Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
Proposal: Traps No Longer Spawning On Pre-set Tiles
Generally speaking, a lot of people(including myself) agree that there exists a number of issues with traps that need to be resolved:
First of all, traps are uninteresting and rarely seem to effect gameplay(aside from shafts, maybe zot traps).
Second, the way traps are done currently encourages tedious optimal play. As hilarious and impractical as duvessa's example of "only walking on squares you have already stepped on to avoid traps" is, what it represents is improving game polish. In otherwords, even if nobody does it, its still technically an issue, and fixing it improves the overall quality of the game(even if only a little).
Additionally, I think the flavor of traps needs to be expanded on and improved. But I won't go into this too much since I think improving the quality of traps in the game overall will lead to improved flavor.
How to Improve These Issues:
I think the very first thing that needs to be done is to change the way traps "spawn." As mentioned above, traps encourage tedious optimal behavior. But more importantly, the main issue that this causes is that the player will almost never be stepping into squares they have not already stepped on while in combat since they will be luring monsters back to a safe location, and as a result, traps almost never appear during combat.
Traps in my mind are meant to turn a normal combat situation into a real problem, a battle that the player has to fight their way out of. Considering the fact that their exists no traps that cause "permanent damage", I can only assume they are intended for surprising the player in combat.
Rather than having traps occupy specific floor tiles, give all floor tiles an equal chance to spawn a trap whenever you step on it, not matter how many times you step on it. Then, when a trap is activated, the type of trap is chosen from an array based on the depth and branch the player is currently in. The chance of a trap spawning is completely dependent on how much the devs want traps to effect the player and how often. In my mind, a nice goal to shoot for is to have a trap spawn once every floor or maybe every other floor. Its worth mentioning that a nice biproduct of this will be that it can potentially discourage the constant use of luring monsters back to a far off kill hole.
Now, my proposal won't work with the some of the traps that currently exist. The traps that currently exist are meant for the old approach. The goal of these new traps is to turn a popcorn or almost-popcorn battle into a battle which requires the use of real strategy rather than just kiting the poor bastards into a kill hole half way across the floor. So, here are just a few examples of traps that can potentially fulfill this goal:
- Blink Trap: Causes the player to blink in the opposite direction in which they stepped into the tile.
- Blinding Trap: Reduces the LoS of the player significantly, but the enemies around you will still see you.
- Bravery Trap: Gives the player a major boost to all defensive and offensive abilities, but prevents the player from moving while enemies are in LoS. It would be a new buff/debuff. To justify this flavor wise, theme it towards "enchanting" the player with a magical concentrated manifestation of bravery.
- Beast Trap: Turns the player into an animal. Porcupine, bat, maybe even dragon are just a few examples.
Teleportation traps and alarm traps both work with the new system I am proposing, so those can also be added to the list even though they wouldn't be "new." Also, keep in mind these are just a few ideas I came up with off the top of my head, there are definitely better choices out their for traps.
Shafts will also be among the array, not sure if people consider those traps though, but they should definitely act the same. Also, just as a few side notes, having traps only trigger while in LoS of a monster might be worth doing to prevent the annoyance of auto-travel interruptions.
How This Is an Improvement:
This would remove the tedious behavior of backtracking across tiles already stepped on(even though only an absolute madman would do this). It would also make traps actually serve a real purpose in the game. As they exist now, they add very very little to the game, I can't remember the last time I said "I just stepped on a trap!" and it WASN'T an alarm trap or a shaft. Additionally, this can help to encourage tediously kiting monsters and pillar dancing as an optimal strategy as it presents an element of risk to the player.
Not only will this effect gameplay, but it will always improve the overall polish of the game and remove a feature that is uninteresting, replacing it with something much more exciting and with a lot more potential.
TL;DR:
crawl.akrasiac.org:8080 <- take this link to play online or spectate.