Slime Squisher
Posts: 395
Joined: Wednesday, 6th July 2016, 02:40
Remove shafts
Done 15-rune wins with all playable species, backgrounds, gods!
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Slime Squisher
Posts: 395
Joined: Wednesday, 6th July 2016, 02:40
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Crypt Cleanser
Posts: 714
Joined: Saturday, 5th December 2015, 06:56
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Cocytus Succeeder
Posts: 2173
Joined: Saturday, 2nd February 2013, 09:52
Sprucery wrote:Shafts are fun, as are other traps.
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Slime Squisher
Posts: 395
Joined: Wednesday, 6th July 2016, 02:40
Sprucery wrote:Shafts are fun, as are other traps.
Ziggurat Zagger
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Joined: Wednesday, 23rd October 2013, 07:56
Slime Squisher
Posts: 374
Joined: Saturday, 29th March 2014, 20:53
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Blades Runner
Posts: 568
Joined: Wednesday, 5th March 2014, 03:52
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.
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
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.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
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.
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
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.
Abyss Ambulator
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Joined: Friday, 18th April 2014, 01:41
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