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Old February 1, 2011, 13:01   #1
Philip
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OOD objects too common?

It seems I am finding OOD objects too often. Is it a consequence of the attack on junk or is the chance of OOD the same. My character found a pot of EXP on 16 after finding an executioners sword on dlevel 7. He's dead, a mage. I hate confusion attacks every turn until my potions run out and I die. Not an umber hulk surprisingly, but a jelly pit i phased into. I'd like some feedback on what you think.
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Old February 1, 2011, 13:42   #2
Timo Pietilš
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Quote:
Originally Posted by Philip View Post
I hate confusion attacks every turn until my potions run out and I die. Not an umber hulk surprisingly, but a jelly pit i phased into. I'd like some feedback on what you think.
You can fight while confused. You just not necessarily move at the intended direction. You should have fought until you step into grid which does not have confuser.
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Old February 1, 2011, 14:39   #3
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I was surrounded, I hadn't actually cleared the pit much and was fleeing and had to phase, and got surrounded. Fighting does not work well when offensive capabilities are mage level 28 melee with one blow at 4d3 (+8,+8). Also, molds and jelly's have lot's of hitpoints.
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Old February 1, 2011, 15:27   #4
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This is what staves of teleportation are for. That and not casting Phase Door when you're in danger of being sent into a pit.

As for OoD objects, I can't say that my observations match yours, but that doesn't mean they're invalid. *shrug*
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Old February 1, 2011, 18:28   #5
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As for OoD objects, I can't say that my observations match yours, but that doesn't mean they're invalid. *shrug*
I don't know about OoD objects, but OoD monsters are insane. I detected a great wyrm of balance in a vault in the 30's, maybe DL36. When the anti-strategy people implement "all D's detect alike" that will be a source of unavoidable instakill.
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Old February 1, 2011, 19:28   #6
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Originally Posted by PowerDiver View Post
I don't know about OoD objects, but OoD monsters are insane. I detected a great wyrm of balance in a vault in the 30's, maybe DL36. When the anti-strategy people implement "all D's detect alike" that will be a source of unavoidable instakill.
What kind of vault? If you were on dungeon level 39 and hit a vault that had an "8" square then a level 79 monster wouldn't be unreasonable.

EDIT: Also, I don't think it's a foregone conclusion that all (or any) detection will be changed to the "generic D" plan... although I know that some people do want to try it out.
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Old February 1, 2011, 19:31   #7
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Vault monsters can be generated up to 40 dlvls OOD. So of course you can just avoid the vault, or you can take your chances, knowing that that D could be something very nasty indeed. This is just another iteration of the calculated risk-taking that you yourself originally advocated in the form of powerdiving.

Though as far as weakening detection is concerned, the most I would believe someone has planned is to revert to the frog-knows style where you can see the letter, position, and color, but can't 'l'ook at the monster. Thus you should be able to guess based on the color of the monster (and any relevant flickering) what type it is.

I guess that just gives more strength to players who have memorized monster.txt though.
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Old February 1, 2011, 19:46   #8
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Vault monsters can be generated up to 40 dlvls OOD. So of course you can just avoid the vault, or you can take your chances, knowing that that D could be something very nasty indeed.
There's no point putting that kind of vault down if 95% of the time the right action is not to enter it because you don't know whether you will be risking instakill. If you provide enough info via detection to figure out what it the D is [color, danger warning, whatever] you might as well leave things as they are.
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Old February 1, 2011, 19:53   #9
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There's no point putting that kind of vault down if 95% of the time the right action is not to enter it because you don't know whether you will be risking instakill. If you provide enough info via detection to figure out what it the D is [color, danger warning, whatever] you might as well leave things as they are.
To be clear: I don't think there is a concrete plan to replace *all* detection with frog-knows detection, or something else.

I've heard of ideas to have various kinds of limited ESP (e.g. pval-radius, ESP for orcs only, or ESP for presence only, or kind only, etc) as well as a pseudo-ESP for monster presence (listening or something like that). I know that Timo really wanted detection reverted to frog-knows, and I think Magnate was interested in trying it out, but I don't think there's a plan to definitely do it.

If you want a list of ideas devs have for 3.3 difficulty stuff you can check out: http://trac.rephial.org/wiki/DifficultGame

To be clear, nothing is really set in stone--those are ideas that devs are *generally* in agreement about, I think.
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Old February 1, 2011, 20:44   #10
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Quote:
Originally Posted by d_m View Post
To be clear: I don't think there is a concrete plan to replace *all* detection with frog-knows detection, or something else.

I've heard of ideas to have various kinds of limited ESP (e.g. pval-radius, ESP for orcs only, or ESP for presence only, or kind only, etc) as well as a pseudo-ESP for monster presence (listening or something like that). I know that Timo really wanted detection reverted to frog-knows, and I think Magnate was interested in trying it out, but I don't think there's a plan to definitely do it.
To be clear, we are really only talking about ESP, aren't we?

- nobody is proposing to nerf the automatic recognition of any visible monster in LOS

- nobody is proposing to nerf the Detect or Reveal Monsters spells, or their derivatives (Detect Evil etc.), as these take a whole turn.

So that brings us back to ESP, which is simply way too powerful as currently implemented. So yes, I do think that some sort of nerf is in order. I like Sangband's racial ESP (it has separate ESP for undead, animals and demons, governed by realm skill), but I also like Timo's idea of reverting to f-k for monsters not in LOS. I also like the idea of making ESP pval-dependent, so you'd have a radius of 2 squares per point, meaning you'd want to collect two or three items to reach the max radius of 20. Or the pval could govern frequency rather than radius (this is how Sang works - the creatures appear infrequently at low skill, as if they have WEIRD_MIND, and are white asterisks, and then they appear more consistently as their proper letter and colour as skill increases). Or both.

These could be combined - we could have separate types of ESP, each with different radii and/or frequency. Thoughts welcome.
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