Ziggurat Zagger
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Re: Nessos vs. Cheibriados
- For this message the author cerebovssquire has received thanks:
- vengefulcarrot
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Ziggurat Zagger
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Swamp Slogger
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cerebovssquire wrote:But running away from speed 10+ monsters is an option as a Na once you have haste castable, which for a lot of characters (especially light armour + mostly spellcasting characters) means for the majority of the game, or have enough other sources of haste. And moving about in combat (as opposed to away from combat) is easier when your speed is 2.0 instead of 2.8 (Hu*chei speed vs Na*chei speed, iirc).
Ziggurat Zagger
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I tried hard to make it very clear that there are plenty of other ways in which slowing you down will hurt you, naga or not. Those are examples of those things. But in terms of just the very basic ability to run away unassisted, Nagas already can't vs. the vast majority of things, and therefore are less negatively impacted by the inability to run away assisted at all.
Ziggurat Zagger
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NessOnett wrote:If something is coming at you faster than you can run away from it, then your options are to fight, or to use other methods of escape
Ziggurat Zagger
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Swamp Slogger
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Sar wrote:NessOnett wrote:If something is coming at you faster than you can run away from it, then your options are to fight, or to use other methods of escape
It's not as simple, no. You can often slither back to stairs (with some enemies tailing you, yes, but you have Naga HP for that), you can slither to a corridor/corner/killyhole you just dug in, you can do the earlygame slither-spit-slither-spit routine, there's more to Crawl movement than binary "I can/can't run away from things".
Source: I played Nagas of various gods.
Edit: also duh, Haste.
Ziggurat Zagger
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Ziggurat Zagger
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NessOnett wrote:Or are a way to "fight."
Abyss Ambulator
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NessOnett wrote:Lasty wrote:Klown wrote:Everyone disses Chei, but they are scared to buff him because on the inside, they know he makes Trog look weak. They fear that one more buff will tip him over the edge and make their years of slander go down the drain. #fear-the-chei
I'm pretty sure you're joking, but just so it's clear: I actually like Chei, and I think that Chei is fine as-is. The two things I don't like about Chei are 1) having it come up in so many unrelated advice threads, and 2) having to correct the strange insistence that if you're already slow it doesn't matter how much slower you get, and both of those are really features of certain players rather than the god itself.
If something is coming at you faster than you can run away from it, then your options are to fight, or to use other methods of escape(like tele/blink/etc(. And it that context, it does not matter how much slower you are.
It's akin to wearing a plate mail on level 1. And then claiming that you don't want to use a shield because it would inhibit your spell casting(ignoring the fact that the plate mail has already caused 1OO% fail rate for all your spells(. That tactical avenue has already been eliminated, to the point where further crippling it does not actually matter.
That said, there are tons of other reasons besides the mere running example where Chei slowing you down does have a very visible negative impact. I don't think anyone is seriously trying to argue that. But in terms of that singular dimension, which is a major weakness of Chei, Nagas are less negatively affected because they already fail the footrace(tailrace?( against so many things. But obviously still somewhat affected because things like slugs that you could previously outrun, you suddenly can't.
tl;dr CheiNaga is a strong and natural coupling.
Zot Zealot
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Tomb Titivator
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WalkerBoh wrote:Is it really already that time of the month again?
Klown wrote:WalkerBoh wrote:Is it really already that time of the month again?
CHEIGAWAGA!!!!!
This thread can pretty much be locked though.
The devs know they have OHK's in a game claiming to have no auto-deaths, and it'll be fixed over time (or not )
Tartarus Sorceror
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Klown wrote:The devs know they have OHK's in a game claiming to have no auto-deaths, and it'll be fixed over time (or not )
The possibility of unavoidable deaths is a larger topic in computer games.
Ideally, a game like this would be really challenging and have both random
layout and random course of action, yet still be winnable with perfect
play. This goal seems out of reach. Thus, computer games can be soft in the
sense that optimal play ensures a win. Apart from puzzles, though, this
means that the game is solved from the outset; this is where the lack of a
human game-master is obvious. Alternatively, they can be hard in the sense
that unavoidable deaths can occur. We feel that the latter choice provides
much more fun in the long run.
Abyss Ambulator
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Ziggurat Zagger
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damiac wrote:Well, that reply explains why all unavoidable deaths can't be completely prevented. But that doesn't mean each individual case of unavoidable deaths can't be evaluated and prevented in some cases.
For example, it used to be that you could get trampled over deep water the turn before your flight expired. Then next turn, you'd die. It wasn't really even technically unavoidable, but it was really lame, and it's been fixed.
So saying "it's impossible to prevent all unavoidable deaths" isn't the same as "We will not ever fix any unavoidable deaths"
Saying "you could have cast every single buff before you took the dangerous action of pressing the 'o' key" is totally counter to crawl's philosophy, as that would be about the most tedious thing ever.
Ziggurat Zagger
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Ziggurat Zagger
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tasonir wrote:Since this is CYC: here's a crazy idea for you.
When worshipping Chei, if your last action was a physical movement (walk, stairs) action
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