Search found 747 matches

Tuesday, 23rd August 2022, 06:37

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 7

Views: 7938

Re: Ally Swapping vs Opportunity Attacks

Opportunity attacks make the game more tedious to play than pillar dancing ever did, while simultaneously dumbing down combat. This change is so absurd and detached from how DCSS works as a game that I don't think there's any common ground for understanding or discussion. I'm just left hoping that m...

Tuesday, 23rd August 2022, 02:52

Forum: Game Design Discussion

Topic: Playing pure Summoner is not fun

Replies: 5

Views: 6878

Re: Playing pure Summoner is not fun

I like summoning a lot in its current state because the design encourages the player to use multiple different summon spells at the same time, and there's a wide selection of summoning spells to choose from. In my opinion it's currently the best designed spell school (note: I do NOT necessarily want...

Saturday, 25th December 2021, 01:32

Forum: Game Design Discussion

Topic: Draining in Hells

Replies: 5

Views: 7778

Re: Draining in Hells

I just finished a 15 rune game with a minotaur of Zin with a +9 holy executioner's axe, >50 AC and ~25 EV (over 30 EV with Vitalize for hard fights), all resists, amulet of regen. Zin has a chance to block Hell effects, for those who don't know. Plus he always blocks mutation hell effects. I hope th...

Thursday, 23rd December 2021, 17:59

Forum: Game Design Discussion

Topic: Draining in Hells

Replies: 5

Views: 7778

Re: Draining in Hells

If the goal is to make Hells harder I have a suggestion: replace or alternate the existing Hell effects with an effect that randomly summons groups of powerful monsters on top of the player. It will make Hell effects more deadly and it also solves the grinding problem.

Thursday, 23rd December 2021, 02:01

Forum: Game Design Discussion

Topic: Draining in Hells

Replies: 5

Views: 7778

Draining in Hells

The draining is too much. I very quickly end up with -30% max hp, or even 100 max hp missing. Often within 200 turns. If the goal is to put time pressure on the player, it's achieving the exact opposite. Because I'm forced to leave and kill garbage in Abyss or Pan for 10 minutes to get my hp back. T...

Sunday, 25th November 2018, 23:17

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 10550

Re: Change manuals for gnolls

The status quo is better than option 1.

Thursday, 22nd November 2018, 23:10

Forum: Dungeon Crawling Advice

Topic: How to Play SpEE

Replies: 17

Views: 6134

Re: How to Play SpEE

You're saying you're doing something with petrify but I'm not sure what. Are you petrifying then stabbing them? Never seen anyone do that so I don't know how well it works. Or you're using LRD on them? Haven't really tried this either. Out of the spells in your library you should get bolt of magma a...

Wednesday, 21st November 2018, 17:08

Forum: Dungeon Crawling Advice

Topic: How to Play SpEE

Replies: 17

Views: 6134

Re: How to Play SpEE

Borgnjor's vile clutch is a spell. With a Spriggan I would be more inclined than usual to get the Abyssal rune because with their fast movement speed they don't have to fight often, as long as they keep moving. If I had the regen spell or a regen item I'd definitely do Abyss.

Wednesday, 21st November 2018, 15:56

Forum: Dungeon Crawling Advice

Topic: How to Play SpEE

Replies: 17

Views: 6134

Re: How to Play SpEE

I've won some games using mostly iron shot, it's possible. You do run out of food and it can be tedious. Basically, you're discovering that some character builds are more tedious to play than others. Now that BVC exists you can simply use that to kill everything, it's part earth so you can even keep...

Saturday, 17th November 2018, 04:36

Forum: Dungeon Crawling Advice

Topic: learning magic on characters with poor aptitudes

Replies: 16

Views: 5298

Re: learning magic on characters with poor aptitudes

For this character specifically, I think fighting, axes, armour, dodging and shields skills are more valuable at this moment than spending xp on blink. I wouldn't bother getting spells at all, would train the previously mentioned skills until the end. Evocations/invocations are also an option if you...

Wednesday, 14th November 2018, 21:16

Forum: Dungeon Crawling Advice

Topic: Getting over the hump.

Replies: 10

Views: 3481

Re: Getting over the hump.

There are two Lair branches per game and one of them will be poison themed (Snake and Spider) while the other will be water themed (Swamp and Shoals) and you can visit the one easier for your character first. You can also do Dungeon until D:15 before entering a Lair branch; D floors are generally le...

Monday, 12th November 2018, 15:04

Forum: Game Design Discussion

Topic: rework Beogh

Replies: 23

Views: 7613

Re: rework Beogh

What happens to the equipment when a follower dies? You make it sound like it disappears.

Thursday, 8th November 2018, 07:22

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

Re: Remove Translocations

The reward for training a spell school to a high level is a strong spell. That's kind of the whole point. You train a skill. You get a good thing in exchange. I don't get the "controlled blink is too good" thing. Like yeah, it's good, and that's why you have to train a (mostly) non-damage ...

Saturday, 3rd November 2018, 00:34

Forum: Dungeon Crawling Advice

Topic: A plea for reason

Replies: 2

Views: 1711

Re: A plea for reason

Turn off polearms.

Agony is very good. Pain is also so good that it might be worth learning even at this level, for finishing things that have been agonied a few times, but something else works too.

Friday, 2nd November 2018, 17:08

Forum: Game Design Discussion

Topic: Suggestion: Make ID scrolls much rarer

Replies: 29

Views: 8188

Re: Suggestion: Make ID scrolls much rarer

Okawaru piety works pretty well. The first paragraph of the commit describes a problem that doesn't exist.

Thursday, 1st November 2018, 03:50

Forum: Game Design Discussion

Topic: Suggestion: Make ID scrolls much rarer

Replies: 29

Views: 8188

Re: Suggestion: Make ID scrolls much rarer

relevance of potion/scroll weight I enjoy using weight knowledge to increase my consumable-using efficiency, and I never looked up weights. But hey, the way this thread is going, let's just jump straight to having all items identified, because it seems like someone will always find something to com...

Sunday, 28th October 2018, 19:31

Forum: Dungeon Crawling Advice

Topic: Is this randart great sword worth switching for?

Replies: 29

Views: 8490

Re: Is this randart great sword worth switching for?

when you care about mitigating both types of shield penalties, could it make sense to train more Shields than weapon or spell schools? No. Shields skill will never make you better at spellcasting or better at fighting. All it does is remove part of the penalty from wearing a shield in the first pla...

Friday, 26th October 2018, 00:41

Forum: Dungeon Crawling Advice

Topic: math question

Replies: 7

Views: 2650

Re: math question

You can test things like this with a test character and wizmode.

Saturday, 20th October 2018, 19:22

Forum: Game Design Discussion

Topic: Destroy consumables in monsters' inventories when they die

Replies: 10

Views: 4526

Re: Destroy consumables in monsters' inventories when they d

In addition to this change, why not have monsters not pick up items at all, and have them sometimes generate with a consumable instead (which will be destroyed when they die as per this change). They already can't pick up items you've already seen, which is illogical for unspoiled players. So extend...

Saturday, 20th October 2018, 14:34

Forum: Game Design Discussion

Topic: Allie command Stand here.

Replies: 9

Views: 3303

Re: Allie command Stand here.

If it takes a turn to use the command I think it wouldn't lead to too much micromanagement. It would just replace whatever action you'd otherwise do.

Friday, 19th October 2018, 00:11

Forum: Game Design Discussion

Topic: Ancestor not blocking or being blocked with line of sight

Replies: 6

Views: 2620

Re: Ancestor not blocking or being blocked with line of sigh

I think the ancestor blocking LOF could be justified as being part of the experience of playing with the single strong ally god. Because if you want to play with an ally you might want the "managing an ally" gameplay experience (I do), and that involves the ally blocking LOF. It could be m...

Thursday, 18th October 2018, 22:21

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 12387

Re: Give backrounds consumables on start

They can't generate on D:1 but iirc there's a chance that a monster that can generate on the floor below generates next to the down stairs on your current level after x turns have passed, or something like that. Basically an adder can spawn on the down stairs in D:1 while you're exploring. It's not ...

Wednesday, 17th October 2018, 14:44

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 12387

Re: Give backrounds consumables on start

duvessa wrote:My favourite part of this list is that it suggests giving Wr a scroll of blinking
I don't get it.

Wednesday, 17th October 2018, 04:08

Forum: Dungeon Crawling Advice

Topic: Planned Slinger got no slings but a quickblade, need advice

Replies: 9

Views: 3110

Re: Planned Slinger got no slings but a quickblade, need adv

A +9 quickblade is kinda enough to carry you to the end, but its not that great against medium/high AC enemies. It will still kill them but not as fast as other weapon types. Potions of might and berserk are stronger than usual when using a quickblade. You can use the quickblade to progress until yo...

Friday, 12th October 2018, 15:18

Forum: Crazy Yiuf's Corner

Topic: Does anyone enjoy the "you fall through 3 floors" thing?

Replies: 31

Views: 11117

Re: Does anyone enjoy the "you fall through 3 floors" thing?

Personally I'm a lot more annoyed by Enrola (or whatever the name of the Ogre Mage is): a couple of times I met him somewhere like D:10 and got teleported in Abyss with a lvl 10-11 character. It wasn't an instant kill but it could as well have been. Or my pet peeve: weapon of distortion that imho s...

Saturday, 6th October 2018, 21:29

Forum: Crazy Yiuf's Corner

Topic: Gnolls / Yokkaso

Replies: 3

Views: 1973

Re: Gnolls / Yokkaso

I didn't know about the Tzitzimeh rename and I was really confused when I saw them because I thought it was a different monster. The "x fiend" naming scheme is pretty useful. When I was new to doing extended, looking for "fiend" in the name really helped me learn the extended mon...

Friday, 28th September 2018, 01:56

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4803

Re: Ziggs, Pandemonium, and Farming

I'm not a fan of the Pan change either. The reason Pan was shortened is for those who wanted to get the runes but had to go through too many random levels to get the special levels. Therefore, here's an idea that keeps Pan fast for those who want fast runes and simultaneously restores Pan to how it ...

Thursday, 27th September 2018, 21:35

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17419

Re: Kobolds are just worse deep elves

Giving kobolds nightstalker would be cool but only if demonspawn got another cool mutation in exchange!

Monday, 24th September 2018, 02:53

Forum: Crazy Yiuf's Corner

Topic: New species proposal: Primordial

Replies: 8

Views: 3484

Re: New species proposal: Primordial

Nah if the crawl code makes it possible to do a species like this in the first place (really not sure about this), you can easily code turning like that or whatever way you want.

Monday, 24th September 2018, 02:43

Forum: Crazy Yiuf's Corner

Topic: New species proposal: Primordial

Replies: 8

Views: 3484

Re: New species proposal: Primordial

Sounds very interesting. Have you thought about just taking 1 turn to turn into any other direction? Or would that be too strong? I feel like it would improve the playability a lot. Some personal opinions: I'd prefer if it could worship gods, adds more variation. I don't think it's too complex. Summ...

Sunday, 23rd September 2018, 22:20

Forum: Crazy Yiuf's Corner

Topic: Some items never generating?

Replies: 10

Views: 4213

Re: Some items never generating?

I mostly don't use non-wand evokables, animate skeleton, zombies, Yred, ranged weapons. For decent to strong combos, using only your main choice of offense, either a weapon or spells, is enough to win. And I'm fine with a slight disadvantage if it means cutting out some unenjoyable gameplay. --- Not...

Saturday, 22nd September 2018, 19:41

Forum: Dungeon Crawling Advice

Topic: DsTm of Okawaru, 3rd rune advice

Replies: 16

Views: 5337

Re: DsTm of Okawaru, 3rd rune advice

The conventional wisdom was probably "don't train fighting until you have a good weapon skill level for your weapon (except the slowest base types)" and that is still true pretty much. My criteria for Vaults vs Abyss vs Slime is: Vaults: character is stupidly strong in all regards. Regen i...

Tuesday, 18th September 2018, 21:16

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14237

Re: Species Proposal: Yokkaso

What I was getting at, but didn't state explicitly (and should have), is that it would be nice to explore different ideas, looking for one that not only meets the goal of having an easy caster race but also offers something new in general.

Tuesday, 18th September 2018, 21:08

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17419

Re: Kobolds are just worse deep elves

You didn't mention kobold's small size evasion bonus. Forgot how much that is. But regardless, yeah, I never noticed how silly this comparison is. I'd propose a medium rework giving them some unique characteristic.

Tuesday, 18th September 2018, 16:55

Forum: Game Design Discussion

Topic: Ozo's Armour change discussion

Replies: 22

Views: 7797

Re: Ozo's Armour change discussion

Maybe I'm in the minority, preferring mobile casters. The reason Ozo's Armour was changed is purely because some players casted the spell constantly while exploring because it is optimal to do so. And some people consider that to be a bad thing because it leads to common interruptions and key press...

Tuesday, 18th September 2018, 02:12

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14237

Re: Species Proposal: Yokkaso

Is there something that indicates that new players might have difficulty learning how to use magic compared to melee? If the answer is yes, is that a problem? Because even if the answer is yes, it's not a significant difference is it. For a new player, this race might help them learn certain aspects...

Saturday, 15th September 2018, 05:13

Forum: Game Design Discussion

Topic: Bug in Labyrinth? a stash with translucent stone walls

Replies: 20

Views: 7594

Re: Bug in Labyrinth? a stash with translucent stone walls

The point of stone walls is to prevent you from being able to break the wall or pass through it*. So it's good that you can't passwall through it. This is also why transparent stone exists, for when you want to show something inside a vault but don't want the wall to be breakable. *if I don't mentio...

Friday, 14th September 2018, 16:48

Forum: Crazy Yiuf's Corner

Topic: New Crawl players will never get to experience...

Replies: 57

Views: 20498

Re: New Crawl players will never get to experience...

I didn't even notice but what the hell, rods were great. They were like the only evokables that were fun to use.

Wednesday, 12th September 2018, 16:08

Forum: Game Design Discussion

Topic: Trident of the Octopus King

Replies: 3

Views: 1993

Re: Trident of the Octopus King

There's also the problem that some octopus rings aren't worth wearing over randart rings. Even if you have the trident and (some) rings, you don't want to make use of the mechanic in the late game not only because the weapon is bad at that point, but also because some of the rings are bad, and the b...

Monday, 10th September 2018, 02:45

Forum: Crazy Yiuf's Corner

Topic: Hybridization-encouraging monsters

Replies: 16

Views: 4735

Re: Hybridization-encouraging monsters

You may want to visit GDD where summoners are discussed right now. I had read that thread. I think you want to make summoning weaker because it's too strong. If that's the case, just try to make it weaker. Encouraging hybrid summoners and making summoning weaker are things that can overlap but they...

Thursday, 6th September 2018, 21:27

Forum: Crazy Yiuf's Corner

Topic: Hybridization-encouraging monsters

Replies: 16

Views: 4735

Re: Hybridization-encouraging monsters

Hybridization-encouraging monsters

Why? I feel like there's a good balance between all character types.

Wednesday, 29th August 2018, 17:22

Forum: Game Design Discussion

Topic: Should we solve world hunger?

Replies: 22

Views: 6475

Re: Should we solve world hunger?

Idk personally I often come close to running out of food when I play "pure mages", often even with gourmand.

Wednesday, 29th August 2018, 00:33

Forum: Crazy Yiuf's Corner

Topic: Memes

Replies: 50

Views: 11890

Re: Memes

Just a variety of tavern memes that have, shall we say, an enigmatic relationship with reality. ⋅ Summon butterflies ⋅ Gods can be ranked based on how strong they are at 0* or 1* ⋅ Shatter is strong, even though it knocks down walls, sends everything running to you, an...

Sunday, 26th August 2018, 18:49

Forum: Game Design Discussion

Topic: Robot - new hard species

Replies: 59

Views: 15865

Re: Robot - new hard species

In my opinion many of the attributes for this species shouldn't be there (UC lower than everything else, draining, Ash, permanent wrath, no mutations, only buckler, god ability nerf, regeneration). Many of these are attempts at addressing weird special cases that don't need to be addressed, because ...

Saturday, 18th August 2018, 19:13

Forum: Crazy Yiuf's Corner

Topic: Balancing damage of weapon categories

Replies: 13

Views: 4093

Re: Balancing damage of weapon categories

duvessa wrote:Quarterstaff damage down, since this is my only option for fixing how they're a no-brainer starting weapon when available.

Isn't the drawback that you can't realistically find an upgrade and end up with a bad weapon, or wasted skill points and having to train a new skill from 0? I think that's fair.

Thursday, 9th August 2018, 01:09

Forum: Game Design Discussion

Topic: Idea: Grey Misty Cube

Replies: 3

Views: 1898

Re: Idea: Grey Misty Cube

You'd save it to get a hell rune or something but yea it's mostly not something you'd want to use.
I don't know the reference.

Sunday, 5th August 2018, 03:22

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 27664

Re: Can we tone down the number of two-headed ogres

I run away from Deep Troll packs much more often (pretty much every time) than from many other Depths monsters. They're very dangerous. Another thing I want to mention is that just because a monster doesn't bring you to the brink of death by itself doesn't mean it's a bad monster, and in fact the ga...

Wednesday, 1st August 2018, 18:04

Forum: Game Design Discussion

Topic: Make transporter vaults have transparent walls

Replies: 45

Views: 10899

Re: Make transporter vaults have transparent walls

While the game should be at least as fun to play for an unspoiled player as for a spoiled player, that doesn't mean that all possible ways of gaining an advantage by spoiling yourself should be eliminated, because that is beyond the goal of making the game fun for an unspoiled player, and is silly a...

Sunday, 29th July 2018, 20:01

Forum: Game Design Discussion

Topic: Introduce Fatigue

Replies: 8

Views: 3072

Re: Introduce Fatigue

I agree that melee characters are better than characters that cast damage spells. I don't think that fatigue is a good mechanic. It would encourage players to walk away even more than what is currently a "good" amount of walking away, and that would be too much time spent on walking away i...

Saturday, 21st July 2018, 23:47

Forum: Crazy Yiuf's Corner

Topic: Top 5 monsters that should get removed

Replies: 12

Views: 5290

Re: Top 5 monsters that should get removed

3. Not-single caustic shrikes
2. Spark Wasp
1. Shock Serpent
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.