danvallejo / andors-trail

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Hit and run possible to kill without need to defend. #30

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Although it makes me really good, this needs to improved.

1) Attack some monster with 4 APs and flee with 6 APs
2) go to (1) until monster dies.

Improvements that could be done:
a) In 10-30% let the monster make the first hit of an attack initiated by you.
b) Let monsters decide more often to attack you if you are on an adjacent 
field. Currently I could do a dungeon by ignoring almost 50% of the monsters, 
because they are not agressive.
c) improve both ;-)

Original issue reported on code.google.com by SamuelPl...@gmail.com on 26 Nov 2010 at 10:42

GoogleCodeExporter commented 9 years ago
a) or even 50%

Original comment by SamuelPl...@gmail.com on 26 Nov 2010 at 11:14

GoogleCodeExporter commented 9 years ago
Nice, I didn't think of that, but you are absolutely right. It must be a pain 
to fight that way though. :)

Absolutely, I think we should look at making the monsters more aggressive in a 
future version. Right now they only attack if they happen to walk directly onto 
the player. I would instead like them to attack if they see the player standing 
beside them for too long or if some luck ratio for the player fails.

Additionally, this could be made into a skill in the future, where the player 
can choose a skill that makes monsters less inclined to attack. I also want to 
implement a "sneak" skill in some way, so that you can sneak by monsters 
without getting into a fight with them.

Original comment by oskar.wi...@gmail.com on 27 Nov 2010 at 10:21

GoogleCodeExporter commented 9 years ago
And some monsters (bosses for example) could pursue you as long as they see you

Original comment by rafal.wa...@gmail.com on 3 Dec 2010 at 10:33

GoogleCodeExporter commented 9 years ago
I think this should be done in one of the next releases.

Example:
If I do the snake cave in level 17 and I always attack first then in the whole 
cave I usually loose 0-10 HP. (sometimes 20)
If I redo it and let the monsters attack first then I loose 100 HP.

Its useless to skill any defense points right now...

I think there should be a 20-50% chance that monsters attack first. (Or the 
player if the monster attacks him.) As its harder perhaps the XP factor should 
be raised then.

Original comment by SamuelPl...@gmail.com on 7 Dec 2010 at 8:34

GoogleCodeExporter commented 9 years ago
Much cleaner I think (and less artificial): 
- whenever you attack a monster, make that monster aggressive for a time period 
(e.g. until next rest, or next respawn, or similar)
- have (some?) monsters regenerate (some or all) lost HP whenever some events 
occur, e.g.
  a) ending a battle (e.g. Heroes I-III)
  b) player leaves the map
  c) player rests
  d) every X turns

Original comment by surrano on 8 Dec 2010 at 11:35

GoogleCodeExporter commented 9 years ago
Make the monster aggressive wont help in my case, as I kill it in 95% on my 
first 3 hits.

There should be an initial attack chance for the monster.

Original comment by SamuelPl...@gmail.com on 8 Dec 2010 at 12:22

GoogleCodeExporter commented 9 years ago
I have now implemented monster aggression, as in :
 - If you stand on a tile next to a monster, there is a 15% chance on each "tick" that the monster will be agressive.
 - Each tick is currently 500ms.

This makes it much harder to sneak by monsters. In the future, we might 
implement a skill as outlined in comment 2.

Original comment by oskar.wi...@gmail.com on 8 Dec 2010 at 8:25

GoogleCodeExporter commented 9 years ago
The current alpha improves this with the flee chance. Well done.

One last thought: Perhaps the flee chance should be 50% in the first round and 
80% in all following rounds. This would prevent hit and run even more.

Topic could be closed.

Original comment by SamuelPl...@gmail.com on 10 Dec 2010 at 7:57

GoogleCodeExporter commented 9 years ago

Original comment by oskar.wi...@gmail.com on 12 Dec 2010 at 10:34

GoogleCodeExporter commented 9 years ago
I think monster aggression should be a monster trait, which can override the 
global value and even to nullify it completely.
It makes more sense that some monsters are more aggressive than others.

Original comment by kims...@gmail.com on 19 Dec 2010 at 10:18

GoogleCodeExporter commented 9 years ago
Good point kimslot. We'll look into that in a later version. Some monsters 
should even run away from the player I think.

Meanwhile, this issue is now fixed.

Original comment by oskar.wi...@gmail.com on 20 Dec 2010 at 9:12