Make Combat Training available to all classes at start

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Make Combat Training available to all classes at start

#16 Post by SageAcrin »

I'm mostly saying that lack of Thick Skin may kill you long term, whereas heavy investment into armor is, at worst, usually salvagable with a majority of classes and a playstyle change. As far as traps go, the former seems like more of a trap.

Will a newbie do those things, to make armor work? Likely, no. But if a newbie consistently ignores other options, consistently makes the same mistake, and consistently refuses to modify their playstyle to make that mistake work, they're probably a loss for Roguelikes anyways, which usually require the opposite of all three of those things, at once.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Make Combat Training available to all classes at start

#17 Post by Sirrocco »

Obviously, your idea of how far a newbie can progress within their first few lives well outstrips my own. It's true, Thick Skin is pretty important for long-term survivability... but (in my estimation) the raw newbies rarely make it that far. How long did it take you before you killed the Master the first time? I don't really see Thick Skin being hugely vital before that point.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Make Combat Training available to all classes at start

#18 Post by SageAcrin »

My third character, I believe? I think I may have started up more characters to look at their skillsets, but.

(Now, I just code dive for that. :))

Wasn't really spoiled much, either.

Granted, this isn't the first Roguelike I've cleared. I've seen some other people get that far in a few attempts, though. If you're good at RPGs, you can get a surprisingly far way on Adventurer before you finally die out(but you will die out, because the lategame is brutal, especially if you don't know what's coming.).

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Make Combat Training available to all classes at start

#19 Post by Sirrocco »

Ah - so you're speaking in defense of the newbies who are generally good at roguelikes, then.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Make Combat Training available to all classes at start

#20 Post by SageAcrin »

Probably, yeah.

I don't think it can hurt the newbies that are bad at Roguelikes as much as it can help the newbies that are good at Roguelikes.

Fortunately this is kinda moot, since the SVN just makes it far harder to miss the storebought Combat Training, which I feel is a solidly good compromise.

Post Reply