Trap/door feature branch

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  • Pete Mack
    replied
    You don't have to disarm traps you don't care about. You can jump on them instead, with underscore+direction. It's useful for going down levels on pit traps and the like.

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  • nikheizen
    replied
    Crash on finding a trap on a chest.



    Probably not reproducible with the same chest since it managed to panic save instead of crashing and making me repeat the floor.

    Also I'd like to note that the create traps spell is actually a good spell now. The instant surround+instant detection makes it into a kind of "snare" forcing you to either phase door, switch to ranged attacks, or waste time disarming traps. Since the traps were invisible before, it was stronger, but also just plain annoying (and usually found on monsters who are already really annoying!).
    Attached Files

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  • AnonymousHero
    replied
    Originally posted by Carnivean
    Ok. Let's apply some assumptions and logic:

    Mages solve things with magic. Magic for traps means, at a minimum, being able to magically detect traps. Therefore mages should, at a minimum, be able to magically detect traps by casting appropriate buffs and just walking into the traps.
    Do you happen to have tried Baldur's Gate II with a solo mage, perchance? They don't get to detect traps, but they can (if high-level enough) protect themselves from all possible trap effects.

    Now, this requires either a) an absurd amount of constant buffing/resting, or b) knowing exactly what and where the traps are[1] and casting exactly the right buffs. Of course this is a terrible game-play mechanic, so I've disabled traps entirely in my game, but it is survivable.

    Originally posted by Carnivean
    I'd be happy if people were able to show that these are wrong without invalidating the premise that mages solve things with magic.
    Did I succeed?

    (I mean the gameplay of this mechanic sucks, but I think I did technically answer your challenge. Obviously, creativity will have to be employed to come up with a more entertaining mechanic.)

    [1] Traps have fixed placement in BG2.

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  • Ingwe Ingweron
    replied
    After playing a @ down into the DL70's, I have a little more feel for this branch.

    Aside from several crashes (something happening when @ kills monster and they drop treasures, but not easily repeated, so no savefile), it is "playable", but I can't say I'm a fan.

    As far as the changes to traps and trap detection, I guess I'm agnostic. I don't really care about the change, but it may be interesting once traps are further developed along the lines discussed in this thread.

    What I find baffling, frustrating, tedious, and boring is the changes to stair and door detection.

    - Having to wander around to find stairs.
    - Having to hug walls to find doors. Especially a problem when dealing with pits/nests/moated rooms. Even with mapping, doors don’t show, so planning an assault on these rooms (or a good avoidance plan) is problematic.
    - loss of the trap detection line also loses the reminder to detect again for treasure and, if not more often, at least for monsters.

    One thing out of the play that I learned, runeid is definitely a big improvement over regular ID.

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  • nikheizen
    replied
    Originally posted by Carnivean
    Magic for traps means, at a minimum, being able to magically detect traps. Therefore mages should, at a minimum, be able to magically detect traps.
    This is wrong, it's not "the minimum."

    Originally posted by Carnivean
    Mages solve things with magic. For a detected/visible trap, the mage should have a magical solution. The conclusion to this depends on the types of challenges that the various traps provide.
    Totally agree with this though.

    The first bit is definitely not the case! As long as the second quote is true, mages are still solving traps with magic. I agree with the below quote, but I think getting rid of Detect Traps is an integral part of this branch.

    I think that this doesn't break mages in anyway.

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  • Carnivean
    replied
    Originally posted by TJS
    There's no method of making traps not tedious if you can detect them.
    Ok. Let's apply some assumptions and logic:

    Mages solve things with magic. Magic for traps means, at a minimum, being able to magically detect traps. Therefore mages should, at a minimum, be able to magically detect traps.

    Mages solve things with magic. For a detected/visible trap, the mage should have a magical solution. The conclusion to this depends on the types of challenges that the various traps provide.

    I'd be happy if people were able to show that these are wrong without invalidating the premise that mages solve things with magic.

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  • spara
    replied
    Hmmm. In my opinion traps in corridors and in common rooms are mostly a nuisance and I would be happy to see them evolve into oblivion. That would also remove the need for constantly spamming detect traps. They serve a purpose in special rooms and vaults. And for those places I would very much like to have a form of detect traps available.

    Now to think about it, just remove traps from corridors and common rooms and I'm a happy player . Nothing else needs to be changed.

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  • TJS
    replied
    Originally posted by Carnivean
    Is that seriously the level of discourse you want to sink to?

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  • Carnivean
    replied
    Originally posted by TJS
    Tedium is integral to mages?
    Is that seriously the level of discourse you want to sink to?

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  • TJS
    replied
    Originally posted by Carnivean
    I play mostly mages, and while I agree that it is tedious to continually detect (not just traps but everything), I can't agree that mages should lose something so integral to their ethos. A mage solves everything with magic, and that has to include traps.

    Breaking mages isn't the answer to traps being tedious.

    As I've said before, the answer to having to repeatedly detect traps/doors/stairs/visible monsters/invisible monsters/treasure is to make it a buff.
    Tedium is integral to mages? It's not just mages that detect traps it's all classes except warriors and they get a rod to do the same job anyway. There's no method of making traps not tedious if you can detect them.

    Visible traps are trivial to avoid, BUT hidden traps can be an unfair form of instadeath.
    In all my years of playing Angband I don't think I've ever had an instadeath from stepping on a trap. Is this really a problem? If so then the solution is to stop traps causing instadeath rather than make all traps visible all the time.

    Agree that repeatedly searching sucks and seeing traps should be made deterministic based on searching skill.

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  • Nomad
    replied
    Originally posted by TJS
    The reason is that currently once you have detect traps the it becomes completely trivial and boring to avoid traps. It just adds a layer of tedium to the game without adding anything interesting whatsoever.
    This is definitely true. I think the problem is now that with detection gone but traps auto-detected, the layer of tedium is gone but avoidance being trivial and boring remains. So the challenge of making traps interesting, as I see it:
    1. Visible traps are trivial to avoid, BUT hidden traps can be an unfair form of instadeath.
    2. If players have a way to manually find traps, they will spam it to always find 100% of traps. BUT if they have no manual search/detection, they're stuck when they know there's a trap but passive search hasn't found it.

    Some brainstorming on possible solutions:
    • Make visible traps less avoidable. (Pretty difficult to achieve with Angband's many escape options.)
    • Make visible traps more tempting to try disarming. (Trapped objects, staircases, etc.)
    • Make search/detection a learning curve, so traps are initially mostly hidden but become 100% visible by instadeath depth.
    • Nerf nastier traps to make them less instadeath-y. (e.g. allow player the first move after setting off a Summoning trap)
    • Come up with methods of repeatedly searching a square that are tough to spam/macro. (e.g. search check on moving but not on resting in place)
    • Restore Trap Detection, but as a rare high-end spell/scroll like Banishment that you'd save for use in vaults.
    • Introduce partial detection. (e.g. spells that only find magical runes like Teleport and Summoning, but not mechanical traps)
    • Trap immunity from worn equipment. (e.g. buff Feather Falling to Levitation so it means you don't fall down trapdoors, add an Anti-Magic ability that stops you setting off summoning traps or teleport runes, etc.)

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  • Carnivean
    replied
    Originally posted by TJS
    The reason is that currently once you have detect traps the it becomes completely trivial and boring to avoid traps. It just adds a layer of tedium to the game without adding anything interesting whatsoever.

    I play all different types, priests, mages and warriors normally.
    I play mostly mages, and while I agree that it is tedious to continually detect (not just traps but everything), I can't agree that mages should lose something so integral to their ethos. A mage solves everything with magic, and that has to include traps.

    Breaking mages isn't the answer to traps being tedious.

    As I've said before, the answer to having to repeatedly detect traps/doors/stairs/visible monsters/invisible monsters/treasure is to make it a buff.

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  • TJS
    replied
    Originally posted by Carnivean
    Why do people keep saying this? What classes do they normally play?
    The reason is that currently once you have detect traps the it becomes completely trivial and boring to avoid traps. It just adds a layer of tedium to the game without adding anything interesting whatsoever.

    I play all different types, priests, mages and warriors normally.

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  • Carnivean
    replied
    Originally posted by TJS
    (I do think detect traps should definitely go though).
    Why do people keep saying this? What classes do they normally play?

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  • TJS
    replied
    'Run Away?' - Player enters the level in the room. Teleports and recall are prevented. Dragons are asleep. Activating the trap wakes all of the dragons
    I think that if you arbitrarily need to mangle half the game mechanics to get a feature to work, then that feature probably needs a bit of a rethink.

    I think the whole approach to traps in this thread is going in the wrong direction. Make the trap effects interesting and challenging and everything else is solved (I do think detect traps should definitely go though).

    By the way instead of the "once only" detection chance, traps should be randomly given a level and you can see any traps that have a level the same or less than your searching skill. So if you put on an amulet of searching you will see traps that you've already failed to notice (it doesn't make sense that this would not help you otherwise).

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