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-   -   Bug report: Can shift-run over the edge of the trap detection zone (http://angband.oook.cz/forum/showthread.php?t=4656)

Remuz July 9, 2011 08:28

Bug report: Can shift-run over the edge of the trap detection zone
 
Hi,

Build: 03 Jul 2011 at 20:14 UTC, revision fd51c57

I do not know if it is platform-dependant or not, but on win 7, I can shift-run over the green edge of a trap detection zone.

Maybe that's a feature, though, but I doubt it. :) It works fine with 3.2.

Thanks!

d_m July 9, 2011 09:12

Quote:

Originally Posted by Remuz (Post 56861)
I do not know if it is platform-dependant or not, but on win 7, I can shift-run over the green edge of a trap detection zone.Thanks!

Just to be clear: where are you beginning your run?

The behavior I see (which I believe is correct) is that if I run and hit the green line I will stop. If I begin a run again I will run beyond the edge of the zone. I think that's the correct behavior.

Is this what you see? Or are you seeing something else?

Remuz July 9, 2011 09:27

Sorry for not being specific enough.

The behaviour that you describe is what happens: when running, I stop at the edge of the zone ("Dtrap" is displayed in yellow). Hitting shift+direction again leads me to leave the zone.

Ok, so maybe that is not a bug, but the behaviour changed from 3.2. In that version, you cannot leave a zone by running: hitting shift-direction would simply do nothing (I double checked, to be sure :) ).

jens July 9, 2011 09:36

So, they have improved that functionality, good :-)

Remuz July 9, 2011 09:58

From my point of view, that is a regression as I tend to play (too) fast, and because of this, I often move into undetected areas. Oh, well. :p

Magnate July 9, 2011 10:22

Quote:

Originally Posted by Remuz (Post 56866)
From my point of view, that is a regression as I tend to play (too) fast, and because of this, I often move into undetected areas. Oh, well. :p

Yeah, I argued against this change for the same reason as you - but I was convinced that if you are stopped once you should not be stopped again.

Remuz July 9, 2011 10:33

That's the problem with software development: given a large enough userbase, no matter what you change, there will always be someone to disagree with you. :)

PowerDiver July 9, 2011 19:15

Quote:

Originally Posted by d_m (Post 56862)
Just to be clear: where are you beginning your run?

The behavior I see (which I believe is correct) is that if I run and hit the green line I will stop. If I begin a run again I will run beyond the edge of the zone. I think that's the correct behavior.

Is this what you see? Or are you seeing something else?

We want to force the player to take a single step, not run, as a check that he really wants to enter a zone without trap detection. Seriously -- once you have trap detection available, would you habitually do such a thing? Isn't there a substantial likelihood that you made a mistake and would prefer to be protected?

Runs stop for reasons that appear random. For example, a fast monster steps in and out of LOS without ever being displayed, and I am sure there are plenty more. There are lots of times when I look and still have no idea why the run ended. I want to keep hitting the run keys, and if I don't move then I know I have a decision to make.

jens July 9, 2011 20:13

Having to hit same key twice is something that really bugs me, so for me this is a good change. If anything needs fixing it would be to ensure that the run is not disturbed as easy as it is today. One thing that I feel should not disturb is treasure. If you want to dig, you go ahead and walk up to the treasure, I just want to run by it.

Derakon July 9, 2011 20:52

I'm gonna side with PowerDiver here. I'll often keep hitting shift-move several times before realizing that the reason I'm not running is because I'm at the edge of detection. This change will mean that I'll accidentally leave the detected area much more easily, which in turn means I'll likely be hit by more traps. I'm not really seeing the corresponding benefit.


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