how is diagonal movement tedious?įor example since I dont like to use the numpad, since I preferably move with the left hand, and to use 8-Keys there to me this is not quite compftable. It's actually MORE tedious to move in straight lines when a diagonal path is faster. Whoa, excuse me, what? How is moving diagonally in a roguelike 'tedious'? It's like second-nature if you use the numpad like you're supposed to in those games. Every once in a while you're carefully move diagonally, but most of the time you just hope you're not punished too badly for ignoring it It's tedious to move diagonally so if you can ignore it, you just do. Originally posted by ocean pollen:Diagonals in roguelikes is a good example. The only problem is that you, for some reason, don't do that. nearly all RL's with diagonal movement tell you in the instructions, command list, help menu, etc that moving the numpad is highly recommended. how is that a problem? It's not pretend-confusion, that's how those games are intended to be played, going way back to Rogue (the namesake of the rogue-like genre) Nethack and Angband and all the classics.įrom the instruction book of Rogue, the original Rogue-like.Īs you can see, no matter what kind of computer you were on, whether it had a numpad or not, it was always intended for diagonal movement keys to be within easy reach of your fingers, and not be tedious or any kind of hassle to move in those directions.Īnd that's just a few. But you're supposed to use a numpad when you play roguelikes. Geez, all of that pretend-confusion and you were aware of the problem the whole time. Originally posted by Carlz0r:Whoa, excuse me, what? How is moving diagonally in a roguelike 'tedious'? It's like second-nature if you use the numpad It's a chore that slows down the game and if you had a lot of ammo you'd just never do it. I never played DoomRL but this ammo stuff sounds like another good example. Every once in a while you're carefully move diagonally, but most of the time you just hope you're not punished too badly for ignoring it. There's an instinctual basis for gameplay and "nah I'm just going to do badly because doing well is boring" can turn your attention to other activities real fast.ĭiagonals in roguelikes is a good example. But when you realize that there is a higher level of play and that you don't want to reach that level, I bet a lot of the appeal of the game will vanish for you. Failure, for a player, is completely acceptable as long as you want to be good: DOTA is fun, StarCraft is fun, but even pro players are constantly screwing up. Players will, not fail to play optimally, but will choose to play suboptimally. The opposite mistake is keeping in gameplay elements that matter, but that players will ignore when they're allowed to. Todd Howardization, I probably don't have to explain. I've a lot of sympathy for your fear of Todd Howardization, but across from Scylla there is Charybdis, and so far just from the specific features that have been removed, and dev remarks on those, I feel pretty good about this dev's chances of avoiding both hazards. If this is the way your going to make it then I'd have to agree with the others that have said to make the guns on the ground empty. Originally posted by Lastpick72:Well from a game play perspective I'm torn on this streamlining of the ammo management that was a big part of DoomRL.
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