#Progression in Shattered
1 messages · Page 1 of 1 (latest)
What i noticed about this game is that, in early stages, you may be lucky to get some scaling item that can help you during the entire run, such as a ring, an artifact or a wand, that you can invest freely without it becoming obsolete later
or you may not! And it will make the following stages of prison/caves much harder in comparison
Theres a solution: dont be stingy with ru SoU and use them on early game weps and/or armor
Just a few
so my suggestion is to add a guaranteed item of such in the Sewers, like str potions of scrolls of upgrade
this will also mean the "build" of the run is going to be shaped early
doesn't change the fact that sometimes you just get a nice item, and sometimes you dont
and sometimes this luck, or lack of it, can preety much end or save your run
Whats the issue
Ure describing roguelikes in general
Sometimes u get a rly good item, ometimes u dont, thats half the fun
yeah roguelikes are luck-based in nature
well then why not make strength potions and scrolls of upgrade random as well.
Even then shattered is very easy to win in
you can get a really lucky run, sometimes you die at floor 1
Bvuz ther3s a difference between what u ask and this
Pots of str and SoU are ur only real way toactively progress thru gear
both of them are used for progression
Withoht em ur progression is stunted and up to luck
Gerting random gear is not the same
Srsly, its fine to not get good wands or rings or artis early
Just invest a few SoU into a quarterstaff or leather
its the same as getting stat point increase in other games, just that in PD you get it in the form of potion or scroll
Prisons goes smoothly
Dont be stinfy
Then u get a good highet tier wep or plate, build around 9t
Or the wand or ring u want
Theres no need to handhold more
nice opinion
¯_(ツ)_/¯
Play vanilla
Ull see r3al shitty rng
Shattered is rly consistent the way it is now, even with ur "issue"
never described it as an issue, i just think this can be another way to make progression more consistent
can I interject?
I was thinking about this before
Chadbox Basylev coming in
especially since you can build around artifacts and wands more that equipment, it can make runs fell more consistantly satisfying, as stabbing things repeatedly with sneak attacks can only get so exciting
why expect consistency on a roguelike though?
it doesnt take away from the experience to make roguelikes consistent in my experience
Thats ur subjective ppinion on wgats fun tho
instead of having your progression be reliant on scrolls of upgrade
the point of roguelikes is to have each run different whenever you play a new one
most of your items now scale to your level, to your strength
everything is subjective, so i shared my suggestion. so did you
True
and scrolls are used to instead interact with tiering
I believe the true strength of roguelike's gameplay loop is you having to adapt to everchanging environment with tools that you get across the adventure
yes i think its true, making the best of what you got
exept sometimes all you got is a cursed shortsword
yeah
yeah i agree wit hthat
Losing is fun!
gets very repetitive tbh
all elements (dying once and for all, randomized item colors, random loot in general) lead to you relying on your mastery to adapt and overcome
and not just bruteforce
i think when player dies they should realise its their fault, even when it isnt, or when it is but they dont think so
the only improvement you get is the wisdom you as a player gets
at least in shattered, I think it is possible to go through with just starting items, consumables and maybe one used scroll
^
in shattered it is just ur fault
evan made a great job at lowering the rng bs of vanilla to the point where u pretty much can win with anything in 0chal
and if u dont it is ur fault in some way
well you can beat any rng with skill. some players may not have the time to die repeatedly in sewers from crabs learning the game
tiering mechanic is my attempt at adding complexity to buildmaking, by having each item affected by it represent 3 different build ideas that can be used
then maybe this game is not for them
true
it could be made more accesible without taking away form the experience
more players could enjoy this if it was a less hardcore "die or get killed" "skill issue" roguelike

and i agree that shattered does a great job at making the game more accesible
I actually did add something akin to easy mode of Brogue
you get no score, but can revive without limits and take less damage
it is not probably the best way, especially with how I inherited the idea of mistakes being less punishing by giving you more hp effectively
i think at most u could add an easy mode to shattered
but, ultimately, I think we should just accept than difficulty is just the part of the game
even if shattered is already one of the easiest pd mods
but there is such a thing as dumbinb down the difficulty too much
now tell me, would you really enjoy the gave less if you were guaranteed an item in sewers?
and rng
yes
half the fun is adapting to whatever u get
knowing full well u can beat teh game with whatever the game throws at u bcuz of how its balanced
then play challenges if the game is too easy..
yeah
i have too
thats boring
you cannot win here without paying attention to what you are actually doing
supernewb claims even 9chal is winnable 99% or 100% of the time
is it fair? yes
its called ghost quest
oh right the ghost
attached to a miniboss that is a tutorial for various big features
well would the game be better without the ghost? its also a guaranteed item
fetid rat prepares u for goo mainly, and environmental fights like DM-200s and elementals (need to step on water)
nope
bcuz that is risk reward
it is attached to a quest that can get rough depending on what u get
its not gauranteed exactly
that and yk... u dont want to pick the high lvl item from the ghost
like if u get offered a glaive and leather?
u pick leather
its not like the players get a scaling item for nothing
lol
the glaive is not nearly as good at that point in the game to leather
as leather*
unfortunately it does come with a bit of consequence of having the game be beatable with no investment in the future, but that is also what I actually want
is it like this single specific item that any players can pick up at a specific floor in the sewers?
same way you always get a str pot or SoU, you get a more scaling item such as a ring, an artifact, or a wand
perhaps cursed
he means giving players a free easy win by getting one of the most op items in the game
lolz
i dont like how wands are so overpowered tbh
wandmaker quest
i never said it has to be easy win
imp quest
literally skps the str system entirely
your suggestio will make it an easy win
giving a guaranteed wand ring and artifact would make games substantially easier
like a lot easier
wandmaker is already a very storng npc
theres a reason wandmaker and imp is not in the sewers
imp is also good, if he were any earlier itd be hilariously powerful
and all of these arent guaranteed, theyre quests you can die when you risk it
^
wandmaker can get rly dicey with rotberry
so can elemental if u arent prepared
the wraith one is kinda easy tho so long as u beeline it
also, just as additional point
im not really good at shattered myself only obtained amulet twice ad never ascended
so im not a good player
would it be interesting, if you knew than you could win right from early game?
allowing good items to be guaranteed in sewers basically ensures that
but i understand the game design philosophy behind PD
itd return back to vanilla lvls of bs tbh
where if u got, say, glaive
gg u won
just like that
ignore most game features u just won
i never wanted the game to be easier when i suggested it, only more consistent
this would be similar enuff since those 3 item types skip str, except now its guaranteed instead of rng
if you dont think more consistensy is good for this game - so be it..
ur idea isnt giving more consistency, zhen
more consistency is bad for any roguelike
or well, not just more consistency
it also makes it a looooooooot easier
anyone that plays shpd for long enuff would realize this bcuz wands rings and artifacts are stupid powerful
at least in my opinion. one of the core mechanics of roguelike is randomized runs each time
now now i dont think this is true
you can have the requirement to adapt and overcome while giving more consistency
shattered is rly consistent
just look at the success of roguelites
they literally give you free perks the more you play it
but all the rng is properly balanced so that u can win with anything
yet some still manage to be difficult
u can make something consistent without ruining a roguelike
hmmmmm, i see your point
even tboi kinda did it? Buffed a bunch of items to not be completely worthless
the trick is making things more closely balanced but still keeping some str gaps and randomness to it
shppd does a good job at it
i guess what i just meant is that when you have 100% chance to find something that guarantees success, it just ruins the vibe for me
i enjoy the searching for loot aspect of roguelikes a lot
but why change something that already works?
it can
like nerfing some artifacts or rings for being overpowered
why engage in this arms race of balance changes?
its also a lot of effort for something that doesnt need to change
nothing has to
well i said all i had to say, lets see if Evan himself ever considers it
probs not
very few things get consireded from here
and even then ur idea rly messes with the design of shattered
ecks dee
if he did, he might make an easy difficulty and implement it there or smth
difficulties
ech
oh yeah
they force you to essentially develop several different versions of the game
what
yeah
can we go to #coding i have questions
that game has a guaranteed wand each chapter and it works out great
but it also changes a fuck ton bout the game
so thats why it works
ex: u cna only upgrade items up to +3
hamster wants to reconsider some of them
such as reworking impossible into endless mode
hi
wlecome
what is dis
its like a thread
thread collection
In my opinion food is only ever an issue with challenges, or in the early game only before Goo (certainly only before Tengu), and after that point is only an inventory waster used to trigger on-eat talents
Suggestion: Nurishment from food should scale down at later depths
how would you explain it tho
stress?
expanded stomach from leveling up?
worse quality foods?
Hm. I never find Imp to make that much difference as I almost always have at least 1 ring and 3 rings/artifacts by that point, and sometimes it's a ring that really doesn't work with your build like Force with a Huntress or some such.
still its a +2 at least
its guaranteed identified
and since succubi can drop transmutation scrolls
you can just roll the wheel again
if not its still 111 gold

Hm, I tend to like turning transmutation into 12x reroll potion/scroll. And like I say, usually I've already got something by then
As for food, IMO food is mainly there as a way to stop you just running up and down stairs all the time. I do a fair bit of that and often run out of food by the lower levels. It's not a big problem but it does mildly drain healing effects