Run takes the long way

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  • BlueFish
    Swordsman
    • Aug 2011
    • 414

    Run takes the long way

    I'm sure this has been discussed before, but has there been any consideration given to making "run" (auto-move till interrupted or till there is a choice of which way to go) take the efficient diagonal in 90 degree turns? Right now the player takes the long way, and any chasing monsters get one free step on them per 90 degree turn.

    It may be easy to code with a simple look-ahead of one step, and checking if the destination of that step is accessible diagonally from current location - if so, skip the intermediate step.
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by BlueFish
    I'm sure this has been discussed before, but has there been any consideration given to making "run" (auto-move till interrupted or till there is a choice of which way to go) take the efficient diagonal in 90 degree turns? Right now the player takes the long way, and any chasing monsters get one free step on them per 90 degree turn.

    It may be easy to code with a simple look-ahead of one step, and checking if the destination of that step is accessible diagonally from current location - if so, skip the intermediate step.
    Diagonal step might lead to facing melee-paralyzer. That is why running doesn't cut (unknown) corners.


    #e# e = floating eye/carrion crawler/basilisk etc. that you don't see
    #x## x = cut corner
    #y@. y = use corner
    ####

    Comment

    • BlueFish
      Swordsman
      • Aug 2011
      • 414

      #3
      Originally posted by Timo Pietilä
      Diagonal step might lead to facing melee-paralyzer. That is why running doesn't cut (unknown) corners.


      #e# e = floating eye/carrion crawler/basilisk etc. that you don't see
      #x## x = cut corner
      #y@. y = use corner
      ####
      No step is ever guaranteed safe, corner cutting or not. I don't see the small increase in chance of getting hit in melee after cutting a corner as a good justification for not doing so, and anybody who habitually cuts corners when walking manually would be in de facto agreement.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #4
        Originally posted by BlueFish
        No step is ever guaranteed safe, corner cutting or not. I don't see the small increase in chance of getting hit in melee after cutting a corner as a good justification for not doing so, and anybody who habitually cuts corners when walking manually would be in de facto agreement.
        It is the difference between getting instakilled without ability to avoid it and killed by your own action. IMO not cutting unknown corner while running is a good thing. If you "habitually cut corner" it is your own fault if you get killed by that action.

        Problem with "small chances" is that they accumulate. In game like angband small chances bite you in your ass sooner or later. If result of taking that small chance is death, you should not take it.

        hmmm... there used to be option to cut known corners. That seems to be gone. I also would like to cut known corners, risk in those is tiny.

        Comment

        • BlueFish
          Swordsman
          • Aug 2011
          • 414

          #5
          Originally posted by Timo Pietilä
          It is the difference between getting instakilled without ability to avoid it and killed by your own action. IMO not cutting unknown corner while running is a good thing. If you "habitually cut corner" it is your own fault if you get killed by that action.

          Problem with "small chances" is that they accumulate. In game like angband small chances bite you in your ass sooner or later. If result of taking that small chance is death, you should not take it.
          The reason I think cutting corners is better is precisely because I believe it would reduce risk in many cases.

          When I'm running from a monster who has my same speed, I need to take the shortest path or they'll catch up. But I don't like to walk manually in that case because my human reaction time might not be enough to react properly when I see a monster in my path, especially if I'd just hit the "walk east" key 15 times in a row. I'd much rather use the built-in interrupt system in the "run" command.
          Last edited by BlueFish; October 9, 2011, 02:41.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            These used to be options, and they were removed (cut known corners / cut unknown corners). You can ask Takkaria about it.

            Comment

            • fruviad
              Apprentice
              • Jan 2011
              • 74

              #7
              Perhaps what is needed is not a change to how "Run" is implemented, but an entirely new form of movement: Flee.

              Flee could differ from Run in that the player is betting that whatever lay ahead can't POSSIBLY be as bad as what's behind, and what's behind is gaining ground fast...

              Blind corners would be cut. Stealth would take a penalty. Searching for traps could take a penalty. Perhaps a moderate increase in speed? Effects similar to "ring of escaping?"

              But if you use it as a player, you'd better pray that jog in the tunnel hasn't sprouted an undead beholder since your last visit.

              Comment

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