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are traps

PostPosted: Wednesday, 2nd March 2016, 14:57
by ZipZipskins
really still in the game?

Re: are traps

PostPosted: Wednesday, 2nd March 2016, 15:28
by le_nerd
Not for Ash-Worshippers. Convert now to the ONE TRUE GOD/ESS!!!

Re: are traps

PostPosted: Thursday, 3rd March 2016, 00:31
by ZipZipskins
Yes I love playing a curse items minigame to avoid getting pointlessly sent to abyss while clearing tomb

Re: are traps

PostPosted: Thursday, 3rd March 2016, 00:46
by tabstorm
Unfortunately they are so roguelike and thus not going anywhere.

Re: are traps

PostPosted: Thursday, 3rd March 2016, 04:46
by lethediver
At least they got rid of shadow traps.

Re: are traps

PostPosted: Thursday, 3rd March 2016, 14:59
by ZipZipskins
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!"

Re: are traps

PostPosted: Friday, 4th March 2016, 18:51
by Siegurt
I liked shadow traps :)

Re: are traps

PostPosted: Friday, 4th March 2016, 18:56
by johlstei
Me too.

Re: are traps

PostPosted: Friday, 4th March 2016, 19:12
by Sar
they were pretty funny

Re: are traps

PostPosted: Friday, 4th March 2016, 21:39
by ZipZipskins
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"

Re: are traps

PostPosted: Friday, 4th March 2016, 23:29
by PleasingFungus
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

Re: are traps

PostPosted: Friday, 4th March 2016, 23:50
by Sprucery
I like traps. They just need a mechanics that makes it useless to keep track of stepped on squares. Several have been proposed before...

Re: are traps

PostPosted: Friday, 4th March 2016, 23:59
by ydeve
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.

Re: are traps

PostPosted: Saturday, 5th March 2016, 00:42
by duvessa
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.

Re: are traps

PostPosted: Saturday, 5th March 2016, 02:56
by ZipZipskins
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

Re: are traps

PostPosted: Saturday, 5th March 2016, 03:53
by johlstei
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?

Re: are traps

PostPosted: Saturday, 5th March 2016, 18:06
by HardboiledGargoyle
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