Difference between revisions of "Talk:Example Vaults"

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(critical remarks on Mythical Zoo & sorting algorithm)
 
 
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[[File:Zoo13bug.png]]
 
[[File:Zoo13bug.png]]
 
The Mythical Zoo is a very deadly encounter if you can't flee by the stairs. This is because your avatar is rarely developed good enough when he arrives in the [[Lair]] to counter such masses of strong monsters. That's not at all balanced game play! If such a zoo is included it SHOULD have walls and a magic door! - The reason why I just now point at the zoo is another: the sorting algorithm seems much too *weakly built*. The screenshot tells you: a) only a reduced number of all those monsters is named, b) some monsters are named that aren't [[Line of sight|LOS]] visible (e.g. 4 hounds), c) the monsters aren't sorted rationally. The gamer should get a list of visible oponents with the strongest monsters first! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 21:02, 27 September 2013 (CEST)
 
The Mythical Zoo is a very deadly encounter if you can't flee by the stairs. This is because your avatar is rarely developed good enough when he arrives in the [[Lair]] to counter such masses of strong monsters. That's not at all balanced game play! If such a zoo is included it SHOULD have walls and a magic door! - The reason why I just now point at the zoo is another: the sorting algorithm seems much too *weakly built*. The screenshot tells you: a) only a reduced number of all those monsters is named, b) some monsters are named that aren't [[Line of sight|LOS]] visible (e.g. 4 hounds), c) the monsters aren't sorted rationally. The gamer should get a list of visible oponents with the strongest monsters first! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 21:02, 27 September 2013 (CEST)
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:Those hounds probably moved out of view immediately. As for the difficulty, this is the sort of vault where you'll want to escape immediately (whether by running, teleporting, or using the stairs), then try a different set of stairs so you can carefully lure the monsters away one at a time. Clearing the vault slowly and carefully will probably make it fairly easy.
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:Really, though, bad luck happens sometimes in Crawl. Some days you just run into horrible situations where you can't do much besides die horribly. I've lost characters to things like random spear traps, bunches of smite-happy orc priests, or walking downstairs into the waiting arrows of 3 centaurs, who killed me before I could get away. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:59, 27 September 2013 (CEST)
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::"Those hounds probably moved out of view immediately." I don't think so b/c "4 hounds" and "3 giant lizards" to disappear immediately is just too much *hazard* phantasy. No, it's a programming bug, not a big one, but an ugly one. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 23:40, 27 September 2013 (CEST)
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:::I figured it out; the message grouped monsters together by type. So those "4 hounds" referred to the hell hound and the three jackals, and the "3 giant lizards" refers to the giant gecko, komodo dragon, and basilisk. You get that sometimes with undead monsters (in the ossuary, it'll say 7 zombies come into view, but it won't tell you what kinds they are unless you hit '''x''' to take a closer look). Not really all that convenient, but it probably does that so the list of things that came into view doesn't stretch on forever. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:58, 28 September 2013 (CEST)

Latest revision as of 23:58, 27 September 2013

Mythical Zoo

Zoo13bug.png The Mythical Zoo is a very deadly encounter if you can't flee by the stairs. This is because your avatar is rarely developed good enough when he arrives in the Lair to counter such masses of strong monsters. That's not at all balanced game play! If such a zoo is included it SHOULD have walls and a magic door! - The reason why I just now point at the zoo is another: the sorting algorithm seems much too *weakly built*. The screenshot tells you: a) only a reduced number of all those monsters is named, b) some monsters are named that aren't LOS visible (e.g. 4 hounds), c) the monsters aren't sorted rationally. The gamer should get a list of visible oponents with the strongest monsters first! -- Bwijn (talk) 21:02, 27 September 2013 (CEST)

Those hounds probably moved out of view immediately. As for the difficulty, this is the sort of vault where you'll want to escape immediately (whether by running, teleporting, or using the stairs), then try a different set of stairs so you can carefully lure the monsters away one at a time. Clearing the vault slowly and carefully will probably make it fairly easy.
Really, though, bad luck happens sometimes in Crawl. Some days you just run into horrible situations where you can't do much besides die horribly. I've lost characters to things like random spear traps, bunches of smite-happy orc priests, or walking downstairs into the waiting arrows of 3 centaurs, who killed me before I could get away. --spudwalt (talk) 22:59, 27 September 2013 (CEST)
"Those hounds probably moved out of view immediately." I don't think so b/c "4 hounds" and "3 giant lizards" to disappear immediately is just too much *hazard* phantasy. No, it's a programming bug, not a big one, but an ugly one. -- Bwijn (talk) 23:40, 27 September 2013 (CEST)
I figured it out; the message grouped monsters together by type. So those "4 hounds" referred to the hell hound and the three jackals, and the "3 giant lizards" refers to the giant gecko, komodo dragon, and basilisk. You get that sometimes with undead monsters (in the ossuary, it'll say 7 zombies come into view, but it won't tell you what kinds they are unless you hit x to take a closer look). Not really all that convenient, but it probably does that so the list of things that came into view doesn't stretch on forever. --spudwalt (talk) 00:58, 28 September 2013 (CEST)