Limiting out of depth monsters

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    #16
    Originally posted by Timo Pietilä
    Just make it exponentially rarer the more OOD it is. Getting Ancient Red Dragon at 300' every now and then would give a nice spice to playing.
    Yeah. .. .. . . .
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

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    • kaypy
      Swordsman
      • May 2009
      • 294

      #17
      The current SVN compresses it a bit

      Code:
      	/* Occasionally produce a nastier monster in the dungeon */
      	if (level > 0 && one_in_(NASTY_MON))
      		level += MIN(level / 4 + 2, MON_OOD_MAX);
      There are also a few potential attempts to check for harder monsters within the calculated level range.

      As a few posters have mentioned, using something more like the OOD object code might make things more interesting

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #18
        Originally posted by buzzkill
        Yeah. .. .. . . .
        After thinking about if for the past twelve hours, I've come up with something even (a little bit) better.

        If an 'extreme' OoD enemy is generated, then generate a similar OoD object somewhere on the level (and vice-versa). In this way if there's are boots of speed on DL12, they are likely accompanied by a dracolisk or other such nasty, maybe near by, maybe not. In any case you can consider yourself not just lucky to find them, but lucky just to be alive. On the flip side if you do spot an AMHD much earlier than you normally would, it's NOT an automatic TL even if he's already got your scent. You might just be tempted to stick it and see what you can find lying around.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

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        • RogerN
          Swordsman
          • Jul 2008
          • 308

          #19
          I seem to recall playing Moria (a couple decades ago) and encountering a huge dragon on level 1 or something... It didn't exactly add to my enjoyment of the game. The OOD limits are there for a reason. If you really want *that* much excitement then you can dive or crack open a vault.

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          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #20
            Originally posted by RogerN
            I seem to recall playing Moria (a couple decades ago) and encountering a huge dragon on level 1 or something... It didn't exactly add to my enjoyment of the game. The OOD limits are there for a reason. If you really want *that* much excitement then you can dive or crack open a vault.
            For one that has played as long as I have that would have been fun. In a way I miss the ability to die. I just don't die unless I play under my skills or take what I feel as stupid risks. I want the impossible odds every now and then. It's fun as long as it isn't common.

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            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #21
              I'm with Timo on this, and in fact, this is the current code has a 1/25 chance of generating a monster up to 10 levels OOD (after dl 32), rather than a 1/50 chance of up to 5 levels OOD (after dl 12).

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #22
                The main thing is to keep the player aware that they could, at any moment, be in incredible danger. The vast majority of the time you don't need to actually create that incredible danger; so long as we know it's a possibility, though, we'll be on our toes.

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