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Some people are never able to beat it before giving up on it.
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It can take players months to years to get their first win. Crawl is quite difficult and you're always a few steps away from death if you don't react to different situations appropriately. In some sense, yes, but in another, not so much.
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If I equip this armor/weapon/jewelry, how fast will I be attacking compared to now? What will my damage distribution look like before enemy resistances? Same with allocating stats, please give feedback in the form of derived data that is closer to the thing I care about (surviving). I realize it's challenging for the interface design because everything is already tight but I'm sure there's a solution. Maybe RNG applies twice, once for your swing, once for their defense? It's been too long, I can't say confidently. Then RNG will play a significant role on top of that. how much damage you do is going to depend on whether or not you're wearing a shield (what size?), what kind of armor you're wearing if any, how much you've trained for that weapon class, how much STR you have, what bonuses it has, and what bonuses you have from gear. Although this doesn't necessarily mean you can understand the difference between a really heavy, highly damaging weapon vs a fast weapon, by reading a wiki or by playing through once or twice you'll have a very good base understanding of what different weapons bring to the table and how your character drives those strengths/weaknesses. You don't even have to equip them, the game gives you a diff of what your new damage will be along various dimensions (physical, magic, etc) as well as how your "equip load" is affected just by inspecting it. ) by From Software, as you level up you get to contribute points towards stats which affects your ability to wield weapons and how much damage they do. To refer to another game, in any of the Soulsborne games (Dark Souls, Bloodborne. I would love to see some of the sensibilities of the Factorio team applied to crawl's UI and underlying combat/character systems. It's really unfortunate because although it already feels like a gem of a game, it could be soo much better if the interplay of the various combat / character systems wasn't so ridiculously complected. It's frustrating playing a game with so many numbers yet the output of the systems they feed into are so opaque. I found myself getting into scenarios, wondering, which choice is better along one particular dimension? STR vs DEX? This armor vs that? What are the trade-offs? The only real way to find that out would be to dump the game at its current state and then simulate both choices against a suite of enemies to see how it plays out at least in 1v1 situations, never mind when handling many enemies. You can sort of achieve this by dumping a lot of time and building up intuition via experience, but you still won't be able to say why you chose this over that for all your choices. Part of the joy of being human is understanding systems and working with them efficiently to achieve goals. I watched some of the best crawl players in the world play to see how they approached these very common situations and even there I didn't see as much consensus as I hoped to find given common scenarios.
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Even after spending a LOT of quality time with the (sometimes incorrect) wiki and in-game lookup system, I realized I would never have an intuitive sense of the effects of my choices wrt stats, skilling, weapon and armor choices, and so on. After getting a few all rune wins I stopped playing largely because it is so opaque. Big fan of DCSS, but this doesn't surprise me.
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