Summoning Speculations

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • artes
    Adept
    • Jun 2011
    • 113

    #46
    Originally posted by Antoine
    While I'm at it I've added a monster spell that creates a trap where the monster is standing. Critters only use it when you're out of sight. Sneaky little (&*@*(s. (Particularly annoying if you'd already detected traps in the area and assumed it was safe).
    That's great!

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #47
      Originally posted by artes
      I don't think confusion is wasted. If the monster hits with confusion every turn, the player has to quaff a potion every turn, and can't do much else except teleporting away or something. I just died in the Chengband competition because of confusion.
      Hits with confusion is much different than casting a confusion spell. I meant the spell, although, I could see the argument to extend the 'powerful' ability to atlas or maybe thuringwethil. (I think she hits to confuse)

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #48
        DaJ has monsters that 'confuse powerfully', that is they can bypass your confusion resistance. They are deep, maybe native to DL100+, not real sure, and I don't know if they 'confuse powerfully' every time or only once in a while. Once you're aware of it, it's manageable, but figuring it out is a harrowing experience.
        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

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #49
          Given that I've spent a lot of time in the depths without any confusion or blindness resistance, I don't think it'd be a huge deal to let those resistances be bypassable...but handling user expectations will be important. Up to now they've always been 100%, and it'd be rather shocking to a newbie to be annoyed by all this confusion and blindness, find a source of resistance, have it work 100%, and then suddenly have it stop working later.

          Maybe call it "unresistable confusion" or something, just to be really blatant about what's going on.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #50
            Originally posted by Derakon
            Given that I've spent a lot of time in the depths without any confusion or blindness resistance, I don't think it'd be a huge deal to let those resistances be bypassable...but handling user expectations will be important. Up to now they've always been 100%, and it'd be rather shocking to a newbie to be annoyed by all this confusion and blindness, find a source of resistance, have it work 100%, and then suddenly have it stop working later.

            Maybe call it "unresistable confusion" or something, just to be really blatant about what's going on.
            I really don't like unresistable stuff. I can just about cope with things like time/mana/gravity/force being unresistable (because they have always been so), but I really really don't like the idea of something which was resistable becoming unresistable or growing an unresistable sibling. Ugh.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Netbrian
              Adept
              • Jun 2009
              • 141

              #51
              Originally posted by Magnate
              I really don't like unresistable stuff. I can just about cope with things like time/mana/gravity/force being unresistable (because they have always been so), but I really really don't like the idea of something which was resistable becoming unresistable or growing an unresistable sibling. Ugh.
              I second this.

              Comment

              • will_asher
                DaJAngband Maintainer
                • Apr 2007
                • 1124

                #52
                Originally posted by Magnate
                I really don't like unresistable stuff. I can just about cope with things like time/mana/gravity/force being unresistable (because they have always been so), but I really really don't like the idea of something which was resistable becoming unresistable or growing an unresistable sibling. Ugh.
                I really don't like how most status effects are a complete non-issue once you find the resistance. paralysis, slowing (most forms at least), confusion, blindness, invisibility -all of these become irrelevant once you have the resistance (or see invisible in that case). I think that removes a whole level from the late part of the game. The monsters hate it too.
                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

                  #53
                  Random thought: you could replace the current See Invisible with a variant form of infravision, allowing you to see invisible monsters within a certain number of squares of your position. The existing SI would then basically be subsumed by telepathy.

                  ...wow, this is way off the original topic.

                  Comment

                  • EpicMan
                    Swordsman
                    • Dec 2009
                    • 455

                    #54
                    Rather than a secondary form of confusion that was irresistible, I would like to see the protections act like Hold Life used to, as in, most of the time the effect would not hurt you, or if it did it was greatly hampered.

                    My thought on pConf working like this would be a 90% chance of ignoring the effect, 10% chance of 1 turn of confusion. So the protection mostly prevents confusion, and getting confused while protected only costs you one turn (one turn because that alleviates the need to carry consumables for recovering from confusion; if it lasts more than 1 turn even occasionally players will need to chug a !ccw or some such every time they are confused).

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #55
                      Originally posted by EpicMan
                      Rather than a secondary form of confusion that was irresistible, I would like to see the protections act like Hold Life used to, as in, most of the time the effect would not hurt you, or if it did it was greatly hampered.

                      My thought on pConf working like this would be a 90% chance of ignoring the effect, 10% chance of 1 turn of confusion. So the protection mostly prevents confusion, and getting confused while protected only costs you one turn (one turn because that alleviates the need to carry consumables for recovering from confusion; if it lasts more than 1 turn even occasionally players will need to chug a !ccw or some such every time they are confused).
                      Ugh. I like unreliable resists even less than I like unresistable effects. Ugh.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      Working...
                      😀
                      😂
                      🥰
                      😘
                      🤢
                      😎
                      😞
                      😡
                      👍
                      👎