Actually, such option is in game. It was probably introduced in one of the expansion (Mindgames or Gold). When playing the fastest option you skip 1/2 of levels but get +50% exp. I haven't tried it myself so i don't know if the game is balanced. I guess it becomes even more random on early levels because less floors = less chances to find weapons = you are at the mercy of RNG even more than normal.I never really went back to this after setting it aside over a year ago. I was hoping they'd introduce a 'quick' version like Dredmor had but, alas, nothing.
The game is bad and you should feel bad.
Play ToME.
I've played tome already.This game has some truly bizarre design choices. The item-destroying door traps are probably the worst offender, with ammo drops distribution lagging pretty far behind.
It'd become playable if the devs changed some of the parts, but right now it's a real exercise in futility.
I'd suggest you play it a bit more, see some of its nightmarish design, scratch your head, wondering why it was made this way, and get to roguelikes that have had some actual thought and consideration put into them.
The presentation is pretty nice, though, which is the lure that leads you into this trap of a game.
The game is bad and you should feel bad.
Play ToME.I've played tome already.This game has some truly bizarre design choices. The item-destroying door traps are probably the worst offender, with ammo drops distribution lagging pretty far behind.
It'd become playable if the devs changed some of the parts, but right now it's a real exercise in futility.
I'd suggest you play it a bit more, see some of its nightmarish design, scratch your head, wondering why it was made this way, and get to roguelikes that have had some actual thought and consideration put into them.
The presentation is pretty nice, though, which is the lure that leads you into this trap of a game.
you can avoid door traps and if you're not a retard you'll have spare weapons and armor.
the game doesn't need to concern itself with what the player does to save his armor. but even if it's somehow imperative that the game keep you from playing it like a retard there are other ways to keep you from undressing before passing each door than removing the feature. the pit has about 3 turns worth of equipping armor. it should keep you from doing stupid stuff at least with enemies around.The game is bad and you should feel bad.
Play ToME.I've played tome already.This game has some truly bizarre design choices. The item-destroying door traps are probably the worst offender, with ammo drops distribution lagging pretty far behind.
It'd become playable if the devs changed some of the parts, but right now it's a real exercise in futility.
I'd suggest you play it a bit more, see some of its nightmarish design, scratch your head, wondering why it was made this way, and get to roguelikes that have had some actual thought and consideration put into them.
The presentation is pretty nice, though, which is the lure that leads you into this trap of a game.
you can avoid door traps and if you're not a retard you'll have spare weapons and armor.
If you can't see the problem with a trap that can be mostly ignored (as in disregarding its primary mechanic) by performing a tedious and repetitive action (stripping), then you should go to The Tavern, the forum of Dungeon Crawl Stone Soup, and immerse yourself in one of the subforums on roguelike design. In the last 7 years it's been talked to death at this point.
This particular problem (permanent damage that can be avoided by performing a compulsive action) was present in DCSS in the form of burning scrolls and shattering potions (which has been removed from the game).
And while I am quite strongly pro item destruction in DCSS (burning/shattering comestible and misc. items, mostly), it just doesn't work in a game where items are as rare as equipment in the pit. In DCSS, there was permanent corrosion, but you had a variety of non-compulsory tactics to avoid it or minimize the risk of it affecting your items. And, in the end, many years of brainstorming and a ton of heated discussions later, even corrosion was made temporary (even if much more severe in danger).
All in all, even moderate amount of experience with roguelikes is enough to see how really bad the pit's design is. In the world where analysis this deep
http://www.gridsagegames.com/blog/
exists, it's just plain embarrassing.
That being said, I've played around 10 to 15 hours of the pit, and it's pretty interesting and has the sense of wonder, although the good parts get buried under the rabble that are all the 'Ehhh, guess that will do' design decisions.
There's now FPS version of this.