Nagyhal wrote:What I can add that might be useful: I myself chose a fighter as the first character to play. Cooldowns I loved immediately, taking them as a sign that modern roguelikes had come up to speed with RPGs, but Stamina took a while to get used to- the fact there was no overt recovery mechanism aside from torturously waiting for it to refill. I worried that sitting around was going to get me squished by a patrol, or was something else dire going to occur if I lay around doing nothing for 100s of turns after any sizeable fight? So I held back on a few abilities. Seems strange looking back on this, I'll grant, but I think it was set off by how monsters aggro strangely in the Trollmire, seeming to come out from nowhere without provocation, when really they (bear-admiring snakes) have seen something (bear) that's seen you.
Of course, this is something that would have been averted by playing a tutorial, maybe a tutorial that is more enticing than the ones that exist. And just as there has been a call for more tutorials! Worth repeating even if we do change the Fighter's name.
It sounds to me like it's another argument for bumping the Trollmire out of its position as a starting dungeon. The new path makes it a lot better, but at heart its layout is just very atypical of what ToME is, and I think it gives people the wrong impression. The path also can't help with the core problem, which is that the trollmire's layout ultimately isn't very
fun -- does anyone actually enjoy exploring it? At all?
Part of the fun of a roguelike is the interesting random environment, and for the most part the Trollmire just feels like a bunch of random blocks -- yeah, there's lakes, and it's sort-of not random, but it's random enough to destroy any sense that you can use the layout to your advantage.
As an optional side-area, like the Spellblaze, where players are challenged by the unusual layout? That's fine. As the default starting area for what's probably the first race most players are going to use? It's bad..