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But I love this game and I was lucky enough to recieve it for free.
I think we should take a vote. Keep classes in or remove them?
decision stress, since the level mechanic got introduced in the game I feel more stressed out in general. Going from one duengeon floor to the next does not feel smooth anymore, I often get "bothererd" by screens popping up demanding that I make a choice before I can continue the game. While these choices don't seem to have much impact initially they really start to weigh you down in the end game.
"If only I invested more in archery", "I wish I saved up for more stength", "AM I making the right choices here?" So many questions are asked and I get more nervous with every floor that passes. In the previous version you just needed to make due with whatever you happenend to find throughout the dungeon.
The same question could be said from shops, I think it would be great if the dev just made premade generated floors with merchants. Like a dwarven kingdom, this would give ME the choice if/when I wanted to visit these establishments. I feel regretfull/upset/frustrated now if I did not manage to save up enough gold in time to buy that sigil.
In short: Personally I don't like the EXP system and I think (and hope) that shops need some reworking in the future. As for classes I support them but in a much more loose way as I described in other posts of mine. They should not be strict but merely a term for a commonly used set of characteristics that one describers as a certain class.
So I agree with Elias that the XP screens are tedious. I have a tendency to just click them away myself, and yes I want the vendors to be more in game and not menu based. I wanted to test their effects before going through the trouble of putting them in the game.
In many ways, tying the skills to items as Brogue does is a neat solution to many of the problems. A rogue can start the game with a ring of vision +2, and enchant the ring to improve his skills, instead of having a skill to do the same thing.
So I do think they are going to go again at one point. However, I do like to salvage a couple of things from this experiment. Or at least some of the design decisions behind it.
Most importantly, I think the different playing styles classes offer from the start help diversify the early game, and give the player some control over the approach s/he wants to take. I never much liked Brogue's randomize progression with the vaults, as that always felt a little arbitrary to me.
To avoid dominant strategies the diversity of the situational challenges the game can produce, should safe guard against that. And I intend to make that space larger when I start working on more terrains and environments.
I noticed that strength is very dominant, as somebody else mentioned in on of the forums, basically you progress from a rogue to a fighter. And many mechanics are less important. I am part to blame for this, as stealth and magic are less developed in the current version of the game. I am hoping the new sigil system will help somewhat. But that probably requires me to improve all non-melee combat magic and nerf melee combat magics somewhat.
Also I think the melee skills (melee, swordmanship, and archery) are somewhat over powered. I have some plans to change them to affect weapon speed and/or chance of critical damage only.
That being said, I deliberately designed Unexplored as a melee based game. There are many realtime roguelites out there that are shooter based, so I do see the melee combat as a unique selling point for the game. So now you know why arrows are rare (and why bows are going to get a cooldown). So I'd rather have stealth and back stabbing. Or some close range magic attacks. I might have lost sight of this a little with the recent updates. But I will refocus the game on that. So that's also one reason I tried to stay away from the fire-ball hurling builds.
Anyways, long post. Interesting discussion. So keep it going, guys!
Ranged options do feel more limited then melee option, so it strikes me as quite odd to include a ranger class since you have so much trouble finding arrows. For mages this seems to be less of an issue but the recharge might be troublesome none the less.
Don't misunderstand me, I like the melee combat but how will you solve this "issue"? A ranger class while the main focus is on melee?
Looking forward to it!
Yup, strength plays too big of a roll in a successfull run or not because of the neglect of other options like stealth, magic, anything really. I think there is a too big focus on fight to progress, this fighting is a part of the game but feels to invasive and feels more like a grind. ALternative ways to progress would be very intresting.