PSA: Some guy just spent 18 hours avoiding trap tiles


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Post Tuesday, 15th November 2016, 00:20

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

dowan wrote:What were the actual circumstances? Was your death at least interesting?
of course it wasn't lol, an interesting trap death has literally never happened
i was walking through explored territory at half hp to go up the stairs to get away from some monsters, and accidentally stepped on a not-previously-stepped on tile, which had a tele trap which teleported me in front of a ghost that immediately killed me with stone arrow

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Post Tuesday, 15th November 2016, 01:16

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

duvessa wrote:
dowan wrote:What were the actual circumstances? Was your death at least interesting?
of course it wasn't lol, an interesting trap death has literally never happened
i was walking through explored territory at half hp to go up the stairs to get away from some monsters, and accidentally stepped on a not-previously-stepped on tile, which had a tele trap which teleported me in front of a ghost that immediately killed me with stone arrow


When a tiles player attempting a streak, hits a trap and gets killed by a player ghost, you just know someone in this world is laughing.

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Post Tuesday, 15th November 2016, 02:53

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

duvessa wrote:I just lost a potential streak to not marking stepped-on tiles. Discuss.

An excellent vindication of both floor traps and player ghosts as features. Interesting!
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Post Tuesday, 15th November 2016, 03:01

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

  Code:
-> *sequell* !lg . / tiles
*Sequell* 1/4245 games for minqmay: N=1/4245 (0.02%)

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Post Tuesday, 15th November 2016, 13:56

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Well I hope you'll learn the obvious lesson from this situation and mark a safe path of stepped upon tiles from now on.

FR: Player footsteps like what autoexplore shows are permanent, and manual exploration leaves them too. Automatic movement would obviously stay on those tiles. Autoexplore would also favor them, but obviously couldn't use them exclusively.

I dunno if console players have anything like the footstep thing. Too bad for them if not.

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Post Tuesday, 15th November 2016, 14:53

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

FR: Increase the number of traps by 10000% (maybe less, I dunno), so that literally only one narrow path is free on every level. Rename "dungeon" to "labyrinth". Also rename the minotaur's labyrinth to "small labyrinth within the large labyrinth", but this is obvious.

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Post Tuesday, 15th November 2016, 23:58

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Magipi wrote:FR: Increase the number of traps by 10000% (maybe less, I dunno), so that literally only one narrow path is free on every level. Rename "dungeon" to "labyrinth". Also rename the minotaur's labyrinth to "small labyrinth within the large labyrinth", but this is obvious.


They already have this. It's called CYC. There's literally only one sensible post on every thread, everything else is a troll post or people trying to be "funny".

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Post Wednesday, 16th November 2016, 02:26

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Magipi wrote:FR: Increase the number of traps by 10000% (maybe less, I dunno), so that literally only one narrow path is free on every level. Rename "dungeon" to "labyrinth". Also rename the minotaur's labyrinth to "small labyrinth within the large labyrinth", but this is obvious.


This post made me think that probably we haven't explored traps as a way to fix luring/stairdancing. For example, every time you move upstairs with adjacent monsters, 1-2 traps are generated near those stairs (on both floors). Every time you retreat from a monster there is a chance to generate a trap in your view, even on the tiles you have already stepped on.

FR: Remove all traps from floor generation part and generate them only under above conditions to punish player for degenerative tactics.

Edit. Or maybe it has already been discussed, I am not sure.
Last edited by VeryAngryFelid on Wednesday, 16th November 2016, 04:45, edited 1 time in total.
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Post Wednesday, 16th November 2016, 04:20

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

duvessa wrote:I just lost a potential streak to not marking stepped-on tiles. Discuss.


Owned.
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Post Wednesday, 16th November 2016, 06:48

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

VeryAngryFelid wrote:This post made me think that probably we haven't explored traps as a way to fix luring/stairdancing. For example, every time you move upstairs with adjacent monsters, 1-2 traps are generated near those stairs (on both floors). Every time you retreat from a monster there is a chance to generate a trap in your view, even on the tiles you have already stepped on.

FR: Remove all traps from floor generation part and generate them only under above conditions to punish player for degenerative tactics.

Edit. Or maybe it has already been discussed, I am not sure.

This is like trying to solve a termite problem by lighting your house on fire.

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Post Wednesday, 16th November 2016, 13:33

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

ontoclasm wrote:This is like trying to solve a termite problem by lighting your house on fire.


It got the job done didn't it? Jeez, you never stop complaining about that, I didn't even charge you full price!

Nevermind him, Dowan's pest removal service has a 100% success rate, and the lowest prices in town!

EDIT: Fixed the broken quote tag that is the obvious reason why my hilarious joke got no thanks.
Last edited by dowan on Wednesday, 16th November 2016, 16:50, edited 2 times in total.

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Post Wednesday, 16th November 2016, 14:52

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

If there were a single visible Zot trap near each descending flight of stairs stairdancing would become much less appealing, since monsters following you could activate it.
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Post Wednesday, 16th November 2016, 15:09

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

ontoclasm wrote:This is like trying to solve a termite problem by lighting your house on fire.



Maybe so. Major advantage of the provided system is that it will be the player who is responsible for their death.
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Post Sunday, 20th November 2016, 15:56

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Streaking's not fun at all and I've more or less stopped playing crawl because of it. The tedium is only part of the problem. The bigger part is that it's so discouraging how random the early game is.

More fun to egg Ultra on to do crazy stuff like this exclusion run to show how bad traps are.
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Post Sunday, 20th November 2016, 18:40

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

I wonder how different the discussion around what constitutes tedium in the Crawl metagame would be if there were no recording of streaks on CAO? The Angband ladder doesn't record them, for example.
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Post Sunday, 20th November 2016, 19:04

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Just wondering if everybody already knows that there is a way to play trap-free crawl? Its called worshipping Ashenzari. Soooo good.
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Post Sunday, 20th November 2016, 23:48

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Coincidentally, the only time traps do anything coincides with the time in which you either don't have Ash or don't have enough piety to get the trap detection effect.
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