bananaken wrote:OOD spawning even with durable summons still leaves the issue of it occurring during normal gameplay. As durable summons, if these OOD spawns get in your way all they do is drain your resources while you get nothing in return (no XP, no corpse, no equipment). I would find OOD spawns much less likable as a result, since 1. I get them in normal gameplay anyway, punishing me for some unclear reason, and 2. It would be a no-brainer for me to just avoid a durable, super-OOD monster summon as opposed to considering killing it if I happen to have the right tools. If it was possible for there to be a clear line between 'scumming' and 'non-scumming' it wouldn't be an issue, but I suspect the game would be worse off if this change was made just for the sake of removing the possibility of grinding extra XP by pressing '5'.
i agree with you in that it would come off as nebulously punishing without some silly flavor text ("this monster feels as though you have lingered in its rightful territory", "chei feels threatened by your inordinate slowness," etc) and even with some would feel unsatisfying, but as in many cases the lack of a clear distinction between 'scumming' and 'non-scumming' seems to be the result of the fact that few people really do the behavior in the first place, and so disincentivizing that behavior isn't actually going to directly impact nearly as many people as it indirectly impacts in a more negative way. the design philosophy can take precedence over something like that, but this is, again, another case where both sides have some valid argument and neither side is very clearly 'correct.'
expanding upon the above, durable summons definitely bring up a sort of dichotomy between 'can potentially use resources to garner above average xp gain,' and 'will potentially be presented with a monster that there is clearly no benefit in engaging (even less benefit than some oft-maligned uniques!).' this sets up the scumming vs. no-brainer situation, with scumming being the less easily-defined side, as you essentially pointed out. there may be a more creative, less brings-up-new-problems-ish solution someone more intimate with the game could come up with, but what about increasing the average difficulty of monster spawns ever so slightly if one spends far too long on a floor?
this could potentially be implemented as:
small average hd spawn increase on the same floor after x turns
small average hd spawn increase on the next floor after x turns
small average hd spawn increase on the next floor during placement after x turns
small average hd spawn increase on the same floor after mapping it
...which would gradually increase as more and more time was spent there, with little warnings like "those who would keep you from the orb have noticed your lingering" and "the monsters of [branch] have begun to send stronger forces to your location as a result of your extended stay there," etc.
i realize this essentially doesn't solve the problem but it at least makes it less make-or-break than ood spawns. the xp of the new spawns could be scaled back to whatever you normally might get without drastically changing how you approach the floor - a similar approach could be taken with ood spawns, which might give xp scaled back to their dungeon level, so that engaging them would still be sort-of-rewarding but not scummy-rewarding.