What else should not be allowed in vaults?

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    #16
    In DaJAngband destruction does not affect vaults. And if you teleport from inside a vault, then the destination is allowed to be a vault space.

    I really don't like the idea of limiting teleportation from inside a vault. The PC needs escapes.

    I think I like the idea of blocking mapping in vaults. I may add that.
    I kindof like the idea of making vault traps harder to find, but the alternative would probably just be tedium of searching every space after luring the monsters out to kill them. Traps need to be detectable, although it would be nice if there was a good way to make them harder to detect while still being detectable.

    I think the best way to solve banishment in vaults is make a lot of the treasure be carried by the monsters, but I'm not sure how to do that in DAJ. I might be able to figure it out, but it's very low priority (which means I'll probably never get to it).
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #17
      I'm pretty sure NPP has vault monsters carrying the treasure.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #18
        Originally posted by fizzix
        Right now vaults get a special bitflag that prevents players from teleporting into them. I'm not too big a fan of this, as it actually allows ?phase to be a guaranteed escape from vaults. However, there are various other effects that we could make not work in vaults. Here are some options:

        Destruction
        Banishment
        Detect objects (dobj, denchantment, clairvoyance)
        Detect traps/doors
        Detect monsters/evil/invis
        Mapping (from clairvoyance, magic mapping and sense surroundings)
        Teleport self (both phase and long teleporting varieties)
        Teleport level
        Teleport other/banish evil

        Should these also be applied to pits/nests?

        (I have a long term plan that has isolated sections of the dungeon impervious to detection and mapping, with extra treasure and monsters in them)
        1) If I can't know what I'm facing ALL vaults/pits/nest become "avoid at all costs" -things.
        2) If I can't know that there is such thing (mapping) then all levels become "find stairs as soon as possible, don't explore anything else than boring levels".
        3) If teleportation out of vaults is made impossible it leads to same as 1) for most cases. You need to have escape always and everywhere.
        4) If I can't detect objects inside, I can't evaluate if there is any reward going in which leads to 1)
        5) If I can't detect traps inside vaults it leads to 1)

        I pretty much would not play angband with detection killed for vaults. IMO this was for a long time worst suggestion I have seen. Only destruction and banishment I could accept for that list. Some variants already have done that and it works fine (add earthquake too).

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #19
          Originally posted by Timo Pietilä
          1) If I can't know what I'm facing ALL vaults/pits/nest become "avoid at all costs" -things.
          2) If I can't know that there is such thing (mapping) then all levels become "find stairs as soon as possible, don't explore anything else than boring levels".
          I am saddened by all of the suggestions, in other threads too, about a desire to nerf detections. Without detection, you have to give up on strategy. The less detection you have, the more everything becomes an endless series of battles with no particular purpose.

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #20
            Originally posted by PowerDiver
            I am saddened by all of the suggestions, in other threads too, about a desire to nerf detections. Without detection, you have to give up on strategy. The less detection you have, the more everything becomes an endless series of battles with no particular purpose.
            Just to be clear. I never said these were good ideas, just ideas of things that were possible to limit or change. Personally, I think turning off monster detection is a bad idea. Turning off item detection doesn't seem like a good change either. I also don't like limiting teleportation at all for both teleself and teleport monsters.

            Turning off mapping I have little problem with. You will *see* the vault because there will be an obvious void in the dungeon, but you might have to work a little more to navigate around it if you haven't studied vault.txt . Turning off trap and door detection doesn't bother me either.

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #21
              Originally posted by fizzix
              Turning off mapping I have little problem with. You will *see* the vault because there will be an obvious void in the dungeon, but you might have to work a little more to navigate around it if you haven't studied vault.txt . Turning off trap and door detection doesn't bother me either.
              So you are saying that everyone should read vault.txt to figure out where traps are? I have played this game more than 20 years and I still can't remember trap layout of every vault. And now there are more of them.

              Without reading vault.txt that means search(x10), step, search(x10), step, ad nauseum.

              Even with reading it if you remove mapping you need to do that until you can recognize the vault.

              Or casting remove traps for every single step "just in case" if you can. Floor grids with items are safe, so maybe you need to start throwing items in front of you to figure out if there is a trap there. That would be rather boring and dangerous: "Eeek, there is a monster I can't handle. I need to make side-step....except that there might be a trap there. -teleport-."

              Not going to work unless you incorporate natural non-magical LoS trap detection with very high % of success for every class (and 100% for rogues). AND remove trap doors completely.

              Basically you would make vaults disgusting places. Something to hate instead of getting exited about. I would probably just avoid all vaults. And soon after that avoid vanilla angband, and start playing some variant. Or maybe forget that there is some "development" -versions and stay playing 3.2.

              Vaults are salt of the game. You are replacing salt with butanoic acid.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #22
                I pretty much agree with Timo here. Vaults are hard now, and frequent places for characters to die; on the other hand, standing outside the vault and destructing or banishing is pretty cheap. I quite like the idea of destruction in vaults only working on LOS - this maintains it as a lifesaving move, without making it a cheap way to wipe out everything but the artifacts.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #23
                  Originally posted by Nick
                  I pretty much agree with Timo here. Vaults are hard now, and frequent places for characters to die; on the other hand, standing outside the vault and destructing or banishing is pretty cheap. I quite like the idea of destruction in vaults only working on LOS - this maintains it as a lifesaving move, without making it a cheap way to wipe out everything but the artifacts.
                  Destruction and mass-banishment are vault/pit abuses. Anything else is not. No need to remove anything else.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #24
                    Originally posted by Nick
                    I pretty much agree with Timo here. Vaults are hard now, and frequent places for characters to die; on the other hand, standing outside the vault and destructing or banishing is pretty cheap. I quite like the idea of destruction in vaults only working on LOS - this maintains it as a lifesaving move, without making it a cheap way to wipe out everything but the artifacts.
                    Clearly fizzix needs some assistance here (looks around for someone else ...) ...

                    I *do* think detection needs to be *slightly* nerfed. The advances in UI throughout the 3.1.x series have made much much more info available to the player. Timo himself compared it unfavourably to the grittier experience of playing f-k, when you couldn't examine monsters to know whether that D was a white or an AMHD etc.

                    I think this is especially true for item detection. Being able to see all the items on a level, including those in vaults, is not strategic, it's just cheesy. I'd fully support a change that meant that the various item detection spells did not reveal items in vaults. You *know* there will be good items in vaults - there's no need to know exactly which ones unless you're going to go in there.

                    I do agree with Timo that this change should not be extended to monsters though.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #25
                      Originally posted by Magnate
                      Clearly fizzix needs some assistance here (looks around for someone else ...) ...

                      I *do* think detection needs to be *slightly* nerfed. The advances in UI throughout the 3.1.x series have made much much more info available to the player. Timo himself compared it unfavourably to the grittier experience of playing f-k, when you couldn't examine monsters to know whether that D was a white or an AMHD etc.

                      I think this is especially true for item detection. Being able to see all the items on a level, including those in vaults, is not strategic, it's just cheesy. I'd fully support a change that meant that the various item detection spells did not reveal items in vaults. You *know* there will be good items in vaults - there's no need to know exactly which ones unless you're going to go in there.

                      I do agree with Timo that this change should not be extended to monsters though.
                      In old versions you could still see the items and monsters, just not examine them, so purple potion was just a purple potion until you could actually see it. Same with monsters. Red "D" was almost certainly a Ancient Red Dragon, but you could not tell the difference between Gravity and Inertia hounds unless you saw them.

                      This is something I would like to see in angband now. I'm not quite sure how to play with ESP though. Some part of me says that you should know what the monster is with ESP without seeing it, but part of me says that it is too much and just increases the power of ESP over detection too much. Maybe if we stop using the word "Telepathy" for ESP and really use ESP then latter could make sense.

                      Part of me also would like to revert all uniques to match some lesser monster, because they are not their own race, just unique creatures of that race. But that would probably be a bit too much and would in some cases cause a really bad surprises.

                      Comment

                      • TJS
                        Swordsman
                        • May 2008
                        • 473

                        #26
                        I really don't like the idea of game rules changing for no particular reason in certain parts of the map, it seems totally arbitrary.

                        New players will try to use the same techniques they've everywhere else and then find them not working inside vaults for no apparent reason.

                        If banishment and destruction need to be changed then it should be consistent across the whole game. I like the changes suggested with banishment only working within line of sight and monsters having a saving chance against destruction and all items getting removed if caught in the blast.

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #27
                          I was under the impression that, and I'm not sure where I got this from, the vault's outer wall could be detected from outside the vault. Just the interior would remain unknown. Also, once inside the vault, mapping and detection would reveal the layout and contents of the vault. I've got no problem with that if it is as I've described it.

                          I've always thought it was a bit cheesy that interesting rooms and vaults could often be found without any form of mapping by detecting traps. A large concentration of traps is probably worth checking into.

                          If you're talking about cheesy vault abuse, add TO to the list. A wand of TO, commonly available before most vaults start appearing, can eliminate 50%-100% of the threats depending on the layout.
                          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

                          • ewert
                            Knight
                            • Jul 2009
                            • 702

                            #28
                            Make destruct remove artifacts too, and use the fizzix "push beyond boundary or destroy" save type of destruction. Destruct "fixed" for vaults/pits.

                            Not sure about banishes ... I mean yeah, especially mass banish is abusomania concerning vaults, but how to modify it. LoS mass banish would work, but that makes the whole spell a glorified weak escape. In this case I think the move to having "icky floor" (vaultspace) protect from both banishes would work.

                            Teleport other requires you to move into LoS (barring LoS abuse, which is altogether another issue). I have lost a good char to a druj due to this once, so IMHO it is NOT such a big abuse thing. If TO is changed to bolt instead of beam, it smacks TO itself quite hard, so moving TO to bolt would also maybe be an answer.

                            Comment

                            • fizzix
                              Prophet
                              • Aug 2009
                              • 3025

                              #29
                              Originally posted by Timo Pietilä
                              So you are saying that everyone should read vault.txt to figure out where traps are? I have played this game more than 20 years and I still can't remember trap layout of every vault. And now there are more of them.

                              Without reading vault.txt that means search(x10), step, search(x10), step, ad nauseum.
                              Sounds to me that you think the current trap detection/searching system is broken. By the time you're cracking GVs you are probably around clevel 25-30. I'm guessing a normal player with +3 - +4 searching at this level *should* be able to detect traps at something like 95% effectiveness every turn. (not that they do now, just that this should be the ability we aim for) If this *still* isn't good enough for reasonable trap avoidance without too much tedium, perhap's ewert's LoS trap detection should be poached.

                              Just so we're on the same page, I think searching through vault.txt is a poor solution and should never be encouraged.

                              Comment

                              • d_m
                                Angband Devteam member
                                • Aug 2008
                                • 1517

                                #30
                                I fully support making vaults immune to destruction and mass banishment. I am not sure whether standard banishment gets abused with regard to vaults... certainly warriors are not in a great position to do so but priests might be.

                                I think the detection discussion is a tangent. For now I would leave detection and vaults alone, because there are a lot of changes that I think most of the devs are on the same page about:

                                1. Moving ESP from a on/off ability to something like searching (ESP +1, +2, etc) to limit its effective range in some cases and expand it in others.
                                2. Creating something like ESP but for one monster type (orcs, demons, etc)
                                3. Making ESP (or certain kinds of ESP) give less precise info (e.g. only presence/absence, or only base monster kind, or something)

                                EDIT: I don't want to go too far into speculative territory, but you could imagine all kinds of other sensory abilities, like danger sense, knowing that kinds of monsters are nearby without a direction, knowing that certain monsters are on the level without knowing where, etc, etc. Many of those are more appropriate for variants but it's worth thinking about.

                                There are other things which tie into reworking detection, like:

                                1. reviewing the mage/priest spell lists
                                2. reviewing how common/rare detection items should be
                                3. reviewing the actual detection effects (e.g. which types of things should be seen with which spells/effects and at what range)

                                For what it's worth, something like searching LOS sounds nice.
                                linux->xterm->screen->pmacs

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