Bug report: Can shift-run over the edge of the trap detection zone
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Ok, but the solution to this is not to revert the behaviour on the trap detection border, it's to fix the unnecessary disturbances, right? I've created ticket #1496 for this.It's not that traps themselves aren't dangerous enough. They certainly can be if you're unlucky. It's that there's a half million other things that disturb running while not being dangerous, and I can't always tell if I'm being disturbed by one of those or by the trap detection border."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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So, lets compile a list of unnecessary disturbances:
- buried treasure. I am guessing that this should be very easy to fix, but there might be differences in opinion...
- non branch (i.e. some structure in the corridor which the current running code stops to let you explore, but you can see that it's a dead end, see included image). Should possibly limit this to structures that are just one step deep. This will probably be much harder to fix, but I'm guessing less of an issue to discuss (the only possible thing I can think of is that someone might want to search for hidden doors there, but these spaces are very unlikely to contain any)
- a fast monster steps in and out of LOS without ever being displayed. Probably a bit difficult, and might need discussion.
Any more you can think about?Comment
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Found another:
- open door. i.e. in a corridor were there is no other reason to stop, but stops to give the player a possibilty to interact with the door. Should be easy to implement, but might warrant discusssion. Here there is a high probability of finding hidden doors, so stopping to search for them might be a good idea. Other possibility is that you want to close the door to save you from something, but then there will most likely be other things stopping you from running.Comment
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I use this option (is it optional?), but could cope with it's loss. A hide buried treasure option might be better. In this way someone interested in mining will stop at treasure veins and those who aren't don't even have to look at them.
What I would like to see is an option to stop (10') before reaching a corner so one can detect or take other action before stepping into LOS a blind corridor. Admittedly, this would be a lot of disturbances and isn't always a desired behavior (depending on character strength/dungeon level), so if anything if should be toggleable/optional. Currently, I spend a lot of time single-step walking around the dungeon.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.Comment
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NPP forces you to run past opened doors and I personally find it very irritating. I have to spend a lot of time manually walking back to the door so I can search for the associated secret doors.
Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.Comment
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I'd quite like to have 'continue running until disturbed' vs. 'run in a straight line until you reach something'. Because sometimes I want to cover ground fast, and other times it's just annoying to hit the arrow key five or ten times in succession to get to the end of the corridor.Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.Comment
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No, it's not optional, everyone has to stop and admire the treasure. For how long during the game do you dig for treasure? I have never understood this part of the game. I feel I gain more money (and have more fun) by ignoring the buried treasure, because digging it out takes both turns and real time... But then I don't have macros to switch to digger either... I can't see how it could be worth it to dig after the first trip down, so that should mean that even for avid diggers the longer part of the game they do not want to stop at treasure.Comment
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Yeah, I guess two modes would be the only way to give most players what they want.Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.Comment
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I don't mine for treasure habitually, but I do occasionally when the proper situation presents itself. I guess I do so enough that I've never bothered to look for the option to turn it off.
I despise resting, so if I'm low on healing I occasionally do things like mining to recover HP/SP without having to feel too cheesy about it. Plus, I usually play what most would consider underpowered (standard roller) characters so having a few extra GP to spend goes a long way.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.Comment
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- telepathy. At the moment, if the "disturb when any monster moves" option is set, then running is completely impossible anywhere near an awake monster. Turning the option off means that when a monster enters the player's detection field, there's no disturbance until it comes into visual range (this once got me breathed on by several time hounds).So, lets compile a list of unnecessary disturbances:
- buried treasure. I am guessing that this should be very easy to fix, but there might be differences in opinion...
- non branch (i.e. some structure in the corridor which the current running code stops to let you explore, but you can see that it's a dead end, see included image). Should possibly limit this to structures that are just one step deep. This will probably be much harder to fix, but I'm guessing less of an issue to discuss (the only possible thing I can think of is that someone might want to search for hidden doors there, but these spaces are very unlikely to contain any)
- a fast monster steps in and out of LOS without ever being displayed. Probably a bit difficult, and might need discussion.
Any more you can think about?Comment
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Hey now that's good thinking. If we fixed the disturbance properly, we could get rid of another option ;-)- telepathy. At the moment, if the "disturb when any monster moves" option is set, then running is completely impossible anywhere near an awake monster. Turning the option off means that when a monster enters the player's detection field, there's no disturbance until it comes into visual range (this once got me breathed on by several time hounds)."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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