about monsters

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Zyx
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about monsters

Post by Zyx »

Screamers are fearless.
Screamers are slightly too quick
I think monsters shbould stay grouped more often
In fact, methinks that most of them should always stick together when not in combat
In melee, they could separate to flee or attack by the flanks.

If the monster is in the backline with no monster in the front, both sides should be able to hit each other. Otherwise, you can't walk into the tile and can't fight either (annoying when the monster is fleeing)

Monsters react too quickly when my party just run near them: in the very moment I step into the tile next to them, they're attacking me: this was not systematic in DM
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George Gilbert
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Re: about monsters

Post by George Gilbert »

Fixed the hitting the back square thing for V0.06.

I think monsters should be able to attack you when you step on the square next to them. The party can lie in wait for a monster, so so should they be able too...

Also the grouping/splitting thing is intended.
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beowuuf
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Re: about monsters

Post by beowuuf »

I think the monster teaming does need tweaking a little, so that groups stay coherent unless it is tactical to split once formed...atm each monster seems to be independant, so they will wander off bored if not being in attacked the back row!

I think somewhere between what it is now and what somehting like EOTB had (where they would only split if some creatures were left behind) would be cool
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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beowuuf
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Re: about monsters

Post by beowuuf »

I think the monster instant attack is undebateable - I was being cocky and wandering about without checking round corners and jumped when a screamer instantly attacked my party as I sauntered round.
It's touches like that that'll make RTC great : ) The party does that to creatures all the time...seems fair they can do it too...

Is it only when they see you coming that they attack right away? I don't like the thought of dying because I teleported into a room and was killed by quick computer reflexes...
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Zyx
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computer reflexes

Post by Zyx »

I think the reflexes should be lowered down a little, or randomized a little more. It's okay being attacked when coming from a corner, but the game should give you some chances, when you have to flee past 5 monsters, to be wounded less than 5 times!
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amaprotu
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Re: computer reflexes

Post by amaprotu »

I think zyx is right, in DM the monsters were too slow to attack, giving a definite advantage to the adventurers, however in RTC they are too quick to attack. It should probably be somewhere in between. Probably a randomized delay before they attacked that hovered right around the time it would take to run past them, so there is an equal chance of getting hit as you run past as not, would be best. Just my opinion.

- Amaprotu
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cowsmanaut
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I agree!!

Post by cowsmanaut »

I second the motion.. anyone else to carry it! heh!

:)
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George Gilbert
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Re: I agree!!

Post by George Gilbert »

Well, the monsters do have perfect reflexes but for a monster to attack not only do they have to be on the tile next to you, but also in the front half of it, and facing in your direction. If you teleport into a room, then this is extremely unlikely to happen and so you'll have a few seconds before they manoeveur into position and start attacking. If you're in a battle situation however and are trying to flee, then the monsters are probably already aligned up and so are well within their rights to take a pop shot at you as your yellow-bellied party wusses out; pathetic snivelling adventurers... ;-)
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Gambit37
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Re: I agree!!

Post by Gambit37 »

I like the monster reflexes better in RTC than DM - at first go it may seem that it's a bit harsh on the player, but I think it makes it more interesting. It was quite easy to run rings around most monsters in DM and give them a good pasting without so much as them taking a hair off your delicately styled hirsute bonce.

RTC shifts the balance back towards the creatures and I think that's a good thing. At least the screamers aren't as hard as they were in v0.00 - man, those were some kick ass little trees!
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beowuuf
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Re: about monsters

Post by beowuuf »

Yup, I agree with the keeping as is. We've all done the little two square dance with no ill effects against huge powerful creatures, I've just beaten up one of those really hard nasty ninja shopkeepers in DM 2 with no damage by dancing back and forth over the doorway (don't throw objects around in shops kiddies, it can poke out someone's eye or something...), so i say more power to the creatures! Bring it on!

If peole still feel strongly the reverse, maybe at worst having a hesitation to attack in powerful cowardly creatures like Oitus, unless this is coded in anyway.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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George Gilbert
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Re: about monsters

Post by George Gilbert »

Fixed the back square thing for V0.07, but am keeping the monsters lying in wait!
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