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If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
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dpeg wrote:If a feature never kills anybody (assuming good play), then it didn't really exist.
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dpeg wrote:If a feature never kills anybody (assuming good play), then it didn't really exist.
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dpeg wrote:If a feature never kills anybody (assuming good play), then it didn't really exist.
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genericpseudonym wrote:Here's a weird suggestion to solve the "memorizing trapless tiles" problem:
Instead of random traps, shafts have a chance to trigger when using a staircase. Whenever you use a downstair to access an unexplored level, there's a random chance for "that staircase had a shaft trap in it!" and then you get shafted for 2-3 floors (only shafting 1 floor wouldn't make much sense anymore). This should only happen when trying to reach an unexplored level so that backtracking players don't have an incentive to avoid not-yet-used staircases.
The risk of multi-shafting is also removed since it only works on down stairs and players who have been shafted will be going up instead.
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twelwe wrote:It's like Blink, but you end up drowning.
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dynast wrote:Trap detection is entirely based on your XL, which means characters less prepared to face traps are more likely to step on them, which for me is a way to aknowledge that traps are meant to end the game of unprepared characters rather than put prepared characters into interesting situations.
all before wrote:Getting shafted to V:5 is a problem because of crawl's branch layout, not because of shafts. The fact that V:5 should be completed after U:5 is completely counter-intuitive to a new player.
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Floodkiller wrote:I think shaft traps are good and fun. However, if the main issue about them is remembering safe floor to avoid shafts when exploring, why not tie the effect to downward staircases instead?
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PleasingFungus wrote:i think that's more of a weird legacy leftover from the immediate post-traps&doors period than something that had conscious design intent. i don't think any of crawl's devs have ever thought "boy, i hate low-level characters, let's randomly kill some of them off to increase how unfair the game is."
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PleasingFungus wrote:in principle i'd be fine with that; in practice i worry about something like tomb, where the place is totally filled with zot traps
probably trap detection shouldn't scale with level (though you could give some fixed trap detection chance, idk), but you'd want to rethink how generation works so chars in late-game/extended aren't tripping over shit constantly
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dpeg wrote:I think a proper design would be this: for each branch, there's a set of trap types and chances. And whenever you move single step in that branch, there's that chance to trigger one of those steps -- regardless of where you've stepped before.
As always, the devil is in the details: we don't want shafting L:1-->L:3 when all of Lair is already fully explored. New webs in Spider are fine, I think (and they work differently that I lay out above).
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dpeg wrote:My preferred solution would be something different, because stair-shafting means that you can better prepare for it (for example, you'll always rest up HP/MP before descending to a new level).
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duvessa wrote:(unless you fail to mark walked-over explored tiles)
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Arrhythmia wrote:Speedrunners also exist.
infinitevox wrote:In .18, does L8 count as a branch end? If so, I just got shafted from L5 to L8, which I thought was impossible.
I'm not complaining, I'm just curious if this was a bug or not, I'll live ;0
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Floodkiller wrote:When the player descends a downwards staircase into a level that has not been generated yet (that isn't the bottom of the branch), roll for a chance to see if the player gets shafted instead
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Shard1697 wrote:I don't know anyone who actually marks walked-over tiles. Besides you, I guess. For a normal player's experience, shafting usually happens when exploring, but also sometimes when retreating/running away or whatever.
Tomb Titivator
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Lasty wrote:For what it's worth, some devs would prefer that players "snap and overthrow them". It's more often called "creating a fork" and perhaps "hosting your own server", and it's very good for the health of the game.
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HardboiledGargoyle wrote: What did I miss?
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HardboiledGargoyle wrote:If the fork is good and devs take a liking to it, it means that devs don't have a clue about what they're doing.
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HardboiledGargoyle wrote:Lasty wrote:For what it's worth, some devs would prefer that players "snap and overthrow them". It's more often called "creating a fork" and perhaps "hosting your own server", and it's very good for the health of the game.
er,
so devs (disgruntled ones?) would prefer it + it is good for the game's health? If the fork is good and devs take a liking to it, it means that devs don't have a clue about what they're doing. If players and devs migrate to the fork and abandon the stone soup branch, that kills the game (tho it's good for the DC family?) And if devs react to the fork and mirror it to keep ahead, that means they have to be pressured in order to make decisions, and stall otherwise. There's no way to understand this that doesn't cast the devteam, as a collective, in an unflattering light... What did I miss?
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Shard1697 wrote:No? It doesn't mean that at all. Why would it mean that?HardboiledGargoyle wrote:If the fork is good and devs take a liking to it, it means that devs don't have a clue about what they're doing.
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CanOfWorms wrote:that assumes that forks are only created for ideas that have been discussed beforehand, instead of say a completely new idea that the devs haven't heard of
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