Abyss Ambulator
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Joined: Friday, 28th January 2011, 21:45
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
Ziggurat Zagger
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Joined: Sunday, 2nd January 2011, 02:06
minmay wrote:It would have to be convoluted to actually work. With the behaviour you propose, the player can simply step out of the water to lure them back to it with no risk. If you make it so that monsters stay far away from deep water, then that makes deep water into an easy way to get monsters out of your LOS.
And yes, removing terrain that constrains monster movement is a reasonable idea if you think that constraining monster movement is unacceptable (and it appears that you do).
Crypt Cleanser
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Dungeon Master
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Joined: Thursday, 16th December 2010, 20:37
Location: France
Bim wrote:The main thing for me is that I would hate to see deep water disappear as a tactical option.
Dungeon Master
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Location: France
minmay wrote:And yes, removing terrain that constrains monster movement is a reasonable idea
Snake Sneak
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Blades Runner
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Ziggurat Zagger
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Joined: Sunday, 2nd January 2011, 02:06
RFHolloway wrote:I think what is being proposed is something like
AI which says - if a monster is being attacked and cant damage the attacker with any available option,
1) Possibly shout
2) retreat until out of sight
3) Possibly (if inteligent) go look for a missile weapon, equip it and come back. If you haven't managed to do that in X turns then revert to normal where you are.
4) otherwise revert to normal behaviour once out of sight
that seems a sensible approach - and certainly better than some melee types standing on the shoreline angrily waving thier weapons until they get pelted to death. (unless they are berserk, when it might actually be appropriate...)
Dungeon Master
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RFHolloway wrote:3) Possibly (if inteligent) go look for a missile weapon, equip it and come back. If you haven't managed to do that in X turns then revert to normal where you are.
smock wrote:First, let the monster move to a random square that is closer than the current square. At present I can (ab)use beams to slay many monsters. This would be a nerf to conjurers.
Second, I spend a lot of time hiding behind a summons or hobgoblin to keep a cyclops from throwing large rocks at me. I'd love it if monsters with missiles approached in such a way that they were moving closer to the player but also, if possible, moving to a square (that is closer to a square) with a clear missile path to the player.
Third, I much approve the idea of randomizing behavior vis-a-vis clouds. If a monster is not guaranteed to charge/flee/etc when facing a dangerous cloud and dangerous missile or melee attacks, then the player's strategy must become more nuanced.
KoboldLord wrote:I think they do have to go farther than simply breaking line-of-sight. Several good spells and all launcher ammunition reach all the way to the edge of LOS, so if they wait just outside of LOS you can simply juggle them at the edge of LOS until they die. Once they decide they can't win against you here because of the terrain, they should avoid the troublesome location entirely for a while.
Snake Sneak
Posts: 128
Joined: Friday, 13th May 2011, 12:06
galehar wrote:RFHolloway wrote:3) Possibly (if inteligent) go look for a missile weapon, equip it and come back. If you haven't managed to do that in X turns then revert to normal where you are.
This one is actually quite tricky. You could litter the shore with darts and stones to trick them into staying there. The monster would have to evaluate if it's worth its time to pick up a specific missile. I don't think it's worth it..
Dungeon Master
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Location: France
RFHolloway wrote:Good point - could do some chance based on the number of missiles (no of missiles /27 seems appropriate) - the monster could have some chance just to run away anyway. You could put a travel exclusion equivalent until they have some ranged weapon? Do monsters have multiple slots that they can switch between (at least ranged/melee/other (potion/wand))
Ziggurat Zagger
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Tartarus Sorceror
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galehar wrote:If a monster cannot attack you, cannot reach you and is taking damage from you, it will retreat. A behaviour similar to fleeing but which will stop on different conditions.
Dungeon Master
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Swamp Slogger
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Joined: Monday, 29th August 2011, 22:55
dpeg wrote: I really like how they're not as trivial to beat up anymore (that you can still trivialise them with Mephitic Cloud will be fixed).
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
dpeg wrote:Regarding ranged attackers AI: If we want to change it, one options is to have more fast monsters. (Not all ranged attackers, but for yaktaurs it would not hurt.) Another one is to give the AI ( which removes the old corners tactic) only to quick monsters. Still another one is to have ranged attackers wander off if you flee instead of following blindly.
Centaurs are very interesting monsters, especially since you can expect one by D:5. I really like how they're not as trivial to beat up anymore (that you can still trivialise them with Mephitic Cloud will be fixed). This may be less of a concern for later ranged attackers.
Tartarus Sorceror
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jejorda2 wrote:galehar wrote:If a monster cannot attack you, cannot reach you and is taking damage from you, it will retreat. A behaviour similar to fleeing but which will stop on different conditions.
Retreat behavior is silly in 0.10-a0-641-g506fcf9. I came upon an Ogre
Dungeon Master
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Location: France
jejorda2 wrote:galehar wrote:If a monster cannot attack you, cannot reach you and is taking damage from you, it will retreat. A behaviour similar to fleeing but which will stop on different conditions.
Retreat behavior is silly in 0.10-a0-641-g506fcf9.
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