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Old November 29, 2007, 18:56   #11
zaimoni
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Quote:
Originally Posted by Daven_26d1 View Post
Simply not true, the prompt is a potential (though rarely so) lifesaver for inexperienced/unspoiled players who dived too deep, and managed to live to tell the tale. Having to climb to safety once, not on every recall is good thing. In removing the prompt I would want all recalls to "reset".
Which breaks the oscillation strategy I mentioned (loot levels until out of expendable inventory space). If I was removing the prompt, "never reset".
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Old November 29, 2007, 19:06   #12
Daven_26d1
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Quote:
Originally Posted by zaimoni View Post
Which breaks the oscillation strategy I mentioned (loot levels until out of expendable inventory space). If I was removing the prompt, "never reset".
Interesting that I we have different opinions on the prompt for exactly the same reason: You dislike it because it breaks the strategy of oscillating between two floors, I like it because it annoys stair scummers! ;P

EDIT - always resetting doesn't really break the strategy, either, if you are oscillating then you'll still recall to one of those floors, if you want to recall to the deeper one, recall to town from that floor as usual.

I think the best solution all round is an option in '='.
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Old November 30, 2007, 06:10   #13
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you don't need to remember the native depth of every creature to learn not to dive too fast.
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Old December 6, 2007, 12:11   #14
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Actually, I can think of one potential use of reset, though it's a bit abusive, IMHO. If you have a stealthy character who you don't think you could keep alive indefinitely at 3750 you could drop there fast, grab a big RoS and whatever else you could get in the process, and then return to 2500' to complete your kit/finish stat gain. It's counter to my playstyle- once you are at 3750 you will get what you need to stay alive there pretty quickly, or die trying. But I imagine it would be effective, particularly if you are wiling to stair scum/use create stairs.
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Old December 6, 2007, 15:58   #15
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That's quite easily doable for some variants with shafts such as ToME and FAa... it's rather scummy but it would work quite well for quick grabs ...(although I suspect perma-awake monsters like Zs would get you sooner rather than later once below 2500)
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Old December 6, 2007, 23:57   #16
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Originally Posted by Seany C View Post
That's quite easily doable for some variants with shafts such as ToME and FAa... it's rather scummy but it would work quite well for quick grabs ...(although I suspect perma-awake monsters like Zs would get you sooner rather than later once below 2500)
Yep- well, Zs are the bane of the super-stealthy. But if you have adequate means of escape and detection you can generally survive them even with a pretty weak character, though you do get harried around a lot and you have to be willing to walk away from even coveted items if there's a pack or two of the really dangerous hounds nearby. I do tend to go to 3750 pretty fast sometimes, and you can generally live there long enough to get strong enough to keep living there- and if you don't, at least you haven't invested a lot of time in the character.

And that's really the answer, I think, to what to do about winding up a bit out of depth- if it's only a few levels (or even 10 or so) deeper than you'd like to be your power level should catch up fast.
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