I am answering to both Raphael and Johanna. I hope that's okay.

> Another idea: gain a single level in each tutorial, and start the next
> one at the level you finished the last. That gives the player a sense of
> progression, and allow us more variety with monsters. And no more 
> problems with low MP for the latter lessons on spells and gods.

This is a great idea. Not necessarily for divine MP (I favour Trog over 
Makhleb) but for a sense of growth. Ideally, you'd get (exactly) one level 
in each lesson.


> Should we also tell the player about disarming it?

I advocate to not explain that. We can leave that to the hints mode or 
just to the main game (players can easily look up the T&D description from 
the m screen).


>> * Maybe teach about fumbling in shallow water?
>
> Triggered by fighting in water, yes. General comment about shallow water, no.

That's a good idea.


>> * About wall shooting. The wax wall isn't in a "cardinal direction".
>> Cardinal = orthogonal, not diagonal.
>
> Oh. According to my dictionary, "cardinal" means "main" and I wasn't
> sure whether that included the diagonals or not. Apparently not.
> So how can I describe the task? Just colour the tiles and say
> something about shooting into the corresponding directions?

I always used "cardinal" in Johanna's sense. But wikipedia says that 
Raphael is right. There seems to be "intercardinal", but let's just go 
with "eight main directions", if we think we want to address them.


>> * Going back to shop message has a spacing issue. Also, resuming travel is
>> done ctrl-G Enter.
>
> Good one. Much better!

Why not "G Enter"?


>> * About the monster selection of the last fight, I wouldn't go with the "big
>> mob" suggested by David. The player has 3 scrolls of recharging, and by
>> retreating into the corridor, she can kill a lot of monsters with the wand
>> of fire. I find it more interesting to add monsters with rF+ to teach the
>> player about monster resistances and how to adapt to it. Might be nice to
>> add a melee unique, with a rF+ armour for example.
>
> Doesn't need to be a unique, but yeah rF armour is a definite
> possibility, as are monsters natively immune to fire. An imp?

Possible, but the orc rush would show new players something very valuable: 
how to use and conserve resources at the same time. If you want, I could 
find an interesting orc set to work with.


>> * Can we start at XL 2 for more MP? Also, boost invo and remove the
>> spellcasting skill so you can add a spellbook for Troglodytes to burn
>> without having to teach the player about spells.
>
> The more I think of it, having two gods there is probably needlessly
> complicating things. Best to either stick with Makhleb or with Trog.

Trog has the advantage of being cooler (more visual oomph, no problems 
like demons backfiring), but the disadvantage of not using Invocations. If 
we somehow can live with that (just don't mention Inv), then I'd suggest 
to take only Trog.


> An alternative solution is to scratch the whole melting wax idea and
> hand out a low-damage wand instead, though with recharging around
> that's still plenty of damage. Or a wand of cold, where at least there
> are plenty of undead that might resist its effects.

I like the melting wax puzzle, it is cute.

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