Sol_HSA wrote:Hm.. People love stats but hate achievements. Interesting.
Personally, I love achievements when they reflect accomplishing something unusual or thinking out-side-of the box; though I usually despise outrageous requirements for earning an achievement. I think for many people incorporating achievements into the game also gives a sense that you need to earn every achievement in order to complete 100% of the game. Whereas, when seeing your stats you are either competing against yourself or against selected members of the online community.
One of the reasons I am interested in the Steam version of LoG is to see and earn the achievements designed into the game.
petri wrote:Permadeath should be pretty easy to implement so it seems very likely we're going to add it to the game. Just remind me please some time after launch
@all: start emails after breakfast on april 11th @petri you should definitely add a permadeath highscore list for all survivors!
I joined this forum to ask this very question and it doesn't surprise me at all that someone already asked for me.
I think it's a serious misstep to not include a permadeath feature. Another feature that I think should be implemented is a mode of play that randomizes the levels. I can't tell you how many hours I spent playing the old D&D CRPG Dungeon Hack and I played it exclusively in hardcore mode. The game even had a highscore list. I still play Dungeon Hack to this day.
With an online highscore list and the above mentioned features, I have a feeling this game would be an instant classic with infinite replayability. I'm an avid roguelike player and I'm sure others of my ilk would be thrilled to play this game with permadeath and randomized dungeons.
However, randomly-generated levels simply can't capture the feeling and atmosphere of a well-designed, hand-made dungeon with carefully planned puzzles and traps, which is what we have here.
Personally, I'm looking forward to the challenges they have prepared for us with this game. They've already said they got some plans in mind for a Roguelike-mode in the future.
Jack Dandy wrote:However, randomly-generated levels simply can't capture the feeling and atmosphere of a well-designed, hand-made dungeon with carefully planned puzzles and traps, which is what we have here.
True. But if there's permadeath only random content makes sense. Randomness and permanent failure in combination just go very well together, give you something new every playthrough (when done right) and don't frustrate you that much. It would be a pain having to crawl through the same levels, same puzzles, just all the fixed stuff over and over again after dying. It even bothers me already in Tales of Maj'Eyal sometimes (that's a roguelike, in which dungeons are randomly genreated but the overworld is fixed).
*She looks the corpse. A trail of blood leads away from it into the darkness. The body itself is a grotesquely misshapen husk now, the eyes sunk into the skull, the lips drawn back to expose the gums. A ghostly sight.