Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Dungeon Master
Posts: 162
Joined: Sunday, 29th May 2011, 10:18
mumra wrote:I got killed by a trap and didn't get a chance to die in the Abyss.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
XuaXua wrote:But without traps, what would we use the traps skill for?
Spider Stomper
Posts: 211
Joined: Thursday, 5th January 2012, 08:32
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
XuaXua wrote:But without traps, what would we use the traps skill for?
crate wrote:I would like to remove traps skill because training it is a trap in 0.12 and then change how detection works accordingly.
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
brendan wrote:mumra wrote:I got killed by a trap and didn't get a chance to die in the Abyss.
This is an interesting grievance.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Vaults Vanquisher
Posts: 451
Joined: Sunday, 11th September 2011, 00:07
Sar wrote:Make it roll for detection only once per trap, remove active searching
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
dpeg wrote:mumra: I am afraid that ship has sailed. It will be very hard to convince people to re-think about traps. You and I have been doing that, actually, back when we tried to salvage traps using item destruction (which is a lot better than HP loss).
ebarrett wrote:Isn't that what it does already and isn't that bad - and I don't mean it's necessarily worse than how it was before, just that it's a different kind of bad
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
mumra wrote:No, detection is currently rolled every turn while you are in the vicinity of a trap, not just once per trap. This basically means you can abuse the system by stopping and searching all the time instead of training T&D.
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
mumra wrote:Another, simpler proposal at least as a temporary stop gap would be to artificially cap the amount of damage a trap can do. So for instance they can never remove more than 80% of your current HP, and never take you below 1HP under any circumstances.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
njvack wrote:mumra wrote:Another, simpler proposal at least as a temporary stop gap would be to artificially cap the amount of damage a trap can do. So for instance they can never remove more than 80% of your current HP, and never take you below 1HP under any circumstances.
Actually, if this is combined with "monsters don't trigger mechanical traps at all" it kinda just solves the problem. Doesn't have any bearing on whether they're interesting enough to stay, but they're no longer instadeath traps or scummable.
+1 on replacing Traps with Evo.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
mumra wrote:Evo isn't a bad idea, but I don't know if it makes total thematic sense that blasting wands would train you to recognise traps. I would actually favour a simple Int check; since traps will be non-fatal it's not something you will have any desire to train whatsoever.
Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
mumra wrote:Evo isn't a bad idea, but I don't know if it makes total thematic sense that blasting wands would train you to recognise traps. I would actually favour a simple Int check; since traps will be non-fatal it's not something you will have any desire to train whatsoever.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Davion Fuxa wrote:Regardless with the sediments that might agree or disagree with him on the skills removal, I don't think it's a bad proposition to look into.
Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
njvack wrote:mumra wrote:Evo isn't a bad idea, but I don't know if it makes total thematic sense that blasting wands would train you to recognise traps. I would actually favour a simple Int check; since traps will be non-fatal it's not something you will have any desire to train whatsoever.
I'd never care about training it for mechanical traps, but I do care about shafts and magical traps.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Pereza0 wrote:Maybe there could be more magic-oriented traps with specific effects, maybe a trap that summons no-exp monsters against the one that stepped on it, one that confuses the player, etc... Maybe there could be others, on walls, that shoot (maybe orbs) the player if he gets within a certain range. Traps in the early game could be a lot more fun if spiced up a little, and required some player action after being triggered to minimize damage instead of just being noticed he has been stabbed in the ****
Pereza0 wrote:I like the fact monsters are affected by traps, you can kill a monster by positioning yourself correctly.
Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
Pereza0 wrote:I like the fact monsters are affected by traps, you can kill a monster by positioning yourself correctly.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Pereza0 wrote:I know, but it is fun
Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
mumra wrote:Pereza0 wrote:I know, but it is fun
Well, I'm sure some people must enjoy that sort of thing, but for a second imagine clearing the entire game just by leading monsters over traps ... surely that would get old very quickly? The point is this is not exactly a core game mechanic we're talking about, and if removing it solves a load of other concerns then it's pretty obvious it should be done ...
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
TwilightPhoenix wrote:One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed by Vaults, of course.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
TwilightPhoenix wrote:One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed by Vaults, of course.
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Grimm wrote:TwilightPhoenix wrote:One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed by Vaults, of course.
How about go full Raiders and have a boulder roll down the corridor? Would that make game sense?
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
MarvinPA wrote:https://gitorious.org/crawl/crawl/blobs ... ulders.des
Swamp Slogger
Posts: 176
Joined: Thursday, 13th September 2012, 22:59
Sar wrote:Is it certain that Traps skill has to go? ... I mean, it has one of the best mastery titles!
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
Grimm wrote:TwilightPhoenix wrote:One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed by Vaults, of course.
How about go full Raiders and have a boulder roll down the corridor? Would that make game sense?
TwilightPhoenix wrote: in one direction and a boulder/orb of destruction/basket of spiders/whatever pops out the other end and heads toward you.
Temple Termagant
Posts: 11
Joined: Wednesday, 5th September 2012, 04:39
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
crate wrote:Yeah it's fun to have to read the source to check that the loot in the vault is indeed not worth getting banished for.
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
Dungeon Dilettante
Posts: 4
Joined: Monday, 21st January 2013, 11:45
Return to Game Design Discussion
Users browsing this forum: No registered users and 10 guests