Lair Larrikin
Posts: 15
Joined: Tuesday, 20th May 2014, 19:50
Early game speed-up
Major change idea:
- Combine D1-D3 into one big level and reduce across the board exp/skill costs of about experience levels 1 - 4. In general, this special level one dungeon could be generated in a regional pattern so that the harder D3 spawns are farther from the player's starting point. This could have a couple of nice side effects: one, the exit stairs placed farther from the stairs to D2 so that it is that much slightly harder to bring the orb to the exit. In addition, the Temple could be moved down about 2 dungeon levels so that it is not quite as easy to rush to it due to D2 and D3 being compressed into D1
Minor change ideas:
These minor changes more or less involve making tab attacks and o travel a little more convenient to smooth over the early game:
- "Configurable Y/N tab fighting prompt" A configurable HP % which, when reached, disables tabbed fighting unless yes is answered on a Y/N prompt. Default would be nothing configured, so that the default behavior would be identical to the current option which totally disables tab fighting when the critical HP level is reached
- "Designate a target" The player interface provides a way to designate a target which is somehow indicated on the UI, such as colored outline around the monster. Tab fighting would retain the same lack of AI and make "dumb moves" to reach and attack the designated target, just as the current tab functionality. However, this would just give the player a way to focus a critical enemy within a large group and still retain some convenience while not doing anything to help the player beyond their own tactical skills. If no target is designated, then tab retains its normal functionality. The advantage of this type of change is that it could possibly be factored into the code fairly easily by utilizing whatever logic tab fighting already uses to choose the next target - simply change the code to check if a target is designated, and if so, use the existing tab fighting logic on that target, otherwise choose the target as is done currently. Once a target is designated, the designation is nullified if the target dies, goes out of view, or any other such means that make it untargettable.
- "Priority auto-travel points-of-interest" Provide the player the means of designating points on explored (or magic-mapped areas) of the dungeon map to a priority list. The idea would be that the player must at least designate a first point which is the starting point. Optionally, the player may designate a number of sub-points and a final end point. The auto-travel algorithm would then travel to the start point until reached (or unreachable) and proceed onto each of the next points. This would provide the obvious convenience (i.e. the player is auto-traveling, gets sidetracked by a large battle, but is easily able to get back to their path with good ol' convenient o). It would also increase the value of scrolls of mapping by letting the player map a new level and immediately set points-of-interest. Of course, this feature would not work in the Labyrinth and any other areas that auto-travel is banned.
- Edit - forgot to add this one: Provide a HP warning based on HP rate-of-change instead of static threshold levels. For example, if over the course of the past 3 turns the player's HP ROC is -30% or less, print a warning message like "This isn't going too well..." Three turns might be a good window because that is about the time it takes to, say, change a ring out and evoke a new ring, or read a teleport scroll and be on the verge of Tele activating. Note: this last item I'm not too fond of though because this goes into the realm of taking responsibility away from the player and creating braindead tab spammers.
- One more edit: On the right hand side UI and under the player stats, show a list of item piles that are in the player's view (probably a limited list of say 5 of the closest piles). That way, it would be easier to auto-travel and scan the list to make sure you aren't skipping a nice piece of armor that's not on the autopickup list
I hope this list is cohesive enough to be in one thread. I feel like these all belong under convenience items to help with the game in general, especially the early game which can be frustrating to start in over and over after every YASD. I'm a developer myself, so I wouldn't mind someday dipping into the code and helping out with these issues or whatever else. One of my fortes is refactoring code, so maybe I could be of use on some of these issues once I'm not a DCSS code nub.
Thanks for listening!