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Old February 3, 2014, 14:07   #11
fizzix
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Honestly, I think all signs point to either blocking TO inside vaults, giving vault denizens a lair mentality and rescaling the difficulty so that players can handle it at depth (no 40 level OoD uniques, or at least they don't have the lair mentality). I guess some of it boils down to whether people like seeing the super OoD monsters even if they know they're just going to TO them, or if they'd rather see a 10 level OoD monster that they might be able to handle if they use their consumables.

There are other more exotic options, but this seems most reasonable at first.
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Old February 3, 2014, 15:59   #12
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It would be cool to see both, where more fightable ("10 levels ood") vaults give their monsters smarts and immunity to TO while still allowing for a "well we don't need any rules to make this one hard, don't fail your TO gl" vault to exist.
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Old February 3, 2014, 17:13   #13
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At the core of this is teleport other, naturally.

I am not sure if I would like the suggested changes to vaults, but I suggest making the next competition vanilla (with randarts!) and disallowing any use of TO. People who participate can then tell of their experience.
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Old February 3, 2014, 17:48   #14
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Quote:
Originally Posted by Estie View Post
I am not sure if I would like the suggested changes to vaults, but I suggest making the next competition vanilla (with randarts!) and disallowing any use of TO. People who participate can then tell of their experience.
The game is not currently set up for that. I would consider disabling *both* TO and monster summoning though. That might work. I could hack together a custom version for that pretty easily. There's still destruction and banishment, so we'll avoid mage/priest classes.
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Old February 3, 2014, 17:49   #15
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Quote:
Originally Posted by fizzix View Post
The game is not currently set up for that. I would consider disabling *both* TO and monster summoning though. That might work. I could hack together a custom version for that pretty easily. There's still destruction and banishment, so we'll avoid mage/priest classes.
Just do a warrior, half-troll or dwarf. They're the most resilient class for handling unexpected situations anyway.
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Old February 3, 2014, 18:23   #16
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I am not suggesting to remove TO. Just to see how far you can get without.
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Old February 3, 2014, 19:14   #17
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You can get very far. But it's extremely scummy and not very fun. Basically you wind up ditching tons of levels.
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Old February 3, 2014, 19:55   #18
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Right. Therfore I suggest to also use the birth option "Force player descent".
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Old February 3, 2014, 19:56   #19
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Some variants make banishment, mass banishment and destruction have no effect in vaults. Others have monsters which teleport to the player. These are possibilities.

Another option is to simply remove any vaults which teleport other makes too easy.
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Old February 3, 2014, 20:12   #20
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Another option is to simply remove any vaults which teleport other makes too easy.
Nick wants to remove all vaults. You heard it here first.
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