Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
Pandemonium Purger
Posts: 1283
Joined: Thursday, 16th April 2015, 22:39
tedric wrote:either 11 or PlayerSpeed+1 (preferably the latter)
Tartarus Sorceror
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Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Ziggurat Zagger
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Joined: Friday, 25th November 2011, 07:36
Dungeon Master
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Joined: Thursday, 23rd October 2014, 03:08
Dungeon Master
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Tomb Titivator
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Ziggurat Zagger
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Tartarus Sorceror
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Joined: Tuesday, 31st March 2015, 20:34
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
tedric wrote:PlayerSpeed+1
Tartarus Sorceror
Posts: 1774
Joined: Tuesday, 23rd December 2014, 23:39
duvessa wrote:Spider doesn't have anything dangerous in it though,
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
dowan wrote:You could call this branch "Shout it from the stairways" or "Killhole mounted sword turret".
I think this sort of change would only serve to make crawl much more tedious, as it effectively hampers player mobility, in a game where the 'experts' seem to agree that the most interesting aspect is positioning.
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
Siegurt wrote:find the end of player_movement_speed and change "return mv;" to "return mv+1;"
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
Berder wrote:some monsters are fast
Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Berder wrote:duvessa wrote:Spider doesn't have anything dangerous in it though,
Really all it takes is one dangerous fast monster in a pack, and you cannot safely walk away from the pack, so it's as if the whole pack is fast.
Shoals Surfer
Posts: 300
Joined: Thursday, 1st May 2014, 13:13
Tartarus Sorceror
Posts: 1774
Joined: Tuesday, 23rd December 2014, 23:39
celem wrote:I have the opposite experiences in general with this mechanic. To take one of your examples... I'm in Snake, I see a pack of Nagas I dont much want to fight and they brought anacondas. The fact that they have different movements speeds excludes them from being a pack at all in my eyes, they are intrinsically seperateable (if I outrun the nagas then I can kite the anacondas until the nagas lose the trail, then stop and kill the fast snakes
Tartarus Sorceror
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Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
tedric wrote:Siegurt wrote:find the end of player_movement_speed and change "return mv;" to "return mv+1;"
If it is that easy to change, surely someone with more experience writing patches (I have literally zero, so the bar is not high) could implement it as an experimental branch and slap it up on a server, yes? I know I phrased my OP as "I would like to play" but really the implication was "I would like a bunch of us to be able to play and collect data about", which means online play.
Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Berder wrote:Just walking away from anacondas at speed 10 - especially if my HP wasn't full at the start - is an extremely dangerous proposition with most of my chars. Anacondas are fast enough to hit you a lot while chasing you, and they can hit very hard and constrict you. If this move is not crazy, then your char is ridiculously overpowered for snake.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
dowan wrote:Now imagine if for some reason that anaconda got to hit you more times as you walked toward the choke point, making it more likely to constrict you out in the open before you got to your chokepoint. Now what do you do? Pop a teleport scroll every time you see an anaconda with nagas? Just play strong combos that can win this fight in the open? Just shout a lot from safe chokepoints?
Dungeon Master
Posts: 431
Joined: Tuesday, 13th September 2011, 17:34
Tartarus Sorceror
Posts: 1694
Joined: Tuesday, 31st March 2015, 20:34
Sandman25 wrote:dowan wrote:Now imagine if for some reason that anaconda got to hit you more times as you walked toward the choke point, making it more likely to constrict you out in the open before you got to your chokepoint. Now what do you do? Pop a teleport scroll every time you see an anaconda with nagas? Just play strong combos that can win this fight in the open? Just shout a lot from safe chokepoints?
Solution to this is "don't explore open terrain when you cannot deal with potential consequences". Leaving some areas unexplored is not functionally different from putting exclusions on sleeping monsters except you don't know what monsters are sleeping there. Similarly don't explore dead end corridors when there is some dangerous monster wandering on the level. Also "dive to next level when there is wandering foo on the level" is in the same category.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
dowan wrote:Well, not really, the solution is 'yell a lot when in advantageous territory'.
The idea of just having to hug the walls all day does not sound like a more fun crawl to me, and I don't see how it reduces tedium. All you've done is make the 'o' key a really bad idea to press, and the 't' key really important to press a lot.
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