Thoughts on the current Infinite Dungeon
Posted: Sun Feb 05, 2017 5:28 pm
In my opinion, Infinite Dungeon style rogue-likes are, when done right, much better than those that offer a campaign (which didn't stop me from putting 1000h+ in the Maj'Eyal campaign).
However, I really feel like Infinite Dungeon is severely lacking when compared with how other RLs do theirs. (Even after the changes in 1.5, which are definitely a step in the right direction).
First, I want to list the main advantages and disadvantages an Infinite Dungeon has in comparison to a campaign:
+ No annoying overworld, which means much less downtime
+ Less repetitiveness compared to previous runs
+ No end (though I would like a "win" condition so that Infinite Dungeon characters are not doomed to not be a winner)
- Fewer strategies to (ab)use
- Certain builds are extremely RNG-dependent
Now, why do I not like ToME's current ID?
- You frequently get one-shot by mages around lvl 1-4
- Starting and surviving in the ID is nigh-on impossible for a lot of classes that lack in early strength (much more difficult early game in comparison to Maj'Eyal)
- Your power increases slower while the general difficulty rises faster (both in comparison to Maj'Eyal)
- Extreme dependence on Light/Infravision (every floor in ID VS. some lvls in Maj'Eyal)
- Success of runs feels more RNG-dependent in general
- A run become repetitive really quickly
- Lack in variety of layouts and enemies
As you should notice, almost all of my main complaints have got to do with the difficulty and some (like the lack of variety) are being addressed in 1.5 (though not enough IMO).
So, what would I suggest to fix these issues? Two things:
1: Make the floor "semi-randomly" generated
2: Add an overworld (yes, I know I just wrote that the lack of which is an upside)
Let me explain in more detail what I mean with these two points before I talk about why I think they are a good idea:
"1: Make the floor "semi-randomly" generated"
To fight off the lack in variety on both accounts, you could expand the now added idea that there are two areas to choose for your next floor.
I played a little of NetHack, so I'll use that as a comparison: Think of how you've got the main dungeon and some smaller dungeons that are accessible through the main ID.
Maybe make it so you can choose between different paths every few levels (I'd love to see modifiers, good and bad, that affect that area. For example: the area is underwater!; enemies deal an additional damage as fire; better loot; more EXP). These choices in the type of area should also have much more of an impact on the enemies and the terrain than the system that is currently in place (which feels more like a change in tiles and nothing else).
"2: Add an overworld (yes, I know I just wrote that the lack of which is an upside)"
Add an overworld with a few cities (like Maj'Eyal's Last Hope, Zigur and Anglowen) to give characters a guaranteed way of acquiring some equipment, inscriptions and skill-trees. Also add some side dungeons (kind of like the Golem Graveyard, the Hidden Compound and Lake of Nur) to help out when you get stuck in the ID and give guaranteed rewards at certain power-levels.
Of course, this would mean that you'd need some way of backtracking or exiting the ID. I personally never liked, that you cannot go to previous floors in the ID as it is. But if you really wanted to keep that system, you could add something like a checkpoint every 5 or 10 floors, which will allow you to go to the overworld once before going deeper into the ID.
These two changes would fight off pretty much all my personal issues in two different ways, though there is some interlapping:
The first would make every couple of floors feel very different from each other while also implementing a bunch of strategic choices. Since you could make it so the first area is very similar to Norgo's Lair, this would also fix the OP mage spawns that plague ID runs right now.
The second would fix some early-game issues, like not starting with bought loot, and pretty much all the RNG-dependence. It would also fix the issue that arises when you get some bad luck on your enemy rolls and pretty much cannot continue your run (just like you sometimes have to abandon a dungeon in Maj'Eyal and return later).
However, I really feel like Infinite Dungeon is severely lacking when compared with how other RLs do theirs. (Even after the changes in 1.5, which are definitely a step in the right direction).
First, I want to list the main advantages and disadvantages an Infinite Dungeon has in comparison to a campaign:
+ No annoying overworld, which means much less downtime
+ Less repetitiveness compared to previous runs
+ No end (though I would like a "win" condition so that Infinite Dungeon characters are not doomed to not be a winner)
- Fewer strategies to (ab)use
- Certain builds are extremely RNG-dependent
Now, why do I not like ToME's current ID?
- You frequently get one-shot by mages around lvl 1-4
- Starting and surviving in the ID is nigh-on impossible for a lot of classes that lack in early strength (much more difficult early game in comparison to Maj'Eyal)
- Your power increases slower while the general difficulty rises faster (both in comparison to Maj'Eyal)
- Extreme dependence on Light/Infravision (every floor in ID VS. some lvls in Maj'Eyal)
- Success of runs feels more RNG-dependent in general
- A run become repetitive really quickly
- Lack in variety of layouts and enemies
As you should notice, almost all of my main complaints have got to do with the difficulty and some (like the lack of variety) are being addressed in 1.5 (though not enough IMO).
So, what would I suggest to fix these issues? Two things:
1: Make the floor "semi-randomly" generated
2: Add an overworld (yes, I know I just wrote that the lack of which is an upside)
Let me explain in more detail what I mean with these two points before I talk about why I think they are a good idea:
"1: Make the floor "semi-randomly" generated"
To fight off the lack in variety on both accounts, you could expand the now added idea that there are two areas to choose for your next floor.
I played a little of NetHack, so I'll use that as a comparison: Think of how you've got the main dungeon and some smaller dungeons that are accessible through the main ID.
Maybe make it so you can choose between different paths every few levels (I'd love to see modifiers, good and bad, that affect that area. For example: the area is underwater!; enemies deal an additional damage as fire; better loot; more EXP). These choices in the type of area should also have much more of an impact on the enemies and the terrain than the system that is currently in place (which feels more like a change in tiles and nothing else).
"2: Add an overworld (yes, I know I just wrote that the lack of which is an upside)"
Add an overworld with a few cities (like Maj'Eyal's Last Hope, Zigur and Anglowen) to give characters a guaranteed way of acquiring some equipment, inscriptions and skill-trees. Also add some side dungeons (kind of like the Golem Graveyard, the Hidden Compound and Lake of Nur) to help out when you get stuck in the ID and give guaranteed rewards at certain power-levels.
Of course, this would mean that you'd need some way of backtracking or exiting the ID. I personally never liked, that you cannot go to previous floors in the ID as it is. But if you really wanted to keep that system, you could add something like a checkpoint every 5 or 10 floors, which will allow you to go to the overworld once before going deeper into the ID.
These two changes would fight off pretty much all my personal issues in two different ways, though there is some interlapping:
The first would make every couple of floors feel very different from each other while also implementing a bunch of strategic choices. Since you could make it so the first area is very similar to Norgo's Lair, this would also fix the OP mage spawns that plague ID runs right now.
The second would fix some early-game issues, like not starting with bought loot, and pretty much all the RNG-dependence. It would also fix the issue that arises when you get some bad luck on your enemy rolls and pretty much cannot continue your run (just like you sometimes have to abandon a dungeon in Maj'Eyal and return later).