Originally Posted by
Blasphemous
The same could be said about mino maze. I feel like SirTheta always discarded the maze because it wasn't worth the effort.
He didn't complain back then but now that the prizes justify the effort, he suddenly realized it's annoying as fuck and tedious and boring and what not and wants it changed.
Sorry buddy, that's not the way it works.
Few people grinded the maze in 1.1.1 and didn't much complain.
For the most part, everybody knew it was just a point of honor and bragging ("I've done the maze with an orcish merchant dual wielding logs, wow") rather than to get some game-changing items, which simply were not there.
Suddenly the rewards were upped and some people don't like it simply because they don't want to grind through it and get the prize while other players don't have any such qualms.
Just live with that, that's how the maze was conceived, that's how it should remain.
I don't quite have time atm to respond to all new posts in this thread, but I do want to dispel this point [actually this turned into longer post about various things, too]. You're absolutely wrong - I did the maze twice in 1.1.1 [even in 1.1.1 the corpse was quite good as was the axe]. For example, you can view my badass 1.1.1 true berserking, AOTME-wielding Gray Elf Priest here: https://dl.dropboxusercontent.com/u/...ePr_sunshy.flg. That character was simply superb, but I spent over an hour dicking around in the maze before giving up and just using the top trap trick. I probably would've done it more after that, but I then focused on poorly done speedruns for the remainder of my 1.1.1 times. I also did the maze in p7, before the rewards were adjusted, on an MeBf that badly needed toughness, again using top trap trick/magic map. [p.s. RNG really set me up because I got super lucky on my first run (w/o magic map) and did maze in like 10 mins without encountering any false levels. That is not how maze goes 95% of the time as I've later found out]
I also did complain back then - I commented on the tediousness of the Maze in grobble's RFE that got the rewards changed, and this post is partially a restatement of what I and others said there (you can view it at http://www.adom.de/forums/project.php?issueid=1507). I've always maintained that the fake levels are the #1 problem with the maze and they've always been central to my complaints here and in IRC. I am definitely not the only one who has complained about this - it's actually relatively common.
I've also (successfully) done the maze 3 times after the change to rewards (once in p17, twice in p20), out of 7 winners [duelist and beastfighter were minor/serious attempts at speedrun, weaponsmith and assassin gave up (if I'm recalling correctly and according to my kill list) because I hate the place so much].
So, I think I have very good view of how rewards worked (for example, how good the cow axe was in 1.1.1 and how good it would be in 1.2.0 at 3d20+16 with all the changes to 2H weapons, +Crit, backstabbing, etc.), work, and what should be changed to make the maze less tedious (having tried various strategies: top track trip [i.e. no fake levels], magic mapping, brute force). The substance of the change is debatable - for example, Soirana's portal idea is kind of cool - but, imo, there's no way the maze is a good location if fake levels are left as they are [btw, fake levels are not like dead ends, which already exist in maze, or even like illusionary walls, which are frustrating sure, but kind of cool! I've laid out why I think fake levels are a bad design in previous post]. I started this thread mostly to just vent about how wrong I think the change was (I like complaining ) and to let people suggest things "off the record".*
As an addendum: due to the change in potentials, I feel that spellcasters and elf classes (which are the majority of spellcasters, from what I see) benefit just as much (and sometimes more) than melee classes because the +10 To is such a huge change for them. Once you have that much HP, the game becomes a lot easier because you can slip up *a lot* and still not die.
*not really off the record since TB reads many posts and I'm sure he'll see this eventually, but w/e, I feel like there is more free-form discussion when it is not official RFE.
Last edited by SirTheta; 03-03-2014 at 03:38 PM.
gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
ULE: HeRa — OCG: DeMi
currently speedrunning DrAs.