Discuss the design of this game's teleporter placement


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

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Ziggurat Zagger

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Post Friday, 4th April 2014, 05:09

Discuss the design of this game's teleporter placement

F.U., Dungeon Creator RNG in 15.? trunk

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Dungeon Master

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Post Friday, 4th April 2014, 05:20

Re: Discuss the design of this game's teleporter placement

Aren't teleport traps limited use these days? That was discussed some time ago, and considered a good idea (to prevent luring abuse). If they are, it should be in the trap description (xv), for situations like this.

Ziggurat Zagger

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Post Friday, 4th April 2014, 08:38

Re: Discuss the design of this game's teleporter placement

No.

Dungeon Master

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Post Friday, 4th April 2014, 08:48

Re: Discuss the design of this game's teleporter placement

Alright. A good time as any to bring this up again in ##crawl-dev.

Tomb Titivator

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Post Friday, 4th April 2014, 20:52

Re: Discuss the design of this game's teleporter placement

But that'd mean you'd have to remove the d:1 Crystal Plate Armor on a teleport trap vault! People could just jump onto it fifty times and then have acquirement level goods at first level...
....
DO IT!
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Dungeon Master

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Post Friday, 4th April 2014, 21:22

Re: Discuss the design of this game's teleporter placement

This isn't supposed to happen anyway.

What version of the game were you playing?

Snake Sneak

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Post Friday, 4th April 2014, 21:29

Re: Discuss the design of this game's teleporter placement

When a teleport trap blocks a corridor/some other, important thing now you have to use another route to the blocked area (or maybe use stasis/dig around it). If the teleport trap has lots of charges you can also enter it many times and walk back to it many times, and this would be an annoying but sometimes optimal solution. Even 2..4 charges could be annoying to discharge this way. So if they get finite charges, they should get only 1 or maybe 1d3.

There are also several vaults with items protected by teleport traps, I personally like these and would prefer keeping them. If teleport traps get finite number of charges, maybe keep a "permanent teleport trap" variant with the current behaviour for them?
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Ziggurat Zagger

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Post Saturday, 5th April 2014, 00:03

Re: Discuss the design of this game's teleporter placement

sgrunt wrote:This isn't supposed to happen anyway.

What version of the game were you playing?


Whatever webtiles online trunk was at akraisic at the time I posted this thread.
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Ziggurat Zagger

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Post Saturday, 5th April 2014, 00:05

Re: Discuss the design of this game's teleporter placement

nagdon wrote:When a teleport trap blocks a corridor/some other, important thing now you have to use another route to the blocked area (or maybe use stasis/dig around it).


For this particular vault, stasis or blink was the only option, and not a good one. I hate that vault anyway; too much accidental stopping because autotravel saw something spawn outside the spiral.
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Crypt Cleanser

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Post Saturday, 5th April 2014, 22:26

Re: Discuss the design of this game's teleporter placement

sgrunt wrote:This isn't supposed to happen anyway.

What version of the game were you playing?


What about the case where the only accessible staircase down is blocked? In particular, I had this happen in Tomb (where I assume it's relatively likely to happen, because there is always only one staircase you can take between any given section of floors 1 and 2 an there are a lot of narrow hallways and traps). I guess you could just say that by Tomb you should reasonably have stasis or blink and even if you don't you can always use the trap to skip sections with random teleporting, so it's certainly not as big a deal as the temple, but I just thought I'd bring it up.
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Ziggurat Zagger

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Post Sunday, 6th April 2014, 05:02

Re: Discuss the design of this game's teleporter placement

Quazifuji wrote:
sgrunt wrote:This isn't supposed to happen anyway.

What version of the game were you playing?


What about the case where the only accessible staircase down is blocked? In particular, I had this happen in Tomb


That is the deliberate design of that map. Other than alignment (I believe), Tomb is 100% hard-coded.
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Post Sunday, 6th April 2014, 14:59

Re: Discuss the design of this game's teleporter placement

The trap locations aren't, but everything else is.

Ziggurat Zagger

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Post Sunday, 6th April 2014, 17:15

Re: Discuss the design of this game's teleporter placement

Uhhh yes they are.

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Tomb Titivator

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Post Monday, 7th April 2014, 19:29

Re: Discuss the design of this game's teleporter placement

No. There's places where traps have a chance to be put, but the traps themselves are random.

Blades Runner

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Post Monday, 7th April 2014, 19:50

Re: Discuss the design of this game's teleporter placement

I kind of like the idea of an occasionally inaccessible temple, since it forces you to choose from a limited subset of gods or wait to take one.
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Ziggurat Zagger

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Post Monday, 7th April 2014, 20:23

Re: Discuss the design of this game's teleporter placement

Igxfl wrote:I kind of like the idea of an occasionally inaccessible temple, since it forces you to choose from a limited subset of gods or wait to take one.


As noted in the OP, I was already following a deity.
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Abyss Ambulator

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Post Monday, 7th April 2014, 21:01

Re: Discuss the design of this game's teleporter placement

Well, the temple wasn't inaccessible, enough random teleports would have gotten him there. Therefore, it's bad design, in that it requires very boring play to get around.

Blades Runner

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Post Monday, 7th April 2014, 23:24

Re: Discuss the design of this game's teleporter placement

Good point. Maybe it should be one of those special teleporters that have a fixed destination.
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Dungeon Master

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Post Tuesday, 17th June 2014, 01:43

Re: Discuss the design of this game's teleporter placement

This vault is now gone, because it was terrible. Rest in peace.

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