Implications of Upcoming Farming Nerf
Posted: Tue Jun 25, 2013 8:43 am
DISCLAIMER: I'll be speaking of balance concerns, and some things I consider winning requirements. These apply primarily to Insane difficulty, but to a lesser extent to others. Keep in mind that I only play insane, so my opinions on the relative quality/importance of things is from that perspective.
Specifically, these two changes: "Orc babies do not drop loot", and "Ruined Dungeon orb summons do not drop items"
I'm going under the assumption that DG dislikes farming as a design philosophy, which in general I'm all for. However, the nature of the game currently is that if all of the potential for farming is removed... the net result is just a wild increase in randomness of your char's ability to win. Specifically, depending on your class/race, there are certain items that you need in order to progress past certain points on Insane. Currently, the only way to get them is to farm up a storm (a couple other places possible, those two being the most notable though).
Some examples of critical items follow. Mind you, all of the following examples aren't required to win, but a large subset depending on your race/class are, and I cannot conceive of a character without any of them having a chance:
Eden's Guile
Eggsack
Shield of Earth (talent level 4.0+)
Spellhunt Remnants
Wanderer's Rest
There are quite a few others, but will forgoe listing them all for brevity. The problem being that there is no other method to acquire these items (aside from vault transfer, which actually just makes the farming worse as you'd have to just keep starting characters till one got them). Other roguelikes tend to have farming spots at various places to solve this problem, or some non-random means of generating specific things (Wish, generally). Also note that several of the critical items are low-tier artifacts, so without ruined dungeon there's only a narrow window for most of them.
So, bottom line: removing the ability to farm doesn't help your average player in any way (who won't ever do so anyway), all it accomplishes is wildly increasing the randomness (and/or tedium) of those who play on higher difficulties. I'm mostly curious on the rationale behind changes such as this, and whether or not any means of addressing the issue of wild randomness will be addressed at some point. Because, while there ARE definitely better solutions than allowing farming, they're all way more of a pain to implement. Some possibilities follow.
Potential solutions:
1) Make everything so balanced that certain things wouldn't be required. Note: Almost impossible, certainly in the short term. First, wild class imbalance would have to be addressed, coupled with all the really good artifacts either being nerfed or all the really crappy ones being buffed to par.
2) Some non-random way of generating critical things (Equivalent of merchant that allows for super expensive purchase of the regular arts, or some sort of Crafting/Wish system)
3) Probably the most viable, keep some method of farming in for something that explicitly solves this. Ideally, since it's already there, Farportal. Currently it doesn't serve that purpose because several of the critical things are tier 1-3 artefacts, and even if they can drop in there (not sure), it's insanely improbable. So, farming, but manly, dangerous, roguelike farming!
Specifically, these two changes: "Orc babies do not drop loot", and "Ruined Dungeon orb summons do not drop items"
I'm going under the assumption that DG dislikes farming as a design philosophy, which in general I'm all for. However, the nature of the game currently is that if all of the potential for farming is removed... the net result is just a wild increase in randomness of your char's ability to win. Specifically, depending on your class/race, there are certain items that you need in order to progress past certain points on Insane. Currently, the only way to get them is to farm up a storm (a couple other places possible, those two being the most notable though).
Some examples of critical items follow. Mind you, all of the following examples aren't required to win, but a large subset depending on your race/class are, and I cannot conceive of a character without any of them having a chance:
Eden's Guile
Eggsack
Shield of Earth (talent level 4.0+)
Spellhunt Remnants
Wanderer's Rest
There are quite a few others, but will forgoe listing them all for brevity. The problem being that there is no other method to acquire these items (aside from vault transfer, which actually just makes the farming worse as you'd have to just keep starting characters till one got them). Other roguelikes tend to have farming spots at various places to solve this problem, or some non-random means of generating specific things (Wish, generally). Also note that several of the critical items are low-tier artifacts, so without ruined dungeon there's only a narrow window for most of them.
So, bottom line: removing the ability to farm doesn't help your average player in any way (who won't ever do so anyway), all it accomplishes is wildly increasing the randomness (and/or tedium) of those who play on higher difficulties. I'm mostly curious on the rationale behind changes such as this, and whether or not any means of addressing the issue of wild randomness will be addressed at some point. Because, while there ARE definitely better solutions than allowing farming, they're all way more of a pain to implement. Some possibilities follow.
Potential solutions:
1) Make everything so balanced that certain things wouldn't be required. Note: Almost impossible, certainly in the short term. First, wild class imbalance would have to be addressed, coupled with all the really good artifacts either being nerfed or all the really crappy ones being buffed to par.
2) Some non-random way of generating critical things (Equivalent of merchant that allows for super expensive purchase of the regular arts, or some sort of Crafting/Wish system)
3) Probably the most viable, keep some method of farming in for something that explicitly solves this. Ideally, since it's already there, Farportal. Currently it doesn't serve that purpose because several of the critical things are tier 1-3 artefacts, and even if they can drop in there (not sure), it's insanely improbable. So, farming, but manly, dangerous, roguelike farming!