Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 6, 2010, 12:48   #31
ewert
Knight
 
Join Date: Jul 2009
Posts: 525
ewert is on a distinguished road
Yes, those changes would also be good if the trap system is remade. For casters combined int/wis for ranged detection would usually be good enough to give very very good chances of trap detection (I think not 100% so that a +searching item has some value even in the end, remember they will have multiple chances usually due to LoS near range checking), and for physical guys lacking as good wis/int of course a dex based evasion chance. A detected trap would have way less chance of being sprung (dex 18/100 failproof walkover for example), undetected would need 18/200 for failproof.

Actually, maybe detect traps could still be in game, I mean it would be for those paranoid and riskfree-styling players for the early/mid game?
ewert is offline   Reply With Quote
Old October 7, 2010, 01:25   #32
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
buzzkill is on a distinguished road
Quote:
Originally Posted by ewert View Post
... LoS trap detection up to 4 paces away? With chances as x, x/2, x/3 and x/4 where x is search% to spot? Make default "move into known trap" an avoidance move with dex based success, and disarm is only command based. Class and level + int + wis for search% if it isn't already (wisdom usually contains intuition in many games, and acts for spot checks etc.). That trap placement non-randomness is good idea too.
I'm a little late to the party but this sounds like a winner to me. I don't hear anyone supporting traps/trap detection (bundled) as it currently exists. I also don't see a reason why we can't have LOS searching and spell based infallible trap detection working together, at least for starters until we figure out how potentially survivable or deadly pure LOS detection is. I'd just make spell based detection more costly/deeper (or don't, but that would be making the game easier yet again).
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.
buzzkill is offline   Reply With Quote
Old October 7, 2010, 06:45   #33
ewert
Knight
 
Join Date: Jul 2009
Posts: 525
ewert is on a distinguished road
This would also have a side-effect of giving warrior like classes real tangible benefits from int/wis bonuses atleast until they have 18/200 dex ...

Now if I knew what was broken in birth screen menu on the latest git and knew how to fix it so I could test my no-selling option I could get on with the spell changes, and this trap detection change. I actually think I could code this trap detection stuff in just a few moments ...
ewert is offline   Reply With Quote
Old October 7, 2010, 18:16   #34
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by ewert View Post
This would also have a side-effect of giving warrior like classes real tangible benefits from int/wis bonuses atleast until they have 18/200 dex ...
Warriors get their int/wis when they get it, which is to say later rather than sooner. Aren't you really saying this is yet another way warriors get screwed?

I don't see any reason to tie perception to a spellcasting stat, and I really don't see any reason mages or priests should be better at noticing traps than warriors.
PowerDiver is offline   Reply With Quote
Old October 7, 2010, 18:40   #35
Tiburon Silverflame
Swordsman
 
Join Date: Feb 2010
Posts: 405
Tiburon Silverflame is on a distinguished road
If int/wis are a bonus to perception, this does *not* imply that warriors are inherently hosed.

But people, you're all off track. It's not that there are no good ideas, but they're all isolated changes, and none of them address the root issues. The importance of trap *detection* is related to the risk traps pose, and to trap frequency; both of these are related to the broad question of "what do we want the role of traps to be?"

We're discussing changes, so it's NOT automatic, IMO, that e.g. teleport traps will remain in the game, or that summoning traps will summon any monsters at the DL of the trap (maybe treat a summoning *trap* like a chest...the items in the chest are lower level than the chest itself, or alternately use thematic summoning [elementals, undead, dragons] with more limited numbers, or some other variation).

Until we have a set of traps effects and traps frequencies, we can't say how crucial trap detection is going to be.
Tiburon Silverflame is offline   Reply With Quote
Old October 7, 2010, 20:29   #36
nullfame
Adept
 
Join Date: Dec 2007
Posts: 165
nullfame is on a distinguished road
I like finding trap doors. It's like finding a down staircase. I purposely use trap doors more often than I disarm them. If I want to disarm them (it is in my way to something I want) I find another way around since I often don't want to risk it. Otherwise I want to save it to use later. This should be fixed.

Maybe when you are new and think 1-2 levels deeper is more dangerous (it's not) they have a psychological effect. Obviously losing loot on the ground is a good negative effect. I think trap doors should be fixed using any/all of:

1. Make them teleport level at random (not always down) or always teleport up.

2. Don't let player get first turn after taking a trap door. I don't think this fixes it but at least you run an additional risk taking them as an escape/staircase.
nullfame is offline   Reply With Quote
Old October 7, 2010, 20:33   #37
Atarlost
Swordsman
 
Join Date: Apr 2007
Posts: 441
Atarlost is on a distinguished road
If the trap door remains in and ironman: no up stairs remains in as well traps can hose the player badly enough that infallible detection is needed.

Even non-ironman being dropped a level can be frustrating enough on some levels that most players will want infallible detection available.

I'd call the trap door a fairly iconic trap, far more so than the teleport or summon trap.
__________________
One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie.
Atarlost is offline   Reply With Quote
Old October 8, 2010, 06:06   #38
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by Atarlost View Post
If the trap door remains in and ironman: no up stairs remains in as well traps can hose the player badly enough that infallible detection is needed.
How about infallible avoidance instead? Enough DEX gets you out of the harm, and with detection you don't even trigger it. Traps should have different levels of difficulty and trap door should be one of the easiest to notice.

Ironman should not be considered when game balance is in question: it is a challenge. If it makes that challenge a bit harder, then it makes it a bit harder, and that's it. Artifactless has more meaning, because that tells a bit about item balance.
Timo Pietilš is offline   Reply With Quote
Old October 8, 2010, 12:09   #39
ewert
Knight
 
Join Date: Jul 2009
Posts: 525
ewert is on a distinguished road
Quote:
Originally Posted by PowerDiver View Post
Warriors get their int/wis when they get it, which is to say later rather than sooner. Aren't you really saying this is yet another way warriors get screwed?

I don't see any reason to tie perception to a spellcasting stat, and I really don't see any reason mages or priests should be better at noticing traps than warriors.
But they get their dex sooner, so unless you are playing a half-troll warrior stumbling into traps and just grunting along ... oh wait, that's what half-troll warriors probably would do!

Remember with this scheme detecting traps is not the be-all-end-all, since you can just not trip them with high dex. I doubt mages get 18/200 int AND wis anytime soon, nor priests. Actually getting that high dex would be the safest surefirest way to avoid traps ...
ewert is offline   Reply With Quote
Old January 14, 2011, 21:40   #40
CunningGabe
Swordsman
 
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
CunningGabe is on a distinguished road
I spent a bunch of time yesterday thinking about traps. I like the idea of traps becoming rarer but more interesting, and removing most trap detection/disarming spells and such. Rather than harming the player directly, I think most traps should force the player to adapt their tactics or to pay particularly close attention to their surroundings. Here are a few ideas...

1. Certain rooms could have a trap that generates a field with some bad effect. For example, maybe players and monsters have -10 to speed while they are in that room. This is especially cool because if you're clever, you can wait just on the outside of the room and lure monsters into it -- and then pepper them with arrows and spells.

Other effects could include draining a stat while you're in the room, or continual HP loss. Many status effects could be applied this way -- though it's best if it can affect monsters too. Heck, the effects don't even have to be negative. A room that grants +10 to speed is also neat!

2. There are lots of cool possibilities for doors and stairs:
* A trap that closes and locks every door in a 10-square radius.
* A down staircase such that the first time you try to go down, a monster comes up the stairs and pushes you off the staircase tile.
* Completely false doors and staircases that don't work at all (or even worse, that attack you!)

3. How about monster statues that come to life if you trigger a trap? Or monsters that only patrol a certain path, attacking you only if you get in their way? (New "monsters" representing inanimate objects could be created for the latter; for example, swinging scythes.)

4. There are also interesting ways to trigger a trap. Maybe a trap triggers only on item removal (Indiana Jones style!) Or maybe a certain unmoving monster is really a decoy, and attacking it sets off the trap.

I wasn't able to come up with anything inspiring for chest traps -- I'd be inclined to just remove them unless we can do something interesting with them.
CunningGabe is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
traps gfx fyonn Vanilla 4 September 25, 2010 03:09
Setting traps barna10 Variants 1 August 16, 2010 12:16
Unangband - Traps Whelk Variants 3 August 1, 2010 20:46
Give a meaning to object colors fph Vanilla 7 May 3, 2009 18:29
Traps Zero Vanilla 10 January 22, 2008 16:06


All times are GMT +1. The time now is 17:36.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.