Trap/door feature branch

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  • spara
    Adept
    • Nov 2014
    • 235

    I concur, there are way too many traps around now that they are more intelligently positioned. Maybe just lowering the percentages outside vaults would do the trick?

    And please, don't make them less dangerous, I like the way they currently are .

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      @spara--the reason to make them less dangerous is so that trap detection may become purely probabilistic. You will then occasionally step on them entirely without warning. But doing that with an arbitrary summoning trap is too high probability instadeath.

      Comment

      • spara
        Adept
        • Nov 2014
        • 235

        Originally posted by Pete Mack
        @spara--the reason to make them less dangerous is so that trap detection may become purely probabilistic. You will then occasionally step on them entirely without warning. But doing that with an arbitrary summoning trap is too high probability instadeath.
        Sure. But with the current implementation in master you won't accidentally step on a trap. You only trigger it on purpose or when failing to disarm. The thing that I feel problematic and somewhat frustrating is the number of traps. You are quite often forced to try disarming them and at low clevels that seems to be quite hazardous. I would lower the number of traps rather than make them less dangerous, but that's just my opinion of course.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9634

          Originally posted by fizzix
          I find the new traps refreshing, but I have a fairly big problem with them. They are way too common, and way too easy to disarm. I'm thinking traps on the order of 1 or 2 per level, with a few more scattered around in vaults would be far better than current. I do like that traps are more intelligently arranged, and they serve as obstacles rather than "gotcha, forgot to detect traps, haha!" But I find that they wind up being an annoyance in their current incarnation.

          For trap disarming, it might be useful to provide some indication of how difficult the trap is to disarm. Instead of quoting a disarm chance in the character file, maybe quote a disarm strength. Then you can display a trap strength. If traps are significantly rarer, you can make each trap interaction longer. So you have a few turns to disarm a trap, the first would be to get an estimation of how difficult it would be to disarm a trap. Then looking at the trap would give you the chance of disarming it, activating it if you attempt to disarm, moving past it, and activating it if you attempt to move past. Then you can be given the choice of attempting to disarm the trap or trying to move past it.
          Yeah, this is good thinking.

          Originally posted by fizzix
          It also bothers me that detecting traps is still very easy to do, but the detection boundary has been removed. If detect traps exist, so should the boundary.
          I think detect traps shouldn't exist (or at least be a rare bonus with enlightenment or some such), and ditto for detect doors. Taking out detect stairs, on the other hand, would make fast diving too annoying, and it's lame as an individual spell, so I ended up leaving them all in for now. What's really needed is a better solution to the "find downstairs" problem.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            Originally posted by Nick
            I think detect traps shouldn't exist (or at least be a rare bonus with enlightenment or some such), and ditto for detect doors. Taking out detect stairs, on the other hand, would make fast diving too annoying, and it's lame as an individual spell, so I ended up leaving them all in for now. What's really needed is a better solution to the "find downstairs" problem.
            Random idea: a compass item that the player carries, which tells them what direction various things are in. Common compasses would tell the player what direction stairs are in, with a wide radius; less-common varieties could tell the player what direction monsters or items are in. Sort of a super-fuzzy detection, as all you know is a direction and that it's close enough to be within the compass' range of effect.

            Implementing the GUI for such an item would probably be a bit of a pain though.

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              The super easy solution to the downstairs problem is just to increase the number of down stairs on a level to 10 or so.

              The question is should finding the downstairs be an interesting difficulty in the game or not? Perhaps it can be a difficulty only on select levels?

              (Once I played a custom version where it was *hard* to get down. Only one downstairs per level, and all teleport effects and such moved you back upwards. It was a bit tedious, not recommended).

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                The other super easy solution is to reduce level size. If necessary, reduce the various detection radii as well. (Both player's detection and monsters' detection.) There is still a detect stairs in any case: magic mapping.

                Comment

                • Ingwe Ingweron
                  Veteran
                  • Jan 2009
                  • 2129

                  Originally posted by Nick
                  I think detect traps shouldn't exist (or at least be a rare bonus with enlightenment or some such), and ditto for detect doors. Taking out detect stairs, on the other hand, would make fast diving too annoying, and it's lame as an individual spell, so I ended up leaving them all in for now. What's really needed is a better solution to the "find downstairs" problem.
                  As is evident from my several posts on this topic, I am thoroughly on the other side of this issue. Not that it matters, since Nick is God here. As my punishment, He will probably make me descend past that malevolent force on DL 127.
                  “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                  ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                  Comment

                  • t4nk
                    Swordsman
                    • May 2016
                    • 336

                    Originally posted by Pete Mack
                    The other super easy solution is to reduce level size.
                    Yes, please. Especially early levels (like in Sil). That would solve so many problems. I guess it's fine if deep levels are huge?

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      Originally posted by t4nk
                      Yes, please. Especially early levels (like in Sil). That would solve so many problems. I guess it's fine if deep levels are huge?
                      Actually, I see it the other way around. Deeper levels tend to get too monotonous, while exploring large, cavernous early levels tends to be fine.

                      Comment

                      • t4nk
                        Swordsman
                        • May 2016
                        • 336

                        Originally posted by fizzix
                        Actually, I see it the other way around. Deeper levels tend to get too monotonous,
                        I think that's a totally separate issue. The game clearly doesn't have enough content (especially monsters) for 100 levels. That can be fixed by reducing the number of levels, increasing the amount of content, or both.
                        while exploring large, cavernous early levels tends to be fine.
                        With such things as radius 1 los, warriors being severely overpowered, mages having to rest 72 (IIRC) turns to regenerate 1 point of mana, poor variety of monsters, very small chance of finding good items or interesting places (vaults), it doesn't feel very fine to me!

                        Comment

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