boboo17 Posted May 14, 2020 Share Posted May 14, 2020 Hi there! I don't know whether similar ideas have been discussed or not, but I'm curious what you think. What if there was an option to avoid death in combat encounters with some penalties? e.g. the player could sacrifice a significant portion of the max Resolve as a "last breath" and gain back 10-20-30% health. Or same with max health. Or if we could by some extra health on death for some resolve, without changing the maximum value (if we have, actually). We could get some penalty cards that cannot be removed either. The idea came when I decided to try a new Rook run after several weeks (had no time earlier, grrr), and got bashed at the end of day one. I quite liked my deck and I exactly knew the turn where I've made a really bad decision costing me tens of health. First I thought there could be an "undo" button which works max one time per game or per combat encounter, but those may be out of context and not so elegant. Or it would be a significant help.. or would it? Anyway the examples above would still remain "believable", they could make the remaining part of the run harder after we've used them, but there would be an option to continue, even if we've made a significant mistake. Good choice for similar fellas with not so much time to play, this amazing game! Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/ Share on other sites More sharing options...
TripSin Posted May 14, 2020 Share Posted May 14, 2020 If they were to implement something like this, I think it should be an optional mutator and I don't think I would want to use it. I haven't maxed out prestige levels yet, but I feel so far that the game difficulty is in a pretty good spot (though I would personally buff a few cards/items/mechanics a little) and I feel like this would decrease the difficulty and make choices less important. Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/#findComment-1333731 Share on other sites More sharing options...
Tempvirage Posted May 15, 2020 Share Posted May 15, 2020 That's the point of rogue-likes. You're not supposed to retain anything on death and it's supposed to be relentless. Sometimes you just get a bad roll and your run gets ruined. If you're just trying to experience the story, you'll get the hang of things after a couple of runs. There are certain decisions made that force you to fight a certain boss that might be impossible with 1 style of deck, but trivial with a different one. I was honestly surprised there was even an option to retain anything on death, or restart a day if you make it through day 2. I would rather see prestige levels disable the day restart, if anything, making death truly permanent over adding an option to 'cheat death'. Rook already has that in the form of an item. Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/#findComment-1333926 Share on other sites More sharing options...
boboo17 Posted May 20, 2020 Author Share Posted May 20, 2020 yeah I assume this is a general dilemma with rogue-likes: there is so much to enjoy in the game: story, characters, art, different types/layouts/goals of battles, deckbuilding - how high the difficulty barrier should be to reach all the content? I personally think that I would rather not call something a rogue-like and access the content with less time invested. but that's a development decision of course (okay the difficulty level not strictly a rogue-like issue, but I've heard the "this should be hard, accept it" opinion many times related to this "genre") Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/#findComment-1335110 Share on other sites More sharing options...
SASHIKISONS Posted May 20, 2020 Share Posted May 20, 2020 I think something like this could definitely fit in for Griftlands, maybe a "I just want to experience the story" setting? IMO, Griftlands has so much to offer story and world building wise, that it could be its own draw to the game (aside of the rogue-like gameplay and challenge). It would be a shame if those who only wanted to experience the story/characters couldn't because they just don't take to this type of game play Invisible Inc's beginner setting is an example of something I think that is comparable to this "comeback" mechanic, IMO. Then again, I am not a game designer Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/#findComment-1335129 Share on other sites More sharing options...
boboo17 Posted May 21, 2020 Author Share Posted May 21, 2020 22 hours ago, SASHIKISONS said: IMO, Griftlands has so much to offer story and world building wise, that it could be its own draw to the game I fully agree, and I feel that the game contains significantly more from the original "Griftlands RPG" concept and content, than it is promoted, or as it seems from game descriptions. This is maybe necessary not to let people have wrong expectations, but that's why it is much more than other deck builders Link to comment https://forums.kleientertainment.com/forums/topic/118237-comeback-on-death-mechanics/#findComment-1335339 Share on other sites More sharing options...
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