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Impossible to reach the exit

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shark20061:

--- Quote from: SageAcrin on April 19, 2013, 16:19 ---If you want people to actually carry envirosuits(as opposed to using them on the spot), have them buff body resistance to the acid and fire you're going to get bombarded with when you try to cross a large open area(namely, a lava/acid river), with no way to stay out of LoS besides careful radar shooting to lure enemies into range, and little guarantee that you've gotten all of them.

--- End quote ---

Surprise!  It actually does increase body acid and fire resistances!

SageAcrin:
*Checks*

Oh.

25%. I see.

So...not enough to keep you from still taking more damage crossing in that situation than you would playing safer.

Small wonder I never noticed.

I'm not asking for a portable Berserk here, but it really needs more than that to actually be usable for dangerous crossings. Since, for non-dangerous crossings, you can keep another pair of boots instead.

Edit:

To expand on this vaguely brushoff answer; It doesn't knock enough off Hell Baron's damage(about 3 points) to stop them from ripping armor to shreds/generally killing you in an open area. It will keep you from getting damaged notably by Mancubi/Archviles/Revanants, as long as you have fully intact Red Armor...but it won't keep them all from knocking you around like a pinball while you try to cross, or neutralize the damage to your armor.

And it doesn't resist enough to keep you from getting heavily damaged in any other situation(Damaged red armor, armor lower than red, armor without fire resistance).

Oh, I'm sure there's some exceptions. You can use it to drastically reduce the damage to...er...Gothic Armor, say. But they're very small niche exceptions. And if you're crossing the lava in a Gothic Armor you probably deserve your horrible death by repeated 1 damage anyways.

Klear:
The purpose behind the envirosuit is to be able to walk across hurtfloors without damage, not to supplement your armour, you know.

SageAcrin:
Which makes it redundant with high protection/armor boots.

(Unless you're no damaging, I suppose. That's a pretty narrow niche, though.)

It is infinitely easier to make it a limited buff that, in passing, makes it good at crossing lava/acid with enemies around, than it is to try to force enough crossing of acid/lava(through RNG map generation of required crossings) so that Envirosuit carrying would be a good thing, without randomly creating unwinnable runs where you draw four large acid rivers early and die.

It's very low odds right now to get maps that require heavy damage from terrain crossing. That's a good thing; It's way too hard to balance without creating frustrating deaths("How was I supposed to survive that? I haven't even seen an Envirosuit yet/used them all up!"). But it does mean that people don't carry Envirosuits a lot.

And even if they did, why would you carry them over a pair of, say, Fireproof Plasteel, which will work for far more crossings? (Honestly, Plasteel's usually enough.)

Personally, I didn't think that was an issue; I've played Dungeon Crawl, and I'm used to all sorts of items having ridiculously narrow niches in order to water down the item generation system a bit.

But if people do, doing an overhaul of boots and terrain generation and item generation to make Envirosuits more useful seems harder than making them somewhat better at doing things besides terrain crossing.

raekuul:
So the basic issue here is that you're a... well, a moving target, but an easily-targetable moving target while you're crossing those streams, and the fact that you have to sacrifice an inventory slot for it.

...never mind the fact that you should be switching tactics for crossings like that anyway, whether you have boots/envirosuit/lava element/memory hacking or not.

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