Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Submerged monsters
Did I make a lame complaint? Check for Bingo!
Totally gracious CSDC Season 2 Division 4 Champeen!
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Snake Sneak
Posts: 98
Joined: Wednesday, 15th August 2012, 23:31
XuaXua wrote:Note to developers: Swamp (and Shoals) would be marginally less tedious if auto-attack approached submerged targets.
Confidence Interval wrote:Though if you find yourself there you may well conclude that you have been emmerded, to misuse a French term.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Sporkman wrote:Also, why in the world can you stand on top of a submerged monster? That seems to violate the fact that two creatures can't stand in the same spot (player + monster or monster + monster). Note that I discovered this in wizmode, so that might have something to do with it, but I didn't teleport or blink.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
minmay wrote:Except you don't have to deal with them when they're close, because they won't ever get close because they're submerged.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
XuaXua wrote:Note to developers: Swamp (and Shoals) would be marginally less tedious if auto-attack approached submerged targets.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
galehar wrote:XuaXua wrote:Note to developers: Swamp (and Shoals) would be marginally less tedious if auto-attack approached submerged targets.
Nice derailling. Thread split from Lair Branch Loot Balancing.
Snake Sneak
Posts: 98
Joined: Wednesday, 15th August 2012, 23:31
nicolae wrote:Sporkman wrote:Also, why in the world can you stand on top of a submerged monster? That seems to violate the fact that two creatures can't stand in the same spot (player + monster or monster + monster). Note that I discovered this in wizmode, so that might have something to do with it, but I didn't teleport or blink.
Two monsters can't stand in the same spot, but players and monsters can overlap just fine -- it's why Fedhasites can walk through plants.
Confidence Interval wrote:Though if you find yourself there you may well conclude that you have been emmerded, to misuse a French term.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Vaults Vanquisher
Posts: 486
Joined: Thursday, 28th June 2012, 17:50
Location: U.S.
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
minmay wrote:You can take one step away from the monster in question. I'm fairly certain that in most games it's possible for the player to MOVE. Yes, this still allows a submerged monster to be a threat if it kills you in one hit, but I'm fairly certain that's undesirable behaviour for other reasons.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
XuaXua wrote:What's wrong with just having TAB default to approach the nearest accessible submerged area if there's nowhere else to go, treat it like it's not submerged?
I mean, that would kill some tedium right off the bat and I suspect it's easier to implement than other alterations.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Return to Game Design Discussion
Users browsing this forum: No registered users and 81 guests