'No leads', it says, and then the article spends 75% of it talking about Dpeg's 'vision' and decrees on various stuff. I don't know if we're intended to read between the lines there.
The problem with Dpeg (and I'm attributing this primarily to him based on his comments on the forums, IRC, etc) is that he nerfs lots of alternative/niche styles under the guise of 'too easy' (when it seems to me he really means 'too many options'), while leaving the mainstream, big offenders of 'too easy' completely intact. From someone who's been playing Crawl since before Stone Soup was even a thing, I am looking forward to seeing someone else take over his current prominence in the dev team.
Agreed. This was my big problem with the direction DCSS went - a lot of interesting play styles got waved away as being too tedious/convoluted/whatever. There was a massive simplification that went on at one point which pushed it more towards 'coffee break RL', and I think it lost a lot of excitement and need for strategy.
I know I wasn't alone, and the community got increasingly toxic before I left. It's not gone bad or anything, I just think that it's lost a bit of it's charm by trying to simplify everything into being a sort of 'hack-n-slash RPG' instead of an RL.
Yeah somewhere along the way stuff was lost.
There were a lot of things that added FEAR to the game like item destruction, permanent corrosion and permanent drain that got removed. They were all replaced with mechanisms that just act as a force multiplier. Who cares about jellies or shadow dragons now if you can just whack em to death?
Item destruction was claimed to be tedious because people dropped all their stuff before engaging fire enemies, but I never did that so for me it only removed a source of fear.
And I thought the entire point of corrosion was that you had to put on an expendable set of gear.