Swamp Slogger
Posts: 182
Joined: Monday, 2nd July 2018, 16:47
Location: United States
Re: Experimental branch: Known Traps
Magipi wrote:Autoexplore takes you in stupid ways far away into unexplored territory. This is bad in the old system too, but much-much worse in the new system. The reason: alarm traps are more dangerous the farther you are from the stairs - and in the new system alarm traps are a million times more common than in the old system.
Good point. Autoexplore has a poor path choice, diving deep into the unknown, rather than concentric circles outward. I guess it's true that alarm traps are a major punishment for this exploration pattern, and thus any increase in alarm trap frequency will punish autoexplore relative to manual explore. This should be easily fixable by tweaking the frequency. (I'd suggest removing alarm traps, but, maybe one day autoexplore will be smarter and this won't be a problem).
VeryAngryFelid wrote:Consider this: in old system it moves me 5 tiles forward and I meet a monster, in new system I move 5 tiles forward and am teleported/shafted. Why? Because there is no goal to keep the same number of traps triggered per move as before, the goal is to make the game more "fun". With manual exploration I might move to that corridor and reveal just a few tiles per move.
Basically manual exploration becomes more attractive than ever because suddenly direction of your single step means different probabilities of being shafted/teleported which is a big deal for winning.
If I understand you correctly, you mean that with trap-on-sight, optimal play is to have each step reveal as few tiles as possible, thus incentivising manual explore (since autoexplore does not do this). That is a good point; maybe this change is just swapping one manual exploration incentive for another.