Tartarus Sorceror
Posts: 1739
Joined: Tuesday, 13th March 2012, 02:48
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Tartarus Sorceror
Posts: 1739
Joined: Tuesday, 13th March 2012, 02:48
Slime Squisher
Posts: 405
Joined: Sunday, 27th January 2019, 13:50
Rast wrote:What purpose does piety decay serve in .23+?
Slime Squisher
Posts: 405
Joined: Sunday, 27th January 2019, 13:50
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
tealizard wrote:Yes, there is a fundamental mistake in thinking about "timers" in crawl (and in other roguelikes). Kiting and camping are more problems of space than time. You'll never solve them adequately with timers.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Implojin wrote:tealizard wrote:Yes, there is a fundamental mistake in thinking about "timers" in crawl (and in other roguelikes). Kiting and camping are more problems of space than time. You'll never solve them adequately with timers.
If you have a good approach to preventing the player movement abuses that occur in a clockless turnbased roguelike descended from Crawl, please share it. This topic has come up many times over the years, and I'm always curious to hear new takes. If your ideas are interesting enough, someone might even code a branch for them.
You will note that staircases and floor size are not the topics currently being discussed. Overall dungeon layout is a linked, but separate problem.
The question at hand is how to redesign Crawl's positional gameplay to prevent non-movement (or worse, backwards movement) often being the strongest move, while limiting the scope of your kludge as necessary to minimize sweeping rewrites. One notable wrinkle is that some degree of backwards maneuverability is generally seen as desirable by the community.
There is no particular reason to have or not have piety decay in dcss. It has little effect on the game and to the extent that it solves any problems, they are marginal and better addressed by other means.)
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
"It's only these situations where the player is not in control that show the potential of random dungeon generation and monster placement. There is uncertainty, risk, every action counts, every detail matters. The game comes to life in a way that the good dcss player makes sure it never will."
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Abyss Ambulator
Posts: 1194
Joined: Friday, 18th April 2014, 01:41
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
tabstorm wrote:Hypothetically speaking, without decay or hunger or OOD spawns, a player might do doomrl-waiting, as in, you camp in a good spot for thousands of game-turns and wait for monsters to move into a favorable position, so that you do not waste resources (as you do not regenerate in doomrl).
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
Shtopit wrote:tabstorm wrote:Hypothetically speaking, without decay or hunger or OOD spawns, a player might do doomrl-waiting, as in, you camp in a good spot for thousands of game-turns and wait for monsters to move into a favorable position, so that you do not waste resources (as you do not regenerate in doomrl).
Do mummies of Gozag do this?
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Users browsing this forum: No registered users and 64 guests