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Move, b****, get outta tha way

Discussion in 'Suggestions' started by Tycho, Jan 9, 2012.

  1. Tycho

    Tycho Member

    If a monster is peaceful allow players to simply switch squares with them by using movement (no attack) via WASD or Arrow keys.
    If a monster is standing on an item bring up a small blurb when you click on them prompting you to confirm whether you want the item or you want to attack.
    Put in an option for a "safety" against hitting peacefuls in general - a confirmation Y/N blurb.

    Animal roadblocks = nonissue.
     
    ElectricMessiah, Wisse and Glazed like this.
  2. Kazeto

    Kazeto Member

    While I personally never had this problem, the idea does sound good, though I reckon it would be better to have it toggleable from some menu instead of asking the player each time (which would quickly aggravate many).

    Also, please refrain from using thread titles of this level in the future - it's not pleasant to see a title that has to be censored to be shown, you know.
     
  3. Tycho

    Tycho Member

    Apologies, it's a reference to a Ludacris song.
     
    Essence likes this.
  4. Essence

    Essence Will Mod for Digglebucks

    I liked it. :)
     
  5. SkyMuffin

    SkyMuffin Member

    I think this is absolutely necessary for Veganism...otherwise it is a big hassle early game navigating lots of neutral diggles.
     
  6. Wi§p

    Wi§p Member

    Vegan Emomancer.. It actually makes the "love will teleport us apart" skill make sense, since Vegans love animals and they get in the way so much :D
     
  7. Glazed

    Glazed Member

    Yes, please, please add this feature. Friendly monsters should switch places with you just like a pet does. This one aspect of Killer Vegan makes it really frustrating to play. This will also solve the problem where people use the movement keys to attack and they accidentally hit an animal.

    To solve this blocking issue, I've been walking around animals and spamming the spacebar key to give them a chance to get out of my way. This has an interesting side effect of sometimes causing us to end up on the same square. Also, if you don't realize that one of them is not an animal you end up giving them a few turnss to smack you around because you're hitting spacebar a lot.

    I also think that either pets shouldn't aggro friendly monsters or else the friendly monster should attack back as soon as the pet hits it. It's bothersome when I'm confronted by actual monsters and my pet is off chasing some diggle for 30 turns! "Ooo... bunny! Derp!"
     
    Wi§p likes this.
  8. I love that song!
     
  9. tennerage

    tennerage Member

    It would be fantastic if click-to-move functionality also allowed you to swap places with friendly creatures (at least pets), or have a modifier key perform this action. For example: CTRL+clicking a square moves there such that the item isn't automatically taken into your hand (cursor).
    Again, this could be an option rather than mandatory.

    While I do use mouse (for auto-evading traps) and keyboard simultaneously or interchangeably, I do sometimes get frustrated when I click two squares away in a room and my pet moves back and forth such that I end up moving 5 squares.

    Alternatively, I use the keyboard and perhaps walk somewhere that makes me on fire >_>

    Off-topic:
    Also, seeing as I haven't made the time to search for other threads, does anybody notice that raising animation speed causes gameplay to end up more like a real-time game?

    For example: I tap the keyboard, to move one square, but because the time between animations is so short - and I held it down for a fraction of a second too long - it ends up registering as being held for "longer".
    I move two squares, and get trapped or first-hit by a monster! Argh.

    I'm aware this happens at normal speed, but with such a slow animation speed there's a much longer time to release the key :p
     
  10. Wi§p

    Wi§p Member

    I don't use the faster animation speeds just for that reason alone tennerage, I really wish there were more animation speed options. If one '+' is 2x animation speed, then I would want a 1.5x animation speed (Or whatever is slightly less than one '+').. 2x is simply to fast for me, and I have died countless times do to holding the button down for slightly too long. I do realize that it would probably work fine with clicking though.
     
    blob likes this.
  11. tennerage

    tennerage Member

    Yes, however clicking is also risky. If I click in the wrong location often I will counter-click elsewhere to stop the command. When moving extremely quickly sometimes my brain is slower than the animations :p
    I want the turns to resolve quickly, but I want my input to be treated as though "time" is moving at a normal rate.
    I want I want I want!
     
  12. Glazed

    Glazed Member

    Speaking of the flow of time and clicking, I wish the game wouldn't keep a queue of all your button clicks. Sometimes I'll use a spell like the one in the Magic Training line that restores mana, "Extra Planar Concentration". I'll cast it then I want to just wait for 9 turns for it to do it's thing and go away. If I start clicking the spacebar wildly and a monster pops up, I can't stop the game from advancing how ever many times I clicked it so far. I have to be very deliberate with the clicks in order to avoid such a problem, and that's a little bit of a chore. Maybe I should make a separate suggestion thread for a mechanism to prevent this.
     
    Wi§p and blob like this.
  13. Ruigi

    Ruigi Will Mod for Digglebucks

    getting blocked by animals is one of the reasons i don't play as a vegan.
     
  14. tennerage

    tennerage Member

    That was one of my first YASDs when I was doing really well on floor 4 and spammed space due to impatience, for monsters to reach me, and all of the Thermoblobbies triggered their fire spell (at range) and over the next few "uncontrollable" turns I was incinerated, standing in the fire :<. I still think it's primarily my fault, because I controlled the wait requests in the first instance.