Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
A few (maybe bad, mostly not new) ideas for the Abyss
crate wrote:Well if you want to bring up problems with banishment (this is the wrong forum so I didn't mention any of this earlier) the problem is really twofold:
1) Banishment has absolutely no interaction with positioning other than the fact it requires line-of-fire. This is not the case with any other hex in the game (edit: actually this isnt quite true since I forgot about Tele other and maybe there are some other mr-resistible player-blinking effects); paralysis from a monster at the edge of los is usually not that harmful, but from a monster adjacent to you is often deadly. Because of this it turns out that monsters paralysing you the turn they move into los is actually usually not a problem, whereas this is definitely not the case with banishment.
2) Abyss itself has lots of things that are either problematic or are at least so wildly different from the rest of crawl that it feels like a different game.
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I don't really agree with restricting what actions a monster can do the turn it notices you. I would rather fix the problem by making the actual actions not problematic (from a design sense), instead of artificially fixing it by restricting them.
(Prompted by above post in an advice thread.)
I would like to see some further changes to abyss/banishment. One idea would be to have more rigid/meaningful gradation of difficulty between level 1, level 2, and the rest of the levels; basically, eliminate stuff like liches and tier 1 demons from abyss 1 and probably abyss 2, as there is still plenty of stuff for low level characters to fear without generating spell casters that can go invisible, paralyze you and OHKO level 10 characters with iron shot.
In addition, have banishment/distortion send you to different levels of the abyss, with hard caps based on player's current level. A high level character has a chance to get sent to 3 or 4, a low level character will only be sent to 1. (Probably should be that you can only enter level 5 willingly.) If not already the case, make it so that abyssal rune can *only* generate on level 3 or higher of Abyss. You get a message informing you of this upon entering/being banished to abyss 3 or higher.
I'd also say that banishment of a player via spell or distortion (as opposed to entering willingly) should send you to abyss for a max length of time, scaling up with HD of the monster that banished you. Once that timer is out, the next time you are "pulled into a different region of the abyss" you actually just exit the abyss. Gateways out and gateways deeper still generate, of course.
(Finally, if not already the case, I'd also make it impossible to be "chain banished" in much the same way you can't (I think) be chained paralyzed.)
I feel like these three sets of changes—abyss level more meaningful, high level characters sent deeper upon banishment, max length based on monster HD—would eliminate a lot of the annoyance and unfairness, while keeping the random/dangerous/unsettling character of the abyss.
Posting in CYC because it is a thread about the abyss so I'm not too sanguine about the prospects but figured I'd throw it all out there somewhere on the Tavern. It's about that time of the season, right?