Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old April 25, 2020, 18:33   #1
DavidMedley
Knight
 
Join Date: Oct 2019
Posts: 726
DavidMedley is on a distinguished road
Suggestion: Monsters Return Home

When a monster completely loses track of you, probably because he was TO'ed, he should return to his starting location.
DavidMedley is offline   Reply With Quote
Old May 3, 2020, 17:45   #2
DavidMedley
Knight
 
Join Date: Oct 2019
Posts: 726
DavidMedley is on a distinguished road
No response?
DavidMedley is offline   Reply With Quote
Old May 3, 2020, 19:32   #3
Chud
Swordsman
 
Join Date: Jun 2010
Posts: 299
Chud is on a distinguished road
That would make some sense, though it would also potentially make teleporting yourself a fair bit safer, especially if everyone is returning to the same vault.
Chud is offline   Reply With Quote
Old May 3, 2020, 19:48   #4
mrfy
Adept
 
Join Date: Jul 2015
Location: Seattle, WA
Posts: 236
mrfy is on a distinguished road
Quote:
Originally Posted by DavidMedley View Post
When a monster completely loses track of you, probably because he was TO'ed, he should return to his starting location.
Do the monsters know the map or would they just move around trying to find their way back? Realistically, if the monster did get TO'ed then they have suddenly arrived in a new place with no idea how to get home. If they detect you in some way then they should come after you. So no, they shouldn't automatically go to their starting location, IMO.

We did notice that sometimes you can hit monsters down a long corridor with say Orb of Draining, and if you're outside of their detect range they just stay there and take the damage. This is unrealistic, they should realize they're getting damaged and move in some direction.
mrfy is offline   Reply With Quote
Old May 3, 2020, 22:46   #5
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,394
Donated: $60
Nick will become famous soon enough
FAangband has territorial monsters, which have a home grid. They have a maximum distance they will move away from it, and close to it they get a speed boost.

There are a few monster behaviours you could imagine (guarding a spot, patrolling a route, foraging for food...), but I've never gone very far in implementing any of them.
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old May 4, 2020, 01:07   #6
DavidMedley
Knight
 
Join Date: Oct 2019
Posts: 726
DavidMedley is on a distinguished road
The freshly-randomized-levels-every-time-you-take-stairs makes anything a bit of a stretch thematically. But generally I think we're saying that these rooms and floors are the monsters' homes and/or places they've been assigned to guard. The fact that so many monsters are asleep when the hero encounters them also suggests they're at home. Iirc, the ancient justification for why monsters don't trigger traps was that the dungeon is their home. So I think they should be able to get back to their starting spot without having to accessing Google Maps on their cell phones.
DavidMedley is offline   Reply With Quote
Old May 4, 2020, 12:42   #7
wobbly
Veteran
 
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,346
wobbly is on a distinguished road
I'm fairly neutral on this. What I'd be worried about is what the extra path-finding load did to performance. 4.x is already super laggy on angband.live for some unknown reason.
wobbly is offline   Reply With Quote
Old May 4, 2020, 13:10   #8
Diego Gonzalez
Adept
 
Join Date: May 2007
Posts: 170
Diego Gonzalez is on a distinguished road
The home should be a group of grids, to discourage the use of splash damage or hockey stick scenarios.
Diego Gonzalez is offline   Reply With Quote
Old May 4, 2020, 16:01   #9
DavidMedley
Knight
 
Join Date: Oct 2019
Posts: 726
DavidMedley is on a distinguished road
Quote:
Originally Posted by wobbly View Post
I'm fairly neutral on this. What I'd be worried about is what the extra path-finding load did to performance. 4.x is already super laggy on angband.live for some unknown reason.
Yeah, I was thinking about that, too. As long as the player isn't nearby could batch 10 moves at once, maybe.

Is the Angband.live lag really based on the game instances taking up too many resources? My completely untested hypothesis was that the bottleneck is managing the connections to players' terminals.
DavidMedley is offline   Reply With Quote
Old May 8, 2020, 18:00   #10
DrWho42
Adept
 
DrWho42's Avatar
 
Join Date: May 2019
Location: Indio, California, United States
Posts: 130
DrWho42 is on a distinguished road
i'm intrigued by this idea?
__________________
avatar by chuckdrawsthings. thanks chuck!

FishCenter Live on the Adult Swim Streams Weekdays at 8 PM GMT

🌲link🌲tree🌲
DrWho42 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
[suggestion] Ego monsters tangar Vanilla 3 March 25, 2019 18:06
Return after recalling Odsoc Vanilla 6 September 11, 2017 21:03
spell/scroll suggestion: send item to home fbas Vanilla 12 December 2, 2010 06:37
Return of junk fizzix Vanilla 15 November 23, 2010 06:22
Command me to return z118 Vanilla 24 February 26, 2010 05:13


All times are GMT +1. The time now is 11:21.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.