[RFE] Allow Teleportation in wilderness
issueid=3939 10-19-2015 08:28 AM
Junior Member
Number of reported issues by emilus: 48
[RFE] Allow Teleportation in wilderness

IMHO trained teleportation spell (not casted from wand / scroll) should work in wilderness on explored areas.

Like 2 level teleportation allow to teleport only 2 squares in wilderness, level 3 - 3 squares etc.

Whaddya think ?
Issue Details
Issue Number 3939
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 5 - Medium
Suggested Version ADOM r61
Implemented Version (none)
Milestone (none)
Votes for this feature 4
Votes against this feature 11
Assigned Users (none)
Tags (none)




10-20-2015 10:06 PM
ixi ixi is offline
Junior Member
Quote Originally Posted by gr3ybird
Making players walk back and forth across a map multiple times to multiple places they have already been with zero chance of failure is not a good design choice. It's totally arbitrary. Yes, some difficulty does come from the relationship between elapsed time and corruption levels, but *that difficulty could come from somewhere else*.
Let's be honest. None of my characters died from corruption. In any case forcing player to run as fast as possible before corruption strikes isn't a good design indeed. ADOM has a wonderful world and traveling through it relaxing, picking every quest and not missing any possibility is the thing then should never be discouraged in such game because it would limit characters freedom, the thing for which many players love RPG genre.

The doesn't sound simple but one of the proper fixes would be making every step even to the previously visited location less boring and more challenging. Unfortunately the only available way for now is increasing DL for these areas depending on PC's level when monsters are generated.
Kinda getting from offtop to the current subj: the same could apply to the wilderness. Travelling through it is kinda boring and that explains why teleportation in wilderness is desired. Fallout 2 for example shows a better world map implementation (although need some tweaks to make it even more challenging).

Another solution is discouraging players from coming back. If game wouldn't gave a reason to visit locations again - no one would do so again. And that's the direct reason of shortcut existence. If they were removed players were forced to go over the same boring locations over and over again.

10-20-2015 10:06 PM
Senior Member
Quote Originally Posted by hapro
Just implement Crawl's Ctrl+G (interlevel travel) and call it a day. No need to change the fundamentals of the game for something like this.
Okay, what I am talking about includes *wilderness travel*. This wouldn't address that. What is up with you today? This is the second topic you have posted in apparently without reading any of the arguments people have already made in it.

Seriously, what's up with this? Are you even trying here?

10-20-2015 10:18 PM
Senior Member
Quote Originally Posted by gr3ybird
Okay, what I am talking about includes *wilderness travel*. This wouldn't address that. What is up with you today? This is the second topic you have posted in apparently without reading any of the arguments people have already made in it.

Seriously, what's up with this? Are you even trying here?
Yeah, if I'm in Terinyo and hit Ctrl+G and select Dwarftown, I don't see any reason why it can't travel across the wilderness. Not sure why the personal attacks or why you think I haven't read anything. Your argument was "making a player walk somewhere they've already been is annoying" and you suggested just being able to teleport to certain frequently-visited locations like Diablo. Someone else disagreed with this. My suggestion is a UI fix that doesn't allow for skipping content, but mitigates the tediousness of manually traveling far distances.

FWIW I've never once thought wilderness travel was tedious. The ID is really the only thing I've become annoyed with if, say, I'm going to SIL and back.

10-20-2015 11:36 PM
Ancient Member
Quote Originally Posted by Scooter Fox
Wait, what archaic style of design? It's literally a one screen map. Do you need waypoints and portals for every dungeon level too? Or is your point to remove the in-game time needed to travel between locations? I thought that's the point of the corruption clock - don't wander too much around or you'll suffer, plan your travels instead. If that's gone, you can remove the whole background corruption increase completely since you won't be able to pass 90 days ever unless you explicitly want to pass it or you do some extreme challenge game.
I feel kind of weird that I'm agreeing with gr3ybird about something.

While I don't see anything wrong with making the game harder (by increasing corruption) as time goes on, it is problematic and somewhat unintuitive that the overwhelming majority of the time you put into the clock is doing wilderness excursions, despite the fact that there's no real indication that this is the case, nor is there really any indication (AFAIK, unless there's a fortune cookie now or something) that day 90/180 etc. have any real significance. Probably it would make more sense to reduce the amount of time that it takes to travel a wilderness square, and increase it for dungeons. Really, the way that the day 90 limit is set up, it pretty much only punishes unspoiled new players, and maybe the odd ultra who can't get to the stone circle in time.

Some sort of town portal or returnable beacon or something does make a lot of sense. Yes, there's some circumstances where being able to skip a level would result in a genuine decrease in difficulty--skipping DH, maybe passing back through the cat lord level--but for the most part, the convenience could probably balance it out easily enough. Maybe something like this: Town portal is a class power available to all PCs, let's say, above level 15. You have to visit the town before going there (obviously). "Towns" in this case would be Terinyo, DT, Casino, HMV, I guess. Using town portal is a 20 turn action, and is automatically interrupted if you are attacked. So you can't use it to escape unless you're somewhere safe enough to w5 or smith. Disable it on non-teleport levels (but you can pass through them from another floor), D:50, and the ID. Adjust the corruption clock to reflect the difference in how players will be using their time, and adjust the final score so that you need a lower turncount before you get good scores. Maybe do a little tinkering with crowning costs since it's easier to haul huge piles of trash loot back to stores. I think it's doable without a huge amount of trouble.

10-21-2015 01:02 AM
Senior Member
Quote Originally Posted by hapro
Yeah, if I'm in Terinyo and hit Ctrl+G and select Dwarftown, I don't see any reason why it can't travel across the wilderness. Not sure why the personal attacks or why you think I haven't read anything. Your argument was "making a player walk somewhere they've already been is annoying" and you suggested just being able to teleport to certain frequently-visited locations like Diablo. Someone else disagreed with this. My suggestion is a UI fix that doesn't allow for skipping content, but mitigates the tediousness of manually traveling far distances.

FWIW I've never once thought wilderness travel was tedious. The ID is really the only thing I've become annoyed with if, say, I'm going to SIL and back.
Okay, sorry, I did get a little carried away there. That was a bit harsh.

I thought when you said interlevel travel you meant travel between dungeon levels, I didn't realize you were using 'level' to mean overworld locations too.

10-21-2015 11:38 AM
Member
So this feature is suggested just because it would be more logical if the power of the spell increased with use? That's a very poor reason to make an already insanely powerful spell even more powerful.

Suggest adding a chance of failure instead.

10-21-2015 12:50 PM
Senior Member
@gr3ybird
@Jellyslayer
I see your points, but I still stand by my own - don't change the wilderness travel because it breaks the corruption clock. I'm against removing an immersion feature of race against impending doom in favor of saving time for traversing through a single wilderness map. Just move the Dwarftown to CoC 1 if that's such a big issue - it's not like having it 1 or 10 levels deep makes a game-breaking difference (and it would make more sense, I mean how do dwarves not get corrupted into WMoPC when staying for years on D:10?). And Casino? Remove it entirely, but that's a completely different issue and I really don't feel like touching upon it further in this particular post.

And while we're at it, how many roguelikes have Town Portal or any other very low turn count means of travelling between distant locations? Crawl for example still requires you to go on foot, it just speeds up the travel animation.

10-21-2015 02:16 PM
Ancient Member
@ScooterFox
And while we're at it, how many roguelikes have Town Portal or any other very low turn count means of travelling between distant locations? Crawl for example still requires you to go on foot, it just speeds up the travel animation.
(A) The wilderness imposes very little turncount, but lots of game time, which is generally obscured to you. Game time from wilderness dwarfs that from dungeons, unless you have SLB.
(B) Wizards already have a big turncount boost from teleportation allowing them to skip selected large CoC levels. This would at least balance them out somewhat on turns.


Notes:
Probably disable on D:49, D:48 as well (if you've flipped the stairs, don't want to get them lost)
Would this let you escape the Rift without a climbing set if yours broke?

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