Post
by Volrak » Tue 10.12.2002, 22:05
Hehe, i thought you might disagree.. i still hold to my point of view, although i recognize that i don't have the experience in mangband that you have, so it's possible some of my views will change as i play more.
I'm not 100% sure what you mean by character flavor, and why the early levels are important to it.. maybe i'll be able to look back and understand what you mean later on.
I think that for a cautious player, there is not actually much peril at all at lower levels (going by the experience of only 2 characters though). I suppose it is possible to be "wise", and not cautious, i.e. taking additional calculated risks in order to level at a faster rate. Being granted {good} items would enable players to level faster in the early levels without being required to face those additional risks to the same extent, but i don't see that as necessarily screwing anything, because they could have removed those risks simply by taking it slower, and being cautious. Bonus {good} gear would let them get to a more interesting part of the game sooner (although "interesting" is subjective). And "unwise" players would die with or without basic gear donations, as i said above.
> 90% of characters die prior to level 10. This is an important game balance issue.
I'd be curious to know what proportion of those deaths happen at level 1, in town.. i don't think that newbie town deaths are balance-related. Perhaps there's a positive effect of reinforcing the fact of the players' mortality, but i think that being killed within seconds or minutes of creating a character, before actually going out and exploring, would drive some players away.