supermini wrote:ToME already has modes where you can have several tries against a boss - adventure and exploration - so what exactly is the problem?
Playing roguelike with the option of not really dying is having your cake and eating it too. Roguelike deaths hurt; they are final and they erase hours and sometime tens of hours of progress. A single stupid mistake could end the best run you've had in months. It is cruel, it is thrilling, and it is not for everyone.
If you enjoy this sort of masochism, play roguelike. If you don't play adventure. ToME caters to both types of people already.
Erm ... there really was no need to lecture me about roguelikes and permadeath, sorry. I've been playing roguelikes for 27 years now (I think I started with Larn). I know why they have permadeath, and I enjoy that feature most of the time. I'm just not religious about it and I think that the way how it currently interacts with the achievement metagame on Nightmare mode isn't optimal.
One of the things that I specifically like about ToME is that it is not afraid of tackling holy cows that many other roguelikes don't dare to touch, like permadeath, which - for some reason - conjures some crusaders into every thread which dares to discuss alternative options on other forums. Since ToME isn't particularly conservative with regard to permadeath, I somehow expected a forum of open minds and didn't completely explain where I was coming from, apologies for that.
I still don't understand how your argument relates to my suggestion though. You are correct in stating that ToME already offers an "Adventure" and an "Exploration" mode (for donators). However, as I explained in my first post, at the moment when you have to make a decision about the mode you want to play in (at character creation), the player does not know how the character will develop, how he will die, and whether he may regret choosing "roguelike" mode later. Since ToME already isn't very stubborn with regard to permadeath, I'm simply suggesting to solve that problem by allowing the player to redo that choice at a later time. I also specifically included a disadvantage (ineligibility for achievements) to _not_ create a feature which, as you say, is like having your cake and eat it too.
Your answer to this suggestion is basically "Deaths are meant to hurt, and if you're not masochistic enough for that, then roguelikes aren't for you". I think that this is a very general argument that does not apply to the specifics of my suggestion.
What _exactly_ would be the disadvantage of the suggested feature for you (or other players)? You wouldn't be forced to use it, but there are certainly players who would enjoy it. I mean, I'm not claiming that my suggestion is necessarily the best one (one alternative solution - additional achievements - has already been suggested), but I just don't see a good counter-argument in your post, sorry.
Instead of suggesting that roguelikes "aren't for" a player who is playing them for several decades, perhaps it's rather that this particular suggestion just wasn't for you?
