Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Scroll of Noise > Scroll of Flash
- For this message the author dynast has received thanks: 3
- PowerOfKaishin, Tiktacy, WingedEspeon
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Vaults Vanquisher
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Halls Hopper
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Location: Limberry Castle
Ziggurat Zagger
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Slime Squisher
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Joined: Thursday, 12th June 2014, 06:56
elmdor wrote:If scroll of noise became scroll of flash as proposed, encounters like these would cease to be interesting, because you could just blow the consumable and light up the invisible monster. It would be easy, automatic, optimal, and boring. Think about it, how many times per game is monster invisibility truly threatening to you? 6,7 times max? Generate that many scrolls, and you've "solved" all those encounters by instantly eliminating the tactical problem, but those encounters are no longer memorable or threatening.
Vaults Vanquisher
Posts: 463
Joined: Monday, 20th July 2015, 04:01
elmdor wrote:I think this upgrade to Noise might be a little too good...
A familiar encounter in crawl: you've just entered D:10 in search of the Lair entrance when you run into an unseen horror in an open area. You instantly know the situation could turn dangerous. But what plan should you choose? Right now there are lots of different options to consider: you could think about teleporting, you could look for a bottleneck in the terrain and try to melee it, you could swap to a sInv item if you are lucky enough to have found one (but at the cost of turns), you could try zapping wands and hope to hit it, you could run for a stair and gamble that it doesn't follow... What is the right solution?
Halls Hopper
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Joined: Monday, 9th February 2015, 01:57
Location: Limberry Castle
Swamp Slogger
Posts: 147
Joined: Sunday, 14th June 2015, 07:19
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Dungeon Master
Posts: 625
Joined: Thursday, 23rd October 2014, 03:08
Ziggurat Zagger
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Joined: Friday, 6th July 2012, 12:48
Slime Squisher
Posts: 395
Joined: Monday, 28th April 2014, 19:50
Swamp Slogger
Posts: 147
Joined: Sunday, 14th June 2015, 07:19
genericpseudonym wrote:Maybe a "scroll of visibility" that coronas all nearby monsters and marks the player.
Tomb Titivator
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Joined: Thursday, 17th December 2015, 02:36
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Swamp Slogger
Posts: 147
Joined: Sunday, 14th June 2015, 07:19
Sar wrote:oh no, the learning curve!
I mean, it's not like monsters' MR is listed in their description or anything...
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
It has a couple of pips that have huge range as to what they mean
Swamp Slogger
Posts: 147
Joined: Sunday, 14th June 2015, 07:19
crate wrote:It has a couple of pips that have huge range as to what they mean
Actually for monsters this is not true. MR was standardized a while back so each pip of monster MR has exactly one meaning.
Dungeon Master
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Tomb Titivator
Posts: 911
Joined: Thursday, 17th December 2015, 02:36
crate wrote:It has a couple of pips that have huge range as to what they mean
Actually for monsters this is not true. MR was standardized a while back so each pip of monster MR has exactly one meaning.
Ziggurat Zagger
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Joined: Friday, 6th July 2012, 12:48
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