Give hostile parties a max time

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Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Give hostile parties a max time

#1 Post by Sheila »

Zigur/adventurer parties can be lethal on anything higher than normal, avoiding them on the world map can be a tedious slog.
Far from making them optional, I think making them expire after a certain amount of turns would help, it would also eliminate the issue where all of them cluster in one spot and make the mechanic a bit more dynamic.

I play insane only and you pretty much never want to fight parties on insane+, and each time I come around to daikara or SWL I have to do this waiting game hoping that the parties will disperse or let me through. This might be worth checking since they swarm those locations in particular.

If this is already a thing that I'm unaware of then maybe it should be way lower :P
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

e1337ist
Wayist
Posts: 28
Joined: Fri Jul 31, 2015 9:54 pm

Re: Give hostile parties a max time

#2 Post by e1337ist »

Yes please, I'm so tired of running from parties... especially orcs q.q

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: Give hostile parties a max time

#3 Post by grobblewobble »

My favourite solution:

- Stop spawning zigurite parties after destroying Zigur with the grand corruptor (or at least drastically lower the spawn rate)
- Lower spawning rate of orcs with each orc fortress you destroy, reaching (near) zero after destroying all four.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Give hostile parties a max time

#4 Post by Sheila »

grobblewobble wrote:My favourite solution:

- Stop spawning zigurite parties after destroying Zigur with the grand corruptor (or at least drastically lower the spawn rate)
- Lower spawning rate of orcs with each orc fortress you destroy, reaching (near) zero after destroying all four.
That's not a great solution imo because by the time you're able to destroy zigur you won't have issues with the patrols anyways, and it's pretty much an unnecessary risk that I never take to do that questline on higher difficulties :)
It would make sense to do it anyways but it wouldn't solve the root problem of the tedium being there.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Give hostile parties a max time

#5 Post by bpat »

This would be a good change but new parties should spawn to replace them.
My wiki page, which contains a guide and resource compilation and class tier list.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Give hostile parties a max time

#6 Post by Mankeli »

Personally, I would not mind seeing patrols being removed altogether. I think the same arguments regarding tediousness apply. However, I don't see this happening ever so I support Sheila's proposal.

The "camping effect" of parties near some locations in the West is very real. Evading those camping patrols takes time and is annoying but really doesn't pose a real challenge to the player nor require much skill.
grobblewobble wrote: - Stop spawning zigurite parties after destroying Zigur with the grand corruptor (or at least drastically lower the spawn rate)
I do the GC quest quite late and which I think is prudent because the final boss can be bad news especially if you don't have good burst/dispersion. Doesn't solve anything. I like your suggestion regarding orc patrols however.

Cat Zangetsu
Cornac
Posts: 31
Joined: Sat Oct 01, 2016 8:45 pm

Re: Give hostile parties a max time

#7 Post by Cat Zangetsu »

Or you could add the option to bribe them or as some RPGs do, to get a guarenteed retreat at the cost of dropping a random item from your inventory including gol

OR aligning yourself with the bandit lord should teach you how to avoid patrols (thus reducing the number of patrols groups by 75% on the map) at the cost of that OP shop that you get at the end of the game.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Give hostile parties a max time

#8 Post by Mankeli »

Cat Zangetsu wrote:Or you could add the option to bribe them or as some RPGs do, to get a guarenteed retreat at the cost of dropping a random item from your inventory including gol.
This wouldn't work and if it it did, this solution would be worse than the current situation. Do we really want players to horde useless equipment in their inventory to lower the chances of losing something good?
Cat Zangetsu wrote:Or aligning yourself with the bandit lord should teach you how to avoid patrols (thus reducing the number of patrols groups by 75% on the map) at the cost of that OP shop that you get at the end of the game.
No one who is actually trying to win the game (and has some hope of actually doing so) should ever ever exchange merchant randarts for less zigur and adv parties. Never ever.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Give hostile parties a max time

#9 Post by Sheila »

bpat wrote:This would be a good change but new parties should spawn to replace them.
I'm 100% fine with this as long as they don't spawn in the same place hehe
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Cat Zangetsu
Cornac
Posts: 31
Joined: Sat Oct 01, 2016 8:45 pm

Re: Give hostile parties a max time

#10 Post by Cat Zangetsu »

Mankeli wrote:
Cat Zangetsu wrote:Or you could add the option to bribe them or as some RPGs do, to get a guarenteed retreat at the cost of dropping a random item from your inventory including gol.
This wouldn't work and if it it did, this solution would be worse than the current situation. Do we really want players to horde useless equipment in their inventory to lower the chances of losing something good?
Cat Zangetsu wrote:Or aligning yourself with the bandit lord should teach you how to avoid patrols (thus reducing the number of patrols groups by 75% on the map) at the cost of that OP shop that you get at the end of the game.
No one who is actually trying to win the game (and has some hope of actually doing so) should ever ever exchange merchant randarts for less zigur and adv parties. Never ever.
well i am trying to think of solutions that don't involve parties inexplicably vanishing into thin air - or maybe they are all entering early retirement? By the way, losing 1-2 good pieces of gear is still preferably to losing your character don't you think? By a long shot. You still have the option of being good enough to evade them normally.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Give hostile parties a max time

#11 Post by Sheila »

Cat Zangetsu wrote:
Mankeli wrote:
Cat Zangetsu wrote:Or you could add the option to bribe them or as some RPGs do, to get a guarenteed retreat at the cost of dropping a random item from your inventory including gol.
This wouldn't work and if it it did, this solution would be worse than the current situation. Do we really want players to horde useless equipment in their inventory to lower the chances of losing something good?
Cat Zangetsu wrote:Or aligning yourself with the bandit lord should teach you how to avoid patrols (thus reducing the number of patrols groups by 75% on the map) at the cost of that OP shop that you get at the end of the game.
No one who is actually trying to win the game (and has some hope of actually doing so) should ever ever exchange merchant randarts for less zigur and adv parties. Never ever.
well i am trying to think of solutions that don't involve parties inexplicably vanishing into thin air - or maybe they are all entering early retirement? By the way, losing 1-2 good pieces of gear is still preferably to losing your character don't you think? By a long shot. You still have the option of being good enough to evade them normally.
The party could just be disbanding after being done with their patrol, not that hard to come up with honestly.
And no, I don't want to lose any amount of items on a bad mehcanic.
And it's not hard to be "good enough" to avoid them normally. Mankeli definitely is, and I am too. It's just incredibly tedious and annoying. That's the point of this thread.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

Re: Give hostile parties a max time

#12 Post by Mex »

The only time I fight parties is when I accidentally click on them. They are annoying and make players waste time for no reason just to walk around them. Either make it optional with a box pop up (yes I'm aware there's an addon) or make it so you have to click into them once they are near you to engage them.
<shesh> cursed is fine

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Give hostile parties a max time

#13 Post by bpat »

I used to legit farm Zigur Patrols as Corruptor and Reaver at the very start of the game but I'm not sure if that works anymore since the Virulent Disease range nerf. That being said 99% of the time you don't want to fight them at all and they just add tedium since the risk to reward ratio is terrible.
My wiki page, which contains a guide and resource compilation and class tier list.

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