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Encounter 1: You hung out in the spawn of the Gnome mines too long, you need to get out of that room right away.
Encounter 2: You were an arcanist, you couldnt spam forcebolt or ranged attacks to kill the skelly, then run past the troll?
Encounter 3: Kite then away from door, then run away into darkness to lose them. If the situation is'nt in your favor try not to fight it.
Dont get frustrated, this is a roguelike game, death is a part of the experiance.
Encounter 2. Nope! They were too close. It would have taken two or three castings to kill the skele, and the troll would be all over me in that time.
Encounter 3: I might have to concede on this one, but Try it yourself. Get two or three skele's to the spawn room in the mine, make sure they're all clustered around the door. Then practice getting out of the room without getting hit. It IS possible, don't get me wrong, but it's entirely dependent on when the skele's decide to attack. There turns are too tight and the AI path too loose, it is entirely dependant on RNG. And, a great number of the times, you will have two of the skeletons chasing you, while the third remains blocking the doorway, or starts walking just outside of it. Enough you can't get past without fighting or getting hit by it.
There are many, MANY times i could have listed off that involve me dying to some ♥♥♥♥♥♥♥♥ that only someone with amazing reflexes and skills could pull off, but I'm not complaining about those deaths, because they are fair. I wasn't good enough to survive in those situations. That's not what this thread is about.
I made this thread because I pointed out there were times where you could die through no chance or choice of your own, where it was soley dependant on RNG/Bad Luck. And instead of trying to discuss, instead of trying to explain why or how I was wrong, the Dev decided to be an arrogant child, continue to insist he was right and anything to the contrary was just wrong, belittle and outright insult me for daring to disagree, and dishonestly ignored or deflected my requests for clarification.
He was VERY insistent that RNG never plays a factor into your survival, and even told me to go onto the forums if I wanted more. So here I am, rising up to the childishness of his responses, just waiting for someone to prove me wrong. I do appreciate your effort, Pantalooz, I'll try and g et better at Kiting and see if that's actually possible. But you also just re-affirmed my point: Dumb Luck is a factor, frequent or infrequently, into your deaths, in ways you just don't get the chance to have your own input
I will acknowledge that RNG is often a factor in the difficulty of the game. For example, how many meat the rats drop in the early game can have a significant impact on the rest of the playthrough, and this is influenced by RNG. But what seems to be a better representation is that RNG can control how you have to react in order to survive. I can't agree that unmitigable RNG makes deaths unavoidable, really ever, much as I'd guess Sheridan has described to you. Because RNG on its own is never solely responsible for how and why you ended up in the situations you end up in.
I must say that the situations you describe sound like they could have been avoided. What you describe in the Gnomish Mines I'm sure is a reflection of your perception, but it being the result of RNG is factually inaccurate. That level in particular has content that is not randomized for its layout and enemy counts, so the distance between the doorway with the fountains and the nearest gnome is certainly escapable. So of all the possible examples, this would be the least impacted by RNG. It is possible that the gnomes may path in a way that makes them hard to avoid, but you still have a number of possible choices here that could determine your survival.
Most people die in this level because they don't know what to expect, and the fact that it's a deadly surprise with no explicit warning is perhaps a fair criticism, outside of anything about RNG.
As for the rest of your situations, I'll just say that I have successfully dodged enemies by closing the starting room door, taking down the torches, and weaseling my way around them before. It's not always easy, and sometimes I fail. But I wouldn't personally blame RNG for my failures to execute there.
Games with RNG like Barony are usually about adaptability, and being able to face tough surprises with on-the-fly problem-solving. Even if a situation seems on its own to be unwinnable, it's likely that a series of your choices up to that point led to that situation, and that death doesn't exist in a vacuum. I understand at this time it may be hard to see where you could've done better. All I can say is that the more you play, the more tools you realize you have in order to mitigate the surprises the game throws at you - and what kinds of choices you can make to prevent yourself from getting stuck in a tougher spot than you can handle. Some classes are better equipped to deal with certain surprises you might have a tougher time with in your preferred playstyle, so maybe there's some options for you there.
Anyway, given the tone of your messages so far, I expect that this message will only add fuel to the fire. I don't know how I can exactly "prove" that RNG isn't 100% to blame for your deaths. But I do hope that you can stick with it and try some strategies that will help you survive similar siatuations in the future.
Now, I am probably spending too much time focusing on Sheridan's behavior, but I actually enjoyed barony enough I'd rather see it grow than fall. And when you have a dev acting like that, you could be making one of the best games out there, but you would be turning off a not-insignifcant number of people who just wouldn't want to do business with that kind of personality. I'm a completele ♥♥♥♥♥♥♥, and I was acting more professionally than he was. Still am, all things considered. Being a huge manchild, but hey.
I still disagree about the gnomes, I am not exaggerating in any way when I say I was dead within 8 seconds of entering the level. I was surrounded by gnomes before I could even read the flavor text from the fountain. There were plenty of items or abilities that could or would have let me survive, but I didn't have any of those. I have gone back to the gnomish mines and timed everything out. Survival was a literally impossibility, just given the raw numbers of things, even if literally every variable were optimally aligned (exception is damage. I don't know how the damage is calculated, so I suppose there were cases where it wouldn't have been lethal if every magic attack did the minimal amount).
Encounter 3, I concede. Completely. If you can take down the torches and stall them out long enough, you can totally survive.
But Encounter 2, that's not on me, it's on bad-luck. Yes, I had other options, but I also only had a brief window of opportunity. I took the course of action that would have optimal survival rates. I had no way of knowing I would get stuck beneath a trap by a skeleton. If you can see room for improvement there, please, explain.
Without starvation, you can -very- easily grind levels via lightspell spam (I'm pretty sure I was the inspiration for the strobe achievement :P).
As for the gnome maze itself- the gnomes do considerable damage, but don't have much health, so as long as you have decent health walking in- you can just beeline down a door, murder one- and hope it's one of the casters. Once you've killed one caster gnome- you've basically won- since the rods of lightning they're wielding will -annihilate- everything else on that floor. The Gnomish maze is an absolutely phenomenal way to stock up on lightning wands, Treasure, Pickaxes, and levels. And is a consistent stop during my run throughs of the game. Just don't bother stopping/dealing with the main room until after you've whittled down the floors population.
IMO the game is 👌 as it is. It works like the old roguelikes except in real-time.
This technique is best in the Gnomish Mines, where you'll get your arse handed to you if you just stand around. Especially since it's an early area, the enemies are hella strong, and offensive/defensive equipment almost always starts out in very short supply.
But keep a careful ear out for boulders! They can be right outside of your spawn area, and trigger as soon as you walk towards the door. Just listen for the noise, take note of your surroundings, and evade accordingly.
Best of luck to you all!
If you go with high stealth just grab the torches in the room and try to stealth kill a mage as best you can, This really really doesnt work in hardcore but does in normal mode.
Scroll of teleport is pure Rng.
I agree that ALOT of things are Rng when they shouldnt, The chance of the extra rooms spawning/Chance that the extra rooms are not a option, due to the level generation making the levers on the Gnome mine/Minetown unreachable or just having them never spawn, For no reason.
And no one can argue that a game like this cant be lost by nothing but Rng.
By all Rng standards you could get NOTHING from the rats the whole mines which means no food And no food spawned either and die from hunger, Now this hasnt happened to me but i have had only 1 meat and no cheese from the rats before which is damn close.
I play with hunger off for that reason.
Just to further the point, If the exit spawns in a narrow hallway and a boulder trap ends up locking the hallway to the exit, If there is no other path and you dont have a dig spell/pickaxe, The hell do you do? I rarely get a pickaxe before floor 4-5ish dig spell is random when i get one, So there is room for my run to be ended since i cant move or destory this boulder.
Didn't think about a boulder trap blocking the exit ;3 That's pretty unwinnable, right there!