Difference between revisions of "Forum:Grue is a bad game mechanic"

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:I agree with Chie: Zork players know instantly that grues are bad news. But I can see where someone who did not have prior experience with Zork would find this odd. Zork was unusual in that you found your light source (the brass lantern which shows up in NetHack) before entering the dungeon, but could have it stolen by a thief whom you might not be able to catch for some time. Not having a light source limited what areas you could go to, because grues were always instadeath if you tried to stay in a dark room, and there were a lot of dark rooms underground. It was even possible to get stuck if the thief stole your lantern in the wrong place. So it was a frustrating element to begin with, but it was vital to the difficulty of the game. The combination of nostalgia, insane difficulty and frustration value no doubt made the concept very appealing to the developers. ---[[User:JMarieStanton|Ms. J. Marie Stanton, Professional Valkyrie]] ([[User talk:JMarieStanton|talk]]) 17:34, 14 November 2017 (UTC)
 
:I agree with Chie: Zork players know instantly that grues are bad news. But I can see where someone who did not have prior experience with Zork would find this odd. Zork was unusual in that you found your light source (the brass lantern which shows up in NetHack) before entering the dungeon, but could have it stolen by a thief whom you might not be able to catch for some time. Not having a light source limited what areas you could go to, because grues were always instadeath if you tried to stay in a dark room, and there were a lot of dark rooms underground. It was even possible to get stuck if the thief stole your lantern in the wrong place. So it was a frustrating element to begin with, but it was vital to the difficulty of the game. The combination of nostalgia, insane difficulty and frustration value no doubt made the concept very appealing to the developers. ---[[User:JMarieStanton|Ms. J. Marie Stanton, Professional Valkyrie]] ([[User talk:JMarieStanton|talk]]) 17:34, 14 November 2017 (UTC)
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:: My Zork knowledge is limited as I played very little of it as a kid and I most often infrequently played at a friend's house. Text adventures became near non-existent in my play time as soon as I found Hack, and to a lesser degree, Rogue. I do want to play all of the Zorks some day. ADOM has a reference/feature with grues in it and is the only thing I knew about them. In ADOM you have a ''chance'' of instadeath every turn in a dark space, depending on luck. I thought ''that'' is what it was referencing. --[[User:User|User]] ([[User talk:User|talk]]) 00:40, 15 November 2017 (UTC)

Revision as of 00:42, 15 November 2017


So I'm really excited to take part in next month's devnull challenge. I've been playing on that server the last few days and getting the hang of the special challenges. I gotta say that I was leary at first, but they are a welcome addition. Except Grue.

Grue has killed me 2 out of 4 runs so far. The first time was just plain not fair. They need to warn you that 'you will actually die for realsies if you keep going'. It should just start hurting you every step until you die (Don't Starve style). This way we'd at least have some proper feedback for the Grue mechanic.

The second time I died, I knew what I was doing but a candle wouldn't light. Ehhh, felt cheap even then. It's so anti-climactic. I fought my way through 16 dungeon levels only to be eliminated in a whisper.

Thoughts on this? Anyone agree?

--Ryan Dorkoski (talk) 18:20, 25 October 2017 (UTC)


Completely agree!! Utter crap! Had a very promising character succumb to this! Had NO idea what this challenge meant. Even heartless (at times), brutal ADoM is not this brutal with its grue element.
Furthermore, I had no idea the accepted challenges applied to all of your future characters. The boulder challenge is not very pleasant either and can break games if the stairs are on the other side of a boulder! --User (talk) 17:11, 11 November 2017 (UTC)
While I don't have experience playing the challenge myself, to me, "It is pitch black. You are likely to be eaten by a grue." IS "you will actually die for realsies if you keep going". I only played Zork very briefly when I was young, but the way the grue kills you almost immediately made an impression on me. So I suspect that how that reads to people will depend on their past experiences with the concept. Chie (talk) 14:43, 14 November 2017 (UTC)
I agree with Chie: Zork players know instantly that grues are bad news. But I can see where someone who did not have prior experience with Zork would find this odd. Zork was unusual in that you found your light source (the brass lantern which shows up in NetHack) before entering the dungeon, but could have it stolen by a thief whom you might not be able to catch for some time. Not having a light source limited what areas you could go to, because grues were always instadeath if you tried to stay in a dark room, and there were a lot of dark rooms underground. It was even possible to get stuck if the thief stole your lantern in the wrong place. So it was a frustrating element to begin with, but it was vital to the difficulty of the game. The combination of nostalgia, insane difficulty and frustration value no doubt made the concept very appealing to the developers. ---Ms. J. Marie Stanton, Professional Valkyrie (talk) 17:34, 14 November 2017 (UTC)
My Zork knowledge is limited as I played very little of it as a kid and I most often infrequently played at a friend's house. Text adventures became near non-existent in my play time as soon as I found Hack, and to a lesser degree, Rogue. I do want to play all of the Zorks some day. ADOM has a reference/feature with grues in it and is the only thing I knew about them. In ADOM you have a chance of instadeath every turn in a dark space, depending on luck. I thought that is what it was referencing. --User (talk) 00:40, 15 November 2017 (UTC)