Water in Angband

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  • tangar
    Veteran
    • Mar 2015
    • 1004

    #31
    Originally posted by Derakon
    And the choice under the -5 speed regime would be: is it worth eating the speed penalty to take the direct route to where I want to go? It's a "soft barrier": you can cross it if you want, but you're taking on extra risk if you do so when there are monsters around. The tricky bit will be balancing the placement and quantity of water such that this is a difficult choice. If the water is 10 tiles across, then you probably won't want to cross it to reach monsters on the other side, if they have ranged attacks. If it's 3 tiles across, then you might!
    Derakon, I suppose we are speaking about water in different terms/forms. I look at the water from TomeNET point of view: it's quite big pools and undeground rivers; sometimes it could be tiny spots like 10x10 tiles, but sometimes it could be like 1/4 or half of lvl under water. For such big water areas -5 speed is VERY big penalty.

    But if we are speaking about tiny pools or spots which block corridors like rubble, then -5 speed is nothing. The question - which water Nick is planning to add? Barriers or big spots. Depending of this we could continue brainstorm.

    Originally posted by Derakon
    Lava is a harder barrier, in that you take extra damage regardless of when you cross.
    1) You won't meet much lava at low lvls. And you would meet water at low lvls. This aspect should be balanced for new characters
    2) Lava isn't too harsh if we would compare it to -speed. You drink cheap resist heat potion and cross lava.. But -5 speed in the beginning of the game, when speed potions is much harder to get than res heat - it's a problem if you meet any mediocre monster.

    Originally posted by Derakon
    Honestly my biggest concern with -5 speed isn't the effect it'd have when applied to the player: it's the effect when applied to monsters. I foresee the player trying to lure monsters to rivers so that the player can stand on the banks and get a free relative +5 speed modifier. We'd want to be certain to make the AI smart enough to not stand in water if there's an alternative (or unless the monster isn't affected by water).
    I overall not fun of '-speed' idea, but I think it's ok for tiny water spots; but making monsters to affected it too - it's a mistake. Sorry, but it's extra complexity which you worned about just a few post above. It's alright to make some monsters not able to cross 'deep' water (if there would be deep/shallow types); or some monsters could spawn and stay only in the water (but give them certain 'distance' attacks so you can't cheat); but implementing "tactical" combat based at silly attempts to lure monster to the edge of water while you staying on surface - it's abusing of AI and makes game looks stupid.

    So if water would be small and -speed would be applied on @ - monsters shouldn't be affected by it.
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    • Adam
      Adept
      • Feb 2016
      • 194

      #32
      Originally posted by tangar
      But -5 speed in the beginning of the game, when speed potions is much harder to get than res heat - it's a problem if you meet any mediocre monster.
      Sorry, but if -5 speed affects the monsters as well, why is it such a big problem? You are doomed if you are standing in the water while monsters with ranged attack don't. That's clear. But it's true also in the other direction... and @ usually does have ranged attack and players should be smart enough to make advantage of such situations.
      I see water as a way to escape from certain monsters (who can't follow), or a way to slow others as they approach you.
      I'm generally not thinking water as something which covers half the dungeon generally, but smaller pools (20x20), rivers (5-10 wide). Though i'm also not against whole water levels if there is something interesting about them (greater chance of finding potions or whatever).

      Comment

      • tangar
        Veteran
        • Mar 2015
        • 1004

        #33
        Originally posted by Adam
        Sorry, but if -5 speed affects the monsters as well, why is it such a big problem?.
        Then game would become 'lets lurk monsters to the water'. Every tile of water would become as main place of interest for the battle and player would 'dance' around it to bring mobs there. Water should be less 'important' in terms of tactics. Players are too 'munchkinish' and would harrass this heavely.
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        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #34
          Originally posted by tangar
          Then game would become 'lets lurk monsters to the water'. Every tile of water would become as main place of interest for the battle and player would 'dance' around it to bring mobs there. Water should be less 'important' in terms of tactics. Players are too 'munchkinish' and would harrass this heavely.
          Let's be clear, -5 speed is not -5 X speed, it is half speed if player is moving at normal speed, and the penalty is less the more hasted the player. -5 to a +30 speed @ in the endgame is nearly nothing. Half speed for a normal, unhasted @ seems perfectly appropriate to me.

          Water should slow monsters not native to it or that can't levitate over it. Perhaps it should haste monsters a bit that are native to water. (There's another monster idea for Nick's current monster redux). The fact that luring monsters to water could become a tactic is a fabulous addition. Lava and passable rubble both introduced additional tactical possibilities. I see no reason for water not to do the same.
          “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

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          • tangar
            Veteran
            • Mar 2015
            • 1004

            #35
            Originally posted by Ingwe Ingweron
            Let's be clear, -5 speed is not -5 X speed, it is half speed if player is moving at normal speed, and the penalty is less the more hasted the player. -5 to a +30 speed @ in the endgame is nearly nothing. Half speed for a normal, unhasted @ seems perfectly appropriate to me.
            Yes, and I speak not about endgame. Water wouldn't influence much enggame characters, as I noted already:

            Originally posted by tangar
            1) You won't meet much lava at low lvls. And you would meet water at low lvls. This aspect should be balanced for new characters
            2) Lava isn't too harsh if we would compare it to -speed. You drink cheap resist heat potion and cross lava.. But -5 speed in the beginning of the game, when speed potions is much harder to get than res heat - it's a problem if you meet any mediocre monster.
            So water should be discussed at perspective - how it would influence _new player experience_ for newborn/middle-lvl characters. And for new chars -5 speed is quite a lot (no matter - would it be applied to character himself or at monster, which was lurked to the water). In first case - players would avoid water as much as the could; at second - players would harass water to lurk there mobs.
            https://tangaria.com - Angband multiplayer variant
            tangaria.com/variants - Angband variants table
            tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
            youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

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            • fph
              Veteran
              • Apr 2009
              • 1030

              #36
              Does the game already support splitting movement and attack speed? Maybe water could slow down movement but not attack. I'm not sure how it would work mechanically though --- if monsters can double-attack you while you are moving it's not too much of a difference.
              --
              Dive fast, die young, leave a high-CHA corpse.

              Comment

              • Philip
                Knight
                • Jul 2009
                • 909

                #37
                -5 speed is really not such a big deal, especially whey you can almost guarantee that you will get rid of the penalty by reading a scroll of phase door, which are extremely cheap and are dropped by novice rogues, the one novice adventurer literally any character can probably kill. -5 speed is "try not to fight while under this effect" and "you will not be able to run away on foot" level stuff even if it doesn't apply to monsters. It is a minor inconvenience. Newer players might not appreciate the value of positioning yet, and so they might get stuck in a pool of water and die. That is good, because they will then learn that getting stuck in a bad spot (for example, a pool of water) will get them killed.

                The consequence of a moderate debuff (like -5 speed) is that players will avoid spending time in water, especially when monsters are around. This is good. If you believe in realism then surely you must understand that being in the water is not good for fighting. If you don't believe in realism then there is little to no value in having a water terrain that doesn't meaningfully affect the player.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #38
                  I would put a secret -1 to -10 speed penalty on water cells that you discover only hybrid stepping on it. It should also affect melee, archery, and AC. If the effect is 6 or more, you can't use a longbow.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9647

                    #39
                    Originally posted by Pete Mack
                    I would put a secret -1 to -10 speed penalty on water cells that you discover only hybrid stepping on it. It should also affect melee, archery, and AC. If the effect is 6 or more, you can't use a longbow.
                    You're a bad man, Pete
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #40
                      Heh, I knew you'd like that.
                      Originally posted by Nick
                      You're a bad man, Pete

                      Comment

                      • Narry
                        Scout
                        • Sep 2018
                        • 45

                        #41
                        Originally posted by Sphara
                        I'm not a huge fan of water tiles in roguelikes in general, although it's hard to criticize here beforehand. Before I know how it is going to be done, that is. For my part, adding water will be tolerated but probably not appreciated. If its gonna be always-avoid-type of terrain like it is in ADOM, Nethack, Brogue and DCSS, I'm just going to walk, teleport or phase out of there and ignore it, if it's humanly possible.

                        If it gets done, please do not add item destruction/corrosion with it for more 'realism'!
                        I'm with Sphara concerning this issue.

                        Comment

                        • tangar
                          Veteran
                          • Mar 2015
                          • 1004

                          #42
                          Originally posted by Sphara
                          If it gets done, please do not add item destruction/corrosion with it for more 'realism'!
                          Whats the problem with that? If there would be quite rare event when one of your scrolls would be destroyed? It's totally alright experience, I've played with it in TomeNET and it's ok.

                          The only important thing - not to make it too harsh.

                          In RNG we trust (tm)
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                          tangaria.com/variants - Angband variants table
                          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
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                          • Sphara
                            Knight
                            • Oct 2016
                            • 504

                            #43
                            Originally posted by tangar
                            Whats the problem with that? If there would be quite rare event when one of your scrolls would be destroyed? It's totally alright experience, I've played with it in TomeNET and it's ok.

                            The only important thing - not to make it too harsh.

                            In RNG we trust (tm)
                            If Nick and majority of the players want it to be implemented, I don't wanna stay on their way. But personally I do not care about the idea. Like I said, I haven't seen a roguelike where water squares provide nothing more than (minor or major) annoyance.

                            Regarding to item destruction, just few subjective arguments:
                            1) The game has enough item destruction as it is.

                            2) Scrolls of teleport level, (mass) banishment, destruction, rune of protection, for example, are far too valuable for me to risk losing them by voluntarily stepping on a dangerous terrain tile. Like I said earlier, I do not care for an addition that I'm most likely to ignore.

                            3) I do not want more situations like Lich/Balrog fights, where I stash drainable wands and staves somewhere before the hassle.

                            4) It would require lots of unnecessary coding, like adding |FLIGHT| flags on monsters. I don't know if this is an issue for Nick, though.

                            5) If it gets added, <-5> Speed doesn't sound THAT rough but it alone would still make it always-avoid-type terrain. Why would I move on a terrain that both slows me and randomly destroys my scrolls unless I'm absolutely forced to? Only reason would be that something like NetHack Medusa level or one those horrible ADOM rivers, stand between me and the downstairs.
                            Last edited by Sphara; February 5, 2019, 06:15.

                            Comment

                            • Narry
                              Scout
                              • Sep 2018
                              • 45

                              #44
                              Originally posted by Sphara
                              If Nick and majority of the players want it to be implemented, I don't wanna stay on their way. But personally I do not care about the idea. Like I said, I haven't seen a roguelike where water squares provide nothing more than (minor or major) annoyance.

                              Regarding to item destruction, just few subjective arguments:
                              1) The game has enough item destruction as it is.

                              2) Scrolls of teleport level, (mass) banishment, destruction, rune of protection, for example, are far too valuable for me to risk losing them by voluntarily stepping on a dangerous terrain tile. Like I said earlier, I do not care for an addition that I'm most likely to ignore.

                              3) I do not want more situations like Lich/Balrog fights, where I stash drainable wands and staves somewhere before the hassle.

                              4) It would require lots of unnecessary coding, like adding |FLIGHT| flags on monsters. I don't know if this is an issue for Nick, though.

                              5) If it gets added, <-5> Speed doesn't sound THAT rough but it alone would still make it always-avoid-type terrain. Why would I move on a terrain that both slows me and randomly destroys my scrolls unless I'm absolutely forced to? Only reason would be that something like NetHack Medusa level or one those horrible ADOM rivers, stand between me and the downstairs.
                              Word.

                              ADOM has a way of getting around with it by either casting (or aiming a wand or zapping a rod of) frost bolt or building a bridge over the water. Of course, for the latter option you need the skill and some logs. And you get logs by chopping down trees with a hatchet. Let's not go down that river (pun intended).

                              Comment

                              • tangar
                                Veteran
                                • Mar 2015
                                • 1004

                                #45
                                I'm speaking on behalf of my TomeNET experience. There is such risks:

                                Originally posted by tangar
                                - aquatic monsters which can spawn only at 'water' tiles; they can pursue player even in 'shallow' water, but can't leave it to surface
                                - swimming in deep water give a chance for scrolls & other items to be destroyed; water resistance items or tarpaulin (tool slot) protect from it.
                                - eventually you could die (drown) if you are tired and bad at swimming // but it's VERY-VERY tiny chance. In most cases if you are unlucky you would reduce stat (STR/DEX/CON)
                                - 'swimming' skill & racial parameter; It would be fun to have it in Angband (like 'Digging') eg makes hobbit swim not really good ^^
                                - you can not create walls on deep water; not all stuff could be summoned on deep water
                                - there is fresh and salt water. You could fill bottle; eg with salt water and use this potions to throw to the enemies or 'clean' your stomach
                                ...and it don't feel harsh at all (even with the possibility to have quite wide squares under water). In general you try to avoid water terrains, but you do not fear too much to swim from one shore to another. So when you are 'forced' to cross water - you do it. This isn't harsh 'forcing', it's like a choice from easy path to a bit more risky. It doesn't feel hardcore at all.

                                'Water' should be risky terrain. Not 'dangerous' like lava, but 'risky'.
                                https://tangaria.com - Angband multiplayer variant
                                tangaria.com/variants - Angband variants table
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