Manual clock for displaying Crawl time (Was: Display skill t


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Pandemonium Purger

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Post Monday, 25th May 2015, 22:22

Manual clock for displaying Crawl time (Was: Display skill t

In response to this comment in GDD:
Sar wrote:One thing that is not obvious for new players for some reason is that the number in round brackets after turns is the amount of turns the last action took. I don't know why, but it just isn't. And watching that number in relation to attack would help a bit, I guess. Maybe the number should be highlighted somehow? It's pretty important when you're learning the game and don't know how much time actions take.

EDIT: probably because Crawl is actually TIME-BASED but seems to pass itself off as TURN-BASED.

I would love to have a manual 10.0-aut clock in tiles mode that had one hand on current time and another hand on the time when you took your last action, with the area between the hands shaded in to show the 'delay'. For example, this would show if you did an action that took 2.7 auts:
Image
Last edited by Pollen_Golem on Wednesday, 27th May 2015, 16:45, edited 1 time in total.

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Ayutzia

Lair Larrikin

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Post Monday, 25th May 2015, 23:25

Re: Display skill to minimize delay

Pollen_Golem wrote:I would love to have a manual 10.0-aut clock in tiles mode that had one hand on current time and another hand on the time when you took your last action, with the area between the hands shaded in to show the 'delay'. For example, this would show if you did an action that took 2.7 auts:


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archaeo, Arrhythmia, chequers, duvessa, PleasingFungus, Pollen_Golem, treerex5
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Slime Squisher

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Post Tuesday, 26th May 2015, 18:42

Re: Display skill to minimize delay

Why don't we implement the clock for Pollen only. And while we're at it, make it cover the screen. Call it: Crawl Blind
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Slime Squisher

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Post Tuesday, 26th May 2015, 18:46

Re: Display skill to minimize delay

Or maybe just make a new artifact that reaches mindelay at 27.0 in 2 specific skills, like a dagger that can extend into a long sword, and has dagger speed/accuracy + long sword damage. It would have a really low mindelay, like .3 to .5. at 2x 27.0. (not a serious proposal)

Maybe a weapon with a min delay at 27.0 or somewhere near 27 that gets stronger the closer it gets to mindelay? (serious proposal)
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Pandemonium Purger

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Post Tuesday, 26th May 2015, 19:01

Re: Display skill to minimize delay

The serious proposal has already been implemented in the form of Executioner's Axe, Bardiche, Triple Crossbow, and some unrandarts.
treerex5 wrote:[make the clock cover the screen]

I'd narrow the message log in order to put the clock in the bottom left corner.
Seriously, though, how well do newbies keep track of time, realistically?
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Zot Zealot

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Post Wednesday, 27th May 2015, 00:00

Re: Display skill to minimize delay

I'm not sure, but I can tell you nobody will use a stopwatch shaped like a base 10 clock where the minute and hour hands point to the start and end of what was measured.

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Post Wednesday, 27th May 2015, 00:04

Re: Display skill to minimize delay

And why is that? Because it doesn't exist, that's why!

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Post Wednesday, 27th May 2015, 00:17

Re: Display skill to minimize delay

2.7 auts cannot exist! Auts are absolute! You can round it to 2 or 3, but since the clock displays what actually happened your last action, it must be a whole number!

@treerex5: that last serious proposal is unarmed combat, the godliest of crawl weapons.
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Pandemonium Purger

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Post Wednesday, 27th May 2015, 00:27

Re: Display skill to minimize delay

27 auts then, jeez. People here often refer to auts interchangeably with Time as you see it in the top-right corner, where it has decimals, and delays, which are given as x.x, ok? It's not my fault this unneeded ambiguity exists in crawl.

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