Search found 16 matches

Sunday, 9th March 2014, 01:19

Forum: Game Design Discussion

Topic: Phireis, God of Decay

Replies: 28

Views: 7872

Re: Nephireis, God of Decay

This is a pretty cool god concept, though I think the piety thresholds may need to be more extreme, maybe 20, 25, or even 30% at max piety. Some ideas for god abilities: Infected monsters spread there disease to other monsters. Some ability to remove disease from an enemy and inflict damage (Bonus p...

Saturday, 8th March 2014, 04:19

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29721

Re: Equipment god

Chaos could upgrade into something that causes random miscast effects on the enemy.

Saturday, 8th March 2014, 04:14

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35582

Re: Proposal: Make monster mer* more gender-equitable

It seems like the best solution might be to rename mermaids to lesser sirens. That way they are no longer incorrectly associated with merfolk, and there is a more direct connection to the higher-tier sirens. Their descriptions could mention how they're less experienced/competent sirens and thus aren...

Friday, 7th March 2014, 19:01

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35582

Re: Proposal: Make monster mer* more gender-equitable

Mermaids and sirens kill sailors by luring them into drowning with their singing in mythology, Mermaids and sirens kill adventurers by luring them into stabbings with their singing in Crawl. It is not that much of a leap in logic, and I'm pretty sure their ingame descriptions make this clear. No one...

Friday, 7th March 2014, 18:09

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35582

Re: Proposal: Make monster mer* more gender-equitable

I don't care for the gender talk, but I do like the idea of 1) making Terence less dull and 2) introducing mesmerize earlier. Something along the lines of: A dashing but slightly unhinged bard, Terence uses his magically alluring voice to lure fledgling adventurers into the bone shattering blows of ...

Wednesday, 19th February 2014, 23:57

Forum: Crazy Yiuf's Corner

Topic: Proposal: Beef Jerky --> Yak Jerky

Replies: 19

Views: 11652

Re: Proposal: Beef Jerky --> Yak Jerky

Whose to say that all the jerky is made from the same animal? Some could be minotaur, some could be cow, some could even be giant rat meat.

Monday, 17th February 2014, 21:31

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 48600

Re: Sif Muna revamp

For gifting spells, Sif could give you a choice of randart books to memorize from, and instead of getting the book you chose as an item, you instantly memorize those spells up until Sif chooses to gift you another selection of spells. That way you will have a variety of random spells at that change ...

Friday, 31st January 2014, 04:26

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49040

Re: Vine Stalkers.

Regarding the name, calling them Maneaters would help to convey the idea of them being plant monsters with a bite attack, though that wouldn't cover the whole anti-magic bite / guardian spirit aspect of the species. Calling them Mana/Magic/Spirit/Sapper Maneaters would cover all of those aspects, al...

Tuesday, 12th July 2011, 01:09

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112825

Re: DCSS Text Improvement Taskforce

I hate to be a pain but most all of that spreadsheet is a waste as most all of it is already handled internally in Crawl. There is no need to play Crawl and copy and paste text from there. Enchantments, resists, names etc. are all handled internally in Crawl so there's no need to correct or edit tho...

Saturday, 11th June 2011, 03:25

Forum: Game Design Discussion

Topic: Unannounced Portals

Replies: 43

Views: 8102

Re: Unannounced Portals

The Portals are working as intended. The shafting just made things more interesting and your choices more meaningful. There's no need for a needlessly complicated change to something just because it didn't work in your favor once. You had two choices the moment you got shafted: sprint back up to the...

Monday, 6th June 2011, 02:37

Forum: Game Design Discussion

Topic: Do Berserkers need to be nerfed?

Replies: 29

Views: 5552

Re: Do Berserkers need to be nerfed?

One effect that I know I've abused with Berserk is that its slowness aftereffect got nerfed in 0.8 to reducing one's speed by only 1.5x instead of 2x. This allowed me to set up Swiftness and Flight beforehand and then retreat freely if berserk ran out at an inopportune time in the middle of a fight....

Saturday, 28th May 2011, 22:12

Forum: YASD! YAVP! and characters in progress too

Topic: CIP - Lvl 24 DSCJ - very close [VASD]

Replies: 12

Views: 2828

Re: CIP - Lvl 24 DSCJ - very close

You look to be doing pretty good so far but here are somethings you can do to better prepare yourself for Vault:8 and Zot: 1. Drop Fireball, as you've guessed, it's too weak (and also noisy) to use over OOD. 2. Get Swiftness if you can. Using it and Flight together gives you a really nice movement b...

Tuesday, 22nd February 2011, 00:51

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 20020

Re: Lousy Demonspawn mutations

The point seems kind of missed when most of the mutations do not force you to adjust your playstyle to them. Of the many Demonspawn mutations, only Nightstalker, Thin Skeletal Structure, Demonic Guardian (for Okie worshippers) and the slot removing mutation have side effects you have to adjust to, a...

Thursday, 17th February 2011, 00:07

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 7902

Re: Crawl's midgame is too long!

I like Joey's proposal, even if it's a bit drastic. The mid game defiantly needs to be shortened, though it should probably be done so slowly. It's true that shortening it would hurt challange classes (Ogres), but the proposal does include keeping the same amount of loot and XP, and even if such a c...

Wednesday, 16th February 2011, 23:43

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74609

Re: What in Crawl isn't fun?

Branch off into another spell school. Air should not be able to deal with all the problems you face. As it is, it is already way too strong with some of the top buffs in the game, and great offensive spells like Mephetic, Airstrike, and Tornado. And really, all you need is to learn Mystic Blast/IOOD...

Friday, 14th January 2011, 17:31

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74609

Re: What in Crawl isn't fun?

I feel that the main two problems with Hive are that you can do it whenever you want, and that swarms of killer bees are boring enemies. If you see it when you lack rPois, then you just skip it and come back when you find rPois, and are likely too strong for bees to be a threat. The idea to make it ...

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