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Old July 10, 2011, 16:33   #21
Derakon
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NPP forces you to run past opened doors and I personally find it very irritating. I have to spend a lot of time manually walking back to the door so I can search for the associated secret doors.

Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.
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Old July 10, 2011, 16:59   #22
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Originally Posted by Derakon View Post
Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.
I'd quite like to have 'continue running until disturbed' vs. 'run in a straight line until you reach something'. Because sometimes I want to cover ground fast, and other times it's just annoying to hit the arrow key five or ten times in succession to get to the end of the corridor.
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Old July 10, 2011, 18:53   #23
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I use this option (is it optional?), but could cope with it's loss. A hide buried treasure option might be better. In this way someone interested in mining will stop at treasure veins and those who aren't don't even have to look at them.
No, it's not optional, everyone has to stop and admire the treasure. For how long during the game do you dig for treasure? I have never understood this part of the game. I feel I gain more money (and have more fun) by ignoring the buried treasure, because digging it out takes both turns and real time... But then I don't have macros to switch to digger either... I can't see how it could be worth it to dig after the first trip down, so that should mean that even for avid diggers the longer part of the game they do not want to stop at treasure.
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Old July 10, 2011, 18:58   #24
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Originally Posted by Derakon View Post
Maybe we could have two run modes, one which is more easily-disturbed than the other? So if you're passing through dungeon you know you're done with, you could use e.g. ctrl-shift-move, which only stops for branchings, monsters, and traps, but for normal exploration you could use shift-move, which is more paranoid.
Yeah, I guess two modes would be the only way to give most players what they want.
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Old July 10, 2011, 21:04   #25
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No, it's not optional, everyone has to stop and admire the treasure. For how long during the game do you dig for treasure?
I don't mine for treasure habitually, but I do occasionally when the proper situation presents itself. I guess I do so enough that I've never bothered to look for the option to turn it off.

I despise resting, so if I'm low on healing I occasionally do things like mining to recover HP/SP without having to feel too cheesy about it. Plus, I usually play what most would consider underpowered (standard roller) characters so having a few extra GP to spend goes a long way.
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Old July 13, 2011, 22:47   #26
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So, lets compile a list of unnecessary disturbances:

- buried treasure. I am guessing that this should be very easy to fix, but there might be differences in opinion...

- non branch (i.e. some structure in the corridor which the current running code stops to let you explore, but you can see that it's a dead end, see included image). Should possibly limit this to structures that are just one step deep. This will probably be much harder to fix, but I'm guessing less of an issue to discuss (the only possible thing I can think of is that someone might want to search for hidden doors there, but these spaces are very unlikely to contain any)

- a fast monster steps in and out of LOS without ever being displayed. Probably a bit difficult, and might need discussion.

Any more you can think about?
- telepathy. At the moment, if the "disturb when any monster moves" option is set, then running is completely impossible anywhere near an awake monster. Turning the option off means that when a monster enters the player's detection field, there's no disturbance until it comes into visual range (this once got me breathed on by several time hounds).
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Old July 13, 2011, 23:26   #27
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Originally Posted by Quendus View Post
- telepathy. At the moment, if the "disturb when any monster moves" option is set, then running is completely impossible anywhere near an awake monster. Turning the option off means that when a monster enters the player's detection field, there's no disturbance until it comes into visual range (this once got me breathed on by several time hounds).
Hey now that's good thinking. If we fixed the disturbance properly, we could get rid of another option ;-)
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