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#11 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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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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#12 |
Swordsman
Join Date: Jun 2013
Posts: 428
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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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#13 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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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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#14 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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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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#15 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
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#16 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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I am not suggesting to remove TO. Just to see how far you can get without.
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#17 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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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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#18 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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Right. Therfore I suggest to also use the birth option "Force player descent".
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#19 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,669
Donated: $60
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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.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#20 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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