Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 19,296
No vote on that?More or less. The excel spreadsheet first, then the poll.for that we'd need an excel spreadsheet, not a poll
Despot.
No vote on that?More or less. The excel spreadsheet first, then the poll.for that we'd need an excel spreadsheet, not a poll
More specifically, a procedurally generated dungeon crawler.
So exactely like Noita
Unlosing Ranger vs. Darkdeath Evilman
Those are roguelites. Come on guys it's not even a definition of an RPG. Roguelike doesn't have any form of progression between sessions. No ways to make life easier. No points to distribute, no stat increase, no helping artifacts that persist through multiple sessions.Everspace.
DoomRL was already mentioned.Any good roguelike featuring guns? Cmon, i know you guys can recommend one
I've already played DoomRL though, is there another?DoomRL was already mentioned.Any good roguelike featuring guns? Cmon, i know you guys can recommend one
Infra ArcanaAny good roguelike featuring guns? Cmon, i know you guys can recommend one
I've already played DoomRL though, is there another?DoomRL was already mentioned.Any good roguelike featuring guns? Cmon, i know you guys can recommend one
Thank you very muchI've already played DoomRL though, is there another?DoomRL was already mentioned.Any good roguelike featuring guns? Cmon, i know you guys can recommend one
Jupiter Hell, made by DoomRL developer. I think it has the best combat of any roguelike currently out there -- but combat is literally all it is. There's also Xenomarine which is quite good but you have to give it some time. Approaching Infinity is mostly ranged ship/gun-combat, but you have to be into the Star Trek aesthetic. Caves of Qud has gun-based builds you can go for.
It's worth noting that ToME breaks this to an extent, both with the class/tree unlocks and the item vault (which is pure ), though the former isn't really significant and the latter is avoidable.Those are roguelites. Come on guys it's not even a definition of an RPG. Roguelike doesn't have any form of progression between sessions. No ways to make life easier. No points to distribute, no stat increase, no helping artifacts that persist through multiple sessions.
Tales of Maj'Eyal is great but I will always love ADOM more.
It's worth noting that ToME breaks this to an extent, both with the class/tree unlocks and the item vault (which is pure ), though the former isn't really significant and the latter is avoidable.
ToME has features (classes, races, skill trees, prodigies, etc) that are locked until you fulfill some arbitrary condition and then become available for subsequent playthroughs (most people bypass this by a simple mod installation that unlocks everything at once). It also has an item vault where you can store items for retrieval by another character, it's considered cheating by most of its community and I personally only use it for experiments, but it's there. Both go against the rule that roguelikes must never carry anything over play sessions but the player's experience.It's worth noting that ToME breaks this to an extent, both with the class/tree unlocks and the item vault (which is pure ), though the former isn't really significant and the latter is avoidable.
What does ToME break that is against roguelikes, just curious
Nethack's bones files would like to have a word with youroguelikes must never carry anything over play sessions but the player's experience
The idea is that a genre is a set of criteria, where you must fulfill a certain quota to be inserted into it, a little bit of divergence is not enough to be disqualified. I think ToME is well within the definition of a roguelike (as is Nethack), I was just answering luj's question.Nethack's bones files would like to have a word with youroguelikes must never carry anything over play sessions but the player's experience
Add brogueI added the following so you may change your votes,
Ah come on it's just class/tree unlocks. as far as i know there are not OP classes/trees. If new class or tree clicked with you and you feel good - good for you but this doesn't mean that it will work the same for another player. Adventure class is debatable but well this game has a mode with unlimited lives why not to start about breaking the rules from there then?ToME breaks this to an extent, both with the class/tree unlocks
It would have been purest decline if it would work as someone might think lol. It's inefficient. That's the main reason why almost nobody uses it. You may go to character vault, pick winner char, painfully gather the same gear he has only to die from Urkis or even earlier. What works for one not necessarily works for another.item vault (which is pure )
ToME is so streamlined it's almost a Diablo game, with better combat. It's pretty hard to die unless you go out of depth or run into a particularly unlucky elite mob. The game boils mostly down to auto-explore, kill, sell loot.Tales of Maj'Eyal is great but I will always love ADOM more.
Explain please