Remove clouds from Desolation of Salt
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
Re: Remove clouds from Desolation of Salt
Tartarus Sorceror
Posts: 1762
Joined: Monday, 14th October 2013, 01:05
Re: Remove clouds from Desolation of Salt
Tartarus Sorceror
Posts: 1891
Joined: Monday, 1st April 2013, 04:41
Location: Toronto, Canada
Re: Remove clouds from Desolation of Salt
- For this message the author Arrhythmia has received thanks: 4
- Cimanyd, nago, Sar, Seven Deadly Sins
Re: Remove clouds from Desolation of Salt
chequers wrote:Bad performance in a rarely entered portal is not a concern for online play, imo.
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Re: Remove clouds from Desolation of Salt
Edit: I complained about that element of the portal too. I think it's a serious issue, but I'd like to see it fixed rather than wallpapered over.
Re: Remove clouds from Desolation of Salt
Lair Larrikin
Posts: 18
Joined: Wednesday, 19th November 2014, 22:55
Re: Remove clouds from Desolation of Salt
duvessa wrote:I guess I don't see how the clouds are important to the branch.
The idea of vision blockers that are not movement or sound blockers causes a number of interesting tactical decisions in a large, open area with no real terrain to speak of. Since they often move, and can be dispelled by one of the enemies in the area, it makes combat mroe interesting than "choose walled position to stand your ground, fight here".
Tomb Titivator
Posts: 911
Joined: Thursday, 17th December 2015, 02:36
Re: Remove clouds from Desolation of Salt
Tartarus Sorceror
Posts: 1891
Joined: Monday, 1st April 2013, 04:41
Location: Toronto, Canada
Re: Remove clouds from Desolation of Salt
duvessa wrote:I guess I don't see how the clouds are important to the branch.
Neither do I, frankly, seeing as how I haven't played .19 yet. However, PF's commit message did very clearly state that the portal was meant to be centered around the clouds (whether this is a success or failure, I don't know, and that's probably a matter for another thread). If it is a serious performance problem though (which again I don't know about, but I don't see why you'd lie about it), we should treat it like a performance problem, instead of making decisions that affect gameplay to try and hide it.
Return to Game Design Discussion
Who is online
Users browsing this forum: No registered users and 68 guests