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Author Topic: Why are danger rooms considered exploiting by some people?  (Read 3725 times)

Montague

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Re: Why are danger rooms considered exploiting by some people?
« Reply #15 on: February 23, 2012, 10:57:11 am »

The issue there is, how do you distinguish?  A blow from a training spear is a combat action, same as a silver whip.  If you disable training spear experience, then you disable actual combat experience as well.  If you say "no exp from wooden weapons" then what happens when you're at war with the elves?  No soldiers get above proficient because the elves use wooden weapons?  What about "no exp from traps"?  That's a bit more reliable, but can still cause a host of strange problems as exp gain is suddenly choked in strange ways.

I'd determine experience granted depending on the 'skill' of the attacker, or the attacker itself. A mechanism fired off at regular interval by a drunk peasant pulling a lever isn't going to be the same as if the same wooden spear is being wielded by a elf druid.

Say, tie weapon effectiveness according to the quality of mechanism being used and then halve the experience the trap grants compared to a similarly effective living attacker.

Or something like that, it isn't that difficult.
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Flying Dice

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Re: Why are danger rooms considered exploiting by some people?
« Reply #16 on: February 23, 2012, 11:12:41 am »

I have never understood the mindset that leads people to complain about what other people do in a single player game where the actions of one player cannot affect other players at all. If you want to use the no-risk high-gains danger rooms, fine. If you don't want to use them at all, fine. If you want to have fun by filling them with steel spears, slow down the cycle with a water repeater instead of a lever, etc., fine. It's a completely personal decision, the same as with choosing to wall yourself off completely and go self-sufficient, the choice to use or not use any given trap design that someone else considers to be cheaty, etc.
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Girlinhat

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Re: Why are danger rooms considered exploiting by some people?
« Reply #17 on: February 23, 2012, 11:17:30 am »

For the record, I support wooden weapons breaking.  IF all other weapons and armor break as well.  As it stands, you can smash a silver sword against a steel helmet for days and never damage either of them.  When weapons and armor finally start to decay with use, silver hammers will get nerfed hard, all edged weapons will suffer (wtb "sharpening" labor for weaponsmiths), and steel in general will become godly.

Montague

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Re: Why are danger rooms considered exploiting by some people?
« Reply #18 on: February 23, 2012, 11:31:52 am »

I have never understood the mindset that leads people to complain about what other people do in a single player game where the actions of one player cannot affect other players at all. If you want to use the no-risk high-gains danger rooms, fine. If you don't want to use them at all, fine. If you want to have fun by filling them with steel spears, slow down the cycle with a water repeater instead of a lever, etc., fine. It's a completely personal decision, the same as with choosing to wall yourself off completely and go self-sufficient, the choice to use or not use any given trap design that someone else considers to be cheaty, etc.

People like to min-max. Strive for optimal efficiency and progress and try to obtain any advantage and all that shit, they have as this is their measure of skill they'd like the challenge to rise to their ability to adapt and overcome.

If they work every angle and find that it's too easy, then they want it to become more difficult. Getting rid of easily exploited game mechanisms is part of making a game challenging enough to be interesting.
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zubb2

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Re: Why are danger rooms considered exploiting by some people?
« Reply #19 on: February 23, 2012, 11:42:06 am »

For the record, I support wooden weapons breaking.  IF all other weapons and armor break as well.  As it stands, you can smash a silver sword against a steel helmet for days and never damage either of them.  When weapons and armor finally start to decay with use, silver hammers will get nerfed hard, all edged weapons will suffer (wtb "sharpening" labor for weaponsmiths), and steel in general will become godly.


ARE YOU TRYING TO RUIN US? The Board of Fortresses can only spend so much on picks as it is.

Think about it my copper picks running out before even the first caravan.

Id have to implement the "emergency dig with your hands or we all die" policy.

The Board is not happy about this.
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NecroRebel

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Re: Why are danger rooms considered exploiting by some people?
« Reply #20 on: February 23, 2012, 11:58:54 am »

ARE YOU TRYING TO RUIN US? The Board of Fortresses can only spend so much on picks as it is.

Think about it my copper picks running out before even the first caravan.

Id have to implement the "emergency dig with your hands or we all die" policy.

The Board is not happy about this.
It might make people start bringing raw materials more and making picks on-site, and it might make people who already do that use fewer miners initially. I routinely have 4 miners right off the bat because I have the materials for bronze picks. If I expected those to break before I got my metalworking industry up and running, I'd only use 2 miners but still make 4+ picks so each of them had a spare.

My only hope is that "broken" metal weapons and armor can still be melted down and recast or reforged. Although I'm also hoping that melting down and remaking items becomes less inefficient by that time so you don't have to melt 2+ items of a type to get one back.
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Girlinhat

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Re: Why are danger rooms considered exploiting by some people?
« Reply #21 on: February 23, 2012, 12:01:54 pm »

I always bring one miner.  He's legendary within a season and then ALL the ore!

zubb2

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Re: Why are danger rooms considered exploiting by some people?
« Reply #22 on: February 23, 2012, 12:09:57 pm »

I just bring two and there usualy the only miners for the entirety of the fort,the fort usualy dosent last 3 years.

Zombies
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(Anyone else have any stories that can compare to a man being beaten to death with his own trousers by a giant gopher?)
(when goblins showed up, I mumbled "Smithers! Release the hounds!" and had the lever pulled.)

Crossroads Inc.

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Re: Why are danger rooms considered exploiting by some people?
« Reply #23 on: February 23, 2012, 12:12:37 pm »

Ok I have a military question..

I tend to use danger rooms to train up otherwise useless Dwarves.
However, when there is nothign to kill, they still hang around useless.

Isn't there a way for units to "patrol" or be on constant gaurd like in the older versions?

I am just tired of looking at a unit list of 150 when only 75 of them are really useful.
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Loud Whispers

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Re: Why are danger rooms considered exploiting by some people?
« Reply #24 on: February 23, 2012, 02:07:29 pm »

It does seem a bit fast, though.

A bit.

(Farmer to demi-god button).

That guy

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Re: Why are danger rooms considered exploiting by some people?
« Reply #25 on: February 23, 2012, 02:28:59 pm »

...if you think it's exploity use fewer spears.
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Loud Whispers

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Re: Why are danger rooms considered exploiting by some people?
« Reply #26 on: February 23, 2012, 02:34:15 pm »

...if you think it's exploity use fewer spears.

...Or you could just not use them >_<

Seriously, a single spear trains much faster than sparring, and requires much less effort to set up. Exploit in my opinion ;P

twilightdusk

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Re: Why are danger rooms considered exploiting by some people?
« Reply #27 on: February 23, 2012, 02:47:51 pm »

Ok I have a military question..

I tend to use danger rooms to train up otherwise useless Dwarves.
However, when there is nothign to kill, they still hang around useless.

Isn't there a way for units to "patrol" or be on constant gaurd like in the older versions?

I am just tired of looking at a unit list of 150 when only 75 of them are really useful.

I've never done this myself, but I think you can use the Notes system to link points on the map into a path that you can then assign military dwarves to follow.
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Broseph Stalin

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Re: Why are danger rooms considered exploiting by some people?
« Reply #28 on: February 23, 2012, 02:48:47 pm »

It's a tricky subject because technically it makes sense, if a dwarf spends a solid month getting pummled by wooden spears, dodging wooden spears, blocking wooden spears, and parrying wooden spears they'll leave with a pretty good sense of how to move around in their armor and avoid incoming attacks. On the other hand it's really entirely too easy to turn a cheese maker into a whirlwind of dorfy death. On the modded in third hand if your willing to expose your dwarves to a flurry of blows for months on end you deserve some kind of payoff for your depravity.

Sutremaine

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Re: Why are danger rooms considered exploiting by some people?
« Reply #29 on: February 23, 2012, 02:54:08 pm »

A real life example would be throwin into a room and getting raped by 10 people wielding wiffle bats
...Um, you're doing it wrong.
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