Sil-Q 1.4.2 release

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  • mibert
    Apprentice
    • Mar 2016
    • 57

    #61
    Originally posted by Quirk
    If you have at least minimal investment in Perception you should be relatively rarely caught by traps.

    At some point traps may overgo some sort of overhaul; as it stands they're not good game design and I've found making them more or less harmless to have few downsides. Making them viable would I think require either allowing enemies to be affected by them (Brogue does this very well) or giving thematic clues that let the player know they're in an area where traps could occur.
    Hi Quirk, thanks for your answer. And many thanks for Sil-Q!
    I'm just playing a Noldor with +3 Grace at start and no perception investment. I really dont think I have ever stepped on a trap. Very much unlike it used be.
    I read the manual and noticed changes to how trap detection is calculated, so I guess it's that.

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    • Infinitum
      Swordsman
      • Oct 2013
      • 315

      #62
      Originally posted by Quirk
      At some point traps may undergo some sort of overhaul; as it stands they're not good game design and I've found making them more or less harmless to have few downsides. Making them viable would I think require either allowing enemies to be affected by them (Brogue does this very well) or giving thematic clues that let the player know they're in an area where traps could occur.
      Please do! Role playing traps to me seems like a vestigal D&D feature to give rogue characters something to do more than anything.

      As for thematic replacements, nests and spiderwebs are spot on (especially if the latter can be coded to spawn in close proximity to spiders). Having uneven/slippery terrain which can trip up the player unless spotted could also serve as a functional replacement to the minor nuisance traps. Maybe the thornbush enemies could be remade as a dungeon feature as well, blocking line of sight and causing minor damage as the player pushes through them.

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