About resting

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ushumgal
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Re: About resting

#16 Post by ushumgal »

That is VERY true - there are some areas where if you teleport away from a fight and start happily resting up, you may be in for a sudden shock...

Grey
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Re: About resting

#17 Post by Grey »

I personally would like to see monster regeneration whilst on the level.
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Zonk
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Re: About resting

#18 Post by Zonk »

ushumgal wrote:That is VERY true - there are some areas where if you teleport away from a fight and start happily resting up, you may be in for a sudden shock...
As I found out when I teleported away from Shade of Angmar and rested :evil:

I think it would actually make sense if *some* monsters(very dumb ones, golems, creatures that lack initiative)would actually forget about you instead of giving chase if you get away enough.
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Grey
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Re: About resting

#19 Post by Grey »

I'm fairly sure some do forget about you at the moment, but very few of them. Would make sense if a lot more give up the chase. Perhaps if they do not see you after x turns they have a y% chance to give up. Amounts would vary with creature type and level, or perhaps related to cunning and willpower.
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Kemsha
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Re: About resting

#20 Post by Kemsha »

Yeah, this would be a problem. Rebalancing everything probably wouldn't be worth the effort

Maybe we could have more monster regeneration just on some dungeons? Until we kill the boss for instance
Fela wrote:The game is currently balanced (well, somewhat anyway) around the possibility to rest between encounters. Even with 5 talent points in trap disarm, i've been half dead from a trap more than once (apart from having 5-6 potions destroyed if it was acid). Likewise after some of the tougher monsters.

Also in regular Angband you can always simply recall if you need an extended rest/resupply.

Mithril
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Re: About resting

#21 Post by Mithril »

Kemsha wrote:Yeah, this would be a problem. Rebalancing everything probably wouldn't be worth the effort

Maybe we could have more monster regeneration just on some dungeons? Until we kill the boss for instance
Unless you are at the point of death a single random monster will usually be easily dispatched and thus just be a temporary annoying pause while you rest. I would dislike to have resting interrupted constantly by some minor roadkill. Personally I think the system if fine as it is.

Mithril
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Re: About resting

#22 Post by Mithril »

Kemsha wrote: Maybe we could have more monster regeneration just on some dungeons?
Which are the dungeons where resting is problematic currently? I think that the perception of difficulty may vary a great deal by class.

Repton
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Re: About resting

#23 Post by Repton »

Grey wrote:I personally would like to see monster regeneration whilst on the level.
Do they not?

I remember trying once to kill a stone troll as a low-level character, by repeatedly leading it over a trap, and getting precisely no where...

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Re: About resting

#24 Post by Grey »

Uh, assuming you're not joking, I meant new monsters appearing over time.
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greycat
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Re: About resting

#25 Post by greycat »

I assumed HP regeneration was meant, too. I'd usually use the word "spawning" for new monsters.

escargot
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Re: About resting

#26 Post by escargot »

There's always the possibility to implement a rest item, like "tents" in the final fantasy saga (and in most RPG's).
The use of a tent would be like resting in the actual game, but maybe refilling your "secondary" energy-bars (mana if you are fighter who gained a spell, for example).

And if you don't have a tent or you are just not willing to spend it, you could "bandage" (or something similar). Which would restore only a fixed amount (or percentage) of hp/mana/else, until the next time you lose hp/spend mana/else, so getting a complete refill by this item-less option would mean getting into possible hazard, for the hp part at least. For mana would be cheesier.

The idea probably sucks, but maybe we can get to something interesting.

teachu2die
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Re: About resting

#27 Post by teachu2die »

monster re-spawning is probably not a bad idea. there needs to be some kind of incentive to get off of levels, and to not always rest to 100% at every opportunity.

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