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Author Topic: Adventure mode questions/suggestions  (Read 911 times)

ponpoko

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Adventure mode questions/suggestions
« on: August 17, 2006, 04:10:00 am »

Hi, love the game. Very epic and all.

What's the highest possible achievement in the adventure mode at the moment? The retire option in the menu says something along the lines of "retire as a peasant", is it possible to advance beyond the rank of a peasant somehow? Also, is there going to be any kind of ultimate goal in the adventure mode beyond desperately trying not to get killed?

Now, on to the suggestions... when I'm raiding a dungeon with a party, they often get into fights outside my field of vision. Usually I can't find them before they kill the monster or get killed themselves. Would it be possible to have a shared field of vision with all your party members? Maybe not much, but just a little around each party member so it's possible to know where they are and where the enemy is coming from.

If that's too unrealistic, maybe something like a "You hear sounds of brawling from the southeast/the floor above you/whatever" type message for every combat round beyond your field of vision. I've had several party members wrestled to death by skeletons or eaten by giant toads while trying to search for them in vain.

Stairs can be kind of hard to notice in the larger and more mazelike dungeons. Maybe they could be changed to a brighter color so they'll stand out a bit?

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Lars M. Nielsen

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Re: Adventure mode questions/suggestions
« Reply #1 on: August 17, 2006, 04:32:00 am »

Yes, I agree. Your companions are somewhat berserk, and tend to start quite far away from you when you enter a map, even out of sight. This usually means that start running of in different directions, which naturally leads to disaster and dismemberment.
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John Gaden

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Re: Adventure mode questions/suggestions
« Reply #2 on: August 17, 2006, 04:32:00 am »

I agree with everything in this post.    :)
I think that the idea of a sound system would be a great addition along with the lighting system that ive heard is planned, even if it might just be for adventure mode only(the idea of every sound in my fort being announced is somewhat intimidating.)

Also, i think some sort of ordering system for my fellow adventurers would be appreciated. A sort of, "A: Attack Everything. B: Only attack things that are hostile. C: Only attack what i attack.. etc."
Although this might be already in planning aswell.


Edit: Although, i have to say some of the most fun moments in adventurer mode where when i desperately was searching for drunken party members, only to find them unconscious and surrounded by the body parts of their former enemies.

[ August 17, 2006: Message edited by: John Gaden ]

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Michael

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Re: Adventure mode questions/suggestions
« Reply #3 on: August 17, 2006, 04:47:00 am »

I'm also a new player.

The manual says something like "think of it as playing the civilization, not just the adventurer".

I take this to mean that "winning" means cleaning out all the evil (ie: the giants) in a region so that the civilization can thrive. It doesn't matter how many adventurers you have to play to accomplish this.

I agree about the fights-outside-of-FOV thing.  It's frustrating because at present recruiting a small horde is the only way to buff yourself to take out the bosses.

One other annoying thing is the game just says "The Drunk" or "The large rat" when there are many instances of each.  This can be quite confusing, especially when there are both nearby fights and distant ones.

Some way to number the monsters would be nice.  So if I know that "Rat #1" is unconscious but alive, "Rat #2" is battered but still kicking, and "Rat #3" is at full health, I can choose to focus on #2.

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Capntastic

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Re: Adventure mode questions/suggestions
« Reply #4 on: August 17, 2006, 05:02:00 am »

My heart and soul desperately wants there to be no 'end quest'.   Sure there'd be a lot of dragon-slaying, and maybe even destroying a 100-armed Hindu-style Deity (Someone mentioned that this game could actually have something with 100 arms.   It stuck in my mind as something awesome!), but the point of a good adventure is to go where the spirit takes you.

I'd love to see stuff like getting hired as a diplomat and having to travel to foreign lands (By boat!  Or having to traverse dangerous mountains with mountain equipment.)
and secure trade routes- or leading an army against a legion of bandits or something.

Basically, whatever is really awesome.   And once Adventurer Mode and Fortress Mode and everything else is all linked up to the world, which is full of legends and civilizations and everything...the game just won't have an end!

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Toady One

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Re: Adventure mode questions/suggestions
« Reply #5 on: August 17, 2006, 01:27:00 pm »

Part of the longer term goals (and some shorter) are to give you more ways to get involved with the adventure mode groups.  Ultimately, it would be nice to let you attain whatever positions can currently be held by the other people you meet.  It's not much more than hack and slash right now though.  I don't like fixed quests, but in 27 years when we get around to having the wizard arc working properly, and you wanna Necron the entire world with a sheet of ice, that would be cool.  Or you could axe him in the guts.

Sounds are planned.  There might be some thoughts on this up in dev or the armok future pages, but I forget sometimes.  Once the sound system is robust enough (positional indicators outside of field of view that are associated to text, etc), then complete darkness and blindness can be thrown in.

Sometimes stairs are tricky, though I tend to use semi "realistic" colors -- but there could be a highlight option for them.  I don't think that's cheating anyway, since they'd be more distinctive if you were down there.

I think we were discussing nicknames for dwarves in another thread.  Could use the same thing here.  I could also do some kind of default numbering for creatures as you find them, and named creatures could get their names dropped in the announcements more often.

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JT

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Re: Adventure mode questions/suggestions
« Reply #6 on: August 17, 2006, 07:00:00 pm »

Phew.  I was about to express my fear/horror/ruing if a "plot" was added to the game.  For me, the idea of a hard-coded quest defeats the purpose of open-ended gameplay.  Even treasures like ADOM are spoiled once you find out that certain effects force you to complete the game or die.  JADE seems like vapourware, too. =)

[ August 17, 2006: Message edited by: JT ]

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John Gaden

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Re: Adventure mode questions/suggestions
« Reply #7 on: August 17, 2006, 10:55:00 pm »

I still have hope for JADE, now GenRogue, thats vapourware.   :p Anyway, i think some sort of general, generic plot should be introduced in world generation. Not so much a storyline per se, but along with deciding random civilizations etc, generate different wars between them, different quests that people have already done etc. And let the player immerse them selves in it. A game can be too open play. [/ramble]
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Toady One

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Re: Adventure mode questions/suggestions
« Reply #8 on: August 18, 2006, 03:12:00 am »

Yeah, there are a ton of things up in dev related to improving history and world generation.  That world history animation should get more and more interesting as the game progresses, and then you can go back and involve yourself in it.  All of the ruins that you find should eventually have actual source civs and demise causes etc.etcetc, but it takes time to add each element.  We're starting small -- in the Future of the Fortress that Threetoe posted, he mentioned warring clans at the end I believe.  By starting off with small groups feuding (and banditry etc), we can lay the groundwork for further expansion and interrelations, maintaining the small group dynamic within the larger entities.  Should be a fun challenge to code it anyway.
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