuse us of boulder plus web traps. anyone can kill a sloppy couple keepers that leave all the items all over the ground. there's nothing more frustrating than going into a map where you never could win no matter how good you are. most people who play this game have a very methodical mindset so they're not gonna be sloppy an there gonna cover all approaches very well so that it's very hard for anything but Overwhelming numbers of people to get through not to mention they want all the freebies littering the ground an the dead bodies will do well in the graveyard so they just tell the imps to run off an grab everything after their finished their assault this means that your denied the necessary things to crack most dungeons.

    edit: I whish I could post a screenshot of the TONS of dungeons I've tried. litteraly it's a huge amount

    in reply to: adventure mode is hilariously bad. #1294
    thegreyone
    Participant

    I'd like to play on a handicap where some of the tribes get survivors to help you.

    this.

    in reply to: adventure mode is hilariously bad. #1292
    thegreyone
    Participant

    lol I do play with full handicap. getting instakilled is stupid easy anyway. one inviso dude trots up to you an slices into you if he doesn't get you on the first swing you better hope your faster than him because two or three swings later your run will be a little limbless dead nuget. the only way to get them is to either be faster or be lucky an get a helm of omnipresent thingy mabobbers or have a scroll that can teleport you or distract him till he becomes visible. also you can be the smartest guy in the world but when you get stun locked in the middle of a fight an get torn to shreds it doesn't matter. also have fun dealing with force bolt when it sends the entire rooms worth of items at you an instakills you. the “oh it's a rogue like arguement so we should accept the difficulty” doesn't really hold up. unless your just one of those guys who just couldn't give two shits or a masochist you should realize that difficulty should be able to be overcame most of the time. difficulty isn't getting instakilled because your unlucky an the dude with the golden hammer clonked you on the head an then rofl stomped your face (also. rogue likes are supposed to be sorta beatable most of the time. there's nothing more frustrating an discouraging then battling through a massive dungeon just to find you could never win cause the keeper hiding down a massively long hallway filled with instakill boulder traps

    in reply to: so adventurering is really unfun an unfair. #1266
    thegreyone
    Participant

    also if you wanna make this interesting for keepers aswell you could include a sort of castle doctrine like replay where it would announce as soon as a hero conquered a previous dungeon of theirs an a offer would be made to the keepr to view or save the replay to find out what they did wrong/right I think if you showed when a adventurer died in a keepers dungeon it would be more complicated because you would have to worry about frustrated adventurers spamming into your dungeon an dying over an over (perhaps a 5 to ten minute cooldown before retry?)

    in reply to: so adventurering is really unfun an unfair. #1265
    thegreyone
    Participant

    I think that if simple game mechanics were introduced to help you do stuff such as qeusts or grind up levels or even a crafting system to allow you to craft better gear adventuring would be improved greatly! also a skill that allows you to disable traps or destroy stone (word of power anyone?) would make adventuring much more playable because as it is now it's just getting lucky an then brute forcing your way through the training room with your 20 handicap adventurer the only thing you have to worry about then is invisible creatures one hitting you an the keeper who (if he's actually trained) is quite a well balanced challenge as you can't simply run in there an hack him to bits unless he forgets that he's the most powerfull mage on the map. (random spell casting always seemed odd to me I think the AI should be taught to use them semi intelligently but not to the point they understand exactly how to exploit invisibility because that would make the game even less playable) TLDR? MAIN POINT –> perhaps in leu of a simple handicap system you can do a point system like cataclysm dda has done where your adventurer is afforded a large amount of points an they allow you to effect the adventurers starting stats aswell as give the adventurer better gear an special skills an beyond ambush (I've played a hefty amount on adventuring but only used this once) the trade off to creating a really OP adventurer is the score would be lower much lower when you've the game completed the game thus challenging players to push them selves harder to get higher on the leader boards they would do this by leaving points behind or taking negative atributes an debuffs IE character is a poor ranged combatant -10 accuracy

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