appeal for more balance vs. more content
Posted: Sun Apr 24, 2011 5:32 pm
Preamble
As a developer myself, I know critiquing things and being critiqued is very a sensitive topic. It takes a lot of courage to put out open source software and to allow people to play your labored-over beta code. I know a lot of love has gone into this game, and I personally like TOME a lot. I'm a newer player, I think b18 was my first experience. I even donated, not to brag, not because I expect special attention, just to state a fact about how I love the potential of this game. That said, I've been around the forums enough to realize that the developers of this game truly do want to make something that is solid and awesome. I hope my message that I've written here is digested, but also remember that I'm merely a single data point among your many players.
Please consider this feedback also to be a from a new player _trying to get into the TOME experience_ but that I haven't made the travels through the various versions of this game as others have done.
Abstract
TOME is a very difficult game. The player character is not Rambo, Kratos, Zeus, or even Nikita (the Anne Parillaud version). The player character is very mortal and fragile because TOME is a roguelike, and as such death is always imminent and lies around every corner. Roguelike games force the player to deal with two overall strategic problems, and these strategic problems give a particular roguelike it's flavor. One type of roguelikes I'll classify as indeterminate: the player character is in a never-ending survival mode and the player _will_ die, it is only a matter of time. The other type of roguelike I'll call determinate: they subject the player character to a gauntlet, but the gauntlet has a specific, binary end to it: the player either vanquishes the foes and saves the world, or the player dies in the quest. I believe TOME, from my experiences with it, is working on being a determinate roguelike (the main version of the game, that is), but my experience from b18 to b25 is that it has too many indeterminate qualities to it for me to spend any more time playing it in its current stage.
Problem Statement
Relatively good games with very prepared player characters can still end abruptly in extreme moments of unbalance, in particular when the player character transitions from what seems to be the relatively balanced first half of the game to the second half of the game. The problem with these moments of unbalance is they're often permanently fatal, as it doesn't matter if I have 9 lives or 1, the things that can kill me indiscriminately can continue to do so whether or not I get a rest period with the Eidelon.
What I believe is the source of the problem: Not ready for the East, but didn't have a lot of options (a real life example)
My current character is a very strong level 35 Shaloren Archmage, named Goober (I know, silly name) who is probably going to face his last deaths in Vor Armory. I had been playing very carefully, and would have preferred to stay in the West awhile longer, but there just wasn't anything left to do. Monster levels were too low. Shops didn't seem to be regenerating loot, and I had received all of the major drops I was going to get. I had also bashed my way through Reknor multiple times, but at some point the experience was slowing to a crawl and there just seemed to be no reason to stay in the West. My previous experience told me wasn't ready for the East, but I seemed to have exhausted all options.
So I plunge into the East portion of the game at level 33.
Example: Shaloren, your life force is running out
Fast forward a bit to the Vor Armory. Prior to this I cleaned out the spiders, very carefully, gaining a few levels in the process, but really wanting to reconnect to the West so I can go deposit my treasures. That means I need to clean out the Vor Armory, which my past 2 characters who made it to the East the Vor Armory had not been that difficult. Note: those characters still ended up meeting similar fates as this character likely will, hence why I'm writing this post. They just happened to meet their very quick demises outside of the Vor Armory.
Goober very quickly lost 3 lives almost back to back in the Vor Armory, and it was the most recent death that has caused me to put the game down.
Here's my most recent death and how it was presented to me in the log (verbatim):
That's it. Previous to this in my log was information about items I was walking on. After this, other than all my sustained spells deactivating, no other messages in the console log that pertained to my death.
My death prior to that one was very fast too, although this death I'm more forgiving of: a lot of damage (around 500) followed by something that essentially just killed me. The reason I died here was a little more acceptable as my teleport, which I thought was going to take my character out of range, dropped me into a room that (technically, I guess) my teleport range code place me in. This particular random luck of the draw didn't actually take me away from the two level 85+ multi-hued wyrms in the Vor Armory. Bummer, but this death is more roguelike and I can accept a lump hear and there as my strategy was sound, my tactical choices correct, but RNG got me.
My death prior to the two above was due to an alarm trap being sprung, thus getting surrounded by orc warriors and a lower level orc cryomancer. Not a problem, or so I thought, as for the first time since Wrathroot I got stunned, although this was by being encased in ice. I'm aware stun resist and encase in ice are completely different effects, but my spell save is what I think is pretty good for a level 35 character -- 63 points. Almost no spell effects were hurting me and all of a sudden a multi-turn encasement in ice that leads to death. Bummer.
My appeal for future versions: Balance over new Content
Balance is difficult, and I find it personally boring. But balance in games is a necessary evil. I personally can't put my finger on it, but I think I can sum it up as follows:
TOME has an excellent atmosphere. It's the atmosphere and potential that will have me return after some time has passed.
TOME, being a determinate roguelike, is just too rough on players (well, at least me) in the transition phase between the West and East. It's too difficult to prepare for the difficulty jump (my opinion) and being "trapped in the West" is an annoying punishment for accomplishing so much in so many hours and days up to that point.
Suggestions that I would make for future versions of the game. This is not my game, and I don't expect anything to be implemented, but these are still my suggestions that have come out of my experience with playing the beta versions:
As a developer myself, I know critiquing things and being critiqued is very a sensitive topic. It takes a lot of courage to put out open source software and to allow people to play your labored-over beta code. I know a lot of love has gone into this game, and I personally like TOME a lot. I'm a newer player, I think b18 was my first experience. I even donated, not to brag, not because I expect special attention, just to state a fact about how I love the potential of this game. That said, I've been around the forums enough to realize that the developers of this game truly do want to make something that is solid and awesome. I hope my message that I've written here is digested, but also remember that I'm merely a single data point among your many players.
Please consider this feedback also to be a from a new player _trying to get into the TOME experience_ but that I haven't made the travels through the various versions of this game as others have done.
Abstract
TOME is a very difficult game. The player character is not Rambo, Kratos, Zeus, or even Nikita (the Anne Parillaud version). The player character is very mortal and fragile because TOME is a roguelike, and as such death is always imminent and lies around every corner. Roguelike games force the player to deal with two overall strategic problems, and these strategic problems give a particular roguelike it's flavor. One type of roguelikes I'll classify as indeterminate: the player character is in a never-ending survival mode and the player _will_ die, it is only a matter of time. The other type of roguelike I'll call determinate: they subject the player character to a gauntlet, but the gauntlet has a specific, binary end to it: the player either vanquishes the foes and saves the world, or the player dies in the quest. I believe TOME, from my experiences with it, is working on being a determinate roguelike (the main version of the game, that is), but my experience from b18 to b25 is that it has too many indeterminate qualities to it for me to spend any more time playing it in its current stage.
Problem Statement
Relatively good games with very prepared player characters can still end abruptly in extreme moments of unbalance, in particular when the player character transitions from what seems to be the relatively balanced first half of the game to the second half of the game. The problem with these moments of unbalance is they're often permanently fatal, as it doesn't matter if I have 9 lives or 1, the things that can kill me indiscriminately can continue to do so whether or not I get a rest period with the Eidelon.
What I believe is the source of the problem: Not ready for the East, but didn't have a lot of options (a real life example)
My current character is a very strong level 35 Shaloren Archmage, named Goober (I know, silly name) who is probably going to face his last deaths in Vor Armory. I had been playing very carefully, and would have preferred to stay in the West awhile longer, but there just wasn't anything left to do. Monster levels were too low. Shops didn't seem to be regenerating loot, and I had received all of the major drops I was going to get. I had also bashed my way through Reknor multiple times, but at some point the experience was slowing to a crawl and there just seemed to be no reason to stay in the West. My previous experience told me wasn't ready for the East, but I seemed to have exhausted all options.
So I plunge into the East portion of the game at level 33.
Example: Shaloren, your life force is running out
Fast forward a bit to the Vor Armory. Prior to this I cleaned out the spiders, very carefully, gaining a few levels in the process, but really wanting to reconnect to the West so I can go deposit my treasures. That means I need to clean out the Vor Armory, which my past 2 characters who made it to the East the Vor Armory had not been that difficult. Note: those characters still ended up meeting similar fates as this character likely will, hence why I'm writing this post. They just happened to meet their very quick demises outside of the Vor Armory.
Goober very quickly lost 3 lives almost back to back in the Vor Armory, and it was the most recent death that has caused me to put the game down.
Here's my most recent death and how it was presented to me in the log (verbatim):
Code: Select all
Goober resists!
Greater mult-hued wyrm killed Goober!
My death prior to that one was very fast too, although this death I'm more forgiving of: a lot of damage (around 500) followed by something that essentially just killed me. The reason I died here was a little more acceptable as my teleport, which I thought was going to take my character out of range, dropped me into a room that (technically, I guess) my teleport range code place me in. This particular random luck of the draw didn't actually take me away from the two level 85+ multi-hued wyrms in the Vor Armory. Bummer, but this death is more roguelike and I can accept a lump hear and there as my strategy was sound, my tactical choices correct, but RNG got me.
My death prior to the two above was due to an alarm trap being sprung, thus getting surrounded by orc warriors and a lower level orc cryomancer. Not a problem, or so I thought, as for the first time since Wrathroot I got stunned, although this was by being encased in ice. I'm aware stun resist and encase in ice are completely different effects, but my spell save is what I think is pretty good for a level 35 character -- 63 points. Almost no spell effects were hurting me and all of a sudden a multi-turn encasement in ice that leads to death. Bummer.
My appeal for future versions: Balance over new Content
Balance is difficult, and I find it personally boring. But balance in games is a necessary evil. I personally can't put my finger on it, but I think I can sum it up as follows:
TOME has an excellent atmosphere. It's the atmosphere and potential that will have me return after some time has passed.
TOME, being a determinate roguelike, is just too rough on players (well, at least me) in the transition phase between the West and East. It's too difficult to prepare for the difficulty jump (my opinion) and being "trapped in the West" is an annoying punishment for accomplishing so much in so many hours and days up to that point.
Suggestions that I would make for future versions of the game. This is not my game, and I don't expect anything to be implemented, but these are still my suggestions that have come out of my experience with playing the beta versions:
- Cut back on the amount of equivalent status effect types. In my opinion, there are too many. For example: the equivalence of stun, confusion, pinned to the ground, being frozen, and I've probably missed a few. All of these can be absurdly deadly in TOME because they prevent player activity, and they all require different resists. Ugh.
- Allow characters to become more god-like with a lot of work, time and patience. Player characters should not be able to become immune to everything -- for example, the deadly Black Dragons, Medusa, and fighting Cockatrices on a day with a full moon in Nethack spring to mind -- but each and every difficult challenge should have at least one real, accessible solution to it.
- Refine the characters, areas, talents, infusions, runes… etc… currently in the game. The game is really, really rich, but each new beta release seems way too different from each previous beta release. I'd rather have a period of no new content with just refinements… that's what betas are supposed to be anyway, a refinement period.
- Add a more gradual progression from the West to the East, or at least allow what I would consider waystations along the way. The single town in the East, the very difficult and random Orc Patrols, and the very deadly dungeons that one must traverse to return to the West are just too abrupt (for my personal tastes).
- If an effect can be "saved" against, have the actual effect duration be reducible vs. the save being all or nothing. Being pinned to the ground for webs is an example, or being encased in ice. There should be easier ways to reduce not just the chance, but the effects.