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

PostPosted: Tuesday, 20th September 2016, 06:46
by papilio
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.

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

PostPosted: Tuesday, 20th September 2016, 07:24
by chequers
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.

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

PostPosted: Tuesday, 20th September 2016, 09:26
by stickyfingers
Torment + immo now considered standard (somebody mentioned item checks?).

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

PostPosted: Tuesday, 20th September 2016, 09:31
by nago
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.

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

PostPosted: Tuesday, 20th September 2016, 09:40
by Sprucery
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)... :)

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

PostPosted: Tuesday, 20th September 2016, 09:49
by stickyfingers
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.

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

PostPosted: Tuesday, 20th September 2016, 10:04
by Shard1697
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.

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

PostPosted: Tuesday, 20th September 2016, 15:39
by Lasty
papilio wrote:DevTeam, please at least consider possible unintended adverse effects before merging your local commits.

Never!

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

PostPosted: Tuesday, 20th September 2016, 17:03
by tabstorm
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.

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

PostPosted: Tuesday, 20th September 2016, 17:21
by Shard1697
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

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

PostPosted: Tuesday, 20th September 2016, 17:58
by and into
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.)

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

PostPosted: Tuesday, 20th September 2016, 19:26
by dpeg
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.

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

PostPosted: Tuesday, 20th September 2016, 19:28
by VeryAngryFelid
dpeg wrote:because it provides newbie trap


FTFY ;)

Spoiler: show
I am not against the change, just kidding

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

PostPosted: Tuesday, 20th September 2016, 19:33
by dpeg
VeryAngryFelid: :) The newbie trap was firmly established when The Royal Jelly got her cool mechanics.

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

PostPosted: Tuesday, 20th September 2016, 19:37
by nago
Now clearly the optimal strategy is to banish the royal jelly and fight it in abyss so walls don't suddenly disappear

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

PostPosted: Wednesday, 21st September 2016, 16:38
by and into
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.

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

PostPosted: Wednesday, 21st September 2016, 18:26
by Rast
Why even have the walls at all now that jellies don't eat loot?

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

PostPosted: Wednesday, 21st September 2016, 18:28
by VeryAngryFelid
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).

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

PostPosted: Wednesday, 21st September 2016, 23:08
by jwoodward48ss
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.

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

PostPosted: Wednesday, 21st September 2016, 23:44
by Arrhythmia
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?

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

PostPosted: Wednesday, 21st September 2016, 23:48
by VeryAngryFelid
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.

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

PostPosted: Wednesday, 21st September 2016, 23:50
by dpeg
See, one branch end has a visual effect for its loot area. All others don't. Which of those should adapt to whom?

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

PostPosted: Wednesday, 21st September 2016, 23:53
by VeryAngryFelid
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.

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

PostPosted: Thursday, 22nd September 2016, 00:07
by HardboiledGargoyle
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?

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

PostPosted: Thursday, 22nd September 2016, 00:10
by dpeg
All of these would work, but there's already a cool implementation!

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

PostPosted: Thursday, 22nd September 2016, 01:31
by duvessa
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.

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

PostPosted: Thursday, 22nd September 2016, 08:24
by stickyfingers
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.