are traps


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

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Post Wednesday, 2nd March 2016, 14:57

are traps

really still in the game?

For this message the author ZipZipskins has received thanks: 3
duvessa, gammafunk, Tiktacy

Tomb Titivator

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Post Wednesday, 2nd March 2016, 15:28

Re: are traps

Not for Ash-Worshippers. Convert now to the ONE TRUE GOD/ESS!!!

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Post Thursday, 3rd March 2016, 00:31

Re: are traps

Yes I love playing a curse items minigame to avoid getting pointlessly sent to abyss while clearing tomb
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Abyss Ambulator

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Post Thursday, 3rd March 2016, 00:46

Re: are traps

Unfortunately they are so roguelike and thus not going anywhere.
remove food

Crypt Cleanser

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Post Thursday, 3rd March 2016, 04:46

Re: are traps

At least they got rid of shadow traps.

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Post Thursday, 3rd March 2016, 14:59

Re: are traps

lethediver wrote:At least they got rid of shadow traps.


This is like being in a car crash and being perforated with ten large glass shards in the arm, going to the hospital, having the largest one removed, and being like, "well golly gee! at least the doctors took the big one out!"

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Post Friday, 4th March 2016, 18:51

Re: are traps

I liked shadow traps :)
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Post Friday, 4th March 2016, 18:56

Re: are traps

Me too.

Sar

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Post Friday, 4th March 2016, 19:12

Re: are traps

they were pretty funny

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Post Friday, 4th March 2016, 21:39

Re: are traps

Siegurt wrote:I liked shadow traps :)

I can't believe anyone can say with any sort of reason "I like" and "traps" in the same sentence unless like maybe, in between, one was all, "fantasizing about the potential misfortunes of devs who fail to remove"

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Post Friday, 4th March 2016, 23:29

Re: are traps

ZipZipskins wrote:I can't believe anyone can say with any sort of reason "I like" and "traps" in the same sentence unless like maybe, in between, one was all, "fantasizing about the potential misfortunes of devs who fail to remove"

rude
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Ziggurat Zagger

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Post Friday, 4th March 2016, 23:50

Re: are traps

I like traps. They just need a mechanics that makes it useless to keep track of stepped on squares. Several have been proposed before...
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

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Post Friday, 4th March 2016, 23:59

Re: are traps

If people really get mad about traps being avoidable by keeping track of what squares have been stepped on, then have the game change the color of stepped-on squares. Quick, easy fix to the most common complaint about traps.

Ziggurat Zagger

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Post Saturday, 5th March 2016, 00:42

Re: are traps

It doesn't fix it though. It still means you should minimize the number of unique squares you step on. And seriously, all you need to do to fix it is make traps trigger as soon as they enter LOS. I'm pretty sure you can implement that pretty easily since search_around() already exists.

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Post Saturday, 5th March 2016, 02:56

Re: are traps

PleasingFungus wrote:
ZipZipskins wrote:I can't believe anyone can say with any sort of reason "I like" and "traps" in the same sentence unless like maybe, in between, one was all, "fantasizing about the potential misfortunes of devs who fail to remove"

rude

not u bb

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Post Saturday, 5th March 2016, 03:53

Re: are traps

They could just be really slow invisible (immune to SInv???) monsters that always hit you when you bump them. At the very least, whatever flavor you come up with, moving around slowly seems like a pretty good way to deter the tile tracking thing. I mean like, you could probably do some markov chain shit to rank the tiles by likelihood of containing a trap on a given turn but like, come on. Is "nothing optimal + tedious" so carved in stone that we need treat it from an information theoretic perspective?
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Post Saturday, 5th March 2016, 18:06

Re: are traps

what we have here is a failure to remove

are unseen horrors bad mechanics? they an "issue" similar to traps, in that if your stealth is good, they can fail to wake up as you autoexplore, then notice you while you're luring/backtracking

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