Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Espers may have been kings of the caves for a long time now, but I never play them because of all the fiddling involved.
Swords may be inferior to axes and cudgels but I use them because they provide more flexibility.
Two-handed weapons may not be worth the loss of a shield (especially after the latest 2H-nerf), but I use them because that bit of extra penetration is more reliable than an extra chance to block.
As long as everything is interesting in some way, it needn't be perfectly balanced.
I'm not sure what's fun about any of that.
This could be a problem if 1) Players feel a weaker build is forced to grind when they don't want to. So far I haven't felt this to be a problem in Qud. I have a lvl 21 unoptimzed Chimera (way too many points in STR as I didn't understand how Penetration Str caps worked) who just finished Raising Indrix quest, and feel way OP.
Qud makes exploration really fun w/ the variety of things you can discover on the map and doing factions stuff, that it doesn't feel like grinding at all for me. I actually get a little annoyed when the XP from an area gets to low and I feel compelled to move on and still have so many unexplored map squares.
It could also become a problem if 2) The monsters being balanced for the strongest build makes full XP challenge appropriate monsters too hard for weaker builds. I haven't noticed this being a problem so far, though experienced players would be able to say more. Qud seems pretty easy to break as you learn it.
This could become a problem as the game gets longer and power levels diverge more. Then the devs would have to decide whether to nerf the strongest build, or make diminishing returns on XP scale differently for different builds (it would make flavor sense that you'd learn more fighting a heated melee rather than casually exploding someones head across the map).
This scenario is only true if your primary sense of enjoyment comes from winning. That makes you a spike. Many roguelike players I know, and almost all developers and designers I know, are Johnnys. I'm not playing to win, I'm playing to conquer the system. ♥♥♥♥ Balance.
http://magic.wizards.com/en/articles/archive/making-magic/timmy-johnny-and-spike-2002-03-08
I'm already at the point where 98% of enemies don't give me any fun or XP and 1% gives some XP and no fun with last 1% that are enemies that can instantly kill me and I can't do anything to them.
I laready stopped playing cause it got simply boring to kill snapjaws over and over without getting anything in return, mosnter variety around the world really sucks, as a result i don't explore all that much if at all. All that is left is to move to another quest location.
All in all, I dont use any special game braking build and the game is still boring, if I would start using any game braking build or strategy it would get even more boring, I dont want to blast trough everything I want some fun and challnge.
Dungeon Crawl Stone Soup does this pretty well in my opinion; some stuff is strictly better than other stuff, but even the worse things will save you better than the better things, some of the time. In this way a roguelike can leverage its procedural nature to create an overall 'sense' of balance across options which are actually not balanced.
That's exactly the kind of thing I don't thing devs should do.
(Some other parts of the system are decently-balanced, but TBH most of it they inherited from Linley's Dungeon Crawl. I don't feel they've done a good job at all and I wish other people had taken up the game after Linley instead.)