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Thread: Kicking off the Ultimate ADOM discussion

  1. #1
    Join Date
    Mar 2008
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    Default Kicking off the Ultimate ADOM discussion

    Here you can find an initial content listing for topics I will discuss over the next weeks regarding the design and development of Ultimate ADOM: http://www.ancientdomainsofmystery.c...mate-adom.html
    Thomas Biskup
    ADOM & ADOM II (JADE) Maintainer

  2. #2
    Join Date
    Jul 2011
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    All of this is nice, but one point is particularly pertinent... When you play ADOM, you have something amazing that is called the "bottomless backpack", which can hold hundreds of items if not thousands. Among those items, only a very few are useful. This is probably the only roguelike around with such a system. Having the possibility to recycle all the junk you find would be amazing. Maybe add a skill -- Crafting -- to be able to dismantle items into components and use them to improve other items.
    You feel excited. You die.

  3. #3

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    Sounds like Smithing.

  4. #4
    Join Date
    May 2010
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    Permanent rewards: how should permanent modifications be handled in the future in order to reduce the urge of grinding?
    Assuming permanent modifications refer to mainly stat modifications from eating corpses or training, i think it should be handled like this:
    Each character has a stat "aptitude" (replacing "potential maximums").
    The lower current stats compared to that aptitude, the bigger should be the gain from any eaten corpses or training you do.
    This way Trolls that start with STR 19 can readily train up to the average 25 that their race is supposed to have...

    Stats should also mainly change "on the go", depending on your actions - similarly to how you can easily train Mana; Garth training and herbs should get smaller
    effect for much smaller time investment (i.e. instead of requiring 6 herbs to get a guaranteed change, you would only need one - but the change is not guaranteed at all, and you'd only need one herb per like 1000 turns to maximize their effect).

  5. #5
    Join Date
    May 2008
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    Quote Originally Posted by SinsI View Post
    Assuming permanent modifications refer to mainly stat modifications from eating corpses or training
    I think perm modifications are supposed to be something permanently unlocked for all future chars (like Bugwill unlock).

    I am not sure how these can help with grind honestly.

    Precrown grind... If one can pass through artifact, that get's boring really fast -- always having preserver/BoW or one of new bloodsucker weapons waiting for you? Fine for one or two runs, but gets boring later.
    Same goes for passing equipment honestly -- some stuff is just too good for that (eternium weapon of devastation...)

    Stat grind... wasn't all potential changes about making races different, so did that got cancelled?

    I think perm progress work best if their unlock funny options/areas. If finishing Ordinary Chaos god was requirement to unlock chaos knight class most people would not object the idea(probably), same goes for optional areas.

    edit: I remembered... please do perma unlock of thieves guild. I don't care what requirements are but not doing pick pockets anymore would be an improvement.
    Last edited by Soirana; 01-25-2018 at 09:44 PM.
    So far rolled 15 casters with RoDS and shamelessly killed them within 200 turns. For eternium glory!
    (after 15 I stopped counting...)

  6. #6
    Join Date
    Feb 2013
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    22

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    I think perm progress work best if their unlock funny options/areas. If finishing Ordinary Chaos god was requirement to unlock chaos knight class most people would not object the idea(probably), same goes for optional areas.
    Tales of Maj'Eyal did a decent job with this.
    You started with a decent select of races and classes. As you played through the game, you could unlock more of each by completing specific tasks, quests or achievements.

    For example killing the Master of Dreadfell would unlock one of the undead races at random each time.
    Unlocking the Yeek race needed you to rescue a Yeek test subject from a laboratory.

    Some were a lot more challenging than others, but it generally gave you things that had more powerful abilities.
    Beating the game for example unlocked the Adventurer class (which was basically a blank slate class that let you fully customize instead of having pre-set skill trees).
    Unlocking the Marauder class needed you to do over 600 damage in a single hit as a Rogue or Shadowblade (basically you'd have to build up to one hell of a backstab).
    Meanwhile the Reaver class was unlocking by killing 1000 humanoids across all games you play.

    Stuff like that could be interesting. The only issue comes when people don't enjoy the base options you get. You have to make sure that the stuff you unlock is "different" not just "better". Otherwise a lot of those early runs just feel like a chore until you can get the more interesting unlocks.

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