I agree that the situation about the lair ends is problematic. First of all, Lair:8 used to be a completely normal level. Now there is a chance that it comes with many items and a lot more xp than usual. In other words, this is the power spiral at work. While we shorten branches, adding loot/xp like this makes the dungeon richer than it was before cutting out levels. This issue is not even related to the fact that some players are unhappy when they get a poor ending (which is a problem, too).
On Wed, 22 Dec 2010, Jude wrote: > 1. Standardise loot and XP across all Lair branch endings: > > Pros: no "argh, I got a shitty ending!", it keeps the average Lair XP the > same. > Cons: we'd have to dramatically increase or dramatically reduce XP per-map. The Con may be not so bad, given the above (I am talking about reducing, of course). > 2. Standardise just the loot across Lair branch endings--large endings > get more twice as much loot as smaller endings--and place either 1 > large ending or 2 small endings. I like this idea. However, I would suggest that Lair endings are no source for good items. David ------------------------------------------------------------------------------ Forrester recently released a report on the Return on Investment (ROI) of Google Apps. They found a 300% ROI, 38%-56% cost savings, and break-even within 7 months. Over 3 million businesses have gone Google with Google Apps: an online email calendar, and document program that's accessible from your browser. Read the Forrester report: http://p.sf.net/sfu/googleapps-sfnew _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss