To a certain extent I agree that it's not so bad losing a character at low level before you've had time to get attached to it. But grinding the first 3 levels again and again and again just to get one that survives gets pretty tedious.
Is there any real reason why there need to be so many overpowered monsters on the first few levels?
And yes I know Mephitic Cloud makes it easy to get past the early game, but I would also to be able to occasionally play non spellcasters.
I think it is because of the very random nature of most of everything generated in a dungeon that it is difficult to keep everything balanced and progressive.
In some games i had met 3 uniques in the 3 first floors, while in other games not a single one until after Temple.
This can make a huge difference in difficulty, depending of course of the combination of race and class you are using , the configuration of the layout around you, or even what the random items an unique can have (usually Ijyb is easy to kill, but if the random generator gives him a wand, he can blast you to death in less than 3 turns due to your low level and so low health at the time you meet him).
I didn't mean to offend you. I was trying to say that there's no reason to prefer save scumming over wizard mode. Scumming is considered cheating by the developers and using using wizard mode isn't. In the end, they both remove permanent death from the game. I just don't understand why someone would bother playing roguelikes if they don't like one of the genre's main features.
Maybe because that someone appreciate a lot nearly every other features of this genre and the several gameplay changes the randomisation will do, and getting over perma death does not make any of the other game feature uninteresting ?
Perma death is a gameplay design, but that's not perma death that makes me continuing to play several games in this genre, it is their replayability, their randomness that usually allow many games never going the same way, their gameplay mechanisms.
Elona has an interesting way to manage this specific gameplay design : you can or not leave your player to die after he gets killed.
But not accepting death is completely different from what Crawl wizard mode does : your character and his equipment are very impacted by this in their stats and more.
That's a good way to leave to the player choice if he wants to keep playing with a character he may have got to like, or just start anew with another character.
Does this lack of forced perma death remove all the interest of the Elona rogue like ?
No, not at all as lots of people play Elona too.
I was trying to say that there's no reason to prefer save scumming over wizard mode.
Because there's a difference : save scumming does not remove the challenge posed by a situation, while wizard mode does remove the challenge.
A simple example, you have a low level character, 3 Orcs and 2 Ogres comes for you.
-wizard mode on, you fight, you die, you resurrect with full health, you fight, you die etc.. a dozen of time while the enemies are progressively damaged by your attacks as they don't get back to full health when you resurrect, and so after a while of this, they die, no difficulty there, so no challenge.
And there's a very bad cons to wizard mode when you want to play online after that, wizard mode teaches you very bad situational judgement, leading you into not estimating your character survival in specific situation and monster encounter, and online that means dying repeatedly in the 1st few dungeons floors, leading into not having fun.
Those are why save scumming is much more interesting than wizard mode if you want to work around the perma death :
-save summing : same situation, you attack the enemy group, you die.
You reload after save scumming, if you decide to get back to the zone, you are faced with the same situation and the enemies are not wounded at all, as they're back to the state they were before the save, if you fight the same, you'll die again.
So you'll try another tactic to get rid of the danger because the difficulty remains the same.