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QCF Design Community • View topic - Should the player be able to die?
Page 4 of 5

Re: Should the player be able to die?

PostPosted: Wed Aug 01, 2012 12:05 pm
by FDru
Pretty much what TigerKnee said.

My deaths lately consist of accidentally clicking on a level 9 something while mousing next to a black square during low level exploration or overlooking "new features" like Count Blah-Blah's fireball retaliation that he never had the first bazillion times I beat him :roll:

Just a quaint little box that says "You will die." and two buttons that say "K." or "Nevermind." would be sufficient (possibly disabled if you have any kind of dodge chance).

Honestly I used to be against this idea, and I have posts lying around here to prove it, but it's happened enough times to get really annoying.

Re: Should the player be able to die?

PostPosted: Wed Aug 01, 2012 1:49 pm
by gjaustin

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 3:49 am
by Mister Bile
I wouldn't mind an "Are you sure," since sometimes I play DD on a laptop with a very twitchy trackpad. That said, I'm not sure how much of a help it really would be- half the time, that misclick doesn't kill me directly, it just causes me to make a mistake from which I'll never recover.

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 4:53 am
by fall_ark

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 2:34 pm
by Fran
One reason for that not to work is dodging. If you can undo one step, the dodging gets either reset or not.
If it gets resetted, you can try until you dodge -> breaks the game.
If it doesn't get resetted, you have perfect dodge prediction -> breaks the game.

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 9:20 pm
by Leotamer
Here is how I can see a undo working(with some changes this isn't going to be prefect): It only works for pots, gylphs and attacks.
It doesn't work on random chance gylphs or pots, and we go with the first dodge option with Fran, but just add spam protection. ( You have to do say 5 actions before you can reset again.)

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 9:23 pm
by Fran
Doesn't the undo button entirely lose its purpose when there are restrictions on when you can use it?

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 10:22 pm
by Leotamer
True, but at the same time, this is the PC market, if something is exploitable, it will be exploited.

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 11:13 pm
by FDru
I've had countless misclicks, or accidental glyph conversions, or you name it... and still completed the dungeon. If it doesn't kill you, it can be worked around. I've learned a lot of things aren't as bad as they seem (like taking a couple stacks of corrosion) just because I did something by accident. Taking that away... just seems wrong.

Re: Should the player be able to die?

PostPosted: Sun Aug 05, 2012 11:26 pm
by The Avatar
That's all true. I personally only care about insta-death.