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IronicDongz posted:labyrinth is extremely boring and bad im not worried lmao im saying theyre not v interesting, all the danger is in getting to the vault before it closes also labyrinth is bad folks, if you want a breather code in an attack that gives you a 15 minute time out that cools down hourly and give it to common monsters Tollymain fucked around with this message at 10:10 on May 8, 2018 |
# ? May 8, 2018 10:07 |
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# ? Jun 8, 2024 14:44 |
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What if labyrint algorithm guaranteed multiple paths to the exit and involved several transparent minivaults (maybe literally just lifting or maybe slightly shrinking the portal-cordoned entry/exit ones from regular Dungeon) that would have their own moderate danger/challenge (any one of the elemental turrets, eels behind deep water, a lonesome, locked in unique) and you'd have to make your way through some of them and decide which ones can you actually hope to take on and either with an optional loot in each or better loot overall at the exit? They'd definitely be in the way and you'd have to pick one, but in case of them having some local loot also decide which one you want the loot from the most. Maybe this is hella overcomplicating and against the simple and "clean" pathfinding idea the Labyrinth and would make more sense as a portal of it's own leaving out the pathing thing altogether; call it something like the Asylum or the Gaol. e: if you don't kill Yiuf by the time you reach D:10, it will guarantee portal to the Asylum and an ubercharged version of him will be guaranteed to spawn in the final vault with a +9 Chaos staff and 6 Dancing Weapon Hammers defending him. Teal fucked around with this message at 10:43 on May 8, 2018 |
# ? May 8, 2018 10:35 |
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Teal posted:e: if you don't kill Yiuf by the time you reach D:10, it will guarantee portal to the Asylum and an ubercharged version of him will be guaranteed to spawn in the final vault with a +9 Chaos staff and 6 Dancing Weapon Hammers defending him. Like, openly, how do you guys feel about borrowing some ideas from the Dark Souls school of design when it comes to "hidden opportunity" options where you can invoke a "trick" sequence that's not particularly hard to achieve but isn't super likely to happen (neither being impossible to happen without you knowing, though) if you don't know what you're doing, usually opening a super punishing and dangerous but highly rewarding consequence? Like, if you encounter unique X and explicitly avoid them and don't kill them and get to somewhere and do something, a portal to Bad Times Place With Good Loot Tho opens? Definitely no "haha, you triggered my autistic trap sequence you had no way of knowing about, enjoy every wall tile on the floor turning into bees" but just ways to beat a little bit more deterministic opportunity out of the game with the right knowledge.
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# ? May 8, 2018 10:49 |
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Teal posted:Like, openly, how do you guys feel about borrowing some ideas from the Dark Souls school of design when it comes to "hidden opportunity" options where you can invoke a "trick" sequence that's not particularly hard to achieve but isn't super likely to happen (neither being impossible to happen without you knowing, though) if you don't know what you're doing, usually opening a super punishing and dangerous but highly rewarding consequence?
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# ? May 8, 2018 10:56 |
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Panic! at Nabisco posted:Isn't this sort of esoteric only-the-cool-kids-know bullshit exactly why people get frustrated with Nethack and ADOM and other bulkier roguelikes? There's no element of exploration to it, it'll all be listed on a wiki and the learndb, so the only reason it's even there is to remove options from people who aren't in the know and don't happen to stumble onto the unlock. Yeah I know that's the other extreme, I'm just trying to find some way of alleviating the runs where literally loving nothing of note happens, no cool uniques turn up, no interesting loot drops, and I die to a crowd of orc priests because I'm too bored to just not hold down Tab till it fucks me over. Another way would be to put more determinism into the spawns and inject guaranteed spawns of <Things and stuff> in predetermined intervals - didn't somebody have an idea for loot boxes or something?
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# ? May 8, 2018 11:03 |
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A floor where the walls slowly turn into bees sounds rad.
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# ? May 8, 2018 14:01 |
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Can't believe there are Labyrinth haters in here. Just make it so that when you enter you're automatically satiated/engorged and then a magical force prevents you from eating. Ta-da, now you've got a real goddam timer, get cracking fool. (I know there are problems with this). For the record, I will take every portal I come across and possibly try to murder myself in the process by scouring the map for it and/or using the scrolls of magic mapping that I save expressly for finding them. Experience is so tight in the game now that I think you have no choice but to hit every one you can for that sweet XP and potential loot. I think I haven't died in any except for a Bailey/Ice Cave in a long time. And desolation of salt is badass and the loot is awesome.
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# ? May 8, 2018 14:53 |
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The only real change I would want to see to labyrinth is more of the minivaults and for skeletons of different player races to spawn throughout the non-minivault parts.
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# ? May 8, 2018 15:08 |
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Earlier today I had a dead end in Labyrinth with a portal to Abyss and thought what the gently caress. What if Labyrinth got progressively more dangerous and rewarding over time with exits appearing and disappearing continuously and the question not being "find a way out" but "will I survive by the time the next one turns up?"
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# ? May 8, 2018 15:31 |
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Honestly the problem with Labyrinth isn't its design, it's that there's nothing in it except a lot of passages in which to blindly grope around, maybe a couple of fairly irrelevant minivaults, and the minotaur vault. If it takes a while to find the exit, you pretty well spend the whole time doing nothing but walking around trying to figure out how to get to it. I don't hate Labyrinth per se, I just don't see that it's particularly worth getting excited about anymore. Once the novelty is gone, it's basically just an uneventful period of pressing movement keys, but with constant maprot and the added annoyance of feeling like you have to go back and double-check sometimes in case something changed. I don't even find it particularly zen, it just feels like a bland detour away from the titular dungeon crawl (a remarkable feat, considering the branch's theme).
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# ? May 8, 2018 16:49 |
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The maprot interface screw is really bad and was rightly purged from the rest of the game years ago. If you tried to make labyrinths 'harder' you'd just make it mandatory for the player to draw their own map if they don't want to randomly die.
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# ? May 8, 2018 17:01 |
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You guys are lame, labyrinths are always a pleasure and a small joy when I come across them. It's also a timed portal, so if you don't like it, don't go. Unlike Hive, it's presence doesn't really have knock-on effects.
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# ? May 8, 2018 17:22 |
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Wonder how tossing random boulder beetles into labyrinth would go...
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# ? May 8, 2018 17:24 |
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That's hilariously malicious. I like it. You could also potentially try to finesse a particularly nasty Minotaur by drawing it into the path of a rolling beetle, if you were feeling really gutsy.Serephina posted:You guys are lame, labyrinths are always a pleasure and a small joy when I come across them. It's also a timed portal, so if you don't like it, don't go. Unlike Hive, it's presence doesn't really have knock-on effects. I want the treasure and xp for the minotaur, I just don't see why wandering through the labyrinth to get there can't involve anything other than silence and solitude. Random boulder beetles would certainly spice things up.
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# ? May 8, 2018 17:45 |
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Aparently labyrinth should be the next big goon committee change. We should all vote on things to add to it (and force someone to code it) or vote to remove it/ remove everything but the black metal walls. Things we could vote on: Removing it Making all the walls digable Adding boulder beetles/ PC race zombies and skeles/ earth elementals/ whatever else fits More minivaults/almost entirely minivaults Reducing it's size Buffing the minotaur but not letting it pick up the loot Replacing the minotaur with a goblin king named Ziggy (who always carries a randart -something- named stardust) Leaving it alone Having it get harder over time with exits spawning randomly similar to the abyss Mortimer Knag fucked around with this message at 18:06 on May 8, 2018 |
# ? May 8, 2018 18:03 |
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baby delivery truck posted:Aparently labyrinth should be the next big goon committee change. We should all vote on things to add to it (and force someone to code it) or vote to remove it/ remove everything but the black metal walls. Also make Player Minotaur start in the middle of our Murderinth next to an exit and get spat out into D1 once he takes one.
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# ? May 8, 2018 18:16 |
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Remember a while ago when vaults was pretty boring, and they added that change that made the vaults layout what it is today, like a huge amount of minivaults smooshed together? I personally think that would work great for labyrinths, just scaled down a bit.
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# ? May 8, 2018 18:21 |
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Make labyrinth map like normal and put enemies in it imo. Make it just like any other timed portal but retain the cool flavor. The flavor is the thing I liked about the maze anyways, not the process of doing the maze.
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# ? May 8, 2018 19:58 |
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cheetah7071 posted:Make labyrinth map like normal and put enemies in it imo. Make it just like any other timed portal but retain the cool flavor. The flavor is the thing I liked about the maze anyways, not the process of doing the maze. Honestly this isn't a bad solution either, having it map normally and removing the 'creaking of ancient gears' poo poo, but it'd still be fun for it to just have more minivaults/more enemies/ a different boss.
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# ? May 8, 2018 22:20 |
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hello friends
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# ? May 10, 2018 02:42 |
Feature request: please allow all mutations when eating purple, drinking potions of mutation, or getting mutated (i.e. demonspawn mutations etc)
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# ? May 10, 2018 03:54 |
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time for crabs https://www.youtube.com/watch?v=VJJ_JnMVdB4
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# ? May 10, 2018 05:23 |
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Tollymain posted:time for crabs Level 9 Summoning/Fire/Necromancy: The Crabocalypse You know drat well what it does.
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# ? May 10, 2018 09:38 |
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Apologies for the lack of progress over the last couple days, decided to play Path of Exile instead of develop in the spare time I had. I'll try to set aside some more time for dev work to at least knock out most of these simple things. Gooncrawl dev update: -Swamp worms and iron giants can now Scorpion you just like mainline DCSS. Gooncrawl bonus: projectile tiles by Metoron! Edit: Crab species poll still ongoing- https://goo.gl/forms/z7GX9QomecTe9Ovp1 Floodkiller fucked around with this message at 02:50 on May 11, 2018 |
# ? May 11, 2018 02:42 |
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Come to think of it, is there any particular reason restore ability potions are pre-ID'd in gooncrawl?
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# ? May 11, 2018 04:38 |
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dont fuckin apologize for playing some videogames ya dork
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# ? May 11, 2018 04:55 |
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Not seen, a shadow dragon, an acid dragon and who knows what else. What the gently caress is a shard shrike, insanely dangerous even in extended, doing on D9 for literally any reason?
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# ? May 11, 2018 06:48 |
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i think theres some tile glitch happening atm
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# ? May 11, 2018 07:42 |
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Checking out my not actually dead yet morgue file, it says "34286 | D:9 | Noticed a shard shrike", and " 22004 | D:9 | Noticed a shadow dragon", so I've just been assuming it wasn't a tile glitch, along with the definitely real manticore I ran into on D8 that nearly murdered me.
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# ? May 11, 2018 15:34 |
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Just posting to say to the poster asking about seeing Purgy outside of the sewer... Seen him on d4 two games in a row now.
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# ? May 11, 2018 16:43 |
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I am Otis posted:Just posting to say to the poster asking about seeing Purgy outside of the sewer... Seen him on d4 two games in a row now. I've seen him outside a few times, I never thought it was exclusive?
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# ? May 11, 2018 17:16 |
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FR: https://twitter.com/dasharez0ne/status/994973077325959169?s=21
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# ? May 11, 2018 18:01 |
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Einwand posted:Checking out my not actually dead yet morgue file, it says "34286 | D:9 | Noticed a shard shrike", and " 22004 | D:9 | Noticed a shadow dragon", so I've just been assuming it wasn't a tile glitch, along with the definitely real manticore I ran into on D8 that nearly murdered me. Does your morgue file list vault names? That definitely looks like improper vault depth (or improper depth of monster spawns), not just a tiles glitch, if the morgue is reporting it. It might also be a problem in mainline DCSS, so they may be interested as well. Edit: This name may only appear after you die, so no rush. FulsomFrank posted:I've seen him outside a few times, I never thought it was exclusive? Purgy can definitely appear outside of sewers, it's just not that common compared to encountering a sewer layout that guarantees the spawn.
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# ? May 11, 2018 18:03 |
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I've seen a few crazy vaults like that on early floors but they've always been sealed off and accessible only via digging or those one-way translocator pads. They seemed like a "come back later" thing (which you will never remember or care about even if you do remember).
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# ? May 11, 2018 18:27 |
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I'm assuming it was this, since the other vaults reference elf and the orc entrance, minmay_the_grid_triangle_9x9_recursive_2_mashed . Never did get to see what was actually in there due to getting murdered by some bad rng to a hasted iron troll. Einwand fucked around with this message at 23:50 on May 11, 2018 |
# ? May 11, 2018 23:45 |
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Einwand posted:I'm assuming it was this, since the other vaults reference elf and the orc entrance, minmay_the_grid_triangle_9x9_recursive_2_mashed . I was pretty sure it was going to be one of those. the_grid is a bunch of minmay (aka duvessa) vaults that just drop a bunch of out of depth monsters into a minivault generated container with prizes (that usually aren't worth the horribly out of depth monsters). They end up having a good chance of one monster that is awake and can open doors, which lets them spill out all over the floor and kill anyone who doesn't immediately see it and abandon the level to never return until they massively outlevel it (or the orb run). I could just leave this alone if everyone is fine with a level occasionally being hosed up beyond all repair. Otherwise, one fix to the majority of the versions of the vault is to replace the doors with runed doors (although ugly, this would hold in the monsters). I would have to test and figure out where to place the Key Feature Replace line(s) to do so, so it would be a bit time consuming; it also wouldn't solve any of the vault variations that start opened without doors. Another solution is to manually create monster lists for every minivault instead of leaving it up to OOD code, but that's definitely way too much work compared to what I'm willing to do to fix it. A third solution is I can just cut out all the Dungeon level spawns, leaving it only to spawn in Depths and Elf. My final brainstorm is to just delete the file and say gently caress it to the lot. Any preferences or other ideas?
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# ? May 12, 2018 01:08 |
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One time back in the day one of those vaults, or one like them, had a boring beetle which let all the monsters out
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# ? May 12, 2018 01:55 |
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remove the vaults
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# ? May 12, 2018 03:30 |
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gently caress anything that duvessa made. What an elitist rear end.
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# ? May 12, 2018 03:40 |
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# ? Jun 8, 2024 14:44 |
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Speleothing posted:gently caress anything that duvessa made. minmay_lair_entry_lava seems to have spawned a fire crab on d8 which was rather uncool, game. Einwand fucked around with this message at 08:05 on May 12, 2018 |
# ? May 12, 2018 05:57 |