[quote=āStingray, post:51, topic:5464ā][quote=āturtleagldragon, post:47, topic:5464ā]Almost off topic⦠almost.
The way I see things (personally, me, opinion, I donāt think it is fact), Perma-death belongs in a game where you can earn a highscore. You set out to do the best you can, better than the last, and kind of triumph in the worst of conditions, and whilst the game does kinda support that, with a list of things you have killed before you ended up on something elseās list, but, I donāt think itās the same.
I think, in this game, itās simply too long to bother doing that, but yes, it is what the focus kinda-sorta is, doing better than the last time.[/quote]
Continuing on almost off-topic, a scoring system would actually be very dandy. Especially if the score is a factor of the difficulty setting. As a comparison feature especially, to your own previous games and that of others. We could even have a community high scores table. It will also encourage players to set up more difficult games and not just always go for the easiest setup, Iām not generalizing here. I know some of us set the bar higher already, but not everyone does. A scoring system where difficulty level is a multiplier of the score will inspire more challenging games to be played. The easiest setup would be multiplied by zero, so a score of zero would always be the result of the easiest game possible. So setting more difficult will add to the multiplier.
Score should maybe be determined by kills, duration, skill levels, bionics. I donāt really know enough yet to say what all should contribute or what the various setting should add to the multiplier, but there certainly is some experienced player that can.[/quote]
AHEM.
From that design doc everyone likes to cite:
A formal score mechanic with bonuses and multipliers and such creates that competition. The only player or dev who has the experience to say what you should aim to accomplish in your game of DDA is you. We might offer advice or suggestions if asked, but thatās it.
Achievements seem to hit the same problem: a defined goal thatās officially sanctioned, so you either Did It, or Havenāt Done It. Standards like that encourage stratification: āyou havenāt done X thing in-game, but I have, so youāre lesser than I am.ā Further, they would require standardized settings to ensure a āfair playing fieldā, etc. That would either remove DDAās adaptability to different players, or make that adaptability contingent on being a Non-Default Player, causing the same stratification problem.
Thereās no Single True Way to play DDA. And thatās why I like it.