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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1684240 times)

Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10800 on: June 19, 2013, 01:52:40 am »

You can give a try to Crawl Lite :
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5602
downloads :
https://github.com/dtsund/crawl-light/downloads
While having several key differences with DCSS (one of the FUN! is that monsters can follow you through stairs, not needing to be 1 tile close to you to do so like in DCSS, surprising the first time), one of the specifics of it is that it removes the food minigame, and it works with its other features.
« Last Edit: June 19, 2013, 01:55:24 am by Robsoie »
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MaximumZero

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10801 on: June 19, 2013, 02:29:37 am »

I'm kind of ticked that the devs of DCSS don't seem to think that hauling a bunch of crap to a shop to sell is fun, and therefore don't let you sell anything. I do think it's fun, and am upset that they didn't even give me a choice.
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FluidDynamite

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10802 on: June 19, 2013, 08:25:23 am »

I think it's actually written in Crawl's design philosophy document why they don't allow you to sell stuff in shops. If you could, the optimal play becomes to pick up everything you can sell and then haul it to a shop for gold, since some gold is always better than no gold. This involves little to no risk (you're mostly walking through cleared levels), marginal cost (hunger perhaps), and marginal but beneficial returns (a bit of extra gold). The optimal play is now grindy, and the player is forced to choose either grind (selling everything) or play suboptimally (not selling everything, and thus getting less gold compared to someone who does). As far as I know the devs try to avoid stuff like this.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10803 on: June 19, 2013, 10:50:04 am »

rant incoming: I realized I bitterly hate an aspect of Crawl, which surprised me because I am a mild sort.

I hate food.

Why is it there?
I fully agree with this point.  For the majority of characters, food never matters.  I think it would be better to remove it and try to use other things to limit high level spells (eg glow).

That said, I don't think the rest of the argumentation in your post helps you at all.

It is so plentiful that I end up dumping piles of fruit and rations into my stash.  Edible monsters are everywhere. Starving only happens when harpies attack before you are ready. Of course, then you inevitably starve because apparently a hardened adventurer needs to eat a full steak every 20 minutes.
I'm seriously struggling to see how you could starve to death due to harpies.  If they're overwhelming you that badly wouldn't you kill them outright?  How can your stash be so far away that you can't get back to it, or at least find an edible creature before you starve?

Food does little to prevent camping, because, as i mentioned, it is plentiful. On the other hand, there are functions in place to prevent camping, since layers will spawn out-of-depth monsters when you hang out too long.
This is true.

Food apparently manages and restricts spellcasting. Spellcasting is thus managed and restricted by A. mana, B. Food C. Intelligence and D. Spellcast failure rate. It is so nerfed compared to Nethack, most people seem to use 2-3 spells: namely Haste, mephitic cloud, (fire/poison/frost) cloud. Every other interesting spell is not viable because A. you won't ever succeed in casting it. B. if you do, you will be out of mana C. you'll be starving. again.

Conversely, melee is "managed and restricted" by hitting tab a lot. and sometimes drinking a potion.
You are very very very wrong about the strength of spellcasting.  Every level 9 spell is great (except maybe Dragonform, which is merely very fun), and can clear entire roomfulls of enemies with ease.  It does take a lot of skill investment to get them castable, but they are so good it's worthwhile.  Mana can be restored with a channeling item, Sif Muna's activated ability or Vehumet's passive (which works really well when you're blowing up a whole roomfull of enemies at once).  Food isn't that much of an issue especially at high spellcasting and int, but if you think it is you can learn Necromutation.

Why does spellcasting need the added restriction of hunger when it is already nerfed by mana and other factors that make it hard for newer players?
The main answer is "summoning".  Without the foodclock and with Sif Muna you can spam Summon Dragon or some other high level summon all the time, and it's pretty difficult to die when you have a massive meatshield constantly surrounding you.  I'd agree it's not a very good system though, since you can a) get around it, and b) it introduces lots of pointless tedium for every other character.  It'd probably be better to have it affect glow or something.
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MaximumZero

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10804 on: June 19, 2013, 11:16:36 am »

I think it's actually written in Crawl's design philosophy document why they don't allow you to sell stuff in shops. If you could, the optimal play becomes to pick up everything you can sell and then haul it to a shop for gold, since some gold is always better than no gold. This involves little to no risk (you're mostly walking through cleared levels), marginal cost (hunger perhaps), and marginal but beneficial returns (a bit of extra gold). The optimal play is now grindy, and the player is forced to choose either grind (selling everything) or play suboptimally (not selling everything, and thus getting less gold compared to someone who does). As far as I know the devs try to avoid stuff like this.
Yeah, I know that, but optimum play is different during this scenario based on what the shops spawn. If I go into a shop and need none of the items, I don't lose anything by not grinding the items on the floor. Like I said, it irritates me that I don't even have the choice because the devs don't think it's fun. FWIW, most of the time gold is probably useless anyway, unless I'm missing something, in that there's no reason to bother carrying it unless a shop has something cool or you want into Zig. Not looking for any solutions, just griping.
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Graven

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10805 on: June 19, 2013, 12:34:46 pm »

It isn't fun, though. Because while you may not have found a good item in the shops you've seen so far, doesn't mean you won't find one later, or in a Bazaar, or such. So the most optimal play would still be to lug every single item to the merchants and sell, which is boring.

What is fun is Tome4's whachamacallit chest that automatically sells items every time you change levels. However the game is designed with that in mind and has some incredible gold sinks. Crawl is pretty much designed with the idea that you can't sell.

Also food... food is a somewhat flawed mechanic, yes, but it serves its purpose - it drives exploration and diving deeper and deeper. If y'all don't like food go play djinni. Or mummy, if you're masochists, whatever :D

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Astral

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10806 on: June 19, 2013, 12:51:44 pm »

Food is such that it continues driving you into the deeper levels in search of more, rather than sticking around on a floor and grinding until monsters stop spawning.

I kinda like it, since it gives motivation to keep going, while not being a complete burden on you if you know what you're doing.
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Delta Foxtrot

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10807 on: June 19, 2013, 02:18:54 pm »

That's the theory of it, but when I play I never descend because I need more food. I descend because the level is cleared and enemy spawnrate has slowed down to a crawl, making it pointless for me to loiter on where I am. It's not like the original Rogue where you starved if you dared try to clear a level before descending. In DCSS food is just something that you need to keep eating even if you're rarely in any danger of starving.

It just seems kind of pointless with how it is currently handled.
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Datgum

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10808 on: June 19, 2013, 04:52:43 pm »

I don't have a ton of experience on this topic admittedly, but the one time I got a caster deep into the game, I had almost completely run out of food and was eating kill to kill, with maybe 1-3 reserve rations at any given time. It was a combination of not knowing spells caused hunger (and thus spamming spells all the time rather than using a bit of melee) and resting for egregiously long stretches. So in the absence of any hunger-helping items/branches, I assume I'll have to adjust my play slightly to get through the game as a caster. That doesn't strike me as pointless mechanic.

On my early melee characters when I didn't realize hunger could become an issue (since it so rarely is in games) and I didn't carve up many corpses, I would run low on food then too. I learned to carve corpses for food, which is a similar action to praying over corpses for piety. Get used to doing one and you're used to doing both.

How many rations you carry versus how many you leave in your stash is a part of the inventory management game too.
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thegoatgod_pan

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10809 on: June 19, 2013, 06:37:41 pm »

rant incoming: I realized I bitterly hate an aspect of Crawl, which surprised me because I am a mild sort.

I hate food.

Why is it there?
I fully agree with this point.  For the majority of characters, food never matters.  I think it would be better to remove it and try to use other things to limit high level spells (eg glow).

That said, I don't think the rest of the argumentation in your post helps you at all.

It is so plentiful that I end up dumping piles of fruit and rations into my stash.  Edible monsters are everywhere. Starving only happens when harpies attack before you are ready. Of course, then you inevitably starve because apparently a hardened adventurer needs to eat a full steak every 20 minutes.
I'm seriously struggling to see how you could starve to death due to harpies.  If they're overwhelming you that badly wouldn't you kill them outright?  How can your stash be so far away that you can't get back to it, or at least find an edible creature before you starve?

Food does little to prevent camping, because, as i mentioned, it is plentiful. On the other hand, there are functions in place to prevent camping, since layers will spawn out-of-depth monsters when you hang out too long.
This is true.

Food apparently manages and restricts spellcasting. Spellcasting is thus managed and restricted by A. mana, B. Food C. Intelligence and D. Spellcast failure rate. It is so nerfed compared to Nethack, most people seem to use 2-3 spells: namely Haste, mephitic cloud, (fire/poison/frost) cloud. Every other interesting spell is not viable because A. you won't ever succeed in casting it. B. if you do, you will be out of mana C. you'll be starving. again.

Conversely, melee is "managed and restricted" by hitting tab a lot. and sometimes drinking a potion.
You are very very very wrong about the strength of spellcasting.  Every level 9 spell is great (except maybe Dragonform, which is merely very fun), and can clear entire roomfulls of enemies with ease.  It does take a lot of skill investment to get them castable, but they are so good it's worthwhile.  Mana can be restored with a channeling item, Sif Muna's activated ability or Vehumet's passive (which works really well when you're blowing up a whole roomfull of enemies at once).  Food isn't that much of an issue especially at high spellcasting and int, but if you think it is you can learn Necromutation.

Why does spellcasting need the added restriction of hunger when it is already nerfed by mana and other factors that make it hard for newer players?
The main answer is "summoning".  Without the foodclock and with Sif Muna you can spam Summon Dragon or some other high level summon all the time, and it's pretty difficult to die when you have a massive meatshield constantly surrounding you.  I'd agree it's not a very good system though, since you can a) get around it, and b) it introduces lots of pointless tedium for every other character.  It'd probably be better to have it affect glow or something.

I also think "glow" is a really interesting limit on spellcasting (but then again I like mutations in general).

Both with the harpies issues and my claim of not being able to cast mosts spell, my criticism mostly refers to the lower levels, which you have to survive before you can cast powerful and interesting spells. The bulk of the lower levels are filled with semi-useful spells you can cast anytime, and useful spells you can only cast a few times: say mephitic cloud. This is restrained by your mana. However it is also restrained by your food.

 If you survive to the point where you can can shatter or necromutation, you probably have more food than you will ever need sitting in a stash. Now on the other hand, before lair, before mines, before you even have a stash food is something that is constantly annoying since you cast a bunch of spells, probably end up meleeing or running at whatever survived after you ran out of mana. Rest. Get mana back. Find yourself nearly starving. It is a feature of the game that only affects new characters, and especially magic-using characters and affect them in bothersome ways (thus my rant).

I hadn't considered summoning, you are quite right about that. However, Death knights basically dodge that issue if ghouls, and Liches can summon all they want, and necromancy summons don't disappear like, say, sticks to snakes, while the demonspawn mutation spawns summons at a high rate anytime you are in serious danger. As such it seems like crawl is balanced to handle summoning exploits already.

I don't have a ton of experience on this topic admittedly, but the one time I got a caster deep into the game, I had almost completely run out of food and was eating kill to kill, with maybe 1-3 reserve rations at any given time. It was a combination of not knowing spells caused hunger (and thus spamming spells all the time rather than using a bit of melee) and resting for egregiously long stretches. So in the absence of any hunger-helping items/branches, I assume I'll have to adjust my play slightly to get through the game as a caster. That doesn't strike me as pointless mechanic.

On my early melee characters when I didn't realize hunger could become an issue (since it so rarely is in games) and I didn't carve up many corpses, I would run low on food then too. I learned to carve corpses for food, which is a similar action to praying over corpses for piety. Get used to doing one and you're used to doing both.

How many rations you carry versus how many you leave in your stash is a part of the inventory management game too.


What you are describing is exactly how I play. Storing rations aside, eating whatever I don't sacrifice etc. I just don't see why the crawl experience is enhanced by pausing from the actual game every 30 seconds to butcher a rat/goblin/whatever, eat a chunk of its flesh and wait the thirty or so steps it takes you to get hungry again. Consider the Amulet of the Gourmand and the ring of sustenance exist almost solely to lessen the annoyance of butchering and eating stuff to keep yourself able to cast spells.
« Last Edit: June 19, 2013, 06:39:31 pm by thegoatgod_pan »
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Roundabout Lout

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10810 on: June 19, 2013, 09:14:44 pm »

Haven't played this in a while, but I'm quickly becoming addicted again.

Only problem is that the tiles version of 12.2 is unbearable to play for me. The sprite for my character shows as a blank white mess, and turn by turn the game performance is terrible. Pushing 'o' for autoexplore can take a full minute when not seeing items or enemies.

I'm no stranger to playing roguelikes in ASCII, but the tiles version is too lovely not to use. Any ideas how to fix this? My KoAs would appreciate it.
I...have had none of those problems. Re-download? Maybe something got corrupted somewhere?

I've tried the .zip twice, and the installer once, this happens every time. Guess I'll reach out to the Crawl IRC or forums.
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Nivim

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10811 on: June 19, 2013, 10:08:12 pm »

[...]
I don't really have time to pick apart your post here, but it sounds a lot like some of the things you see on the DCSS forums; i.e. a mess of bad strategy, bad tactics, bad information, and bad feelings. Would you be willing to take a moment to stabilize yourself and check for biases? And after that— maybe— look for things you referenced in your post but you aren't totally sure about, then compare those things with the knowledge bots, stat pages, or with a few test circuits of the game itself...like the parts "Liches can summon all they want" or "Death knights [...] if ghouls", since both of those seem pretty cheap to check up on.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10812 on: June 19, 2013, 10:26:56 pm »

Liches can summon all they want if they have a method of channeling, as can mummies.  It's not that food is difficult for spellcasters or anyone else to deal with - it's more that it's trivially easy to manage in the vast majority of cases, but takes up time needlessly.
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thegoatgod_pan

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10813 on: June 20, 2013, 04:23:26 am »

Liches can summon all they want if they have a method of channeling, as can mummies.  It's not that food is difficult for spellcasters or anyone else to deal with - it's more that it's trivially easy to manage in the vast majority of cases, but takes up time needlessly.
I couldn't have said it better. When you are mid-late game, it is easy to manage and annoying, in early game it is a constant stumbling block and annoying.  At least nethack gave the intrinsics carrot to make eating interesting, in crawl it is just a stick and a rather mild one at that. You never actually starve, you just keep having to pause whatever you are doing to kill and eat something.
« Last Edit: June 20, 2013, 04:26:21 am by thegoatgod_pan »
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Graven

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #10814 on: June 21, 2013, 01:37:01 am »

God damn, last night I dreamt I was trying to make a Gargoyle Berzerker in Trunk, and the game kept forcing me to play Fire Giants and orcs that can transform in one and two-headed Ogres and the tiles were all painting-like and then a colleague from work appearead as a headhunter and arrested me away from my pc. What in the balls.


Also food is mild for the majority of races, but things like Spriggan, Centaur, and gods like Zin heap additional challenges on top. And of course things like Djinn turn around everything you thought you knew about resources, hunger and the like.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."
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