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Old June 19, 2011, 22:49   #1
Belgen
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Suggestions for sensations

I have several suggestions for sensations in the game. Because my English is pretty bad, I will give detailed examples to understand me.

1. I suggest something when we disturb and interrupt a series of actions, such as running, to appear in the status label "disturb", to understand that something interrupted us and look for the cause. Furthermore, I often stop running when I do not see any monster near me and then I experimented with debugging command Detect everything, I noticed that next to me is a monster, but not in the visible range. If this is intended to be so I think we need some way to indicate the direction where we felt the creature. This will make it more realistic.

2. When something invisible we hit or missed, to be marked in any way place where we felt the blow. For example the field of the floor where the blow came to be marked in red. So we can assume with good probability where is the monster at this point.

Code:
...
.@.
...
For example, in this situation something hit me the top left.

3. I propose to do animation for the movement of monsters, if possible, because now they are moving like teleport. This is not a problem with slow monsters, but if they are quickly or very quickly and move 2 or 3 field in turn and we have limited visibility at the crossroads, I can not understand where they are going to run away from me and that is not very realistic.
Code:
  #.#
  #.#
###.###
.......
###b###
  #@#
Disenchanter bat trying to run away from me.

Code:
  #.#
  #.#
###.###
.......
###@###
  #.#
I don't know where it has escaped.

That's all I can think of for now. Because I have not played many recent versions, some of my suggestions may not be valid, if so please be excused. Tell me what you think about my suggestions. I know that the game will be so much easier, but I think it will be more realistic and more fun. If something you don't understand, tell me and I will try to explain it even better. Once again sorry for my bad English.
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Old June 20, 2011, 05:17   #2
Timo Pietilä
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Quote:
Originally Posted by Belgen View Post
I have several suggestions for sensations in the game. Because my English is pretty bad, I will give detailed examples to understand me.
What bad English? I understood it, so it must be better than mine in bad day.

In short you are suggesting that monster movements get animated like magic missiles etc. if you have base delay something sensible and they are in visible LoS. That would definitely be an improvement. You get better feeling that you are dealing with something really fast with Time Vortex for example. Though that might also slow game down a lot, so option is in order to turn it off when wanted.

Other suggestion of disturbance I suggest that we get a message like normal message "disturbed by this and that" without more -prompt so that we see the message, but don't need to clear it before action, and action then clears it. Actually for most message actions that is the preferred action type, -more- prompt would indicate that there are more messages and that should need to be cleared before action takes place.

"disturbed by reaching detection border" "disturbed by visible monster movement" "disturbed before running to stationary monster" "disturbed by dungeon layout change" "disturbed by monster appearing in line of sight" "disturbed by player status change". What else?
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Old June 20, 2011, 05:19   #3
Derakon
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Disturbed by item recharging, if you have the appropriate option set.

This could result in a lot of message spam if you e.g. habitually try to run even when poisoned.
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Old June 20, 2011, 05:27   #4
Timo Pietilä
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Quote:
Originally Posted by Derakon View Post
Disturbed by item recharging, if you have the appropriate option set.

This could result in a lot of message spam if you e.g. habitually try to run even when poisoned.
At least you see why you can't run .

I have nothing against lots of messages as long as they do not disturb my actions (only disturb whatever I'm doing, if you understand what I mean).
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Old June 20, 2011, 09:35   #5
jens
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I always have my messages in a window of their own, as big as the angband terminal, spamming that would not be a problem for me at least. But on the other hand I do not have any problem with the current situation either...
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Old June 21, 2011, 20:57   #6
EpicMan
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I was playing UnAngband yesterday and a unique I was fighting (Bill Ferny, I think) ran away when I got his health low. He ran around a corner and disappeared at a crossroads.

Except that in Un badly wounded (bleeding?) monsters sometimes color the squares they walk on red, so I was able to follow the trail of blood to where Bill was hiding and finish him off.

It was one of the coolest experiences I have had while playing a *Band.
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Old June 22, 2011, 17:57   #7
Therem Harth
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While I'm usually in favor of making Angband less difficult, is one point I must disagree with...

Quote:
Originally Posted by Belgen
2. When something invisible we hit or missed, to be marked in any way place where we felt the blow. For example the field of the floor where the blow came to be marked in red. So we can assume with good probability where is the monster at this point.
I think this would help the player a bit too much, because it would invisible monsters a nonissue (at least for warriors) unless they were faster than the player.

I do like the third suggestion though. Although it might be hard to code, I think.
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