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Author Topic: [SPOILER] Why is HFS in DF so much OVERKILL?!  (Read 20211 times)

Axecleaver

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[SPOILER] Why is HFS in DF so much OVERKILL?!
« on: December 08, 2010, 11:24:34 pm »

Statement: The demons in Dwarf Fortress are OVERKILL! That is, they're way beyond uber munchkin! Basically, they are immortal, evil monstrosities with god-like powers. In fact, I'm rather certain that the Cthulhu Mythos served as a source of inspiration. The DF Wiki describes them:

Spoiler (click to show/hide)

Q: Why make them so completely over-the-top powerful? o_O
I can understand a desire for a good challenge - something to push players to think strategically and act cautiously for fear of the consequences. BUT, as I see it, players do not hold a ghost of a chance against them - unless they employ a proven strategy:

Spoiler (click to show/hide)

That's basically it. But there is the choice between...
Spoiler (click to show/hide)
One could try to do the brave thing and have your soldiers fight it out. But even well-trained warriors equipped with adamantine armor and weapons do not hold much of a chance, esp. if there are several dozen of them coming out. It's not merely one-sided, it's no contest!

Consider the fact that they are...
Spoiler (click to show/hide)

This severely limits strategy and creative thinking on the player's part. We basically have little choice in how to deal with them. Personally, I see such a limitation in choices as... dull, boring even. Also, I feel that the game is basically cheating with HFS. Where is the fun in a game where your opponents are not only unlimited, but effectively invulnerable to anything you could possibly dish out?! Even using the above strategy, there is luck and timing involved.

Suggestion: My preference would be if they were made considerably weaker or at least limited in number (i.e., a manageable number and not constantly respawning). Barring that, I'd like to see them with at least one weakness. Barring that, I'd suggest that if exposed to sunlight (outdoors), they would take, say, 1 or 2 points of sunlight damage per day. That way at least, if you can lure them outside, isolate your fortress, and survive complete isolation for months or years, eventually they would simply die off (assuming they don't constantly respawn).

Anyway, since the gods used Adamantine to seal them away ages ago - a material they apparently can't dig through - shouldn't they be highly vulnerable to adamantine weapons? At the very least, shouldn't each hit with adamantine be a critical? For that matter, I'd think adamantine armor (or shields) should make the wearer nearly immune to their attacks.

Finally, I find it a bit cheesy to me that with Spirits of Fire...
Spoiler (click to show/hide)
« Last Edit: December 09, 2010, 10:18:06 pm by bsperan »
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thijser

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Re: Why are demons in DF so much OVERKILL?!
« Reply #1 on: December 09, 2010, 12:44:13 am »

You should write spoiler in the title... Anyway once you breach HFS it's ment to be game over. That's why they are so powerfull. And why would they be vulnerable to adamantine? We haven't had acces to the actuall story of the adamantine and HFS.
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Capntastic

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Re: Why are demons in DF so much OVERKILL?!
« Reply #2 on: December 09, 2010, 12:58:44 am »

Not quite; in demon history pages, IIRC, it mentions they were imprisoned in adamantine.
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Tyrs

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Re: Why are demons in DF so much OVERKILL?!
« Reply #3 on: December 09, 2010, 02:01:05 am »

I think you might be overestimating them a tad... Sure most of them of hard, and a handful can be practically invulnerable, but there are plenty of stories of players defeating them. Sure, its game over for a new-moderate player, but to an expert its completely manageable. There was a thread about players building their fortresses INSIDE hfs not too long ago. Its clearly possible to deal with.
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Axecleaver

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Re: Why are demons in DF so much OVERKILL?!
« Reply #4 on: December 09, 2010, 04:27:31 am »

...once you breach HFS it's ment to be game over. That's why they are so powerfull.

I'm not so sure that Toady meant for it to be "Game Over" once you breach into hell, but it makes sense for it to seem as if 'all hell broke loose'. Still, I can imagine at least half a dozen ways to accomplish the latter without the demons being this powerful.

Sure most of them of hard, and a handful can be practically invulnerable, but there are plenty of stories of players defeating them. Sure, its game over for a new-moderate player, but to an expert its completely manageable.

I did not claim that they're impossible to deal with successfully or that they couldn't be defeated. (And I would agree that they should be difficult to deal with - just not borderline impossible.) Rather, I'm complaining that they seem so overpowered that - to me - it hovers on the brink of ridiculous. More importantly, I find it boring that the choices players have to deal with them are well known and quite limited.

As I see those things as shortcomings, I offered a few suggestions.

I am reminded of something KillerClowns wrote:
Spoiler (click to show/hide)
He also seemed to imply that one could only...
Spoiler (click to show/hide)

Anyway, if anyone has suggestions on how to make Hell more interesting while at the same time making HFS more balanced (i.e., less over-the-top, crazy powerful) I'd love to hear about it.

thijser

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #5 on: December 09, 2010, 06:45:59 am »

It might be fun if you could actually harvest some valuable material from hell itself. Currently a good way to get rid of the deamons is by putting up a lot of upright weapons+repeater.

It could also be interesting if it was a way to effect gosts. Maybe if you drop a dead body into there it will reanimate that might be a cool little thing.
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Illanair

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #6 on: December 09, 2010, 04:18:12 pm »

I've never figured out why there is only a finite number of demons in hell. If you ask me they should either spawn at random intervals inside of the hellcavern or in waves from some point of origin (a gate, gem, object or even a small endless void).

But ofcourse I've never dug that far down, so I have no idea how tough they actually are aside from what I've read.
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Askot Bokbondeler

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #7 on: December 09, 2010, 04:36:12 pm »

you havent hidden the spoilers in the title, try "[SPOILER] Why is HFS in DF so much OVERKILL?!", or adhere to the memetic euphemisms

Keita

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #8 on: December 09, 2010, 04:38:52 pm »

One word that holds power so great not even our god, The Toad (may his slimyness shine for ever in the grace of Armok), can save us from.

'FUN'

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thijser

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #9 on: December 09, 2010, 05:31:40 pm »

I've never figured out why there is only a finite number of demons in hell. If you ask me they should either spawn at random intervals inside of the hellcavern or in waves from some point of origin (a gate, gem, object or even a small endless void).

But ofcourse I've never dug that far down, so I have no idea how tough they actually are aside from what I've read.

The deamons do in fact respawn this is why it's quite difficult to defeat completly: even if you cave in intial wave you will now be facing a respawning group and your first defense is no longer functional. And a little deamon science: building walls on the space where they respawn only move the spawn points around. If you go to hell you should look out for the & signs.
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orbcontrolled

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #10 on: December 09, 2010, 06:00:27 pm »

Hey, at least it's not "generate a random number between zero and one-hundred to see if the fortress dies this season".

Hell seems like a really difficult thing to get right. Plenty of people wouldn't be satisfied with hell being anything less than impossible because, come on, you freakin dug down into hell, what did you think you were just going to poke the legions of the underworld with pointy bits of metal until they died? Just making hell possible to beat at all, no matter how hard, removes some of the mystique of it.

Remember: The demonic encounters were never conceived as "a good challenge - something to push players to think strategically", they were conceived as a particularly epic way to end a fortress, so that you could come back in adventure mode. That's why you originally couldn't fight the game-over. 40d went the other way by making the encounter winnable, and even too easy for many people, and now 31 is making them much harder, but still possible.

Like I said, it's a difficult thing to get right, because everyone expects something different of it, and being that it's the closest thing to an endgame we have, those expectations tend to be built up at length, and very strong.

I think the best compromise would be to have more variation. The entire cavern system could use more variation across the world, but in this particular case, I'm thinking it might be a good idea to bring back the 40d glowing-pit-in-an-adamantine-lump, and make that the more common form of demon encounter. The demons coming out of the adamantine prison could be the legendary-but-beatable challenge, and breaching hell could be more like "I want to face something completely out of my league knowing I can't possibly win".
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MetalSlimeHunt

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #11 on: December 09, 2010, 06:04:19 pm »

It's worth noting that the Hell events are called [ENDGAME_ONE] and [ENDGAME_TWO] or somthing like that in the files. Trust me, it's meant to be over at that point.
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Pilsu

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #12 on: December 09, 2010, 08:36:03 pm »

The problem is the random generation itself. It goes directly against the purpose of the RAWs. We don't have any control, not even enough to say, make all titans organic. I also fail to see why forgotten beasts, subject to the same mechanic, should warn you of their special abilities. They're forgotten aren't they? Why would I know it spews fire?


I don't really like the fact that the Underworld exists as a z-level. It's just so.. lame. It's a cave. Not an unfathomable pit deep in the bowels of the planet. Not a rip in existence, nestled deep in infinite layers of magma. No, it's a big damn empty cave. An uninspired, featureless, gray hollow taking the place of the glorious magma core of the planet. Slade isn't even a cool name! It could be something mysterious like unknown substance! But no, it's just rock. Just more rock. It even has a name.

Why is this a problem? Well, those adamantine spires are only on its surface, jutting through the magma sea. There isn't any more to be found. No excuse to send in mining teams and their guards into the mysterious glowing pits to retrieve adamantine. If the pits held promise, we could use the army arc mechanics to send expeditions down there to retrieve material we desperately crave, paving our own inevitable dooms as the pits eventually overrun us without warning. It'd play perfectly into the greed motif and inevitably result in the fortress' demise if handled properly AND justify the inhabitants being overpowered. Other civs could try to meddle in such affairs in their own way and migrants might not be too happy on your fortress being a portal to hell, making reinforcements largely unavailable. But alas, as it is, it's just a big cave with abstracted, glowing lower z-levels and once the ore is mined out, it ceases to have any purpose at all and the endgame is officially over. Such a shame.
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Misterstone

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Re: [SPOILER] Why is HFS in DF so much OVERKILL?!
« Reply #13 on: December 09, 2010, 11:41:10 pm »

Well I'm not sure one is really supposed to be able to breach the demon layer and survive; I don't really have a strong opinion about that TBH.  HOWEVER I do sort of wish there were different tiers of demons.  The lower tiers would be like boogeymen; dangerous, but not godzilla-dangerous.  Perhaps give them projectiles and fun powers like that, but not quite so strong or invulnerable.  Then there could be nastier demons that lead these weaker ones.  Sort of like the old DnD Monster Manual where you had classes of demons going from I-V (or whatever).
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Axecleaver

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Re: [SPOILER] Why are demons in DF so much OVERKILL?!
« Reply #14 on: December 10, 2010, 12:04:25 am »

Plenty of people wouldn't be satisfied with hell being anything less than impossible...

Yes, but I suspect the majority of that crowd are hardcore gamers and those who've had a lot of experience playing DF.

...come on, you freakin dug down into hell

So what? Big deal. There are numerous games which have the player take on the forces of hell or darkness, kicking a$$ and taking names. Heck, some games put the player in control of demonic forces or even allow the player to kill off the head honcho, be it the Nordic goddes Hel, the big "L", the big "B", or whoever.

I've never considered demons to be truely invulnerable. Neither does mythology nor religious texts, for that matter. (Not just Nordic and Christian traditions, either. Consider the Ramayana, for example, in which the hero slays a lot of demons and eventually the demon king, Ravana.)

Besides, I'm assuming that Armok and/or other gods defeated the demons and imprisoned them in adamantine. (That'd make demons the loosers, hence beatable.) At least, what I've read on the wiki and elsewhere seems to suggest this.

what did you think you were just going to poke the legions of the underworld with pointy bits of metal until they died?

Umm... Pretty much, yeah. Well, I suggested that adamantine be required to put the hurt on them.

Just making hell possible to beat at all, no matter how hard, removes some of the mystique of it.

Actually, it is not possible to "beat" Hell in Dwarf Fortress. I think thijser explained this pretty well:

The deamons do in fact respawn this is why it's quite difficult to defeat completly: even if you cave in intial wave you will now be facing a respawning group and your first defense is no longer functional.

The demonic encounters were never conceived as "a good challenge - something to push players to think strategically"

I never said HFS was concieved for that purpose. What I said was:
Quote
I can understand a desire for a good challenge - something to push players to think strategically and act cautiously for fear of the consequences.
I'm not even sure how that could imply I was suggesting this is what Toady had in mind. For that matter, how do you know that was his intention with HFS?

...they were conceived as a particularly epic way to end a fortress, so that you could come back in adventure mode.

There are a lot of other epic ways to end one's fortress. But, honestly, I wouldn't mind the current system so much (with effectively infinite demon respawn) if only they weren't so dang near impossible to kill in the first place - esp. if it's easy enough to plug the hole after the first wave.

That's why you originally couldn't fight the game-over. 40d went the other way by making the encounter winnable, and even too easy for many people, and now 31 is making them much harder, but still possible.

Sounds like I would have liked the 40d version.

Like I said, it's a difficult thing to get right, because everyone expects something different of it, and being that it's the closest thing to an endgame we have, those expectations tend to be built up at length, and very strong.

I have to agree with you on this. It is a matter of expectations and personal preference. And it's not possible to please everyone all the time. Except... I can see a lot of potential to make more players happy just by having more customization options (via the Init file or options menu), including the difficulty of HFS.

I think the best compromise would be to have more variation. The entire cavern system could use more variation across the world, but in this particular case, I'm thinking it might be a good idea to bring back the 40d glowing-pit-in-an-adamantine-lump, and make that the more common form of demon encounter. The demons coming out of the adamantine prison could be the legendary-but-beatable challenge, and breaching hell could be more like "I want to face something completely out of my league knowing I can't possibly win".

Interesting ideas there. I might approve. However, if players could adjust HFS difficult, then a compromise would not even be necessary.

Currently a good way to get rid of the deamons is by putting up a lot of upright weapons+repeater.

But I thought...
Spoiler (click to show/hide)

We don't have any control, not even enough to say, make all titans organic.

Sadly, this is true. The type (headless blob or made of metals) and number of demons that spawn are so random that it can easily swing from managable (about 10) to insane (about 100). Such randomness makes fortress survival a gamble, even for those who know how to respond to the threat.

No excuse to send in mining teams and their guards into the mysterious glowing pits to retrieve adamantine. If the pits held promise, we could use the army arc mechanics to send expeditions down there to retrieve material we desperately crave, paving our own inevitable dooms as the pits eventually overrun us without warning. It'd play perfectly into the greed motif and inevitably result in the fortress' demise if handled properly...
Other civs could try to meddle in such affairs in their own way and migrants might not be too happy on your fortress being a portal to hell, making reinforcements largely unavailable. But alas, as it is, it's just a big cave with abstracted, glowing lower z-levels and once the ore is mined out, it ceases to have any purpose at all...

Some good points there. And I agree there should be some further incentive to get the player to risk it all, going for broke. The point that migrants would likely flee at the mention of there being a hellmouth is also a valid observation.
« Last Edit: December 10, 2010, 10:15:37 am by bsperan »
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