ohioastro wrote:
If new players run into a game where they just die over and over while they're figuring out the mechanics
Isn't that what roguelikes are about? Die early, die a lot, learn from your mistakes
IMO, TOMEs problem is not that you can die easily in early game, it's problem is that it's too boring to replay dozen of characters that died in first few levels in a raw. It's not fun to do Trollmire again, and again, and again, and again, starting levels are just not random enough
ohioastro wrote: If you add spice to the higher levels it won't impact the novices - and that is where the vets spend most of their time in any case.
You forget another thing, novice may decide that game is too boring and abandon it long before he gets to higher levels.
And even if you're experienced the new classes can play very differently, and it's nice to have some way to learn how to run them without being slammed.
So, you want early levels easy, then harder, harder, harder up to CL 50?
Don't you see a problem of this mainstream approach?
Game goes like this:
1) Frustratingly easy,
2) Easy (oops I died from carelessness go to step 1)
3) Somewhat easy but interesting (Bad luck, stupid mistake, go to step 1)
4) Challenging, interesting (Bad decision, go to step 1)
5) Too hard, still interesting ( Die fast , go to step 1)
6) Frustratingly hard ( Instadeath. "It's impossible to survive again that" , go to step 1
And this progression is universal, difference lies only in the fact that inexperienced players don't get 1,2,3 and the best players don't get 5, 6 (if they do, then it's a huge problem)
Both vets and novices will get frustrated, novices when they'll reach the instadeath phase, veterans when they forced to do 1st
In mainstream games that problem is solved by save\load (Imagine replaying half-life or other 3d shooter after each death) in roguelikes there are no such toolohioastro
Problem of the b40's rares is that they sometimes fall in 6th category for majority (if not all) players. And this is fixed