Cloud traps


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

Ziggurat Zagger

Posts: 6393

Joined: Friday, 17th December 2010, 18:17

Post Thursday, 6th October 2011, 05:06

Re: Cloud traps

In case nobody's mentioned this: increased item destruction penalizes pure melee builds more harshly than others. That might need to be taken into account.

For this message the author Grimm has received thanks:
pratamawirya
User avatar

Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Thursday, 6th October 2011, 07:44

Re: Cloud traps

Grimm wrote:In case nobody's mentioned this: increased item destruction penalizes pure melee builds more harshly than others. That might need to be taken into account.

That's why I suggested giving AC a "conservation effect".
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...
User avatar

Vaults Vanquisher

Posts: 451

Joined: Sunday, 11th September 2011, 00:07

Post Thursday, 6th October 2011, 08:47

Re: Cloud traps

Grimm wrote:In case nobody's mentioned this: increased item destruction penalizes pure melee builds more harshly than others. That might need to be taken into account.

Pure melee builds usually have more spare exp lying around to pump T&D, so increased trap threat should in general be less of a problem for these after you've taken care of some basic offense/defense.
Your warning level: [CLASSIFIED]
User avatar

Blades Runner

Posts: 575

Joined: Tuesday, 18th January 2011, 15:11

Post Thursday, 6th October 2011, 09:18

Re: Cloud traps

galehar wrote:That's why I suggested giving AC a "conservation effect".


you could just use the GDR % for conservation (not stacking with conservation from the amulet, the cloak or the DS mutations).
about 35-50% by time you have good armour. too good?
Wins: DDBe (3 runes, morgue file)

Blades Runner

Posts: 546

Joined: Monday, 20th December 2010, 14:25

Post Thursday, 6th October 2011, 20:16

Re: Cloud traps

For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant).
User avatar

Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Thursday, 6th October 2011, 21:37

Re: Cloud traps

smock wrote:For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant).

That's the point of vaults. For random traps, if you want monsters, just make them noisy.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Blades Runner

Posts: 546

Joined: Monday, 20th December 2010, 14:25

Post Saturday, 8th October 2011, 07:08

Re: Cloud traps

galehar wrote:
smock wrote:For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant).

That's the point of vaults. For random traps, if you want monsters, just make them noisy.

Sure, that'd be straightforward. Nonetheless I think pairing traps with appropriate monsters would be fun. (Where would you want to hang out if you were an ice beat?) Most traps I run into are isolated and are less than likely to bring a monster running. Pairing traps with monsters would mean increase the chance of an interesting encounter. I suppose the merits of pairing depends on how often you think traps should bring on combat. I think the most often the better since Crawls is about killing and running from monsters.
User avatar

Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Saturday, 8th October 2011, 09:33

Re: Cloud traps

smock wrote:
galehar wrote:
smock wrote:For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant).

That's the point of vaults. For random traps, if you want monsters, just make them noisy.

Sure, that'd be straightforward. Nonetheless I think pairing traps with appropriate monsters would be fun.

Yes, you said so already and I agree of course. So I listed 2 ways to do it. Either by designing simple vaults with a trap and patrolling monsters, or by giving an alarm to random traps.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...
User avatar

Halls Hopper

Posts: 62

Joined: Monday, 20th December 2010, 14:59

Post Saturday, 8th October 2011, 10:25

Re: Cloud traps

I don't really have a problem with the new traps, or with item destruction in general.

I agree that a damage cloud trap in a corridor can potentially kill you, though, if you don't have the appropriate resistance and/or blink. Most players already desperately want both of those things, so maybe the cloud shouldn't "fill" the corridor. It could just take up three adjacent tiles and the "rest" of the cloud would be lost. Or if that's too weak, it could be a partial fill, at the devs' discretion.

I think the new traps make T&D more relevant, though not enough where I'd actually want much of it.
This probably belongs in its own thread, but here's a suggestion I'm throwing out there: What if disarming a trap has a chance to turn it "friendly"? The trap won't affect you (unless you want it to), and it even gains a T&D-related damage/effect bonus if your skill is high enough. To prevent abuse, blade traps would probably have to have very limited uses, and some traps may need to not be eligible (teleport, and maybe zot).

Traps probably aren't common enough to make T&D worth raising even if something like that went through, but I'd love to see traps become a more interesting part of the game.
User avatar

Eringya's Employee

Posts: 1783

Joined: Friday, 7th October 2011, 19:24

Location: Athens, Greece

Post Wednesday, 12th October 2011, 16:55

Re: Cloud traps

What annoys me with all the pressure plates is that even if you found the trap you can't walk on it no matter your skill in traps and doors. So you have to trigger it in some cases to progress in the level or dig/blink your way around it. I have to say I've had wicked fun lately with open levels when a monster suddenly dies to a nice big fire trap while I'm like "oh shit I'm so dead".
MuCK;
  Code:
612 | D:1      | Xom revived you
614 | D:1      | Xom revived you
614 | D:1      | Slain by a gnoll
User avatar

Abyss Ambulator

Posts: 1249

Joined: Sunday, 18th September 2011, 02:11

Post Sunday, 30th October 2011, 02:09

Re: Cloud traps

After playing a Hill Orc Priest, I can say with certainty that while the new traps are a lot more interesting, they also mean that an upgrade to ally AI would be a very good idea. As it was, despite my detection of just about every trap, I had allies stumble into them and set them off. It usually wasn't a problem, but there were two "field of raging chaos" traps that morphed a warlord and a knight, respectively (despite my blinking out and recalling next turn in both cases), and many miasma, fire, ice, etc. that delayed my army. It got to the point where when I found pressure plates, I would usually tell my followers to wait and then try to disarm them myself, because suffering the effect was worse than the alternative.
Previous

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 103 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.