CPB: Trap Generation

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  • CyclopsSlayer
    Swordsman
    • Feb 2009
    • 389

    CPB: Trap Generation

    Twice now I have noticed hidden traps in what I had thought to be 'Detect Trap' covered areas. I have the Map Marked by Detect Traps on. Entered a room and while crossing using Run I was stopped by a ^ that hadn't been there before.
  • Sideways
    Knight
    • Nov 2008
    • 896

    #2
    Were the traps created by monsters?
    The Complainer worries about the lack of activity here these days.

    Comment

    • CyclopsSlayer
      Swordsman
      • Feb 2009
      • 389

      #3
      Originally posted by Sideways
      Were the traps created by monsters?
      No flashes of light, or cackling evilly. One was in a completely empty room. One did appear next to a mob I just killed. Hmm...

      Thought just came to me, if a monster is standing on the trap as you use Detect, would the trap icon be hidden, or undiscovered?

      Comment

      • Gwarl
        Administrator
        • Jan 2017
        • 1025

        #4
        In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.

        Comment

        • HugoVirtuoso
          Veteran
          • Jan 2012
          • 1237

          #5
          Originally posted by Gwarl
          In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.
          Why do away with detecting traps and search command? Trying to increase the mysteriosity of CPB?
          My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
          https://www.youtube.com/watch?v=rwAR0WOphUA

          If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

          As of February 18th, 2022, my YouTube username is MidgardVirtuoso

          Comment

          • CyclopsSlayer
            Swordsman
            • Feb 2009
            • 389

            #6
            Originally posted by Gwarl
            In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.
            I don't play V, or haven't in twenty years so the below may be an overreaction, but...

            How is blindly blundering into traps remotely fun? If traps still exist, but the ability to find them goes away, just have the RNG randomly remove items, XP, and HP, occasionally teleporting the player up/down/into other dungeons?

            Won't this require a massive redesign and rebalance? Classes that can set traps, NPC's that create them. Rods/Staves/Wands/Scrolls removed or repurposed. Search is also used to find secret doors, traps on chests.

            Comment

            • HugoVirtuoso
              Veteran
              • Jan 2012
              • 1237

              #7
              Don't forget the armageddon traps in PCB/CPB!
              My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
              https://www.youtube.com/watch?v=rwAR0WOphUA

              If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

              As of February 18th, 2022, my YouTube username is MidgardVirtuoso

              Comment

              • Gwarl
                Administrator
                • Jan 2017
                • 1025

                #8
                Originally posted by CyclopsSlayer
                I don't play V, or haven't in twenty years so the below may be an overreaction, but...

                How is blindly blundering into traps remotely fun? If traps still exist, but the ability to find them goes away, just have the RNG randomly remove items, XP, and HP, occasionally teleporting the player up/down/into other dungeons?

                Won't this require a massive redesign and rebalance? Classes that can set traps, NPC's that create them. Rods/Staves/Wands/Scrolls removed or repurposed. Search is also used to find secret doors, traps on chests.
                To know exactly what I mean, either play the latest V or look through the changelogs. The searching/trap mechanisms were changed.

                Honestly spamming detect traps and the s command are tedious and I'd rather remove traps from the game entirely than keep them. I think V came up with a decent compromise.

                Comment

                • CyclopsSlayer
                  Swordsman
                  • Feb 2009
                  • 389

                  #9
                  Originally posted by Gwarl
                  To know exactly what I mean, either play the latest V or look through the changelogs. The searching/trap mechanisms were changed.

                  Honestly spamming detect traps and the s command are tedious and I'd rather remove traps from the game entirely than keep them. I think V came up with a decent compromise.
                  It occurs to me, that CPB/PCB already has a mechanic in place that could be adapted for Traps and Secrets.
                  The Skills system for Weapons and such, just add skills such as 'Perception', and 'Disarm', maybe 'Set Trap' for rogues. The more traps and secrets you find, the easier it becomes to find others. The more traps you disarm, the better you get at it, etc...

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