Suggestions for the DarkGod Challenge (Codename Madness!)
Posted: Tue Jul 02, 2013 4:49 pm
Disclaimer! First, thanks to DarkGod for being so receptive and in general bad-ass! This is mostly just to throw some idea's DarkGod's way, so that hopefully his natural compulsion for evilness kicks into high gear and we can make sure of a sufficient ramp-up. Also, I'll go into why I think it's necessary and the factors that relate to that (mostly because this is my favorite issue, but also for clarity!). I'll break it into a quick background, reasons, and suggestions part, so if you're already familiar with the first two you can go ahead and skip to the third.
Also note, I’m not suggesting/reccomending any changes to existing difficulties. Nor am I in any way impugning or casting aspersions as to the manliness of people who don’t enjoy the kind of masochistic, mind-bending challenge those like me prefer!
Background
A few weeks ago, when there started to be a slew of Insane wins, we had a kind of overall game discussion with his evilness and he agreed to add another difficulty level once we had Insane wins with more than half of the classes. This is the DG challenge, and Stition and I have been chewing through them in order to complete it, which should happen sometime in the next couple days.
Reasoning
Fundamentally it breaks down to the fact that Insane just isn't insane anymore, compared to former versions of the game. There are two main issues to this. First, why does this matter, and secondly a look at why it is objectively the case.
Whyfor does this matter, grmblfzzz? Well, several reasons. First and most importantly, because DG apparently agrees! And really, when it comes down to it, that’s all that matters.
Secondly, from a game design standpoint, the whole point of having different difficulty levels widens the player-base, in that it's a more customizable playing experience. Most people, in anything, will always play on Normal difficulty, so of course most focus and balance should be centered around that. However, some fraction of players are just challenge junkies, and have more fun ramming their heads into walls and cryomancers. I'd also gathered that DarkGod thought this way too, as he initially put in Nightmare/Insane, after all.
Overall, probably my favorite part about ToME has always been the ludicrous challenge of Insane, which just strait-up out-roguelikes all other roguelikes, which are classically the hardest single player genre. Note, although vastly insane-er previously, the old-school insane was definitely still beatable. I got 2 guys to sanctum in the days of paralyzing Flameshocks, and died do to noobtastic behavior, not because it was out of hand. That's the kind of challenge that's currently not provided by modern Insane.
Lastly, and I think this is crucial: part of the enjoyment and fun from ludicrous difficulties is the possibility of pushing the forefront, of having the chance to nab world first of something. Already having a bunch of winners takes out a lot of the incentive and challenge for people of my mindset. That’s what kept me playing Insane and only Insane so long!
Why do you think Insane is getting easier, and perhaps you're not just getting better? The short answer is: general power creep, generally (though gradually) nerfed enemies, and overall gameplay improvements. Note, in most ways these are good and desirable things. The game is unquestionably much more pleasant all around than at any previous time! It’s just that this tends to overall make it easier, and is something that requires occasional adjustments to maintain desired challenge levels. Once again, only really a factor on Insane+ as otherwise things seem to be in a good place.
Real quick explanation: Power creep occurs in many forms, and is somewhat inevitable. For instance: Adding prodigies to the game (mind you, I think they’re awesome and help build diversity/fun!), the extra stats/points you get at lvl 50, general item tweaks (more/better arts and regular ego’s, rebalancing underpowered trees, etc). All good things, but they do ramp up player power with no compensating factors for difficulty.
Nerfed enemies: Things like removal of paralyses effects (bar sleep), capping confusion, the scaling tweaks that are going in next patch. Again, the vast majority of players want this, and they’re probably for the best overall... but easier.
Overall Game Improvements: More classes/UI improvements/new stuff of any sort/more quest rewards/improved auto-use/etc. Excellent, but you get the picture
Suggestions for Madness!
First, just for ease of speaking, I hereby grant the new proposed difficulty the codename “Madness” untill DG says otherwise.
DG already mentioned jacking up the amount of rares all over the place, which is excellent and should help. However, I feel compelled to add that if that was the only change, it wouldn’t be nearly the difficulty boos that most people might assume. I’d guess we’d have a win on it in only a week or two if that was the case, specifically. So, here’s some suggestions I have in order to bring it to a level more on par with old-school insane.
1) Most importantly (also conveniently probably most easily), the scaling needs to be pumped up again. I would hope for at least 150%+10, probably with 150% talent levels. Although, I’d also say, the higher the better.
2) Part of the problem is that even if every mob was a super-ultra-rare, once you get around/defeat them, the crucial plotline chokepoints wouldn’t be significantly more challenging. Specifically (and by far most important), the last bosses. I’d recommend tweaking them somewhat, either by adding more classes to them (i.e. Cursed to the Reaver dude), or adding a random rare into the mix. Or both
Also, conveniently pretty easy to do.
If those first two were in effect, that’d probably be all that was needed. Also conveniently pretty easy. But since I’m a masochist, I’m going to throw out a few more ideas to appeal to DG’s evil nature!
3) Buff/Uncap enemy status effects and whatnot. I miss 180% Confusion! Or, and most people will hate me for this, paralyzing flameshocks and super stuns in general! There are plenty of tools around these things if you’re playing optimally, as is.
4) Disable the Vault on it, or, more reasonably (as that would probably upset people), make it so you can only get Achievements on Madness if you haven't used it/addons. Yes, I’m perfectly aware that I could just choose to not use it, but it’s different playing with self-imposed handicaps vs trying everything you can to win normally. Otherwise, I could just be playing Ironman Adom or No religion Crawl, etc.
5) Anything evil you can think of! Bigger zones, unskippable high peak stair guardians, anything!
6) SageAcrin's suggestion. Basically that there is some sort of improved enemy awareness of the player. Giving enemies some sort of vimsense/banshees sight within a certain radius so they start tracking you down. See his post for a more detailed/clear explanation. This would make it so you'd have to make more on the fly tactical decisions, and would help with almost all of the plot chokepoints I spoke of in suggestion number 2 (although, still recommend a last boss tweak of some sort, and it'd be possible to carry this a little too far into Stition's land of terror)
Also note, I’m not suggesting/reccomending any changes to existing difficulties. Nor am I in any way impugning or casting aspersions as to the manliness of people who don’t enjoy the kind of masochistic, mind-bending challenge those like me prefer!

Background
A few weeks ago, when there started to be a slew of Insane wins, we had a kind of overall game discussion with his evilness and he agreed to add another difficulty level once we had Insane wins with more than half of the classes. This is the DG challenge, and Stition and I have been chewing through them in order to complete it, which should happen sometime in the next couple days.
Reasoning
Fundamentally it breaks down to the fact that Insane just isn't insane anymore, compared to former versions of the game. There are two main issues to this. First, why does this matter, and secondly a look at why it is objectively the case.
Whyfor does this matter, grmblfzzz? Well, several reasons. First and most importantly, because DG apparently agrees! And really, when it comes down to it, that’s all that matters.

Secondly, from a game design standpoint, the whole point of having different difficulty levels widens the player-base, in that it's a more customizable playing experience. Most people, in anything, will always play on Normal difficulty, so of course most focus and balance should be centered around that. However, some fraction of players are just challenge junkies, and have more fun ramming their heads into walls and cryomancers. I'd also gathered that DarkGod thought this way too, as he initially put in Nightmare/Insane, after all.
Overall, probably my favorite part about ToME has always been the ludicrous challenge of Insane, which just strait-up out-roguelikes all other roguelikes, which are classically the hardest single player genre. Note, although vastly insane-er previously, the old-school insane was definitely still beatable. I got 2 guys to sanctum in the days of paralyzing Flameshocks, and died do to noobtastic behavior, not because it was out of hand. That's the kind of challenge that's currently not provided by modern Insane.
Lastly, and I think this is crucial: part of the enjoyment and fun from ludicrous difficulties is the possibility of pushing the forefront, of having the chance to nab world first of something. Already having a bunch of winners takes out a lot of the incentive and challenge for people of my mindset. That’s what kept me playing Insane and only Insane so long!
Why do you think Insane is getting easier, and perhaps you're not just getting better? The short answer is: general power creep, generally (though gradually) nerfed enemies, and overall gameplay improvements. Note, in most ways these are good and desirable things. The game is unquestionably much more pleasant all around than at any previous time! It’s just that this tends to overall make it easier, and is something that requires occasional adjustments to maintain desired challenge levels. Once again, only really a factor on Insane+ as otherwise things seem to be in a good place.
Real quick explanation: Power creep occurs in many forms, and is somewhat inevitable. For instance: Adding prodigies to the game (mind you, I think they’re awesome and help build diversity/fun!), the extra stats/points you get at lvl 50, general item tweaks (more/better arts and regular ego’s, rebalancing underpowered trees, etc). All good things, but they do ramp up player power with no compensating factors for difficulty.
Nerfed enemies: Things like removal of paralyses effects (bar sleep), capping confusion, the scaling tweaks that are going in next patch. Again, the vast majority of players want this, and they’re probably for the best overall... but easier.
Overall Game Improvements: More classes/UI improvements/new stuff of any sort/more quest rewards/improved auto-use/etc. Excellent, but you get the picture

Suggestions for Madness!
First, just for ease of speaking, I hereby grant the new proposed difficulty the codename “Madness” untill DG says otherwise.

DG already mentioned jacking up the amount of rares all over the place, which is excellent and should help. However, I feel compelled to add that if that was the only change, it wouldn’t be nearly the difficulty boos that most people might assume. I’d guess we’d have a win on it in only a week or two if that was the case, specifically. So, here’s some suggestions I have in order to bring it to a level more on par with old-school insane.
1) Most importantly (also conveniently probably most easily), the scaling needs to be pumped up again. I would hope for at least 150%+10, probably with 150% talent levels. Although, I’d also say, the higher the better.
2) Part of the problem is that even if every mob was a super-ultra-rare, once you get around/defeat them, the crucial plotline chokepoints wouldn’t be significantly more challenging. Specifically (and by far most important), the last bosses. I’d recommend tweaking them somewhat, either by adding more classes to them (i.e. Cursed to the Reaver dude), or adding a random rare into the mix. Or both

If those first two were in effect, that’d probably be all that was needed. Also conveniently pretty easy. But since I’m a masochist, I’m going to throw out a few more ideas to appeal to DG’s evil nature!
3) Buff/Uncap enemy status effects and whatnot. I miss 180% Confusion! Or, and most people will hate me for this, paralyzing flameshocks and super stuns in general! There are plenty of tools around these things if you’re playing optimally, as is.
4) Disable the Vault on it, or, more reasonably (as that would probably upset people), make it so you can only get Achievements on Madness if you haven't used it/addons. Yes, I’m perfectly aware that I could just choose to not use it, but it’s different playing with self-imposed handicaps vs trying everything you can to win normally. Otherwise, I could just be playing Ironman Adom or No religion Crawl, etc.
5) Anything evil you can think of! Bigger zones, unskippable high peak stair guardians, anything!
6) SageAcrin's suggestion. Basically that there is some sort of improved enemy awareness of the player. Giving enemies some sort of vimsense/banshees sight within a certain radius so they start tracking you down. See his post for a more detailed/clear explanation. This would make it so you'd have to make more on the fly tactical decisions, and would help with almost all of the plot chokepoints I spoke of in suggestion number 2 (although, still recommend a last boss tweak of some sort, and it'd be possible to carry this a little too far into Stition's land of terror)