Door opens, door shuts


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Pandemonium Purger

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Post Tuesday, 22nd April 2014, 20:42

Door opens, door shuts

Monsters remain poisoned

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End this scummy tyranny please, but only after I finish this game
Last edited by twelwe on Wednesday, 23rd April 2014, 04:04, edited 2 times in total.
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Slime Squisher

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Post Tuesday, 22nd April 2014, 21:09

Re: Door opens, door shuts

'Monster sticks its foot in the door.'

'Monster forces its way through.'

If there is monster in pursuit of you, then you can't close a door adjacent to that monster.
Human kind cannot bear very much reality.
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Vaults Vanquisher

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Post Tuesday, 22nd April 2014, 21:30

Re: Door opens, door shuts

Energy randomization stops this, doesn't it? The monster will step into the door sooner or later.
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Dungeon Master

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Post Tuesday, 22nd April 2014, 21:51

Re: Door opens, door shuts

Leafsnail wrote:Energy randomization stops this, doesn't it? The monster will step into the door sooner or later.
This is correct.

Opening a door could just take an aut or two less than closing it, perhaps only you opened it a turn or so after it was closed if you want to effect just this one case.
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Pandemonium Purger

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Post Tuesday, 22nd April 2014, 22:42

Re: Door opens, door shuts

This is called 'door dancing', it's basically pillar dancing on the spot except more powerful because it works on ranged enemies just as well as on melee-ers. Energy randomization makes this eventually fail. It's still very powerful.
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Dungeon Master

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Post Wednesday, 23rd April 2014, 02:23

Re: Door opens, door shuts

I've been killed by an allied demonic guardian opening a door that I closed the previous turn, allowing sight for an orc priest to smite me. Units under your control should respect doors (maybe only if they see you close/open it?).
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Pandemonium Purger

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Post Saturday, 26th April 2014, 19:44

Re: Door opens, door shuts

Doors should not be a defensive element in crawl to this degree

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Post Saturday, 26th April 2014, 21:22

Re: Door opens, door shuts

I don't think player use of the wildly powerful death cloud spells that monsters have no meaningful way to deal with is really germane to the door-dancing issue. One could reasonably argue that the clouds are overpowered, but removing doors from the game would not suddenly change that status quo. More relevant to the issue of door-dancing would be situations where door-dancing provides a miniscule but real advantage, like incremental hp or mp recovery, rather than situations where it clinches a victory that has clearly already been won. Door-dancing some orcs so you can recover mp from 0 to 6 in order to cast a Bolt of Foo and then door-dancing for another 6mp so you can cast it again is undesirable behavior. Stalling for a few turns after you kill everything until the last stragglers realize that they are dead is not so clear.
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Post Saturday, 26th April 2014, 21:32

Re: Door opens, door shuts

KoboldLord wrote:I don't think player use of the wildly powerful death cloud spells that monsters have no meaningful way to deal with is really germane to the door-dancing issue. One could reasonably argue that the clouds are overpowered, but removing doors from the game would not suddenly change that status quo. More relevant to the issue of door-dancing would be situations where door-dancing provides a miniscule but real advantage, like incremental hp or mp recovery, rather than situations where it clinches a victory that has clearly already been won. Door-dancing some orcs so you can recover mp from 0 to 6 in order to cast a Bolt of Foo and then door-dancing for another 6mp so you can cast it again is undesirable behavior. Stalling for a few turns after you kill everything until the last stragglers realize that they are dead is not so clear.


I'm not advocating removal of doors, I just want monsters to be able to enter a door tile the same turn as opening it
seattle washington. friends for life. mods hate on me and devs ignore my posts. creater of exoelfs and dc:pt

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