Zot Traps should not be triggered by enemies


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Lair Larrikin

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Joined: Wednesday, 26th March 2014, 20:35

Post Thursday, 9th April 2015, 16:09

Zot Traps should not be triggered by enemies

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As far as I know, 0.16 still has enemies triggering Zot Traps against player, summoning dangerous demons capable of potentially oneshotting some more flimsy characters if encountered early ( Lair:8 ). I don't think this is very good design, since currently I feel that traps are not very interesting in Dungeon Crawl after removal of Traps&Doors and searching. You can't even use them tactically against enemies ( like teleport traps to port away dangerous monsters ).

I'd suggest either Zot Traps not triggering against enemies ( "Zot Trap glows as <creature> stumbles over it, shimmers briefly but does not lash out as creature doesn't carry ill intention of stealing the Orb." ) or make Zot Traps function against enemies ( maybe have a custom list of less dramatic effects for them ).
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Spider Stomper

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Joined: Thursday, 14th November 2013, 18:48

Post Thursday, 9th April 2015, 17:09

Re: Zot Traps should not be triggered by enemies

Seconded.

Dungeon Master

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Joined: Thursday, 23rd December 2010, 12:43

Post Thursday, 9th April 2015, 17:17

Re: Zot Traps should not be triggered by enemies

The idea is that some traps deny areas.

That does not mean Zot trap summon output is justified on Lair:8 (but that's a separate issue). It does mean that "you cannot use them against enemies" does not reply, and "not interesting" is subjective: if an area is noticeably more risky, that could be interesting for some people?

Ziggurat Zagger

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Joined: Friday, 8th February 2013, 12:00

Post Thursday, 9th April 2015, 17:29

Re: Zot Traps should not be triggered by enemies

dpeg wrote:if an area is noticeably more risky, that could be interesting for some people?


Why don't we have "traps" which have a permanent -Tele, stasis, silence, -AC/EV, no elemental resistances etc. aura instead? Probably it would be more interesting than summoning a permanent Hell Sentinel. I had a Hell Sentinel in Lair 8 too, all it did to me was I teleported, abandoned the level and never returned back.

Tartarus Sorceror

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Joined: Tuesday, 31st March 2015, 20:34

Post Thursday, 9th April 2015, 19:37

Re: Zot Traps should not be triggered by enemies

Since your ability to avoid zot traps is constrained to A. Luck or B. Extremely tedious play(Don't step on any more squares than you have to) I think zot traps should be unhidden by default. Then at least you can't get autoexplore screwed by them, and you can just stick an exception on them, there you go, area denied, no dumb luck.

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Ziggurat Zagger

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Joined: Wednesday, 23rd October 2013, 07:56

Post Thursday, 9th April 2015, 20:35

Re: Zot Traps should not be triggered by enemies

Could the Zot trap summon output be scaled according to depth? No greater demons in Lair would sound good to me, for example.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Crypt Cleanser

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Post Thursday, 9th April 2015, 23:05

Re: Zot Traps should not be triggered by enemies

I don't see the problem. A magical trap tile makes dangerous effects happen when enemies step on it? Don't let enemies step on it then.

For this message the author Wahaha has received thanks: 2
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