Search found 747 matches

Monday, 1st June 2015, 00:47

Forum: Crazy Yiuf's Corner

Topic: one bad thing and one good thing

Replies: 54

Views: 15421

Re: one bad thing and one good thing

good thing: good thing
bad thing: bad thing

Sunday, 31st May 2015, 23:06

Forum: Crazy Yiuf's Corner

Topic: Content Removal List

Replies: 18

Views: 4300

Re: Content Removal List

Polymorph keeps the HD of the original monster? I thought it didn't.

Sunday, 31st May 2015, 22:51

Forum: Crazy Yiuf's Corner

Topic: Content Removal List

Replies: 18

Views: 4300

Re: Content Removal List

How is that different from starting with a jelly?

Sunday, 31st May 2015, 21:55

Forum: Game Design Discussion

Topic: Early spellbooks

Replies: 82

Views: 17298

Re: Early spellbooks

Magic is better than melee in early game, except for some book bgs that are weaker on D:1. Don't think book backgrounds need to be stronger. I would maybe like buffs to magic usability later in the game, but that doesn't concern starting book backgrounds.

Sunday, 31st May 2015, 02:19

Forum: Crazy Yiuf's Corner

Topic: I don't know what to do.

Replies: 23

Views: 5185

Re: I don't know what to do.

It also says "Bushes" and there's one character standing in bushes.

Saturday, 30th May 2015, 20:37

Forum: Crazy Yiuf's Corner

Topic: I don't know what to do.

Replies: 23

Views: 5185

Re: I don't know what to do.

This is a forum for Dungeon Crawl Stone Soup and I don't know what the game in the screenshot is.

Saturday, 30th May 2015, 17:19

Forum: Crazy Yiuf's Corner

Topic: Why remove Hirsch's posts?

Replies: 30

Views: 7344

Re: Why remove Hirsch's posts?

I don't think it is a fair representation of the comment at all. The comment was basically "People have different world views and a person's world view might not be applicable to all parts of the world".

Saturday, 30th May 2015, 08:32

Forum: Game Design Discussion

Topic: 2nd inventory just for food, books, scrolls: analysis

Replies: 43

Views: 13312

Re: 2nd inventory just for food, books, scrolls: analysis

cutting the inventory down to below the current 52-item limit will lead to a form of tactical stashing, micro stashing. People will leave behind items that are suboptimal for the branch/fight they're going to next, so that they carry only the items they need to survive battle. For example, before g...

Saturday, 30th May 2015, 04:07

Forum: Game Design Discussion

Topic: 2nd inventory just for food, books, scrolls: analysis

Replies: 43

Views: 13312

Re: 2nd inventory just for food, books, scrolls: analysis

what njvack said in the other thread: remove strategic items, worn equipment, worn jewellery from the inventory and make the inventory smaller so that the decisions matter more. requires considerable rebalancing to work, and will promote insane degrees of stashing. It would have less stashing than ...

Saturday, 30th May 2015, 02:53

Forum: Dungeon Crawling Advice

Topic: Vehumet - How does getting mana back work?

Replies: 13

Views: 3510

Re: Vehumet - How does getting mana back work?

Yeah ok. I was only thinking about the spell gifts, because Vehumet's gifts are useful earlier and more reliably than Sif gifts. But you're right that with channeling Sif is better before Veh gifts become good. I don't know why Sif isn't more popular. Well I do, but I think Sif is good and many peop...

Saturday, 30th May 2015, 02:30

Forum: Dungeon Crawling Advice

Topic: Damage-per-time and inner flame

Replies: 17

Views: 3636

Re: Damage-per-time and inner flame

Slowing yourself in the volcano and ice cave new strat.

Friday, 29th May 2015, 19:08

Forum: Dungeon Crawling Advice

Topic: Vehumet - How does getting mana back work?

Replies: 13

Views: 3510

Re: Vehumet - How does getting mana back work?

If you cant improve it wouldn't sif muna's channelling be better come end game? Why do people seem to imply vehumet is usually the better option? They are probably considering the entire game and not just the end game when they say Vehumet is usually better. Vehumet is probably more useful than Sif...

Friday, 29th May 2015, 18:55

Forum: Game Design Discussion

Topic: 2nd inventory just for food, books, scrolls: analysis

Replies: 43

Views: 13312

Re: 2nd inventory just for food, books, scrolls: analysis

When making decisions about what items to carry, it doesn't really matter how important the items are, when we're talking about the time spent on these decisions. Whether they're very significant choices or barely important, it still takes about the same amount of time to decide which items are wort...

Thursday, 28th May 2015, 18:38

Forum: Game Design Discussion

Topic: Inventory Management Overview

Replies: 109

Views: 27207

Re: Inventory Management Overview

Erm, sure, or just support the letters 1-9 for that purpose, so if they're filled up, you can't move anymore. It's a bad solution though. How is it bad if it removes the interface problem that you complained about? 1-9 doesn't work in crawl because they're used for dropping multiple items but maybe...

Thursday, 28th May 2015, 18:24

Forum: Game Design Discussion

Topic: Inventory Management Overview

Replies: 109

Views: 27207

Re: Inventory Management Overview

Suppose your inventory is full and you're not wearing a cloak. If you find an embroidered cloak, you have to drop something (like a ration) before picking the cloak up. Wear the cloak, pick the ration back up, carry on. Imagine the interface nightmare if you keep gear (hat, cloak) for occasional sw...

Thursday, 28th May 2015, 05:48

Forum: Crazy Yiuf's Corner

Topic: how yall remember your password?

Replies: 19

Views: 4662

Re: how yall remember your password?

good question about passwords. i will tell you how i learned to do it. the teacher i had said security is very important and to always changed my password often. so you (and me) need to choose different animals to remember. if you and me if i have the same password as you always think of pigs, someo...

Wednesday, 27th May 2015, 21:22

Forum: Game Design Discussion

Topic: Let Nagas Constrict at Level 1

Replies: 60

Views: 16918

Re: Let Nagas Constrict at Level 1

Te move faster while flying, unless that was removed. Would be a huge difference in the early dungeon. It's good that they don't start with flight.

Wednesday, 27th May 2015, 20:02

Forum: Crazy Yiuf's Corner

Topic: Hypothetical Removals

Replies: 52

Views: 12129

Re: Hypothetical Removals

So obviously this thread has a satirical edge to it, but I don't agree that content will always add depth. Just check out Tome4 for example, that game is just an absolute clusterfuck of content and most of it is broken. The entire experience of that game is like wading through a swamp of broken ski...

Tuesday, 26th May 2015, 21:11

Forum: Game Design Discussion

Topic: Inventory Management Overview

Replies: 109

Views: 27207

Re: Inventory Management Overview

Sandman25 wrote:I am disappointed we will continue having almost identical inventory items for characters. It is boring to use the same items with all characters :(

Wouldn't we still use the same items with all characters, just less of them?

Monday, 25th May 2015, 20:11

Forum: Game Design Discussion

Topic: Inventory Management Overview

Replies: 109

Views: 27207

Re: Inventory Management Overview

Just want to say, please don't make stashes of multiple piles unless you're going for something purely visually pretty. The game already organizes every item on a tile into groups. There's a group for weapons then armor then food, scrolls, potions, etc. This is much more convenient than having to mo...

Monday, 25th May 2015, 19:58

Forum: Game Design Discussion

Topic: Stealthier when still

Replies: 52

Views: 16362

Re: Stealthier when still

The way the game works, if I'm not mistaken, is that if monsters are actively looking for you (after having seen you, unrelated to moving towards noise), they will notice you as soon as you're in their LOS. If they're not actively looking for you they will be moving randomly, or in the direction of ...

Sunday, 24th May 2015, 21:24

Forum: Game Design Discussion

Topic: Piiko, God of Alchemy

Replies: 5

Views: 1902

Re: Piiko, God of Alchemy

What is the point of separating AP and piety? Both AP and piety are limiting factors for abilities, but only one of them will actually limit ability use (if piety and AP costs are proportional across all 3 ability tiers). I don't mind AP as a resource because it's nice flavor and simple enough but i...

Sunday, 24th May 2015, 01:16

Forum: Dungeon Crawling Advice

Topic: Mage mp and skill management

Replies: 33

Views: 8679

Re: Mage mp and skill management

It sounds like your problem is that you're not casting spells that are strong enough. After Lair I like to use a lvl 6 spell or at worst 5. IMB against an orc warrior is fine but I find that it's a weak spell after Lair. If you're talking about using IMB against an orc warrior before Lair when you h...

Saturday, 23rd May 2015, 22:00

Forum: Dungeon Crawling Advice

Topic: MuXX of X

Replies: 76

Views: 14815

Re: MuXX of X

I did not know that constriction was that good.

Saturday, 23rd May 2015, 19:40

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 16556

Re: Felid Reform

The ability never worked particularly well in its original form. Its original intent was to combine attacking and translocation, but because it ended up being a low-level ability, the attack become only a tool to ensure the repositioning wasn't brokenly powerful rather than a meaningful thing by it...

Thursday, 21st May 2015, 00:20

Forum: Crazy Yiuf's Corner

Topic: Suggestion: Merge Bread and Meat Rations

Replies: 55

Views: 15643

Re: Suggestion: Merge Bread and Meat Rations

Praying sometimes makes fruit instead of toadstools.

Wednesday, 20th May 2015, 17:18

Forum: Game Design Discussion

Topic: Lair and Swamp/Spider/Shoals/Snake is too long and grindy

Replies: 8

Views: 3109

Re: Lair and Swamp/Spider/Shoals/Snake is too long and grind

Branches are more than one floor long because presumably the goal is to have the game be composed of different types of enemies and decisions in different areas. It makes sense for these areas to be more than 1 floor long, so that the challenge takes up a decent part of the game. 1 floor is not enou...

Wednesday, 20th May 2015, 00:08

Forum: Game Design Discussion

Topic: Stealthier when still

Replies: 52

Views: 16362

Re: Stealthier when still

Sandman25 wrote:snip

No, the idea in the OP is just "If you press . you have a higher stealth score for that turn than if you move".

I don't think this is a good idea if there's no way to tell how much it will help, like Siegurt said.

Tuesday, 19th May 2015, 21:01

Forum: Game Design Discussion

Topic: Prevent AD when no corpses visible

Replies: 7

Views: 2227

Re: Prevent AD when no corpses visible

bcadren wrote:Should there be a reason to explore to visit the pile?

How else should the player find out what items dropped? I much prefer autoexplore visiting piles than having to ctrl+x every time after killing a group of monsters.

Sunday, 17th May 2015, 22:14

Forum: Game Design Discussion

Topic: Personally, I found Hell to be very anticlimactic

Replies: 51

Views: 14816

Re: Personally, I found Hell to be very anticlimactic

I don't think you should base your entire experience of Hells off of one playthrough. I agree with the opinion that they are the most dangerous branches. I've had a good number of climactic boss fights and remember their events distinctly. And I remember lots of encounters in Hells in general becaus...

Saturday, 16th May 2015, 18:52

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 28642

Re: Make all stats useful for all chars

A more appropriate example of the SPECIAL stats thing might be Dungeons of Dredmor, because it is a roguelike. When I played that game, at first it was hard remembering what stats affects what substats. It might've been because all of the stats have silly names. It's the same thing as listing the ef...

Saturday, 16th May 2015, 18:41

Forum: Game Design Discussion

Topic: Buff ashenzari transfer knowledge

Replies: 30

Views: 6330

Re: Buff ashenzari transfer knowledge

I used it in every game I played with Ash. Wasn't aware it's not used much. Because of a small sample size it might've been that all my characters needed to transfer skills by chance.
If you want to buff it then just buff the exp transferred ratio and maybe the speed. Much simpler.

Saturday, 16th May 2015, 05:31

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 28642

Re: Make all stats useful for all chars

If you're going to argue for a system that replaces stats then why not just fix stats? If your complaint is that the information about what stats do is not clearly available then surely it is smarter to make it available than to remove stats. it seems completely obvious to me that mutations, which a...

Thursday, 14th May 2015, 20:53

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 28642

Re: Make all stats useful for all chars

It's probably wrong to say that stats are hard to understand and that they add too much mental burden. They're pretty simple. I also disagree that their effect is not significant. But if it was not significant enough, the effect should be increased instead of removed. Why? - Because stats are a part...

Thursday, 14th May 2015, 19:02

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11738

Re: Lower the noise on Lightning Bolt

What's the noise of lightning bolt? And fireball is 25 right?
Lightning bolt is ok/above average when it's always used with double hit bounces.

Berder wrote:I'd rather see the power on Lightning Bolt jacked up. As it is, it's weaker than the other bolts, and louder.

It's level 5, not 6.

Wednesday, 13th May 2015, 22:00

Forum: Game Design Discussion

Topic: God Proposal: Tarrare the Gluttonous

Replies: 4

Views: 2056

Re: God Proposal: Tarrare the Gluttonous

You tried to base this god on the food/hunger mechanic, but unfortunately food and hunger don't work very well in Crawl right now.

Wednesday, 13th May 2015, 08:14

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 28642

Re: Make all stats useful for all chars

Why should int be useful for all characters, that is, characters that don't cast spells? I don't think there's a problem here.

Tuesday, 12th May 2015, 18:08

Forum: Game Design Discussion

Topic: Orb Run Reform

Replies: 61

Views: 15226

Re: Orb Run Reform

I had many interesting orb runs so I'm fine with the current orb run. Yeah sometimes I autotravel to D:1 and nothing happens. But there are many games where a fiend or hellion spawns, and I have to carefully avoid it, and sometimes I get low on health. Some of the orb runs were very hard. What I wou...

Sunday, 10th May 2015, 22:09

Forum: Dungeon Crawling Advice

Topic: A multi-character outline to help people diversify builds?

Replies: 176

Views: 43597

Re: A multi-character outline to help people diversify build

I don't think early game lacks play style diversity. Most of the backgrounds play differently, and many of the races play differently. So there are a lot of different ways to play. I don't use the "infinite patience" tactics because they are boring, and I don't care about win rate, but tha...

Saturday, 9th May 2015, 21:58

Forum: Dungeon Crawling Advice

Topic: Guide to Safe Crawling

Replies: 74

Views: 57706

Re: Guide to Safe Crawling

If you (not addressing anyone in particular) haven't tried picking Kiku with a non-necromancer and training necro early, I recommend you try it. Preferably with a no book background. It works well because necro spells are strong.

Saturday, 9th May 2015, 18:27

Forum: Game Design Discussion

Topic: Bring back axe cleaving while confused

Replies: 8

Views: 3711

Re: Bring back axe cleaving while confused

I'm pretty sure they removed axe cleaving while confused because of interaction with allies and gods being upset if you attacked them. I did not think of that, but still think cleaving should work. It's possible to hit an ally with a cleave-less axe, or any other weapon type, and make a god mad. Re...

Friday, 8th May 2015, 22:33

Forum: Game Design Discussion

Topic: Bring back axe cleaving while confused

Replies: 8

Views: 3711

Bring back axe cleaving while confused

Inspired by the post in the squarelos thread. I always thought axes cleaved when confused because that is what I intuitively assumed. Not cleaving feels non-intuitive. You're swinging an axe around, confused or not, you're going to cleave. In less flavor related and more logical terms, I expect clea...

Friday, 8th May 2015, 22:05

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 16556

Re: Felid Reform

Come on, are you seriously going to "fix" Felids? It is a unique race, you are going to make it "yet another human" with minor difference. Yes, lack of armour is minor difference especially true for characters in statue form which is a very good spell for Fe. If you don't like s...

Thursday, 7th May 2015, 19:54

Forum: Dungeon Crawling Advice

Topic: Weapon+Buckler choice

Replies: 21

Views: 6059

Re: Weapon+Buckler choice

+4 AC is better than those. You should have more than 27 EV as a merfolk in a robe.

Wednesday, 6th May 2015, 23:20

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 41325

Re: End monster spawning

Not that any of this has to do with why monster spawns should be removed. They should be removed solely because it's aggravating to have to keep mopping them up from areas you already cleared and having them interrupt your autoexplore. Is it aggravating to kill monsters that are placed when the lev...

Wednesday, 6th May 2015, 21:14

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 41325

Re: End monster spawning

Personally, I think if the devs really feel the need to keep passive OOD timers instead of active scumming prevention, it would be helpful if the game let you know somehow that you tarried too long. It would be nice if OOD spawns started after 1000 turns on a level and there was a message like &quo...

Wednesday, 6th May 2015, 09:07

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 41325

Re: End monster spawning

zxc23 wrote:While testing felid one time I had an orc pack spawn on D:1 before I had fully cleared it. I wasn't taking a long time in particular, and I certainly wasn't scumming. Just tabbing enemies and resting to full HP after each fight. This shouldn't be possible.

Why not?

Monday, 4th May 2015, 22:12

Forum: Dungeon Crawling Advice

Topic: Noise

Replies: 6

Views: 1959

Re: Noise

The loudest melee hits make noise up to a few tiles further than LOS.

Monday, 4th May 2015, 19:03

Forum: Dungeon Crawling Advice

Topic: Any tips for the dying?

Replies: 58

Views: 16846

Re: Any tips for the dying?

It's based on my own experience because I mostly played spriggans at first. But these points are a somewhat logical deduction from how spriggans work. -Consumables. There's not much of a reason to use consumables when you can just press the movement key away from the enemy if something goes wrong. I...

Monday, 4th May 2015, 17:07

Forum: Dungeon Crawling Advice

Topic: Any tips for the dying?

Replies: 58

Views: 16846

Re: Any tips for the dying?

Right - while Spriggans do teach newbies not to spam tab, they don't push you to explore options like consumables. And they might delude some players into believing that running away is just for fast species. I just wondered if HobGoblin would best my idea of learning to push a NaCK reliably throug...
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