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Author Topic: How could Adventure mode be improved for you?  (Read 14677 times)

Leafsnail

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Re: How could Adventure mode be improved for you?
« Reply #45 on: March 23, 2012, 03:46:21 pm »

Have some kind of warning before water suddenly freezes and encases you.  Some item to help you continue grasping after your hand nerves are damaged.  The ability to snap necks with wrestling.
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PoodleIncident

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Re: How could Adventure mode be improved for you?
« Reply #46 on: March 23, 2012, 09:30:42 pm »

A connection to the world. Adventurer mode makes me feel like a puppetmaster, dangling my character with his toes a few inches above the grass. Everything that there is to do in adventurer mode is the direct result of my decision to do it. Adventure mode doesn't need to steal the fortress mode interactions and mechanics; it needs to borrow some of that feeling of chaos, of a story not in your control. Everyone knows toady wants adventurers to affect the world; I think it's more important that the world affect the player. Losing should be fun.
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NW_Kohaku

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Re: How could Adventure mode be improved for you?
« Reply #47 on: March 23, 2012, 09:42:15 pm »

A connection to the world. Adventurer mode makes me feel like a puppetmaster, dangling my character with his toes a few inches above the grass. Everything that there is to do in adventurer mode is the direct result of my decision to do it. Adventure mode doesn't need to steal the fortress mode interactions and mechanics; it needs to borrow some of that feeling of chaos, of a story not in your control. Everyone knows toady wants adventurers to affect the world; I think it's more important that the world affect the player. Losing should be fun.

Heh, I was thinking many of the same things.

In fact, thinking about this earlier, I wound up making a suggestion about giving the adventurer a personality that the game would react to with Personality Update (from release 8) adventure mode NPCs

Not exactly the same conclusion, but the same starting point, at least. 

(And as much as it might be rude or annoying to "advertise" for a suggestion, I'd actually like to try drumming up more people to read it, as this is an Adventure Mode suggestion, and most people who are in the Suggestions Forum aren't Adventure Mode players.  I haven't gotten any responses yet.)
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RabblerouserGT

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Re: How could Adventure mode be improved for you?
« Reply #48 on: March 24, 2012, 08:51:56 pm »

I really, really, really want an easier way to sort my backpack, to be able to stack items comes a close second. Those two things actually make adventure mode less fun to play to me, the rest sounds more like extras.
Pretty much this.
Better inventory management and more streamlined way to equip items like armor. As it stands, it's a mess.
That and for shops to be fixed.

I'd also like more reactions. Like I'd like to be able to cut down trees and craft them into trade items for shops (once they're fixed). And the ability to make stuff out of stone other than sharp rocks.

I'd also love for the world to just outright feel more alive.
« Last Edit: March 25, 2012, 09:38:59 am by RabblerouserGT »
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Flying Dice

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Re: How could Adventure mode be improved for you?
« Reply #49 on: March 25, 2012, 01:42:29 pm »

Have some kind of warning before water suddenly freezes and encases you.

Time of day + starting position? One would think that the knowledge that you're in a cold biome and the ability to check the position of sun and moon would be enough.
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NW_Kohaku

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Re: How could Adventure mode be improved for you?
« Reply #50 on: March 25, 2012, 02:11:19 pm »

Have some kind of warning before water suddenly freezes and encases you.

Time of day + starting position? One would think that the knowledge that you're in a cold biome and the ability to check the position of sun and moon would be enough.

There is no overt warning that you are in a cold biome, however. 

Realistically, there is no way you wouldn't realize "oh, gee, it's cold outside", but in DF, you might be strolling through a pocket world quickly enough that you don't realize you've gone from a warm biome to a colder one, and there's nothing in the game that's going to tell you that unless you religiously go out of your way to punch the weather button.

In the same way that you get an icon over what phase of the moon it is in the quick-travel menu, having a general warning of temperature that you don't have to specifically ask for is reasonable, because, again, this is something your adventurer should know innately, the same way you know innately that you are hungry or thirsty.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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Leafsnail

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Re: How could Adventure mode be improved for you?
« Reply #51 on: March 25, 2012, 02:16:16 pm »

It's not really clear when you're in a "cold" biome though.  Certainly they don't look any different to a warm one.  You can check time of day, since it usually (although not always) happens around evening, I guess, but it's easy to forget (and a new player has no reason to think that ice would behave in such a weird way).

Basically, the issue I have is that it just would never happen in real life (well, you can be encased in ice, but not instantaneously in the way adventure mode currently does it, or if you stepped into ultra cold water you'd notice).  I understand if ice has to suddenly all freeze at once in the way it's currently modeled, but that doesn't mean it should lead to random unintuitive deaths.  I'm pretty sure if you got into congealing ice cold water you'd notice, and that could serve as a warning ("This water feels really cold!" or something).

Incidentally, another thing: climbing skill.  It'd be cool to be able to climb up z-levels since it's not exactly implausible.  I'm guessing it's on the stated aims somewhere but it feels like it'd be quite useful to get out of those "trapped one z-level down" situations and could have fun escape uses.
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RAKninja

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Re: How could Adventure mode be improved for you?
« Reply #52 on: March 25, 2012, 06:50:34 pm »

you see everything talked about on the dev log and future of the fortress.... that stuff?

that.
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NW_Kohaku

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Re: How could Adventure mode be improved for you?
« Reply #53 on: March 25, 2012, 07:00:58 pm »

you see everything talked about on the dev log and future of the fortress.... that stuff?

that.

So you just want everything, that's all?
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RAKninja

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Re: How could Adventure mode be improved for you?
« Reply #54 on: March 26, 2012, 01:58:46 pm »

you see everything talked about on the dev log and future of the fortress.... that stuff?

that.

So you just want everything, that's all?
pretty much.

i want a completed game =D

but toady makes more progress, faster, than i possibly could, so i have no complaints.

doesent stop me from wanting, though =D
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cancel.man

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Re: How could Adventure mode be improved for you?
« Reply #55 on: March 27, 2012, 11:27:22 am »

i want a completed game =D
After playing DF for several years, I actually don't want a "completed" game. I enjoy the incremental improvements & changes that often surprise me and the new ideas that keep being woven into the game as it grows. As it is, I stop playing for months on end then eventually come back and find a lot of new things to tinker with.

If Toady were to hurry up and complete everything on the Dev Log and stamp it done, it would limit the potential for new and weird ideas to make it in. Check the Dev Log/Future of the Fortress from several years ago and see if you'd be happy with the game it would have been if it had been marked complete at that time. I think a lot of the things you enjoy about the game today were never dreamed up back then.

So the things I mentioned earlier in this thread are just what I'd like to see in the next update to make it more playable... but what I'm really looking forward to are the things from left field that I never expected to see in the game :D
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RAKninja

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Re: How could Adventure mode be improved for you?
« Reply #56 on: March 27, 2012, 02:42:13 pm »

dont get me wrong, i also like the meandering development where toady discovers something interesting, then adds in something unplanned.  when i say "completed game"  i mean completed in the current fashion of development, not just instantly dropping in stuff from the dev roadmap.

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GreatWyrmGold

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Re: How could Adventure mode be improved for you?
« Reply #57 on: March 29, 2012, 08:13:51 am »

Making it easier to get to the sewers. Probably by some kind of building "destruction."
Also, addinggn in non-adventuring things, like item crafting, and the ability to learn neat stuff without killing necromancers.
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nenjin

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Re: How could Adventure mode be improved for you?
« Reply #58 on: March 29, 2012, 07:47:44 pm »

For what it is, DF is already a complete game to me. Judged on that basis, Fort or Adventure mode may not be the best games, but they are pretty much whole games. So when people talk about a complete DF, to me it's more like they just want every one of Toady's fantasies to come true. Because you can't really point to any single feature he has planned that would make the game whole. It would just add to it. (Unless we're talking about some secret plan Toady has to give it a modern UI....that might make it 'complete' for me.)
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Sargon Belial

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Re: How could Adventure mode be improved for you?
« Reply #59 on: April 01, 2012, 06:33:40 pm »

I think that some way to hack off your own limbs to reanimate as a necromancer might come in handy in an emergency but unless it could stop rot or poison from spreading further it may not be very useful besides that.
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