[Balance] Easing the start a little
issueid=1418 12-11-2012 02:27 AM
Ancient Member
Number of reported issues by Grey: 58
[Balance] Easing the start a little
Teaching game mechanics whilst easing players in

Just so we can spill the debate from Facebook into the forums... Thomas wants to make the game a little easier at the start, so that newer players don't find it impossible and off-putting. Initial suggestion was extra HP and a bit less hunger for the first few levels. Argument ensues about dumbing down the game / end of the world / etc. Even some silly suggestions of making it a separate "newbie mode".

Well, we all know ADOM can be balanced better here and there. We've had our fun removing abuses in the late game, but we should consider making the start more appealing at the same time. But I think just making it plain easier isn't the answer. Players need to be eased in, but they need to be taught the mechanics at the same time. So, I suggest:

- Start them with a potion of healing or a couple of pepper petals or spenseweed (depending on race/class)
- Give them an extra ration (current starting rations are somewhat meagre for some chars)

Simple result of this is player sees they're on low health and decides to do something about it. They see there is a problem and a solution to the problem. They feel clever for using that solution. And after that they might realise "I have no more potions, I should run". They have learned several valuable lessons. Extra HP would have just led to them meleeing the black druid for longer, and getting just as frustrated as they currently do when they die.

This is called a stealth tutorial - you deliberately lay elements in the game for the players to teach themselves how to play. ADOM does a bit of this already with starting gold and a cheap food store, but clearly that's a little too subtle for some. Players accept these sorts of lessons to heart much better than blunt tutorials.

Some other thoughts to ease the beginning game:

- Increase the gap between Hungry and Starving (as has been said elsewhere). Currently you have more time to deal with Sickness than Starvation.
- Maybe reduce food consumption in the wilderness? Especially in forests, where a lot of people starve early on.
- Make stone block traps less insta-killy. Perhaps have them do light damage + stun in a radius of 1 around the trap. Might make them more tactically interesting.
- If a player has decent piety and is close to death from Starving or HP loss have a voice boom in their head "PRAY, LOWLY MORTAL, AND I SHALL EASE THY PAIN!" Maybe stop this message appearing after the char has 100 deaths in their high score list.

Other suggestions to tweak the early game welcome in the comments, especially where they encourage players to learn. Preferably without changing the game much, just minor things to ease people in and get them addicted ;)
Issue Details
Issue Number 1418
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 5 - Medium
Suggested Version ADOM 1.2.0 pre 7
Implemented Version ADOM 1.2.0 pre 9
Milestone (none)
Votes for this feature 1
Votes against this feature 5
Assigned Users (none)
Tags (none)




01-10-2013 05:14 PM
Issue Changed by adom-admin
  • Issue marked as addressed
  • Addressed version changed from Unknown to ADOM 1.2.0 pre 9

01-10-2013 05:14 PM
Issue Changed by adom-admin
  • Status changed from Suggested to Implemented

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