I have a question that hopefully won't open a giant can of worms.
I dislike floor traps and their associated "press X regularly or die" tedium. And I really dislike them in variants such as ToME 2, where one arrow trap can hit you for 1000+ HP. I think floor traps are annoying at best, and completely unbalanced at worst.
To that end I've actually expunged them from my copy of ToME, by making place_trap() a no-op. And I'd say this makes the game a lot more enjoyable (from my perspective). OTOH, it makes the game easier, insofar as it makes characters somewhat less likely to die.
What's the ladder policy on gameplay tweaks like this, especially ones that may reduce difficulty? Is it considered polite to put e.g. a trapless character on the ladder, as long as all code changes are mentioned? Or is that frowned upon?
I dislike floor traps and their associated "press X regularly or die" tedium. And I really dislike them in variants such as ToME 2, where one arrow trap can hit you for 1000+ HP. I think floor traps are annoying at best, and completely unbalanced at worst.
To that end I've actually expunged them from my copy of ToME, by making place_trap() a no-op. And I'd say this makes the game a lot more enjoyable (from my perspective). OTOH, it makes the game easier, insofar as it makes characters somewhat less likely to die.
What's the ladder policy on gameplay tweaks like this, especially ones that may reduce difficulty? Is it considered polite to put e.g. a trapless character on the ladder, as long as all code changes are mentioned? Or is that frowned upon?
Comment