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Old January 29, 2018, 17:24   #11
Derakon
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Quote:
Originally Posted by Sky View Post
we should also give credit to the guy who originally reported this last year.
What about the people that reported it the year before that, or the year before that, or ...?

Teleportation sending you back to where you've been before has been griped about many times in the past, just nobody's bothered to take action on it, for whatever reason.
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Old January 29, 2018, 18:50   #12
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Until it gets fixed, there's a workaround of sorts: just don't cast teleport self. The real problem here is that the range of the teleport self spell is larger than the level size, so it drops you at the single farthest point in the level from where you started. The staff of teleportation has a much shorter range, so it's less likely to get you into trouble. Mages need to be carrying a staff anyway in case they get blinded or confused. So if casting teleportation moves you from the frying pan into the fire, use your staff for the second teleport attempt, and you'll likely land clear. Once you get blindness and confusion resistance, hold onto your staff nonetheless until you can also reliably use portal or teleport level as your escape spell, since teleport self isn't a reliable escape.
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Old January 29, 2018, 19:24   #13
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Quote:
Originally Posted by Derakon View Post
What about the people that reported it the year before that.
nope.

just that one guy.
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Old January 30, 2018, 10:31   #14
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Quote:
Originally Posted by luneya View Post
Until it gets fixed, there's a workaround of sorts: just don't cast teleport self. The real problem here is that the range of the teleport self spell is larger than the level size, so it drops you at the single farthest point in the level from where you started. The staff of teleportation has a much shorter range, so it's less likely to get you into trouble. Mages need to be carrying a staff anyway in case they get blinded or confused. So if casting teleportation moves you from the frying pan into the fire, use your staff for the second teleport attempt, and you'll likely land clear. Once you get blindness and confusion resistance, hold onto your staff nonetheless until you can also reliably use portal or teleport level as your escape spell, since teleport self isn't a reliable escape.
In PWMAngband I don't have this problem because some monsters have ANTI_MAGIC which prevents you from using devices or casting spells... so you always need to carry a few teleport scrolls just in case
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Old February 11, 2018, 22:47   #15
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What do people think of the ring of teleport control that used to be or still is in nethack.

Personally I think it was one of the most overpowered tools in the game, but in this game where so many other rings are so important and they have a recharge time...
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Old February 12, 2018, 00:28   #16
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Ring of Flare in ToME 2 was similar. Very overpowered, so long as you had time to set up the jump gates in advance.
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Old February 12, 2018, 01:51   #17
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Mindcrafters also get that at high levels. It's kind of ridiculous but very fun.
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Old February 12, 2018, 03:15   #18
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Controlled teleport is one of the most powerful abilities in any variant that has it. I've no doubt that would also be the case in Vanilla. Precise positioning is vital to effective combat, and right now the only way to precisely position yourself is to walk, which has a host of interesting consequences that controlled teleportation would completely obviate.
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Old February 12, 2018, 05:21   #19
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Quote:
Originally Posted by Derakon View Post
Controlled teleport is one of the most powerful abilities in any variant that has it. I've no doubt that would also be the case in Vanilla. Precise positioning is vital to effective combat, and right now the only way to precisely position yourself is to walk, which has a host of interesting consequences that controlled teleportation would completely obviate.
...hence my judgment that giving mages controlled teleport in the feature/magic branch pretty much makes up for anything they've lost.
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Old February 12, 2018, 07:39   #20
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Nethack has no-teleport levels to prevent teleport+teleport control from being used to completely bypass difficult challenges.
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