Whisperling Nov 12, 2013 @ 7:37pm
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Last edited by Whisperling; Oct 17, 2014 @ 11:06pm
Showing 1-15 of 33 comments
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Denigrate Nov 12, 2013 @ 7:52pm 
I agree - this wouldn't make the game any easier...it would only save the player from accidental clicking deaths. Unless I'm missing something?
Jay Plays Nov 12, 2013 @ 9:11pm 
lol yeah a lot of the community suggested that the developers add that throughout the beta on the qcfdesign forums, but it was really divided. About half the community wanted it, and the other half thought that if you were being careless you deserved death.

The compromise was that red flash on the screen when you mouse over an enemy that will kill you.
Mr. J.D. Gumby Nov 13, 2013 @ 4:50am 
No. Everybody loses because they'd be playing under different rules.
Fr. OdinThrone Nov 13, 2013 @ 9:09am 
It's not really true that you can only die by mis-clicking. Mobs can gain or lose attributes in at least 2 different ways so you can also die by not paying attention.

Anywho it'd be pretty boring if the game was holding your hand the whole time. It seems to me that if you try to cast a spell without enough mana the game will prevent your next click from attacking (maybe I'm imagining this). Having the yellow bar outcome thingey already feels like anti-math-nerd cheat mode to be honest.
Cairath23 Nov 13, 2013 @ 12:14pm 
The are some rare cases when one can die without accident. Patches is the bad luck bear.
JimCooley Nov 13, 2013 @ 12:23pm 
PATCHES
*shakes fist*

I've had some truly good runs with him, +4% resists is amazing when it procs, but like
Man ♥♥♥♥ that bear on the real
Insubordination Nov 13, 2013 @ 1:20pm 
I got a cheapo mouse and it's clicker is worn down and it's not even a year old. It double clicks randomly sometimes so yeah. I use the keyboard for the most part when fighting things that require more than a couple actions. The only time you really "die" is when you've exhausted all options and can't finish the dungeon in which case I take the ladder up for some extra gold.
Huja Nov 13, 2013 @ 3:31pm 
We really need this! It's not nice if you die because you just made a small mistake which is not even gameplay related. I mean, why would you attack when there clearly is written that you die?!?
Insubordination Nov 13, 2013 @ 3:48pm 
Originally posted by Huja:
We really need this! It's not nice if you die because you just made a small mistake which is not even gameplay related. I mean, why would you attack when there clearly is written that you die?!?

To die with honour?
Johnny Nov 13, 2013 @ 4:18pm 
I'm against all of this, usually its my fault and I keep rushing. This is a unforgiving game, and I like it. I don't want any handholding, this is one of the fun things about the game. Sorry guys.
Last edited by Johnny; Nov 13, 2013 @ 4:19pm
The Avatar Nov 13, 2013 @ 6:44pm 
Please don't just comment to insult another persons viewpoint. It's not constructive. I've always personally been for making it an option, but in the end the devs made the executive call.
Johnny Fronthole Nov 13, 2013 @ 8:46pm 
Originally posted by Whisperling:
"I don't want to play a certain way, so I don't want anyone to have the option to play that way either."

People who say that are the worst sort of players. Apparently protection against misclicking is 'hand-holding'.

One could say that people who fabricate quotes to bolster their point are the worst kind of forum contributors; to say nothing of hyperbole.

I've been burned more than once by an anxious or unfocused click, so I certainly empathize with the idea. However, I would say that coding in a feature that prevents a player from doing the wrong thing with thier finger during a game is as close to literal hand holding as you can get in a virtual environment.

Expecting the players to slow down just a bit after dying from misplaced clicks a few times seems far more reasonable than asking the devs to code in a safety and publish a patch.
Johnny Fronthole Nov 13, 2013 @ 9:07pm 
Originally posted by Whisperling:
'I would lose because you would be playing differently from me' is more or less exactly my 'hyperbolic' comment. :I

Just for clarity:

Originally posted by Whisperling:
People who say that are the worst sort of players.

is what I was referring to as hyperbolic.

I do apologize, though, as I realize my post probably came off as inflammatory, though I didn't mean it to be.
VDZ Nov 13, 2013 @ 9:40pm 
Originally posted by Huja:
We really need this! It's not nice if you die because you just made a small mistake which is not even gameplay related. I mean, why would you attack when there clearly is written that you die?!?
Dodge chance. If you're stuck and you can only continue by beating that one enemy you can still take the risk and hope you'll dodge the blow.

As a roguelike player, I'd say Desktop Dungeons is quite forgiving, with its 'YOU WILL DIE FROM THIS' warnings and flashing screen and all that jazz. In other roguelikes, you take a step and HOLY ♥♥♥♥ I DIDN'T NOTICE THERE WAS A HEL DRAGON ON THIS LEVEL OH ♥♥♥♥ HE SHOOTS A DEATH RAY You have died, press space to continue. Desktop Dungeons also has relatively short play sessions, you're not losing hours of playtime from a single misstep.

Being able to die from a single careless move (and that includes misclicks) is a staple challenge in roguelikes (and I mean real roguelikes, not 'any game with random generation'). It makes things more exciting, knowing you can die any moment from a slight mistake. Desktop Dungeons already helps the player A LOT by clearly showing what the result of an attack will be (which is understandable, it being a puzzle game and all), expecting even more help feels kind of silly to me.
Last edited by VDZ; Nov 13, 2013 @ 9:42pm
Insubordination Nov 13, 2013 @ 9:48pm 
Originally posted by VDZ:
Originally posted by Huja:
We really need this! It's not nice if you die because you just made a small mistake which is not even gameplay related. I mean, why would you attack when there clearly is written that you die?!?
Dodge chance. If you're stuck and you can only continue by beating that one enemy you can still take the risk and hope you'll dodge the blow.

As a roguelike player, I'd say Desktop Dungeons is quite forgiving, with its 'YOU WILL DIE FROM THIS' warnings and flashing screen and all that jazz. In other roguelikes, you take a step and HOLY ♥♥♥♥ I DIDN'T NOTICE THERE WAS A HEL DRAGON ON THIS LEVEL OH ♥♥♥♥ HE SHOOTS A DEATH RAY You have died, press space to continue. Desktop Dungeons also has relatively short play sessions, you're not losing hours of playtime from a single misstep.

Being able to die from a single careless move (and that includes misclicks) is a staple challenge in roguelikes (and I mean real roguelikes, not 'any game with random generation). It makes things more exciting, knowing you can die any moment from a slight mistake. Desktop Dungeons already helps the player A LOT by clearly showing what the result of an attack will be (which is understandable, it being a puzzle game and all), expecting even more help feels kind of silly to me.

It's not challange it's poor UI. You click to move and attack. A seperation between the 2 would easily fix this. Misclicking and dieing is an illusion of "challange" given we have all the time in the world to make a decision. An option to change clicking on monsters into a selection type mode for who you want to attack and then move the attack/ confirm action to spacebar would make better sense.
Last edited by Insubordination; Nov 13, 2013 @ 9:49pm
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