There’s a learning curve to this game for sure I’ve seen it since launch, which is why most the time I’ve played Skirmish. There’s a correlation between the number above their head and their ability to handle any situation, using any character. Right now, when I see a level 64 or higher (I’m 68) it means something. If I wanted to level up quickly, I would turn off infinite respawn, choose the assassin, and quickly hit half the chests and gold piles, grab the key, and move on. The most fun I’ve had in this game-and by far, it isn’t even close-has been with groups where we try to get through everything as quickly and as elegantly as possible.įinally, disabling infinite respawn would mess up the relationship between skill level and numbered level. There’s an elegance and flow to it that you just don’t experience when a party is slowly grinding it out. It’s also a lot more challenging, and more fun, to balance a speed run of each level with gearing up for the boss fight. Heck even 2 chests across the map is annoying to wait for. I will add that I find it annoying when we’re ready to go, key near the gate, but others in the party insist on traveling all the way across the map to get that one chest or pile of gold. Please realize that this request, along with the (many) requests to have real power increases in characters from one adventure to the next, changes the fundamental nature of the game.Įxcellent reasoning for why disabling infinite respawn would change the essence of the game. The developers have to weigh each request with their own roadmap for features and new content. It may or may not be simple to include an option to disable spawning. To disable monster spawning is to change the fundamental nature of the game (practically speaking, the goal would change to "clear out each level of the dungeon") and eliminate the feeling of danger that the developers want you to have. Your goal is to kill Mother Cy and the Root Lord. Your goal is not to eliminate all the monsters in the Drych Forest (for example). Modern roguelikes take the same approach.ĭemeo is in the spirit of old-school D&D. You broke in, grabbed whatever loot you could find, and got out before your hit points got too low. There were "wandering monster" tables that you rolled on regularly, because the dungeon was never a safe environment. Old-school D&D did not allow you to "clear" a dungeon.
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