Search found 506 matches

Saturday, 5th May 2018, 01:46

Forum: Game Design Discussion

Topic: Abyssal Knights (was: Merchant, a Gozag zealot background)

Replies: 18

Views: 5832

Re: Merchant, a Gozag zealot background

Okay, so I can understand (and don't feel like analyzing) all the arguments about why Jiyva shouldn't be allowed in the early game. But what on earth is up with Lugonu? The fact that you can start with her from turn one indicates that she's not ill-suited to the early game, so why is it that you on...

Saturday, 5th May 2018, 01:20

Forum: Game Design Discussion

Topic: Abyssal Knights (was: Merchant, a Gozag zealot background)

Replies: 18

Views: 5832

Re: Abyssal Knights (was: Merchant, a Gozag zealot backgroun

Jiyva is a weird one because they're like a living fossil of horrible design that continues to exist because almost no-one ever picks them and therefore no-one cares. I'd support moving Jiyva to the temple just to raise awareness of how badly they need a rework.

Friday, 4th May 2018, 01:23

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 30

Views: 9534

Re: Remove spell hunger

The other issue is that a lot of characters never or almost never need to cast expensive spells, so you end up either with the foodclock being trivial for them or it being overly punishing for "blaster" type characters. Unless you think every fireball cast should require you to speed up yo...

Sunday, 11th March 2018, 03:05

Forum: Game Design Discussion

Topic: Player Ghosts, revisted

Replies: 13

Views: 4076

Re: Player Ghosts, revisted

I don't really like the idea of these optional vaults - it just seems like it'll be mostly a trap for new players. It doesn't really make sense to me to have something in this game be "optional" - you're basically always going to weigh up whether to do something based on its risk reward ra...

Sunday, 11th March 2018, 02:28

Forum: Game Design Discussion

Topic: Spellpower based range breakpoints

Replies: 10

Views: 3271

Re: Spellpower based range breakpoints

I don't like bounce mechanics, and I also don't like the weird way variable AoE effects scale with power (IE it means you don't know where to fire to hit a monster next to you but avoid hitting yourself). However, I actually like range breakpoints in principle on stuff like Lesser Beckoning or Flame...

Tuesday, 27th February 2018, 12:42

Forum: Crazy Yiuf's Corner

Topic: Popular, but stupid notions

Replies: 47

Views: 15927

Re: Popular, but stupid notions

Su also lends itself to a really painfully boring playstyle that could put people off playing then.

Thursday, 22nd February 2018, 13:32

Forum: Game Design Discussion

Topic: Nemelex and inventory hassles

Replies: 4

Views: 1856

Re: Nemelex and inventory hassles

Wandifying decks is a possibility. You could change Draw Four to burn a certain number of additional cards. Stack 5 would probably need a rework to prevent players from drawing out stacks and reusing the ability until they get a new one.

Thursday, 22nd February 2018, 13:29

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 7016

Re: Redesign Makhleb's active abilities

Makhleb is basically entirely agnostic to the character build you are playing. High tier demons and heal on kills are useful to everyone.

Saturday, 25th April 2015, 04:22

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 7370

Re: Abyss and the gods

If you carry the Abyssal Rune, you can no longer get banished to the Abyss via unintentional (Zot/distortion/spell effects) means. Self-banishment (Lugonu) or deliberate portal travelers (generally from Pandemonium) do not count. I think I can get behind this. If you've already got the abyssal rune...

Friday, 27th March 2015, 02:47

Forum: Crazy Yiuf's Corner

Topic: Is this a bug?

Replies: 5

Views: 1361

Re: Is this a bug?

Was she poisoned?

Friday, 27th March 2015, 02:46

Forum: Crazy Yiuf's Corner

Topic: An important Fedhas poll

Replies: 7

Views: 1807

Re: An important Fedhas poll

I'm sure the Lava Snakes will appreciate you.

Thursday, 26th March 2015, 20:31

Forum: Crazy Yiuf's Corner

Topic: Make Ignite Poison a Poison spell

Replies: 24

Views: 5428

Re: Make Ignite Poison a Poison spell

I think it makes way more sense gameplay wise as Fire/Poison. It rewards you for poisoning enemies - that's something someone with Poison Magic skill is likely to do. It also helps a bit against some rPois enemies, which someone with Poison Magic might be interested in. If you have a lot of Fire and...

Thursday, 26th March 2015, 17:32

Forum: Crazy Yiuf's Corner

Topic: Defining the Roguelike Genre

Replies: 52

Views: 25092

Re: Defining the Roguelike Genre

It's all a huge conspiracy against an abstract ideal of roguelikes

Thursday, 26th March 2015, 14:44

Forum: Crazy Yiuf's Corner

Topic: Underwater

Replies: 16

Views: 3826

Re: Underwater

I think you could actually probably do this in Dwarf Fortress adventure mode.

Tuesday, 24th March 2015, 02:15

Forum: Crazy Yiuf's Corner

Topic: Defining the Roguelike Genre

Replies: 52

Views: 25092

Re: Defining the Roguelike Genre

ZipZipskins wrote:turn-based, procedurally generated, permadeath

boom gimme another one
Civilization 5 is my favourite Roguelike.

Tuesday, 24th March 2015, 01:08

Forum: Game Design Discussion

Topic: Deep Dwarfs (was: Elyvilon Reform)

Replies: 55

Views: 17120

Re: Deep Dwarfs (was: Elyvilon Reform)

Heal on entering new floors IMO.

Thursday, 11th September 2014, 15:23

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 27476

Re: Should monsters have a fixed max hp or variable max hp?

I think firstly we need to define what we're referring to when we say "increased variance". I believe the only sensible thing that could be increasing in variance is the number of hits it takes to kill a monster . This is going to be, roughly speaking, monster HP/damage (obviously this isn...

Tuesday, 9th September 2014, 23:22

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

That post seems like a good demonstration of a major tension in the pro-item destruction camp: supposedly the fact that you can now access all your items makes the game too easy, but if you implement anti-stashing measures then it would be the same under item destruction - you'd carry all the consum...

Tuesday, 9th September 2014, 03:53

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15907

Re: Mutations

My point is that the claim that benemut is "ignored in the majority of goodplayer wins" is false. Beyond that I also have not seen any compelling argument for why it's objectively a bad idea to drink it, considering that benemut has a very high chance of helping you early in exchange for a...

Tuesday, 9th September 2014, 03:10

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15907

Re: Mutations

Optimal play involves not incurring any mutations whatsoever. Potions of beneficial mutation frequently are not as much of a benefit to the player as they are an obstacle to curing bad mutations in the future via !cmut. Thus in an ideal game of Crawl, mutation has no function beyond being a detrime...

Tuesday, 9th September 2014, 00:47

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15907

Re: Mutations

I think Cure Mutation is fine as it is, and I don't like the proposed change. As it is you have to decide whether it's worth trashing your good mutations in order to get rid of a bad one, and that goes out the window if you can just make a targeted strike. The OP claims that choosing which bad mutat...

Monday, 8th September 2014, 21:57

Forum: Game Design Discussion

Topic: Beogh feedback thread

Replies: 25

Views: 6654

Re: Beogh feedback thread

HO have more HP than HE and Hu, so you can hardly say they're inferior. Their similarity to Mi is obviously a subject of historical contention, but they are a lot better at magic (while Mi are better at non-magic).

Monday, 8th September 2014, 02:14

Forum: Game Design Discussion

Topic: Fixing Extended

Replies: 8

Views: 2425

Re: Fixing Extended

1. The holy branch can be added (with a holy rune) and the demonic rune can be removed from Pan. From here Pan can be made finite. Every holy monster except maybe angels and daevas are terrible, so this proposal would need to be accompanied by a way to make a good holy branch. I think there's an in...

Wednesday, 3rd September 2014, 01:46

Forum: Game Design Discussion

Topic: Reformed Nemelex Reform

Replies: 13

Views: 4033

Re: Reformed Nemelex Reform

I do have a vague idea for how to improve Nemelex - emphasize "choose from a limited set of powers" over "spam random shit and hope something works". The basic steps towards doing this would be - Replace "draw one", as it mostly just amounts to a button you hit until so...

Wednesday, 3rd September 2014, 01:33

Forum: Game Design Discussion

Topic: Reformed Nemelex Reform

Replies: 13

Views: 4033

Re: Reformed Nemelex Reform

I agree with the OP proposal, and I made quite a similar one in the original Nemelex changes thread. I don't see any good reason why Nemelex's abilities can't just be tied to piety rather than something which is linked to piety (the number of cards you have) but which causes inventory management iss...

Monday, 1st September 2014, 22:44

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

If a difficulty mode is added it should change things that actually make the game harder, rather than just add tedious elements back into the game. Also I'd like you to explain how anti-training is realistic, or indeed why being attacked with fire would damage your scrolls but not your books, food, ...

Sunday, 31st August 2014, 00:51

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

There's also the problem about strategic consumable destruction having no effect other than forcing the player to walk back and forth more, which I think is unanimous.

Sunday, 31st August 2014, 00:12

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

If you got abyssed and also unlucky with item destruction then I guess the old system might have occasionally caused you to run out of some consumables where you otherwise wouldn't. But that's a pretty rare situation, I don't buy that losing it makes the game significantly easier at all (particularl...

Saturday, 30th August 2014, 19:32

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

This viewpoint just makes absolutely no sense to me though. How many HW potions do you think you could reasonably use in one fight? Ok, under the old system you could carry that number with you because you had way more of them and could afford to have a couple shatter. This is only a valid complaint...

Saturday, 30th August 2014, 15:59

Forum: Crazy Yiuf's Corner

Topic: What's your catchphrase?

Replies: 30

Views: 8109

Re: What's your catchphrase?

if anyone wants me I'll be in my room

Friday, 29th August 2014, 03:52

Forum: Game Design Discussion

Topic: Your armour absorbs the <foo>'s blow

Replies: 21

Views: 4944

Re: Your armour absorbs the <foo>'s blow

"Your armour prevents you from hitting" gives you an idea of how bad the accuracy penalty of your armour is, assuming it works how I think it does. The proposed GDR message does not actually tell you anything useful about what GDR is doing. If anything, it would be very misleading: - at le...

Friday, 29th August 2014, 01:25

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

Yeah I think it used to be like that, and it was changed due to clearly encouraging that behaviour.

(this is still a problem for death curses by the way, except there's an extra issue due to the fact that curses are not strictly bad)

Thursday, 28th August 2014, 19:15

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

How is corrosion different conceptually from say, malmutation, other than mutation is quite random and we usually see corrosion a bit earlier? Both have semi-permanent negative effects (moreso for mutation, at least you can take the armour off) which can be dispelled by use of a consumable. They ar...

Thursday, 28th August 2014, 16:12

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

Losing a HW you were never going to use anyway isn't a "real cost". @Leafsnail: scaling itemdest with damage is supposed to address that, at least partially. If a fire giant is hammering you with fireballs that actually hurt , tossing your blinking scrolls around would probably not be the ...

Thursday, 28th August 2014, 13:44

Forum: Crazy Yiuf's Corner

Topic: God Gender

Replies: 71

Views: 21207

Re: God Gender

The roots of this kind of racism, this kind of attitude where somebody really thinks they’re superior to somebody, just because of the color of the other person’s skin? First, what it tells me, you know, my constitutionally-protected opinion about that person, is: they don’t believe in God. Nobody ...

Thursday, 28th August 2014, 13:41

Forum: Game Design Discussion

Topic: Your armour absorbs the <foo>'s blow

Replies: 21

Views: 4944

Re: Your armour absorbs the <foo>'s blow

Can GDR just be removed and replaced with maybe a slight AC buff for heavy armours, it does little other than confuse the hell out of people

Thursday, 28th August 2014, 13:20

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

Now, the obvious negatives: it encouraged stashing strategic consumables, it scaled badly with damage and actual threat level of enemies, it encouraged partially stashing consumables (which might've been even a design goal at some point). The first one might be addressed in 0.16 by splitting consum...

Thursday, 28th August 2014, 13:01

Forum: Game Design Discussion

Topic: Energy randomization is not fun

Replies: 39

Views: 9906

Re: Energy randomization is not fun

The aim of energy randomization isn't to eliminate pillar dancing entirely, it's to prevent incredibly long "stalemates" when the player and monster are the same speed. Allowing you to escape up the stairs is one way to resolve that stalemate.

Wednesday, 27th August 2014, 19:40

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 16458

Re: Species Proposal: Ugly Things (Ug)

And I know I say this a lot but demonspawn used to be basically like that.

The temporary mutations thing seems like what Jiyva already does too.

Saturday, 16th August 2014, 04:03

Forum: Crazy Yiuf's Corner

Topic: God of changing species

Replies: 9

Views: 2606

Re: God of changing species

I like the idea of a god that hates you using their powers

Wednesday, 13th August 2014, 19:56

Forum: Crazy Yiuf's Corner

Topic: Proposal: Warning confirmation under deadly conditions

Replies: 36

Views: 7805

Re: Proposal: Warning confirmation under deadly conditions

That seems like the only way yes.

Wednesday, 13th August 2014, 18:52

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19004

Re: Proposal: Early Trample

I think yaks are OK as they are, except for the standard issues with speed 10 melee-only monsters. Trivial gimmicks won't make them any better.

Wednesday, 13th August 2014, 17:29

Forum: Crazy Yiuf's Corner

Topic: Proposal: Warning confirmation under deadly conditions

Replies: 36

Views: 7805

Re: Proposal: Warning confirmation under deadly conditions

I'd probably have a go with this if someone coded it in lua, it'd be sortof interesting to see how often you could have died after an action, even if it's so often that you wouldn't want to play with it on normally. Let's assume it's limited to onscreen monsters so it doesn't have to take into accou...

Wednesday, 13th August 2014, 17:25

Forum: Crazy Yiuf's Corner

Topic: This is wrong...

Replies: 18

Views: 4789

Re: This is wrong...

The trove thing is terrible and I hope it's been fixed, but I don't see any particular problem with this case. All it means is that you'll find Orc somewhere else.

Tuesday, 12th August 2014, 23:38

Forum: Game Design Discussion

Topic: Remove battlsphere duration

Replies: 14

Views: 3929

Re: Remove battlsphere duration

Dancing to get your battlesphere into place is basically never fun

Monday, 11th August 2014, 22:42

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 27476

Re: Should monsters have a fixed max hp or variable max hp?

I don't think combat variance needs to be changed, but as far as I can tell HP variance does little other than confusing the player (due to the fact that HP values are hidden). For instance, I think it's rather absurd that a heavily wounded Orc Priest can be in better shape than an undamaged one.

Saturday, 9th August 2014, 10:31

Forum: Dungeon Crawling Advice

Topic: High Level Poison Spells

Replies: 15

Views: 3224

Re: High Level Poison Spells

If level 9 spells aren't worth learning then they don't really introduce decisions or help strategically distinguish schools. They can be fun though, and if someone came up with a good idea for a level 9 poison spell I think there's no reason to oppose it (but also no reason to try and force one int...

Friday, 8th August 2014, 20:08

Forum: Crazy Yiuf's Corner

Topic: Why is PC gaming so bad now days

Replies: 29

Views: 13766

Re: Why is PC gaming so bad now days

yeah there are very few independently made games these days

Thursday, 7th August 2014, 14:40

Forum: Game Design Discussion

Topic: Searing Ray again

Replies: 10

Views: 3421

Re: Searing Ray again

I agree. I think the idea behind Searing Ray (a spell that gets more efficient each time you use it in a row) is good, but the targeting is really annoying. I generally just try and dance myself into an orthogonal position (due to circlelos diagonals rarely seem like a good idea). Retargeting it eve...

Monday, 4th August 2014, 21:03

Forum: Game Design Discussion

Topic: Proposal: Revise Scroll of Immolation

Replies: 13

Views: 3111

Re: Proposal: Revise Scroll of Immolation

I don't understand why it needs a nerf. It's only useful in a rather specific set of circumstances (there are a lot of enemies in LoS, you can kill enough of those enemies to start a chain reaction but not enough to just kill them all anyway, none of the enemies are close enough to you to cause seri...
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