Has anyone looked at having the relative "latitude/longitude" position reported on monster detection as it is for object detection? I know I would find it helpful, rather than having to hunt across the screens for just where that dangerous monster happens to be. I imagine it is either an idea that's too difficult to implement, or others don't think it should play that way, but I thought I'd float the idea.
Request for "Lat/Long" in Monster Detection
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Request for "Lat/Long" in Monster Detection
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadTags: None -
I would like to have that too. It's feels right too, it's info that your char has, but you don't until you look around where he sees it, so I feel that it should be immediately apparent to you too where the monster is. -
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Maybe we could have a "radar" of sorts. It would take up one row/column at each edge of the screen; each tile in that row/column would show you either the most dangerous monster, or most interesting item, you would see if you scrolled the map in that direction. Of course it wouldn't be perfect, but I think it'd provide better at-a-glance information than the visible-monsters list does, especially as it'd be on the main display.
Unfortunately, it'd probably need to be an option so that players who still use 80x24 or the like wouldn't lose precious normal dungeon display.Comment
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Couldn't it be done the same way object detection is currently? The subwindow with "Display Item List" shows each known or unknown item of which @ is aware and gives the relative lat/long (e.g., 2N, 12W) of the item which adjusts as @ moves. Couldn't the "Display Monster List" subwindow do the same for each monster @ sees or is aware of?“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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I've long thought that sorting by quadrant (then relative distance) would be useful, NW, NE, SW, SE. In my case, it would make it easier to choose a direction to run in.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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Couldn't it be done the same way object detection is currently? The subwindow with "Display Item List" shows each known or unknown item of which @ is aware and gives the relative lat/long (e.g., 2N, 12W) of the item which adjusts as @ moves. Couldn't the "Display Monster List" subwindow do the same for each monster @ sees or is aware of?Comment
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For multiple monsters, listing the location of the closest one would work (e.g., "8N 5E + 4 others"). Often they will be in groups anyway.Comment
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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