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Author Topic: Adventure mode substantially less menacing (post 23a)  (Read 3499 times)

ravensword227

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Adventure mode substantially less menacing (post 23a)
« on: July 21, 2008, 12:08:23 am »

Ok, so its about a dozen steps foward and one step back, but there it is: adventure mode isn't as menacing as it used to be.   

Ancient pyramidal ruins, ruins complete with green moss and the undead?  Where'd it all go?  :'-(  And, especially, dark fortresses carved into the side of a mountain - they seemed to be much more expansive, claustrophobic and forbidding that way.  They were also full of glowing warrior eyes, not screaming children and farmers.  Goblins just became too civilized.  I liked it better when their fortresses were carved into the side of a mountain range.

I guess a lot of things didn't have an explanation, and that's what the project is working toward, but who here misses old dark fortresses?
« Last Edit: July 21, 2008, 12:09:58 am by ravensword227 »
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Reasonableman

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #1 on: July 21, 2008, 12:37:33 am »

We all miss them, I think. It's just that all the systems for causing wars need some... tweaking... so that goblins are more bloodthirsty than... elves.
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Syreal

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #2 on: July 21, 2008, 07:30:22 am »

Yeah, the old dark fortresses were havens of destruction. Now they are a little less than intimidating.

Ruins used to be sites with gigantic pyramids and temples to dead gods,(imagination) swarming with hordes of undead; now they are just broken down ghost towns.
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Conors

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #3 on: July 21, 2008, 09:55:11 am »

You do get a massive amount of murders at these goblin forts.
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Syreal

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #4 on: July 21, 2008, 11:12:51 am »

Yeah, they come like sheep to the slaughter. It'd be very impressive if they actually had some worthwhile strategy other than suicide.

Imagine the goblins forming a platoon with archers in the back and melee in front, led by a demon or weapon master. Or archers taking up sniping positions. That'd be challenging.
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umiman

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #5 on: July 21, 2008, 11:49:27 am »

Yes! Yes! Keep up the protests! Glad to see this at last! People finally realizing that the road we're treading is the road that is actually leading away from gameplay and into the realms of simulation. If this keeps up, very soon we wouldn't be *playing* Dwarf Fortress adventurer. We'd just read about it and watch the game play itself.

Syreal

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #6 on: July 21, 2008, 12:52:00 pm »

Another thing I remember about the old DF adventurer is being attacked by 5 or 6 GIANT lions in a single ambush. My comrades and I would valiantly fight them off, losing perhaps 4 men in the process. One of my meatshields actually killed one of the lions that killed a bunch of the other meatshields; one time -- and so he got a title. Later on, I found a leather bracer or something that had an image of [insert henchman name and title] "striking down" [insert lion's name]

Now that was epic.

The world was not seamless before, but it used to not seem so empty.
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Footkerchief

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #7 on: July 21, 2008, 02:10:11 pm »

I didn't start playing until 38a and whenever I hear about this stuff from old versions it blows my mind how much has been removed.
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Keiseth

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #8 on: July 21, 2008, 02:26:34 pm »

I think we're just in a transitional phase. Things like that were rigged to occur, and now the world needs a reason for them to occur. I believe what we have now is far better than what we had, anyway. What we had was a lot of skeletons and zombies coming out of nowhere to wreck you, along with the occasional skeletal or zombie sharpshooter murdering you. It actually got boring pretty quickly.

The last major version had a decent way to get at some action; explore an abandoned fortress you made. There was *so much* crap going on that I had no way of surviving. Monsters climbing through my water pipes, being carried through when I turned the water on, giant eagles ripping my arms off as I tried to run into the entrance... and giant spiders infesting the bedroom, if I recall.
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Wooty

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #9 on: July 21, 2008, 02:34:26 pm »

I agree... once the history is generated properly, all the megabeasts die and the world is a confusing mess of captives, snatched babies, prisoners, zerg elves, and peaceful goblins.

There should be a few options at worldgen to simple things up - like making race x fight race y no matter what, or spawn random megabeasts whenever the numbers get too low.
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grukobok

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #10 on: September 04, 2008, 04:14:08 am »

Yes! Yes! Keep up the protests! Glad to see this at last! People finally realizing that the road we're treading is the road that is actually leading away from gameplay and into the realms of simulation. If this keeps up, very soon we wouldn't be *playing* Dwarf Fortress adventurer. We'd just read about it and watch the game play itself.

About this post.. I agree, some of the challenge has left DF, but don't give up! Toady is working on it. Read the main site and you'll see that these things are being worked on and Toady IS listening. I also agree that this game is much more boring without conflict and high tension. I also don't want to live in a DF world where everyone is at peace, how boring! I want them to be scrambling to break down my walls at the earliest instance of aggression. I want evil to mean EVIL. I want squads of enemies that are smart enough to make me worry. I want thieves crawling around looking for a way inside - no dumb thieves! I want it all and then some!

In reference to "People finally realizing that the road we're treading is the road that is actually leading away from gameplay and into the realms of simulation.".....

I for one would like to have more explanation for why goblins are bad or why such and such must be killed. I think the direction towards a simulation is a wise move because it'll allow toady to have a wide breadth of diversity in the world. We're talking about a world, right?

You have to realize that a world can be just like a game, if the circumstances are right. Also remember that for some people, conquering the world is not fun. For some people they'd rather make a trading settlement, and for them that is fun. Others would like to be a relatively small time vagrant. What is fun, especially in a non-linear world like DF, can vary widely. I think this is what we're seeing already - people are defining what the game is by setting up the circumstances they prefer - either by doing this in-game or through the code. Before, in previous versions, everything was basically preset - the linear progression from the surface and down. Random encounters with mobs were hardcoded and there was very little exaplanation for anything. The only real goal of the game was to survive the onsalught, and to dig deep and wide.

In a few years the doubters, like you, will be thankfull that this path was chosen. By then there'll be the kind of diversity you now only dream of - although I doubt it'll be appreciated, it'll likely be quickly taken for granted. That kind of diversity is hard to find elsewhere in other rpgs because people make it by hand - manually. Everything from the landscape (which is totally random in df) to the factions to the major events to the quests to the wars to the times of peace and so on - is all painfully written/constructed bit by bit by a band of developers. It can take years to build ONE world of the size we see in df. Here, it'll be done automatically by the program, and it'll be infinitely more detailed than what we're used to. IF, and that is a big IF, it succeeds, it'll have done something that few have ever accomplished and doing it all in one game.

Just remember, the legendary events of the past in a DF game are only data, but once we see how they interconnect, it becomes a story. The random landscape is also just bits of data, but once you see it and become familiar with it, it's almost like a satillite view of earth - surreal. The rare rise of a formidable giant with just the right amount of characteristics to fit our preferances is a random, complicated mixture of competing forces, but when we come into contact with that giant after having learned all about it, it's much more than just random numbers and algorithms. Most people can admit this; that at some point during playing, a random combination of elements DID appeal to you in some kind of intimate way. Just like the dwarves in dwarf-mode, they're just bits of code and random influences, but once you become familiar with the data that represents them, they come to life! Almost like pets - we imagine them feeling and thinking many of the same things we do. That may or may not be the case. No matter, all that matters is the filter we have inside our mind - it tells us what is and isn't real. If it tells us that the pet is displaying behaviour that is familiar to us, it's all the same. This will be what happens in DF.

What happens may not always be what we want to happen - we might not want the goblins to be at peace with us. The world may not always revolve around us as though we were some kind of great, wise hero, but with enough luck and foresight we can influence the world and shape it to our desires. Want to make war with the goblins?? Then become a powerfull, well respected member of your society. Once you've acheived those ends, setup a combination of circumstances wherein your hated goblin foes can become a national enemy. Otherwise, you'll be hated for your views or a hated murderer trying to convince the king that slaying goblins is in his best interest - you'll be thrown in jail! That will be a hard sell without some kind of weighty leverage! Your other choice is to simply become your own man and slay them heedlessly, having denied your own civ to construct your own. So.. We'll have to learn how to work with the game world to, in effect, manifest exactly what it's we want - unless we're lucky enough to be blessed with a world where goblins murder and enslave our children, where death is around every corner and.. where people worship us and give us all their moneys!

I like that. I'm sick of all the scripted crap in other game worlds. It's like a 50 thousand pound gorilla on your back. This is like fresh air to me. Maybe not to you, and I doubt I've changed your mind.
« Last Edit: September 04, 2008, 05:06:08 am by grukobok »
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grukobok

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #11 on: September 04, 2008, 05:08:27 am »

I agree... once the history is generated properly, all the megabeasts die and the world is a confusing mess of captives, snatched babies, prisoners, zerg elves, and peaceful goblins.

There should be a few options at worldgen to simple things up - like making race x fight race y no matter what, or spawn random megabeasts whenever the numbers get too low.

A better answer to keeping them alive during worldgen is to change in some way how they survive. If they're getting beat up into oblivion before they even get a chance, something is wrong in their makeup - it should be resolved. Respawning them when population gets too low is not an answer. It won't fix the basic puzzle - why're they dying out when we want them to survive? It could be that they're not fun or challenging or smart in their present state, so simply making more of them when pop gets low just won't make it any better - the basic problem still exists.

The kind of answer you're bringing to the table is 20th century. In the 21st game worlds will be non-linear and they'll be grown.. like babies.

Perhaps there could be some kind of "analyzer". It would cycle through countless worlds, looking for particular setups. It would change various things to see what happens in the world - all in the program. Having found one exhibiting a particular setup, it would add it to a list. This might be something Toady would do or someone else with enough time. After compiling a long list, they could post it for other players. They'd load these world settings and create it.. tada! Then they'd start building their fortress. Otherwise, Toady has to do this step by step.. a very grueling and error-prone job. And the major benefit of this would be countless worlds with countless setups - not dependent on humans - just the processing power of a computer.

An easier to code example where I could be the analyzer.. i could enable a setting like this:
"Stop world generation when goblins are at war with me."

That one might stop generation when war was declared or suspended. You can do this now manually by looking through the historical events, but it's kind of time consuming.

Or this:
"Stop world generation when goblin population is below X."

Etc..

Ofcourse, when toady finishes army arc and some of his other goals, we could literally force a war... as right now wars don't change after worldgen (far as I understand it). In fact, a lot of things don't change after world gen. The goal is to allow for them to change.
« Last Edit: September 04, 2008, 05:26:37 am by grukobok »
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Granite26

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #12 on: September 04, 2008, 11:29:51 am »

Grukobok...

You should wander over to the suggestions forum and put your 'stop world gen on' conditions ideas out there.  It's more likely to be seen and developed there. 

If you don't, I will ;)

Zemat

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #13 on: September 04, 2008, 11:44:22 am »

I like the simulation part of the game and I wish it to be even more complex that it is now. And I'm more of a fan of adventure mode than fortress mode. What the game needs to be more difficult and fun is a more complex simulation. Not the other way around. The world is too wimpy because real causes for conflict aren't being simulated. But I know that Toady will fix that.
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DI7789

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Re: Adventure mode substantially less menacing (post 23a)
« Reply #14 on: September 04, 2008, 01:25:55 pm »

You think I'm quoting that entire speech you've got another thing coming

I completely agree with you, you pretty much summed it all up in there (Plus I like the perspective you kept it in)
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