[net.games.rogue] standing in doorways

goldfarb@ucf-cs.UUCP (08/16/84)

[ this line tastes like slime-mold juice ]

I have noticed that standing in doorways reduces ones chances of 
hitting an opponent in 5.3.  Is that my imagination or is it a
"feature" of the game?


-- 
Ben Goldfarb
University of Central Florida
uucp: {duke,decvax,princeton}!ucf-cs!goldfarb
ARPA: goldfarb.ucf-cs@csnet.relay
csnet: goldfarb@ucf

ab3@pucc-h (Rich Kulawiec) (08/24/84)

	Seems to me that I hit about the same percentage of the time
in doorways as anywhere else...
-- 
---Rsk

UUCP: { decvax, icalqa, ihnp4, inuxc, sequent, uiucdcs  } !pur-ee!rsk
      { decwrl, hplabs, icase, psuvax1, siemens, ucbvax } !purdue!rsk

It's better to burn out, than to fade away...

dcm@wlbr.UUCP (Dave Miller) (08/25/84)

As a matter of fact, yes it is.  In fact this `feature'
dates back to I believe version 3.6.  Fortunately, it also
works in reverse.  If you take a step backwards, so that the
monster is in the doorway, *you* have the advantage and can
often beat the pulp out of the nasty.

				David C Miller
				...scgvaxd!wlbr!dcm

kaufman@uiucdcs.UUCP (08/31/84)

#R:ucf-cs:-143200:uiucdcs:34500035:000:700
uiucdcs!kaufman    Aug 31 15:12:00 1984

[I ain't afraid of no bats!]

Another danger of doorways:

My deepest penetration ever ended when I encountered my first jabberwok
and was brought down to critical hit points.  Rather than drop my precious
scare monster then, I decided to use the old run and regenerate formula.
My path led me to a room, but when I stepped into the doorway, I found
a venus flytrap standing right in front of me.  Deciding that it was a good
time to drop my scare monster scroll, I was shocked to find that there was
"already something there".  I lasted a few turns longer.

I feel the proverbial AAAAAARRRRRGH! applies.

Ken Kaufman (uiucdcs!kaufman)
"I thought you said your dog didn't bite."
"That's not my dog."