Remove shafts


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Slime Squisher

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Post Thursday, 24th November 2016, 03:37

Remove shafts

They just make game more unfair.
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Ziggurat Zagger

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Post Thursday, 24th November 2016, 04:05

Re: Remove shafts

It has been discussed recently. Devs are going to keep them.
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Post Thursday, 24th November 2016, 08:43

Re: Remove shafts

Anyone ever try reverse psychology on the devs?

They seem to really enjoy taking the best/most popular proposals in this forum and either not doing them, or doing the opposite... so maybe if we all just pretend to want food, traps and early game in general to be more difficult/convoluted/tedium inducing, it would somehow help.
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Ziggurat Zagger

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Post Thursday, 24th November 2016, 08:53

Re: Remove shafts

Shafts are fun, as are other traps. Only the activation mechanism needs to be changed (so that keeping track of stepped-on squares would not be optimal).

I think it should be something like 'every time you take a step, there is a 0.01% chance a trap will trigger'. (Chance adjustable for balance). So it would be like hell effects but only activated when you take a step.
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Post Thursday, 24th November 2016, 09:32

Re: Remove shafts

Sprucery wrote:Shafts are fun, as are other traps.

"Fun" here means: annoying.
See also: "Xom is fun".

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Ziggurat Zagger

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Post Thursday, 24th November 2016, 09:38

Re: Remove shafts

Or maybe "fun" here means fun, you know, a subjective enjoyment of a game feature.

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Slime Squisher

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Post Thursday, 24th November 2016, 10:35

Re: Remove shafts

Sprucery wrote:Shafts are fun, as are other traps.


no
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Ziggurat Zagger

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Post Thursday, 24th November 2016, 10:37

Re: Remove shafts

Also Traps skill should be reintroduced (for detecting traps and possibly affecting trap effects).
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Slime Squisher

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Post Thursday, 24th November 2016, 12:32

Re: Remove shafts

I'm completely indifferent to traps in general and occasionally *have* actually enjoyed the situations shafts have put me into, when they did not simply kill me outright (which honestly doesn't seem common). I just wish they'd do something about the ones guaranteed to block the lungs in Zot:5, because I'm of the opinion that one should never be forced to walk on Zot or teleport traps.
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Tartarus Sorceror

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Post Thursday, 24th November 2016, 13:39

Re: Remove shafts

The "random chance to generate a trap/shaft on the tile you are about to walk on, your movement will stop if you spot it" method would avoid the tracking problem.

I personally like shafts and (to a lesser extent) traps, shafts and teleport traps can be used to your advantage to get away from or to remove a monster from your immediate vicinity by making it walk on them.
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Blades Runner

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Post Thursday, 24th November 2016, 14:21

Re: Remove shafts

Shtopit wrote:The "random chance to generate a trap/shaft on the tile you are about to walk on, your movement will stop if you spot it" method would avoid the tracking problem.

I personally like shafts and (to a lesser extent) traps, shafts and teleport traps can be used to your advantage to get away from or to remove a monster from your immediate vicinity by making it walk on them.


Yeah, agreed.

I'm prepared to accept some unfairness for interesting, difficult situations. So put me down for not only "Shafts are fun" but shafts are one of the most fun things in the game.

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Ziggurat Zagger

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Post Thursday, 24th November 2016, 14:46

Re: Remove shafts

lethediver wrote:Anyone ever try reverse psychology on the devs?

They seem to really enjoy taking the best/most popular proposals in this forum and either not doing them, or doing the opposite... so maybe if we all just pretend to want food, traps and early game in general to be more difficult/convoluted/tedium inducing, it would somehow help.


I have impression that devs want to provide an easy difficulty level via MiBe and alike but then feel it's too easy and add ways to kill it with unavoidable shafts, banishment, paralysis, distortion, teleportation traps and other unfair and unfun things.
I believe if players choose to play easy combos, they should have easy time everywhere, not just on D:1 vs rats.
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Ziggurat Zagger

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Post Thursday, 24th November 2016, 20:29

Re: Remove shafts

Sprucery wrote:Shafts are fun, as are other traps. Only the activation mechanism needs to be changed (so that keeping track of stepped-on squares would not be optimal).

I think it should be something like 'every time you take a step, there is a 0.01% chance a trap will trigger'. (Chance adjustable for balance). So it would be like hell effects but only activated when you take a step.

What if, instead, every time a square *left* your los, any traps on it were removed. That would eliminate a lot of the tedium while preserving the possibility of pre detecting them and having them influence your tactics.
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Dungeon Master

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Post Thursday, 24th November 2016, 21:35

Re: Remove shafts

Then you would take a step back after every step forward.

I think the ideal solution without introducing new mechanics would be to have traps trigger on exposing new tiles.

Ziggurat Zagger

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Post Thursday, 24th November 2016, 22:00

Re: Remove shafts

Lasty wrote:Then you would take a step back after every step forward.

I think the ideal solution without introducing new mechanics would be to have traps trigger on exposing new tiles.

Hm, that is a good point, removing on removing from los wouldn't work.

I just personally feel that found traps are the only part of traps that are remotely interesting. Triggering on tile reveal makes them both much worse (if they generate at the current rate, obviously that can be adjusted to conpensate) and much less intersting (in my opinion)
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Abyss Ambulator

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Post Friday, 25th November 2016, 01:25

Re: Remove shafts

Every point and counterpoint has been made regarding traps already on this forum. It has been decided that they add enough interest to the game that the tedious behavior they encourage can be overlooked.
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