skipping 0.5 turn


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Dis Charger

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Post Saturday, 15th February 2014, 10:27

skipping 0.5 turn

Is it possible to wait for 0.5 turn instead of unequipping jewellery? I don't think there are a lot of situations where you would want to skip a whole turn with monsters in sight.

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Blades Runner

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Post Saturday, 15th February 2014, 10:34

Re: skipping 0.5 turn

Amnesiac wrote:Is it possible to wait for 0.5 turn instead of unequipping jewellery? I don't think there are a lot of situations where you would want to skip a whole turn with monsters in sight.


Isn't that a function of your speed and equip speed? Also why would you want to unequip Jewelry to get half a turn? *confused*

Dis Charger

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Post Saturday, 15th February 2014, 11:05

Re: skipping 0.5 turn

I unequip jewellery to skip half of a turn. Why? That's because in a whole turn anything can happen :)

I don't unequip anything else because it takes much longer and I don't unequip my weapon, because I don't want to be without a weapon for the next half of a turn.

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Shoals Surfer

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Post Saturday, 15th February 2014, 11:23

Re: skipping 0.5 turn

I think you are micro-optimizing too much... It will not result in a lower turn count for your score either. If your attack speed is lower than a turn you can swing at the air I guess (ctrl + direction).

Dis Charger

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Post Saturday, 15th February 2014, 11:26

Re: skipping 0.5 turn

In a whole turn monsters will often get double actions, I don't want that. I would actually want to be able to wait for 1aut to be in complete controll over the situation. If you have a quickblade it's a bit better, but what if you don't have empty space to swing at :)

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Shoals Surfer

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Post Saturday, 15th February 2014, 11:35

Re: skipping 0.5 turn

How would you not have empty space to swing at AND want to wait for the monster to do something? Even in this cheesy setup the monster is right in front of you or you can swing:

  Code:
###.#
##.##
###@#
#####


I'd propose to do something to actually dispatch the monster instead of waiting for the perfect moment to do so.

Abyss Ambulator

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Post Saturday, 15th February 2014, 11:53

Re: skipping 0.5 turn

You might find counting tempo in chess more rewarding.. ;)

Dis Charger

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Post Saturday, 15th February 2014, 11:59

Re: skipping 0.5 turn

Wouldn't it me more comfortable to be able to see what's actually happening, while you wait?

Blades Runner

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Post Saturday, 15th February 2014, 17:47

Re: skipping 0.5 turn

Curious what situation you use this in. You mean like you're afraid if you wait one turn a monster will move two squares instead of one?

Dis Charger

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Post Saturday, 15th February 2014, 17:50

Re: skipping 0.5 turn

I would use this for most of fast enemies to avoid double actions against me. Half a turn is somewhat to long, now that I think about it. I would prefer qb mindelay at least.

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Post Saturday, 15th February 2014, 17:53

Re: skipping 0.5 turn

I don't understand why it's worth losing half action of your own? Sorry I'm dumb.

Ziggurat Zagger

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Post Saturday, 15th February 2014, 17:55

Re: skipping 0.5 turn

Generally it is optimal to move away from the monster until it closes to you (thanks to randomized energy, this is true even for speed 10 monsters). But if you need to stay where you are, the fastest action is unwielding a weapon at 3 aut, unfortunately wielding it again is 5 aut.

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Vaults Vanquisher

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Post Saturday, 15th February 2014, 17:57

Re: skipping 0.5 turn

I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.

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Dis Charger

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Post Saturday, 15th February 2014, 18:28

Re: skipping 0.5 turn

duvessa wrote:Generally it is optimal to move away from the monster until it closes to you (thanks to randomized energy, this is true even for speed 10 monsters). But if you need to stay where you are, the fastest action is unwielding a weapon at 3 aut, unfortunately wielding it again is 5 aut.

I'm not that meticulous to do that for speed 10 monsters, though. Unless waiting for 1 aut becomes possible. I do usually swing with a qb at an empty space, though.

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Post Saturday, 15th February 2014, 19:26

Re: skipping 0.5 turn

1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
This was actually implemented, but was reverted shortly after being committed.

Tartarus Sorceror

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Post Saturday, 15th February 2014, 19:43

Re: skipping 0.5 turn

duvessa wrote:
1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
This was actually implemented, but was reverted shortly after being committed.

Why?

Dis Charger

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Post Saturday, 15th February 2014, 19:52

Re: skipping 0.5 turn

Yes, why? Imo it would be one the most awesome features.

Temple Termagant

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Post Saturday, 15th February 2014, 21:57

Re: skipping 0.5 turn

Rast wrote:
duvessa wrote:
1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
This was actually implemented, but was reverted shortly after being committed.

Why?



Searched through the git repository, I believe this is the commit message for the change:

  Code:
Finer interrupt granularity for wait command (#4893).

The wait command now operates by performing up to ten interruptible 1
aut wait delays (still counted as one game turn). They are normally
interrupted by most of the same things as a travel command, with the
major exceptions being seeing or sensing a monster - instead, it is
interrupted by seeing a monster move.

This allows the wait command to be much more useful tactically, as it
will stop waiting at the instant the position of a monster changes
(impacting the tactical situation).

A side effect of this is that the move_nowhere command ('.') waits 1 aut
instead of 10 aut. If this becomes a problem, . could be rebound to the
normal wait command, or a new lower level command could be introduced to
take the place of the current use of the move_nowhere command.

There is a bit of a hack in place to consider 'wait' 1 game turn and
'rest' the same up-to-100 game turns that it currently is (instead of up
to 10 and 1000 respectively). If this becomes problematic, it can easily
be removed.


and the revert:

  Code:
Revert wait command interrupt changes.

This is causing slowdowns on long waits and other issues such as much
faster constriction damage.

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Dis Charger

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Post Saturday, 15th February 2014, 22:05

Re: skipping 0.5 turn

Still, it would be AWESOME if this would be implemented with fixing those problems

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Ziggurat Zagger

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Post Sunday, 16th February 2014, 00:20

Re: skipping 0.5 turn

moocowmoocow wrote:Curious what situation you use this in. You mean like you're afraid if you wait one turn a monster will move two squares instead of one?


Monster approaches you.
You don't have reach or ranged. or are less effective with them.
If you move towards the monster, you get hit.
If you wait 1 full turn, he may move next to you AND hit you due to his speed.
If you wait "unequip jewlery"-sized turn, he may move next to you, but you can get a hit in on him before he can hit you.

This does not apply to all monsters.

The request makes complete sense in this context.

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Blades Runner

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Post Sunday, 16th February 2014, 01:01

Re: skipping 0.5 turn

XuaXua wrote:
moocowmoocow wrote:Curious what situation you use this in. You mean like you're afraid if you wait one turn a monster will move two squares instead of one?


Monster approaches you.
You don't have reach or ranged. or are less effective with them.
If you move towards the monster, you get hit.
If you wait 1 full turn, he may move next to you AND hit you due to his speed.
If you wait "unequip jewlery"-sized turn, he may move next to you, but you can get a hit in on him before he can hit you.

This does not apply to all monsters.

The request makes complete sense in this context.

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Interesting. Never did micromanage that much.
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Ziggurat Zagger

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Post Sunday, 16th February 2014, 02:34

Re: skipping 0.5 turn

moocowmoocow wrote:
XuaXua wrote:Appropriate posts in this thread have been thanked.


Interesting. Never did micromanage that much.


I always considered it in theory, but never considered trying it (or how to) till this thread.

I have recognized that monsters do occasionally perform a "cheap" hit when they shouldn't be able to, but I was never sure how to mediate that and chalked it up to intentional variance.
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Temple Termagant

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Post Sunday, 16th February 2014, 06:43

Re: skipping 0.5 turn

Is it better to add a .1 wait command to the game, or let people figure out quirky ways of waiting? Open question.

I'm glad I learned about attacking the air, I didn't know about that.
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Ziggurat Zagger

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Post Sunday, 16th February 2014, 07:41

Re: skipping 0.5 turn

popsofctown wrote:I'm glad I learned about attacking the air, I didn't know about that.


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Abyss Ambulator

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Post Sunday, 16th February 2014, 19:08

Re: skipping 0.5 turn

In all honesty though, if a monster is approaching you where the difference between avoiding or taking the first hit actually makes a real difference regarding the final outcome of the fight, you should be executing one of your various escape options. Not juggling jewelry.

Dis Charger

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Post Sunday, 16th February 2014, 19:28

Re: skipping 0.5 turn

You don't understand. It's all about the perfection.

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Temple Termagant

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Post Monday, 17th February 2014, 04:24

Re: skipping 0.5 turn

Every little bit of efficiency helps. Maybe being the one to get the first hit will let you win the fight without resorting to a piety cost skill, and that could help further down the road. There are gray areas like that between "burn all your escape resources" and "hold down tab"

Vaults Vanquisher

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Post Monday, 17th February 2014, 04:28

Re: skipping 0.5 turn

daggaz wrote:In all honesty though, if a monster is approaching you where the difference between avoiding or taking the first hit actually makes a real difference regarding the final outcome of the fight, you should be executing one of your various escape options. Not juggling jewelry.

There are situations where it won't really affect the outcome of the fight, but may reduce the damage you take so you spend less time resting (burning piety) afterwards.

Barkeep

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Post Monday, 17th February 2014, 04:51

Re: skipping 0.5 turn

The issue isn't so much about whether skipping 0.5 turns (5 auts) is an extremely useful or necessary ability. The problem is that currently in game there are ways to take up fractions of a turn and thus skip ahead less than 1 turn, but these involve somewhat spoilery and, at any rate, silly actions. Swapping jewelry should be done because switching to the jewelry you chose is worth the cost in time, whatever that cost may be. Having the time cost be useful for arranging your position is dumb and should either be removed (ring swap takes 1 turn, weapon swap either takes 1 turn or is instantaneous, as quivering is currently) or else a non-buggy "wait until next monster action, or else 10 aut" command to replace "." and/or "s" should be implemented.

EDIT: On second thought, so long as Chei and nagas are things that exists probably a "wait until next monster action, or else 10 aut" command is warranted, whatever else happens with ring or weapon swapping.

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Dis Charger

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Post Monday, 17th February 2014, 09:36

Re: skipping 0.5 turn

A very minor thing that I've come across is that when you want to stab a wandering monster you want to see where he moves, to avoid bumping into each other, especially when it's speed is not normal. I love stabbing wandering monsters with my dex based stabbers. For example, take HaAs, he ends up with something like 33 Dex(+items,) and has +3 and +4 aptitudes in the related skills, which makes focusing on this something to consider, for me (As you ca see, I like these focused characters, that might seem not optimal to you :)).

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