Search found 37 matches

Friday, 3rd January 2014, 22:31

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80698

Re: New God: Seth, the Shadow King

Wouldn't free hits be useful for pretty much anybody? A feature doesn't have to be specifically designed for a single playstyle to be useful to that playstyle. Okay, I see what you mean. I just still don't understand why Seth would have that in contrast to any particular other god in Crawl. Also, I...

Friday, 3rd January 2014, 21:09

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80698

Re: New God: Seth, the Shadow King

That's why I feel that Mikee's proposal of a god that is useful for stealth players (more so than many others), but isn't a 'stealth god' is much better. All of the abilities granted would be useful to most characters, but would certainly help stealth characters more than most (Shadowport for stabb...

Friday, 3rd January 2014, 07:03

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80698

Re: New God: Seth, the Shadow King

I actually really like the concept of a stealth deity. It's true that most deities take a major "feature" of Crawl (physical combat, magical combat, overall magical mastery, decks, killing demons, etc.) and enhance it. I just ran a quick search to see why a stealth diety doesn't exist alre...

Thursday, 26th December 2013, 19:15

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16086

Re: Remove Haste as a spell.

I also personally wouldn't mind a level 7 Haste, but I think it's arbitrary to make that alteration, just as I think that what you say about Haste could apply to any popular spell. Sure, Haste is one of the most popular spells and cite some of the 0.13 tournament statistics, but saying "this u...

Thursday, 26th December 2013, 05:21

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16086

Re: Remove Haste as a spell.

Mumcon, I am not sure if you saw a table for 0.13 tournament in other thread but it proves that Haste is optimal too often. It is level 6 spell but it has 5th rank and was used more often (86 winners had it below 10%) than any level 4-5 spells (40 winners). Fighting OoF is not boring, casting Haste...

Wednesday, 25th December 2013, 17:29

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16086

Re: Remove Haste as a spell.

the point is not it being too powerfull. is that every non chei non trog character would benefit from that. does not matter if you are a melee nut in full plate or a pure blaster. you will benefit from haste, and it is normally optimal to train for it. I read respected players like Duvessa say more...

Wednesday, 25th December 2013, 07:35

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16086

Re: Remove Haste as a spell.

1- Unlimited sources of haste are problematic, to say the least. it is a very powerful effect, both for escaping or destroying your enemies, and it does not matter which build you are playing, it is normally worth the investment. the spell was nerfed several times, and did not stopped being a must ...

Tuesday, 10th December 2013, 11:57

Forum: Game Design Discussion

Topic: Proposal: <ctrl>a-z for an additional 26 inventory slots

Replies: 19

Views: 7549

Re: Proposal: <ctrl>a-z for an additional 26 inventory slot

When I play Crawl as a spellcaster, I often balance a tight inventory (and different people balance them in different ways, I'm sure) by taking 1 or at most 2 offensive wands for zero-MP emergencies. I have to choose between lightning, draining, cold, or fire based on what type of enemies I think I ...

Wednesday, 4th December 2013, 15:55

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34095

Re: Purge the devil: Remove item destruction

There is a minor problem with it: what to do when after creating a second stack, the total number of potions becomes again small enough that the extra inventory slot is no longer needed, but both stacks still have potions on them (5 potions in inventory, pick up a potion --> 5+1, use a potion from ...

Tuesday, 3rd December 2013, 23:08

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34095

Re: Purge the devil: Remove item destruction

Mumcon: It doesn't need a sage to tell you that players playtesting a branch/fork without item destruction would write glowing reports. I never suggested that, though. The explanation from elliptic that galehar posted is exactly the sort of info I would have hoped playtesting would have illuminated...

Tuesday, 3rd December 2013, 14:02

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34095

Re: Purge the devil: Remove item destruction

I think that with Crawl's philosophy, the possibility of catastrophic item destruction is not really the problem. In fact, having that happen up front would in some ways be preferable to the current mechanics which facilitate tedium and lack actual strategic merit. The reasons outlined by Bloax and ...

Wednesday, 20th November 2013, 14:36

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34443

Re: Poison effect

Lair runes seem like they'd be less of a death sentence to formicids, but I'd like to hope this will also succeed in making being poisoned something players really think about. I don't know why you're saying that, the changes I propose make poison more threatening and less tedious. Poison vulnerabi...

Wednesday, 20th November 2013, 03:41

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34443

Re: Poison effect

Well, personally I don't see any of that as a problem and this isn't the goal of the thread to address that. There have been countless discussions about the poison magic school and high level poison spells, I'd rather avoid derailing the thread with yet another one. I understand where you're coming...

Tuesday, 19th November 2013, 12:29

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34443

Re: Poison effect

So I suggest that poison duration is shorter but the average damage remains the same. Would be good to simplify it too, the current code is quite messy. Which is why this proposal doesn't contain actual formulas and numbers, I don't have time to source dive and make a complete proposal. Any help wi...

Friday, 16th August 2013, 07:24

Forum: Crazy Yiuf's Corner

Topic: Range display

Replies: 56

Views: 15129

Re: Range display

I agree with savageorange that the * is better than the >. The only pictograms that I personally don't consider bad are those that clearly contain the actual numbers. Something like this would seem more clear to me than a few of the other suggestions. @* [1] @-* [2] @--* [3] @-4-* @--5-* @--6--* @--...

Friday, 16th August 2013, 01:26

Forum: Crazy Yiuf's Corner

Topic: Range display

Replies: 56

Views: 15129

Re: Range display

Asking for explanations isn't backlash. I wonder how blacksheep counts though. That he needs to convert his count to a number is a bit intriguing. I don't see this as an issue of people having a strange inability to count. If you needed to know how many .'s there are here, would you prefer a count ...

Thursday, 15th August 2013, 23:32

Forum: Game Design Discussion

Topic: Make a curare spell

Replies: 31

Views: 9396

Re: Make a curare spell

I like this a fair amount. It's simple and people know what it does. It also clears what I see as several of the major issues with new poison spells: - It's thematically relevant (i.e. "about poison"). - It's not acid (since at the moment, acid is excluded from the definition of the poison...

Monday, 12th August 2013, 06:49

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 9739

Re: Invisibility seems worse at high spell power

Sorry to bump an old thread, but was this ever fixed? I'm playing on CSZO trunk an XL16.13 SpEn with 13.3 hexes and 22 int. The Invisibility spell's power is at 6/8 #'s. I may be an unusual case because I've cast Invisibility over 50 times already in my game, but in rare cases I've begun to glow wit...

Tuesday, 28th May 2013, 07:15

Forum: Game Design Discussion

Topic: unfinished caster god proposal

Replies: 5

Views: 1915

Re: unfinished caster god proposal

My personal miscellaneous thoughts. - The core concept of trying to maintain low HP overtly encourages players to take more risks, reminding me of graze in bullet hell games. - Some of the abilities seem way too powerful (Wild Magic, Magic Disease, Swap Resistance, Steal Health, Swap Position) unles...

Thursday, 23rd May 2013, 00:44

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45803

Re: Suggestions concerning Poison Magic

Apparently I wasn't being at all clear, because only minmay got what I was saying: designing high level poison kill spells that only affect targets w/o rPois is pointless because there are already two great level 6 kill spells that murder anything without rPois. The hypothetical KillDudes level 8 P...

Monday, 20th May 2013, 09:29

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45803

Re: Suggestions concerning Poison Magic

mumra: You may be right about sickness not being that strong of an effect. I had thought that if it went on long enough and if the enemies had enough HP (especially if the sickness was able to negate regeneration) the benefit could materialize, but I don't know how it would work in practice. Also, I...

Sunday, 19th May 2013, 22:21

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45803

Re: Suggestions concerning Poison Magic

How about adding an interesting high level poison spell to crawl? To be a welcome addition, it needs to be sufficiently differentiated from existing spells. Also, spells which disable rP are a really bad idea in my opinion, so I would suggest to try something else. I just want to quote this to draw...

Thursday, 16th May 2013, 21:39

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45803

Re: Suggestions concerning Poison Magic

I went and looked for an older thread on this issue. https://crawl.develz.org/tavern/viewtopic.php?f=8&t=4697 is basically the same type of thread as this one, and was posted 1 year ago. Some good points were made in that thread (overall it's a lot more analytic than this one). The main reason t...

Wednesday, 15th May 2013, 23:26

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45803

Re: Suggestions concerning Poison Magic

In my view, the only place poison magic could serve to be more useful is in Hell and Pan (which ironically the OP shouldn't have been to yet?). It's already excellent in the early and mid-game, and decent in the late game. My suggestion for a simple way to do that would be to make a level 8 conjurat...

Thursday, 2nd May 2013, 09:23

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: 3-rune CeHu about to do Zot:5 (looking for advice)

Replies: 6

Views: 2263

Re: CIP: 3-rune CeHu about to do Zot:5 (looking for advice)

Thanks for all the advice, wizzzargh. Okawaru gave me a lot of good randart armour. And I just realized that keeping Swiftness up will counteract ponderousness, so I'll just rely on that and take your advice on the barding. Using acquirement on wands sounds like a satisfactory decision. I'd been tem...

Thursday, 2nd May 2013, 02:25

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: 3-rune CeHu about to do Zot:5 (looking for advice)

Replies: 6

Views: 2263

CIP: 3-rune CeHu about to do Zot:5 (looking for advice)

Here's my full dump: http://dobrazupa.org/morgue/Tenfire/Tenfire.txt The essential points, I think, are: 32 Str, 14 Int, 12 Dex EV: ~3-5, unless I equip a longbow of evasion AC: ~47 with +inv-branded good randart chain mail and excellent yet ponderous centaur barding; +~20 or -~10 based on whether I...

Friday, 15th March 2013, 20:53

Forum: Game Design Discussion

Topic: Pandemonium Revisions

Replies: 18

Views: 5571

Re: Pandemonium Revisions

Holy Pan was the most fun I ever had in Crawl. All the resurrecting monsters, pearl dragons, the silver star, and the randart large shields made the level for me. I'd like to see more Holy Pan-like maps. In other words, very hard Pan floors that only spawn once. Their frequency, like Holy Pan, would...

Monday, 4th March 2013, 10:44

Forum: Game Design Discussion

Topic: Demigod update

Replies: 28

Views: 7703

Re: Demigod update

To the OP, pubby: as far as I can tell, what people like about demigods are that they give you some useful bonuses if you want to play without a religion. That predisposes the player against religious professions, but with their well-rounded attributes, they still currently play many professions wel...

Monday, 22nd October 2012, 10:32

Forum: Dungeon Crawling Advice

Topic: Accumulating positive mutations with helix?

Replies: 4

Views: 1677

Re: Accumulating positive mutations with helix?

I guess that confirms my suspicion. Thank you for the insights, especially about the focus card change. If it has to be like that, then I imagine I'd want to allow my stats to shuffle/focus around constantly, and if I want to do a zig or leave Nemelex then I'd wait until I got a decent shuffle card....

Monday, 22nd October 2012, 05:24

Forum: Dungeon Crawling Advice

Topic: Accumulating positive mutations with helix?

Replies: 4

Views: 1677

Accumulating positive mutations with helix?

I'm considering switching my super-powerful Pan-scumming character's religion from Sif Muna to Nemelex Xobeh. I'm a HEWz. My evocations is maxed. The reason would be to use the helix card and many potions of mutation to eventually accumulate dozens of positive mutations (i.e. turn the bad ones into ...

Sunday, 14th October 2012, 01:30

Forum: Game Design Discussion

Topic: Felid overhaul/removal

Replies: 86

Views: 23689

Re: Felid overhaul/removal

If you're playing a good felid background and you're playing well you won't die much, since you have move delay 0.8. I like "won't die much" when it's because you can usually kill or avoid things before they kill you (the case for most good combos), but with felids, it seems like you won'...

Saturday, 13th October 2012, 07:31

Forum: Game Design Discussion

Topic: Felid overhaul/removal

Replies: 86

Views: 23689

Re: Felid overhaul/removal

As just a casual Crawl player, I'm not too familiar with its design philosophy. And I don't know what kind of design adjustments for felids are favored by members of the dev team at this time. But I think it's all right for me to go ahead and state my thoughts while this thread is among the recently...

Thursday, 1st December 2011, 21:46

Forum: Dungeon Crawling Advice

Topic: Stacking good mutations with Jiyva

Replies: 14

Views: 4487

Re: Stacking good mutations with Jiyva

Well, my final verdict is that what I wanted is easily doable, proportional to the number of cure mutations / chunks of mutagenic flesh you can safely consume (and possibly also proportional to how good you are with decks, but they're too complicated for me to attempt). Jiyva removes just as much as...

Wednesday, 30th November 2011, 18:37

Forum: Dungeon Crawling Advice

Topic: Stacking good mutations with Jiyva

Replies: 14

Views: 4487

Re: Stacking good mutations with Jiyva

This is some of what I've learned and observed. Each slurp has a maximum number of items it can consume, which is random and between 1 and 10. The slurp will go through each of the single items and piles of items on a particular square and try to eat as many items as it can until it reaches its maxi...

Tuesday, 29th November 2011, 16:24

Forum: Dungeon Crawling Advice

Topic: The 'Questions too small to need their own thread' thread

Replies: 3005

Views: 767296

Re: The 'Questions too small to need their own thread' threa

When exactly does Jiyva remove the walls of the Slime:6 vaults? I tend to bounce between piety level 6 and 5 a lot... do I need to stay at 6 for thousands of turns? EDIT: I didn't realize that I was expected to dig through them and that they'd turned to translucent rock... I did get the rune in a pr...

Monday, 28th November 2011, 19:53

Forum: Dungeon Crawling Advice

Topic: Stacking good mutations with Jiyva

Replies: 14

Views: 4487

Re: Stacking good mutations with Jiyva

CommanderC: I've heard about how Jiyva takes off-level items, and some people mentioned that it wasn't that bad for their stash, so I suppose it varies. Depending on the character, it may also be possible to carry enough very important items that I'm not strictly relying on a stash. TehDruid: So the...

Saturday, 26th November 2011, 16:27

Forum: Dungeon Crawling Advice

Topic: Stacking good mutations with Jiyva

Replies: 14

Views: 4487

Stacking good mutations with Jiyva

My inquiry does relate to a specific character, but I've already decided that I want to try Jiyva no matter how impractical what I'm trying to do turns out to be, so I think my questions could be considered a request for general advice/info. I'm playing in 0.9.0 (on CAO). I've never followed Jiyva b...

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