![]() ![]() habe eine fire dragon armour und eine plate mail of fire resistance und die Möglichkeit, eine der beiden maximal zu verzaubern. Ich würde mich jetzt gerne auf eine Rüstung festlegen. Vor dem letzten Level der Vaults habe ich Respekt, aber ist sicher einfacher als jetzt die Slime Pits zu versuchen, oder? 3 Runen reichen mir, hauptsache einmal durchkommen und danach mal was anderes als den Metzler ausprobieren. Da ich noch nie einen Charakter so weit gebracht hab, ein paar kurze Fragen, vllt hat ja hier jemand mehr Erfahrung. Ich habs jetzt das erste Mal in 0.14 bis zur ersten Rune geschafft und sogar noch etwas weiter, Dungeons und Depths bis zum Zot-Eingang gesäubert, jetzt brauche ich noch die dritte Rune und habe noch Vaults:5 und die Slime Pits offen. Ich glaube, da ist dann eventuell doch ein Umtrainieren angebracht. Meine aktuelle Herausforderung besteht darin, dass ich als Startwaffe Stangenwaffen gewählt habe, und nun über ein juwelenbesetztes Greatsword gestolpert bin, das sich als +8,+3 great sword of Fortitude (freeze, +Fly, rElec, rN+, MR++, Slth++) herausstellte. Ob ich so lange lebe, das auzuprobieren muss ich erst noch schauen. Ich habe schon in Dungeon:3 allerdings den Tempel eines neu implementierten Gottes namens Dithmenos entdeckt, der als eine seiner Fähigkeiten einen "Schattensprung" hat, mit dem man sich zu "unbelebten Objekten" (Statuen, schlafende Gegner, etc.) teleportieren kann, was offenbar auch für diese Rasse gestattet ist. Nach mehrjähriger Pause und anfänglicher Verwirrung hier also Antman, der Ameisenmensch.ĭie Viecher haben als entscheidenden Nachteil, dass sie komplette Stasis haben, also weder Teleport noch Blink benutzen können, was ihnen einen erheblichen Flucht-Malus einbringt. Once you get good at remembering commands and hotkeys in DCSS you can play extremely quickly which I think enhances the enjoyment quite a bit.Fischkopp sagte ja im anderen Thread, ich könne mal regelmäßig berichten. The main benefit is that they save you huge amounts of time and effort trying to remember stuff or millions of keypresses trying to go from your stash in the lair all the way down to Zot 5. These aren't all the amazing commands but it gives you an idea. Truly a lifesaver when playing the same character over multiple hours and multiple days. Ever wonder if you missed a stave somewhere? What magic cloaks have you found? I am desperate for any type of branded axe and I swear one dropped somewhere.Where were there shops (and what did they sell)? Have I seen a Kiku altar yet? All these questions and more can be answered with a simple use of this amazing command. The greatest command though (after o and tab) in my opinion is Find (ctrl + f). You can also fast travel to any dungeon level or branch (ctrl + g). You can view the level map, or previous dungeon level maps, mark exclusions on them so your auto explore doesn't get you killed later if you find something dangerous. You have the fairly common for roguelikes auto-explore (o), and also an auto melee combat (tab) which speed up game play by a lot. So many things are in the game just to make life easier for the player and eliminate repetitive tasks or memorization. It really makes you realize how much work the devs have put into the game over time to really optimize the experience and you can see that they also must be players too. Something nobody else has mentioned that I feel really enhances the enjoyment of the game for me is the amount of amazingly useful quality of life commands and features they have in DCSS. There's no case where you have to resort to a spoiler file just to figure out what to do next.Īs roguelikes go, DCSS follows a lot of modern game design conventions, intended for people who don't want to puzzle their way through obtuse and weirdly-exploitable game mechanics. The "plot" mechanics are all very obvious. The game mechanics are, in general, either intuitive or unnecessary to minmax. No matter how good you are, there's something to challenge you.Īnd finally, it's not necessary to use spoilers. There are "easy" class combinations (still expect many attempts before your first win) and difficult class combinations. A basic three-run win is pretty easy a full fifteen-rune win is brutal a fifteen-rune win with a ziggurat run is extremely tough add a few more ziggurat runs in and you're reaching near-unheard-of levels. Out of hundreds of games I think I've only played one that I genuinely believe was unwinnable. ![]() ![]() You will lose, but you'll usually lose due to your own mistakes, not due to the RNG saying "lol you lose now". There's no "guaranteed win" combination, though there are certainly difficult combinations, and many of the combos play fundamentally differently from the others. There are multiple classes and races, all of which are generally balanced.
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