Please consider side effects of commits (Slime:5 wall)


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Slime Squisher

Posts: 395

Joined: Wednesday, 6th July 2016, 02:40

Post Tuesday, 20th September 2016, 06:46

Please consider side effects of commits (Slime:5 wall)

By recent commit, (link: https://github.com/crawl/crawl/commit/9239046d4c2a245d97ba38236bb5e36d3c7b2cd5)

The wall of loots in Slime:5 disappears after killing TRJ.

This is devTeam's comment to justify:
"Especially with non-Jiyva jellies no longer eating items, there's not really
any good reason to require a method of digging to access the Slime loot."


No, no, limitation on access to loot to digging was not really been a serious problem.
For melee fighters, the wall used be precious cover or safeguard in combat against powerful slimes.
Now Slime:5 is really pain in the @ss for melee fighters, especially for formicids.
I seriously doubt that this change in difficulties is intended or not.

DevTeam, please at least consider possible unintended adverse effects before merging your local commits.
http://crawl.akrasiac.org/scoring/players/papilio.html

Done 15-rune wins with all playable species, backgrounds, gods!
User avatar

Zot Zealot

Posts: 982

Joined: Monday, 29th September 2014, 09:04

Post Tuesday, 20th September 2016, 07:24

Re: Please consider side effects of commits (Slime:5 wall)

I seriously doubt that this change in difficulties is intended or not.

DevTeam, please at least consider possible unintended adverse effects before merging your local commits.
They did consider this, and making slime harder is considered fine.

For this message the author chequers has received thanks: 3
Arrhythmia, Lasty, ydeve

Crypt Cleanser

Posts: 720

Joined: Friday, 6th September 2013, 09:17

Post Tuesday, 20th September 2016, 09:26

Re: Please consider side effects of commits (Slime:5 wall)

Torment + immo now considered standard (somebody mentioned item checks?).

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Tuesday, 20th September 2016, 09:31

Re: Please consider side effects of commits (Slime:5 wall)

Why? A normal race can just tele away - being highly buffed the char should be 100% able to resist few turns even if surrounded by top tier slimes. At worst, he may need to burn a ?blink.

Fo on other hand are going to plan that too beforehand...but Fo is top 1\2 worst race, and usually balance isn't tailored around a specific race so they will likely be just adapt to this new fact.
screw it I hate this character I'm gonna go melee Gastronok
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Tuesday, 20th September 2016, 09:40

Re: Please consider side effects of commits (Slime:5 wall)

nago wrote:Fo is top 1\2 worst race

I'd like to think that too, but it's hard because Fo is my best background (2/3 wins)... :)
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Crypt Cleanser

Posts: 720

Joined: Friday, 6th September 2013, 09:17

Post Tuesday, 20th September 2016, 09:49

Re: Please consider side effects of commits (Slime:5 wall)

I'd say Mummies, Nagas and Octopodes are worse.

nago wrote:Why? A normal race can just tele away

Oh, yeah, I was thinking about Fo mostly. But still being attacked by 8 acid blobs after several turns of fighting 2-3 of these including TRJ sounds really dangerous for any character.
User avatar

Tartarus Sorceror

Posts: 1762

Joined: Monday, 14th October 2013, 01:05

Post Tuesday, 20th September 2016, 10:04

Re: Please consider side effects of commits (Slime:5 wall)

It takes a couple turns for them to get around you like that, you know. Turns you can spend using evocables to get allies around you, or simply moving so it takes longer for them to surround you before tele goes off...

Because of lack of tele Fo was better off just buffing up and murdering TRJ on upstairs then retreating with only some jellies around them even before this change, that's how I did slime for the fastest Fo win.

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Tuesday, 20th September 2016, 15:39

Re: Please consider side effects of commits (Slime:5 wall)

papilio wrote:DevTeam, please at least consider possible unintended adverse effects before merging your local commits.

Never!

For this message the author Lasty has received thanks: 6
Arrhythmia, Floodkiller, nago, Sar, tedric, ydeve
User avatar

Abyss Ambulator

Posts: 1194

Joined: Friday, 18th April 2014, 01:41

Post Tuesday, 20th September 2016, 17:03

Re: Please consider side effects of commits (Slime:5 wall)

Wow, now you're even more incentivized to teleport out after your corrosion resistance didn't work (Obviously if it worked it would be problematic) and camp on the stairs while waiting for XP-less durable summons to come find you. Thrilling.
remove food

For this message the author tabstorm has received thanks: 4
duvessa, Implojin, nago, scorpionwarrior
User avatar

Tartarus Sorceror

Posts: 1762

Joined: Monday, 14th October 2013, 01:05

Post Tuesday, 20th September 2016, 17:21

Re: Please consider side effects of commits (Slime:5 wall)

I don't really see how you could react to that any way other than neutrally tbh, seems like not a large difference if optimal strategy literally doesn't change

Barkeep

Posts: 3890

Joined: Wednesday, 14th August 2013, 23:25

Location: USA

Post Tuesday, 20th September 2016, 17:58

Re: Please consider side effects of commits (Slime:5 wall)

papilio wrote:No, no, limitation on access to loot to digging was not really been a serious problem.


Yes, it was.

You now have to be a bit more careful about when and how you kill TRJ. I could see this maybe being a problem for unspoiled formicids, but otherwise I doubt it changes much. (fwiw I suggested simply placing a runed door in each loot room upon killing its majesty.)

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Tuesday, 20th September 2016, 19:26

Re: Please consider side effects of commits (Slime:5 wall)

Warning: flavour ahead!

and into wrote:Fwiw I suggested simply placing a runed door in each loot room upon killing its majesty.
I like the previous (walls turn translucent) and the current (walls disappear) solution better than runed doors, because it provides visual oomph.

For this message the author dpeg has received thanks:
Sar

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Tuesday, 20th September 2016, 19:28

Re: Please consider side effects of commits (Slime:5 wall)

dpeg wrote:because it provides newbie trap


FTFY ;)

Spoiler: show
I am not against the change, just kidding
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

For this message the author VeryAngryFelid has received thanks:
nago

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Tuesday, 20th September 2016, 19:33

Re: Please consider side effects of commits (Slime:5 wall)

VeryAngryFelid: :) The newbie trap was firmly established when The Royal Jelly got her cool mechanics.

For this message the author dpeg has received thanks: 2
VeryAngryFelid, ydeve

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Tuesday, 20th September 2016, 19:37

Re: Please consider side effects of commits (Slime:5 wall)

Now clearly the optimal strategy is to banish the royal jelly and fight it in abyss so walls don't suddenly disappear
screw it I hate this character I'm gonna go melee Gastronok

For this message the author nago has received thanks: 3
Cimanyd, Sar, VeryAngryFelid

Barkeep

Posts: 3890

Joined: Wednesday, 14th August 2013, 23:25

Location: USA

Post Wednesday, 21st September 2016, 16:38

Re: Please consider side effects of commits (Slime:5 wall)

dpeg wrote:Warning: flavour ahead!

and into wrote:Fwiw I suggested simply placing a runed door in each loot room upon killing its majesty.
I like the previous (walls turn translucent) and the current (walls disappear) solution better than runed doors, because it provides visual oomph.


Translucent + runed door could work too, right? But yes, having the walls disappear entirely is a more dramatic effect.

For this message the author and into has received thanks:
Doesnt

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Wednesday, 21st September 2016, 18:26

Re: Please consider side effects of commits (Slime:5 wall)

Why even have the walls at all now that jellies don't eat loot?

For this message the author Rast has received thanks:
VeryAngryFelid

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Wednesday, 21st September 2016, 18:28

Re: Please consider side effects of commits (Slime:5 wall)

Or alternatively make it required to kill unique pan/hell lords to get corresponding rune. Khufu should be Tomb boss in this case.
Current Slime 6 is not consistent with other runes and with zigs too (there are no walls in slimy zig floors as far as I know).
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

Blades Runner

Posts: 536

Joined: Friday, 1st April 2016, 18:15

Post Wednesday, 21st September 2016, 23:08

Re: Please consider side effects of commits (Slime:5 wall)

nago wrote:Now clearly the optimal strategy is to banish the royal jelly and fight it in abyss so walls don't suddenly disappear



Good one.
twelwe wrote:It's like Blink, but you end up drowning.
User avatar

Tartarus Sorceror

Posts: 1891

Joined: Monday, 1st April 2013, 04:41

Location: Toronto, Canada

Post Wednesday, 21st September 2016, 23:44

Re: Please consider side effects of commits (Slime:5 wall)

VeryAngryFelid wrote:Current Slime 6 is not consistent with other runes and with zigs too (there are no walls in slimy zig floors as far as I know).


Why would this matter?
take it easy

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Wednesday, 21st September 2016, 23:48

Re: Please consider side effects of commits (Slime:5 wall)

Arrhythmia wrote:Why would this matter?


Well, I kind of assume that consistency is good from game-design standpoint. I can be wrong of course.
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Wednesday, 21st September 2016, 23:50

Re: Please consider side effects of commits (Slime:5 wall)

See, one branch end has a visual effect for its loot area. All others don't. Which of those should adapt to whom?

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Wednesday, 21st September 2016, 23:53

Re: Please consider side effects of commits (Slime:5 wall)

dpeg wrote:See, one branch end has a visual effect for its loot area. All others don't. Which of those should adapt to whom?


Visual effect is much better. Also it does not allow apportation/blinking/teleporting abuse. Change the other 14 runes please.
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25
User avatar

Tomb Titivator

Posts: 911

Joined: Thursday, 17th December 2015, 02:36

Post Thursday, 22nd September 2016, 00:07

Re: Please consider side effects of commits (Slime:5 wall)

dpeg wrote:Warning: flavour ahead!

and into wrote:Fwiw I suggested simply placing a runed door in each loot room upon killing its majesty.
I like the previous (walls turn translucent) and the current (walls disappear) solution better than runed doors, because it provides visual oomph.

What if the walls are instead doors, sealed warden-style until TRJ dies - how is that for visual oomph?

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Thursday, 22nd September 2016, 00:10

Re: Please consider side effects of commits (Slime:5 wall)

All of these would work, but there's already a cool implementation!

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Thursday, 22nd September 2016, 01:31

Re: Please consider side effects of commits (Slime:5 wall)

dpeg wrote:See, one branch end has a visual effect for its loot area. All others don't. Which of those should adapt to whom?
I'd guess that the one that needs to adapt is the one that has an ever-growing pile of special cases tacked onto it in a desperate and futile attempt to make an always-identical fight in an always-identical layout seem like good design. But that's just me.

For this message the author duvessa has received thanks: 2
dpeg, nago

Crypt Cleanser

Posts: 720

Joined: Friday, 6th September 2013, 09:17

Post Thursday, 22nd September 2016, 08:24

Re: Please consider side effects of commits (Slime:5 wall)

IMO each wall tile having a chance to disappear (30-50%) would be the best solution here, but I'm fine with whatever, I torment it often anyway.

Return to Crazy Yiuf's Corner

Who is online

Users browsing this forum: No registered users and 53 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.