Hundreds will die ;(

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  • Khuzdul
    Scout
    • Dec 2014
    • 27

    Hundreds will die ;(

    We all have flaws. This is why I would like a moment to quietly laugh at you all as we share stupid or even funny deaths from our days of not-killing-morgoth.

    What are YOUR stupidest deaths!

    One of mine would have to be when I was just starting, my clvl 12 Mage was raiding a vault and I let out a Great Ice Wyrm, thinking I could sleep it. I had 200 hp and when I died I had -400!

    Have fun embarrassing yourself!
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #2
    Two really stupid deaths come to mind, mainly the same mistake:

    1) Killed by a cold breath from a Great Ice Wyrm for 1600 damage because I forgot to check I had all four base resists covered after switching armor from an Elvenkind to a Balance DSM (was missing res cold)

    2) Killed by a frog (or similar weakling) at clvl 50 because I forgot to check I had FA after switching items and got paralyzed

    Note about mistake #2: check this guy here (http://angband.oook.cz/ladder-show.php?id=16845), he managed to actually kill Morgoth without noticing he had no FA either... so I guess it's a matter of luck (or saving throw).
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #3
      My favorite stupid death was when I forgot to swap in my ring of cold immunity when facing Huan. Instead I happened to not even have cold resistance. Turns out 1600 damage is enough to kill even the beefiest of warriors.

      Moral: don't fight Huan without cold resistance.

      Comment

      • mushroom patch
        Swordsman
        • Oct 2014
        • 298

        #4
        Thousands.

        Comment

        • Sose
          Rookie
          • Jan 2014
          • 13

          #5
          Had been a while since I played any *band extensively. This wasn't even one of my first characters after the break. I saw a carrion crawler and decided to melee it down! After one round, I was dead. I play with auto-more.. "Oh, those guys can paralyze you"

          Comment

          • Angrist
            Adept
            • Jul 2014
            • 104

            #6
            This. http://angband.oook.cz/ladder-show.php?id=16600
            I used T Other on Baphomet. And used T Self. And i died. Stupid enough?

            Comment

            • Tibarius
              Swordsman
              • Jun 2011
              • 429

              #7
              i miss the stupid thing in it?

              I would rather say bad luck, what exactly do you think was stupid of your actions?
              Blondes are more fun!

              Comment

              • quarague
                Swordsman
                • Jun 2012
                • 261

                #8
                Originally posted by Angrist
                This. http://angband.oook.cz/ladder-show.php?id=16600
                I used T Other on Baphomet. And used T Self. And i died. Stupid enough?
                It is an unfortunate effect of the way Teleport is implemented that it has a high probability to put two things teleporting away from nearby points very close to each other. If teleport would put the monster/you in a uniformly random place on the level this effect would be very unlikely. However in this case it could happen that a TO just puts a monster right back next to you instead of very far away. I think there were lengthly discussions on this topic, it is unclear of what the most desirable behavior (from a game play perspective) of teleport should be, so for now it is as it is. If there were agreement on what teleport should do, figuring out some maths to achieve this wouldn't be too hard.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by Khuzdul
                  What are YOUR stupidest deaths!
                  Find CGV, clear it upgrading your gear as you go until second last block where you see dracolisk, swap in Amulet of Trickery replacing Weaponmastery in order to prevent being teleported by nexus.

                  Dracolisk gazes at you. You are paralyzed -more-

                  I had ton on gear with FA in my backpack, but every single item I found in that CGV that was good enough for "upgrade" was lacking FA.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by quarague
                    It is an unfortunate effect of the way Teleport is implemented that it has a high probability to put two things teleporting away from nearby points very close to each other. If teleport would put the monster/you in a uniformly random place on the level this effect would be very unlikely. However in this case it could happen that a TO just puts a monster right back next to you instead of very far away. I think there were lengthly discussions on this topic, it is unclear of what the most desirable behavior (from a game play perspective) of teleport should be, so for now it is as it is. If there were agreement on what teleport should do, figuring out some maths to achieve this wouldn't be too hard.
                    Problem with (mage) teleport was/is too long range. It tried to put you at the farthest corner of the dungeon it find free space. Casting it again put you into opposite corner. That lead to you jumping between fire and frying pan. Priest portal is actually better spell (at high levels) than teleport for that reason.

                    Problem with (early) TO is opposite: it has quite short range. That leads game again having problems finding free spots and if there is a largish room in that range it becomes probable place to put multiple monsters from single point in the dungeon causing you to find several monsters in that same location.

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2347

                      #11
                      Originally posted by Timo Pietilä
                      Problem with (mage) teleport was/is too long range. It tried to put you at the farthest corner of the dungeon it find free space. Casting it again put you into opposite corner. That lead to you jumping between fire and frying pan. Priest portal is actually better spell (at high levels) than teleport for that reason.

                      Problem with (early) TO is opposite: it has quite short range. That leads game again having problems finding free spots and if there is a largish room in that range it becomes probable place to put multiple monsters from single point in the dungeon causing you to find several monsters in that same location.
                      I am very happy with how teleport works in vanilla, having played tome4 which is a lesson in how not to implement it.

                      Comment

                      • mushroom patch
                        Swordsman
                        • Oct 2014
                        • 298

                        #12
                        re: Issues of teleportation, I suspect the problem is one of using absolute distance as a bound on how far the player teleports. Using distance to walk to a location (ignoring doors) is a better way to go, since you'll typically see a broader distribution of distances this way, but you still get the same certainty that monsters can't easily follow you to the new location*. It is not complicated to code a Dijkstra algorithm-ish routine to find all the spaces at a set walking-distance/range of distances from the player and choose among them. If you're worried about teleports landing too close to each other or old positions from which one teleported, you could maintain a list of recent teleport sources and destinations and discriminate among your list of teleport-eligible spaces using distance from recent sources and destinations, perhaps weighted by how old they are.

                        *Unless you have two very long parallel halls and monsters with pass_wall. But hey, teleport OP anyway.
                        Last edited by mushroom patch; January 15, 2015, 22:23.

                        Comment

                        • quarague
                          Swordsman
                          • Jun 2012
                          • 261

                          #13
                          started a dwarf priest and saw farmer maggot in town. He pillar danced my for a while by running around one of the stores in circles. Eventually the mean-looking mercenary wakes up, I use both by cure serious wound potions to survive and then he too runs away. I finally kill Maggot and he drops a magic awl pike that I can use because I'm a priest. 230 turns in town and worth of than before. Char died at clevel 4, on dlevel 2 to a soldier who did more damage per turn than I could heal. Some chars are just not meant to be and the RNG was pretty clear on this one.

                          started two more dwarf priests, one died on dlevel 1 to some kind of centipede, one tried to id scrolls by usage and got a deep descent to dlevel 11 at clevel 7, he survived there a lot longer than expected but still didn't get to any stairs and the OOD priest continued summoning nasty companions several of whom where OOD as well. Not my day today :-)
                          Last edited by quarague; January 17, 2015, 16:13.

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                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Originally posted by quarague
                            started two more dwarf priests, one died on dlevel 1 to some kind of centipede, one tried to id scrolls by usage and got a deep descent to dlevel 11 at clevel 7...
                            This kind of thing is why I try to buy a Word of Recall scroll before entering the dungeon. Deep Descent is pretty common, and even if you don't get stuck deeper than you're comfortable with, there's a fair number of situations in the early game where you're going to die in ~30-50 turns and you can't run away effectively; Word of Recall is actually a valid escape in such situations.

                            Comment

                            • quarague
                              Swordsman
                              • Jun 2012
                              • 261

                              #15
                              Originally posted by Derakon
                              This kind of thing is why I try to buy a Word of Recall scroll before entering the dungeon. Deep Descent is pretty common, and even if you don't get stuck deeper than you're comfortable with, there's a fair number of situations in the early game where you're going to die in ~30-50 turns and you can't run away effectively; Word of Recall is actually a valid escape in such situations.
                              I actually did recall to town when that happened, but then I was to lazy to descend from dlvel 1 again so I just recalled back down. If I hadn't also forgotten to buy phase doors scrolls it probably would have worked out.

                              Comment

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