On Tue, 14 Jun 2011, Raphael Langella wrote:
> 2011/6/13 David Ploog <dpl...@mi.fu-berlin.de>

>> some of us have reached agreement on how to nerf cTele.

> Some points which have been raised on IRC:
>
> * Making the ring of teleportation completely passive turns it into a pure
> bad item which is boring.

Okay, but the tactical choice (do I switch on the ring of teleport in 
order to lose a turn but save a scroll?) is interesting only very early, 
in my opinion. Apart from this, the ring is used if you need repeated 
teleports (Abyss, some odd 1x1 closed you want to visit etc.)
In general, whenever we have both a finite and an unlimited source of 
something, we should be aware. And the finite version is often more 
interesting. (Yes, there are some offending spells...)
Apart from that, bad randarts items with +Blink, +Tele etc. have been 
carried and used only for their evokable property -- another behaviour I 
find disagreeable.

> * being able to cancel a teleport by teleporting again is an obscure
> mechanism that many players aren't aware off (removal has been, of course,
> suggested as a solution).

> * teleportitis is not that bad and is manageable even without stasis nor TC.
> * teleportitis is a fun mutation and doesn't need a counter.

I agree it is an interesting mutation. Note that "stasis is new -- one of 
the ideas behind it is to give players another tool against teleportitits.
I am not as good a player as those who commented, but teleportitis on a 
branch changes everything for me.

> * it's interesting to be able to turn it around into a good thing by using
> TC.

Here I disagree. Whenever I experienced this combo, I first hated the 
interface (which makes you prompt for a spot on the level map all the 
time) and then note just how powerful it is (apart from branch ends, of 
course).
"You may be screwed on Slime:6 or Zot:5 but in the meantime we'll simplify 
all the rest of the game for you" is not good design, in my opinion.

> Taken individually, all of those are valid points. About the comments on the
> dangerousness of the mutation, they were made by very good players. I
> believe that many average players rarely survive the mutation. But let's
> consider the whole situation. Currently, if you have teleportitis and can't
> cure it, here are your options:
>
> * Wear stasis and suffer the consequences (no tele/blink/haste).
> * Wear or cast TC. This completely nullify the threat of the mutation and
> can even be quite useful. Except in -cTele levels where it doesn't work.
> * Just live with it and teleport again if it throws you into a death trap.
>
> I think this is way too binary. By giving a delay to the mutation (btw, I
> think 1d(5 - mut_level) is a good duration) we give a new option to the
> player to use consumables to cancel teleportation when it triggers. Stasis
> shouldn't work if you put it after the trigger, just like putting rP doesn't
> cure poison. TC is already very good, and I don't think allowing it to
> completely nullify a dangerous mutation is a good thing. Having to use
> consumables is more interesting than just wearing a ring. You have to choose
> when to accept the risk and save resources and when to burn them. Turning
> the ring of teleportation into a pure bad item is an unfortunate drawback of
> the new system, but I think it's worth it.

Good reasoning. =tele would be not strictly bad, of course. You can still 
use it to escape by digging a tunnel and waiting for tele to kick in, for 
example. (Or use it for bubble hopping in Orc.)

> Regarding the "teleport cancel teleport" system being too obscure, this can
> be addressed. It's already in the manual. We can add a note about it in the
> descriptions of the scroll and the wand. We can add it to the tutorial
> and/or hint mode.

What about printing a line whenever you experience a hostile teleport?
"The teleport will be cancelled by a teleportation of your own."

David

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