I realize now that I sound like I'm on some Bloaxian quest (e: except at least Bloax has the good grace to not write walls of text), so I'll quit after this.
dowan wrote:Maybe I'm a weirdo, but I am always pleased when I am interrupted by edible popcorn in my travels. Even though I have never, ever starved in this game, I have an irrational fear of running out of food, so any time I get to eat chunks when hungry it makes me very pleased. Plus the 0.005% of a point of xp really adds up!
You said it: it's irrational. Because hunger doesn't matter one whit to anyone who isn't trying to cast Fire Storm in Lair, certainly not for a late-game player just traveling between branches in the Dungeon.
I would probably go so far as to say that any game that isn't actually
about the timer encourages irrational player behavior. If the timer isn't impactful, it's just behavioral nudging, it's a lie the game tells you so you'll lie to yourself. Both Crawl's visible timer and its secret OOD timer are just the game fibbing about itself, all in the service of goals that are ill-served by said fibs.
So, actual fr: remove the OOD timer, along with the few remaining ways you can really scum in the game (Xom's gifts are put on an XP timer, maybe monsters are made to wander close-but-not-adjacent to stairs after X number of turns waiting). And, since that will leave us with only one ineffective timer, remove hunger while you're at it. Rod and ability hunger can just go away, spell hunger can be replaced by some novel mechanic, something like "Gain X% of -Wiz for casting hunger-inducing spells, with XP timer" or "Gain fractional contam, increase granularity of contam display" or "do nothing but raise the chances for miscasts with too-powerful spells," or some other rebalancing mechanic.
I appreciate, however, that this sounds like a ton of coding work, as easy as it is to type it, and I apologize for doing nothing but complain about it instead of, I don't know, learning C++ in a coding boot camp like a dream I had recently.
Don't forget, you can just press ctrl + G enter once you've set the destination once, you don't have to keep selecting the destination, at least that's the case in offline tiles...
This does in fact work online; it doesn't really ameliorate the fact that, when I hit "G," I expect to go someplace, not halfway there to stop for a snack or to kill something that was dangerous hours and hours of playtime ago.
jejorda2 wrote:I just want to know if the creature started on that level or somewhere else. I also want to know if that creature existed the first time I stepped into the level.
This isn't a bad idea, though it sort of just decorates the problem instead of trying to fix it.