I just realised, since I, and most other players, I suspect, are playing the game a little bit like baby's first Roguelike, why don't the devs enforce the sudden death nature of the game? I read LordBucket's suggestions on their thread in TIGSource and wholeheartedly agree with almost all of it, but still? My ideas, which I probably should post there, not here... anyhow :
- levelling up is easy enough as it is, keep it this way, perhaps even speed it up a bit. Add more end-game gear, with different sidegrades - i.e. less damage but AoE, less range but higher speed, less speed but AoE, stuff like that.
- with that, and with the themed areas as suggested by The Bucketlord, should come different resistant monsters - some which only take physical damage, some only fire damage, and so on, with different attacks, and I would like to see some slow-moving hard-hitting stuff out there.
- add level-specific regions, similar to wow - i.e. this region is good for levels 1-5, this - 5-10, and so on.
- add random wondering ubermonsters, which are neutral unless attacked
- I don't know whether it'll be possible, but add a resistance chart for end-game monsters and their attacks.
- Monster variety seems to be a development goal, which is nice.
Come to think of it, this is more the way I personally would like to see the game develop, but still, I believe some of the ideas would be appreciated by all players. The game is certainly interesting and promising. Whatever the selected development path is, I'm quite looking forward to seeing it.
And Myroc, that rogue seems tasty. I'll give it a run, possibly right after the knight.