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Old November 18, 2016, 10:46   #1
quarague
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simple question on paralyzing

Just lost a char on d1 to a floating eye
There was a change done to the way paralyze works a few versions ago. I thought you get paralyzed for a couple of turns, then you get the message 'you can move again' then you get a turn and only after your turn does the monster that paralyzed you gets another turn. This allows you to get away (if you survive long enough until the paralyze wears off). If you don't move away or there are other monsters around you might still be screwed.
However this doesn't seem to be the way it works. I got the message 'you can move again' but then it was the floating eyes turn which paralyzed me again without giving me a turn.
So question: is my expectation of how paralyze works wrong or is this some bug in turn order?
I think if the game works as intended, the guaranteed turn would be a big improved for newbie friendliness and learning. As is, a char that walks next to a floating eye will frequently still die without getting another turn although each paralyze only last for a couple of turns.
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Old November 18, 2016, 12:25   #2
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Monsters now paralyze for a fixed duration, any extra attempt to paralyze doesn't affect the counter. Also monsters have some variability in their speed, so a floating eye (+0 speed) could actually be slower (-2 speed) or faster (+2 speed) than an average character. That's probably what happend if the floating eye got a turn before your char.
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Old November 18, 2016, 17:02   #3
Pete Mack
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I think I prefer the old model. The notion that meleeinhg a floating eye is safe for a low-level character (unless you are playing a gnome) just feels...wrong.
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Old November 18, 2016, 17:27   #4
Derakon
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Quote:
Originally Posted by Pete Mack View Post
I think I prefer the old model. The notion that meleeinhg a floating eye is safe for a low-level character (unless you are playing a gnome) just feels...wrong.
Doesn't the floating eye's gaze attack do 1 damage in current Angband? So it's not exactly safe now, since if you get paralyzed you're in serious danger of running out of HP before you get a turn.

The old days of getting chain-paralyzed and having to mash spacebar until you starved to death were dumb.
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Old November 18, 2016, 18:34   #5
Pete Mack
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I have no problem with the 1d1 damage. It's the whole guaranteed-wakeup thing that gets me.
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Old November 18, 2016, 18:44   #6
Derakon
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I have no problem with the 1d1 damage. It's the whole guaranteed-wakeup thing that gets me.
Simple solution: make Floating Eyes fast. That "fixes" the local problem (of floating eyes not being instadeath to unarmored melee-ers) without touching the overall issue of chain-paralysis in general not being fun to deal with.

I'm not sure we really want to have a nigh-guaranteed-instadeath melee enemy at dlvl1 considering everyone's running around with radius-1 torches, though.
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Old November 18, 2016, 18:56   #7
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Originally Posted by Derakon View Post
I'm not sure we really want to have a nigh-guaranteed-instadeath melee enemy at dlvl1 considering everyone's running around with radius-1 torches, though.
It's the radius 1 torch that forces our hand here. Floating eyes then just become a instakill trap in the early dungeon.
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Old November 18, 2016, 19:02   #8
Derakon
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Maybe if we had a way to force floating eyes to only be generated in rooms? Then the player could usually work around them and at least would not be in danger of accidentally walking into one.
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Old November 18, 2016, 19:25   #9
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Maybe if we had a way to force floating eyes to only be generated in rooms? Then the player could usually work around them and at least would not be in danger of accidentally walking into one.
Non-infravision classes would still have problems, right?
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Old November 18, 2016, 19:35   #10
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Non-infravision classes would still have problems, right?
Rooms on level 1 are always lit, on level 2 almost always, and after that point all players should have enough armor to usually dodge floating eye attacks.
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