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Saturday, 9th September 2017, 00:06

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 14218

Re: remove mummies and vampires (or let them starve)

Do people do this? Do people want to do this? Is this actually a problem that needs solving? I do it a lot in doomrl, it's absolutely the biggest problem with that game (it's probably a bigger problem than everything else wrong with doomrl combined). It would not be quite as extreme in crawl becaus...

Friday, 15th July 2016, 05:07

Forum: Crazy Yiuf's Corner

Topic: Lair branches harder than Vaults

Replies: 18

Views: 2282

Re: Lair branches harder than Vaults

Do I include V not trying to annoy me to death in my analysis?

Friday, 15th July 2016, 05:03

Forum: Dungeon Crawling Advice

Topic: Ripose seems really dumb

Replies: 24

Views: 2819

Re: Ripose seems really dumb

enemy accuracy really isn't that good in crawl

you need to lower your EV pretty considerably to make riposte-longblades actually deal less damage than non-riposte longblades (except probably specifically great swords, since they got a pretty big damage reduction compared to any other longblade)

Wednesday, 13th July 2016, 12:29

Forum: Crazy Yiuf's Corner

Topic: Why is Airstrike's Damage Formula So Bizarre?

Replies: 12

Views: 1338

Re: Why is Airstrike's Damage Formula So Bizarre?

Because that's how it's been and there's no reason to change it because the player doesn't see it anyway.

Wednesday, 13th July 2016, 12:24

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 8054

Re: Let us choose gods from the start

[quote snipped] It doesn't matter how much variety there is with respect to a single player. They'll play the game however they want and there's nothing wrong with that. If you want variety, then vary your choices. It's not like everyone is going to pick the most optimal god in a situation where th...

Wednesday, 13th July 2016, 08:55

Forum: Dungeon Crawling Advice

Topic: Is Hydra Form compatible with Gozag?

Replies: 3

Views: 502

Re: Is Hydra Form compatible with Gozag?

If you're going to abandon gozag I might suggest swapping to the god who literally feeds you (jiyva)

Wednesday, 13th July 2016, 08:38

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 8054

Re: Let us choose gods from the start

Ok so the thing is the truth is between the two extremes. While I think gods are closer to race/class than to something you choose just based on power level, the fact is that power level matters (and, heck, it matters for race/class choice too). So let's ignore the pre-game-choice part for a moment ...

Wednesday, 13th July 2016, 06:53

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 8054

Re: Let us choose gods from the start

Spreading out altars is not intended to be a strategic consideration, as far as I can see; after all, you're just as likely to get a strong god early as a weak god (if it was intended to be a strategic choice, you would arrange it so the weak gods were always found earlier than the strong gods, as m...

Wednesday, 13th July 2016, 04:17

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 8054

Re: Let us choose gods from the start

I still don't see why finding gods in a different places is "an objective problem", even assuming that gods are like races and backgrounds (which is what I've always assumed anyway). There's a piece of your reasoning somewhere that I really don't understand and I would like you to explain ...

Wednesday, 13th July 2016, 01:31

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 8054

Re: Let us choose gods from the start

On the other hand, owning up to the fact that gods aren't supposed to be balanced and removing the strategic decision element wouldn't be so difficult. It would mean getting rid of overflow vaults and updating Temple so that it included all the gods. I don't follow. I like not finding all altars at...

Monday, 11th July 2016, 03:18

Forum: Dungeon Crawling Advice

Topic: Zig Combo?

Replies: 19

Views: 1855

Re: Zig Combo?

makhleb + tornado is a pretty good zig combo

vehumet + fire storm is another good one

Monday, 11th July 2016, 03:15

Forum: Crazy Yiuf's Corner

Topic: Enemies that polymorph other enemies

Replies: 2

Views: 372

Re: Enemies that polymorph other enemies

The only reason poly wand isn't amazing is that other hex wands exist (and all hex wands except slow are effectively an instant kill), it's really a quite powerful effect. But this probably does mean the player doesn't really want to use poly most of the time. As for your original suggestion, http:/...

Monday, 11th July 2016, 03:13

Forum: Game Design Discussion

Topic: Dith warns you if you can't use spells upon joining

Replies: 26

Views: 2101

Re: Dith warns you if you can't use spells upon joining

Oh, well Dith also doesn't give you a warning for spells that he forbids, despite all other gods doing so. The other warning doesn't seem necessary to me, but I don't care much either way. It should also, of course, be extended to all gods if it is added.

Monday, 11th July 2016, 02:50

Forum: Game Design Discussion

Topic: Remove Zin's "no intelligent corpse desecration" conduct

Replies: 16

Views: 1197

Re: Remove Zin's "no intelligent corpse desecration" conduct

The flavour is that you can't be a "good god" without being really obnoxious, obviously.

Monday, 11th July 2016, 02:41

Forum: Game Design Discussion

Topic: Stop Auto Explore Once You Pick Up Enough Gold to Afford the

Replies: 8

Views: 864

Re: Stop Auto Explore Once You Pick Up Enough Gold to Afford

I said as an explore stop, not as a force_more. I'm too lazy to look up the exact term.

Monday, 11th July 2016, 01:17

Forum: Game Design Discussion

Topic: Stop Auto Explore Once You Pick Up Enough Gold to Afford the

Replies: 8

Views: 864

Re: Stop Auto Explore Once You Pick Up Enough Gold to Afford

You can add the shopping list message thing as an explore_stop. This would stop for getting enough gold for any item on your shopping list, of course, but that sounds more useful to me anyway since the most expensive item on your list is not always the one you want the most.

Monday, 11th July 2016, 01:16

Forum: Game Design Discussion

Topic: Dith warns you if you can't use spells upon joining

Replies: 26

Views: 2101

Re: Dith warns you if you can't use spells upon joining

The behaviour where Dith does not warn you when you attempt to cast a fire spell is a bug. You get a warning when you attempt to cast forbidden spells under other gods. You should probably make a bug report.

Sunday, 10th July 2016, 06:19

Forum: Game Design Discussion

Topic: Keep eating? Y/N

Replies: 16

Views: 1316

Re: Keep eating? Y/N

So uh, how about that original topic post that was about making food not take multiple turns to eat? I think that's a pretty good idea.

Friday, 8th July 2016, 22:24

Forum: Game Design Discussion

Topic: Riposte

Replies: 62

Views: 9738

Re: Riposte

Riposte does change two things about how you play: first, you get effectively mini-cleaving that scales with EV; second, you can deal damage while taking actions other than attacking. This applies most in situations where you're fleeing from fast monsters, repositioning within combat, using emergen...

Friday, 8th July 2016, 21:20

Forum: Dungeon Crawling Advice

Topic: While I do think boots of running is extremely good...

Replies: 22

Views: 1991

Re: While I do think boots of running is extremely good...

I'd use the boots that aren't running, but I really hate runboots so I'm not really capable of making a rational decision here.

Friday, 8th July 2016, 21:18

Forum: Game Design Discussion

Topic: Allow all characters to pick up items on deep water tiles

Replies: 38

Views: 4141

Re: Allow all characters to pick up items on deep water tile

Arrhythmia wrote:
crate wrote:Fun fact, you can offer corpses that are under deep water to Fedhas, and I assume you get piety since you get the piety message.


could you pray on deep water corpses back when that was a thing?

Nope! Unless you were a race that could pick up items in deep water, in which case you could.

Friday, 8th July 2016, 08:33

Forum: Crazy Yiuf's Corner

Topic: Most lethal monsters per xp level

Replies: 20

Views: 1330

Re: Most lethal monsters per xp level

you have to kill all the dudes

Friday, 8th July 2016, 06:40

Forum: Game Design Discussion

Topic: Amulet of Berserk Rework

Replies: 32

Views: 3702

Re: Amulet of Berserk Rework

So combine that [not allowed to swap in los] with jewelery taking a couple turns to swap out You might as well just not have the "monsters in los" restriction then, though, since if the swap takes sufficiently long that's all you need. No need to complicate it further by adding an extra r...

Friday, 8th July 2016, 05:33

Forum: Dungeon Crawling Advice

Topic: Velocity card: monster hasted ?

Replies: 8

Views: 790

Re: Velocity card: monster hasted ?

Ah, I see. Well the problem is that plain escape decks are just bad, they're bad if you want to escape a situation immediately and they're also useless for anything else because they're just bad.

Friday, 8th July 2016, 02:28

Forum: Game Design Discussion

Topic: Allow all characters to pick up items on deep water tiles

Replies: 38

Views: 4141

Re: Allow all characters to pick up items on deep water tile

Fun fact, you can offer corpses that are under deep water to Fedhas, and I assume you get piety since you get the piety message.

Friday, 8th July 2016, 02:26

Forum: Dungeon Crawling Advice

Topic: Velocity card: monster hasted ?

Replies: 8

Views: 790

Re: Velocity card: monster hasted ?

Plain decks of escape have always been terrible. Just throw them in lava.

Thursday, 7th July 2016, 22:42

Forum: Game Design Discussion

Topic: Amulet of Berserk Rework

Replies: 32

Views: 3702

Re: Amulet of Berserk Rework

You can't do just "in los" since that's really easy to mess with. A simple example is breaking los by going around a corner.

Thursday, 7th July 2016, 21:19

Forum: Game Design Discussion

Topic: Make t commands silent

Replies: 17

Views: 1437

Re: Make t commands silent

I think the best ally improvement would be making the default behaviour "follow me around the dungeon if there are no hostiles in view but attack anything that comes into los". This would be good, but only if all allies are changed to allow projectiles to go through them. Otherwise this c...

Thursday, 7th July 2016, 19:12

Forum: Game Design Discussion

Topic: Make t commands silent

Replies: 17

Views: 1437

Re: Make t commands silent

I think the best ally improvement would be making the default behaviour "follow me around the dungeon if there are no hostiles in view but attack anything that comes into los".

Thursday, 7th July 2016, 05:06

Forum: Dungeon Crawling Advice

Topic: Starting DCSS

Replies: 42

Views: 2298

Re: Starting DCSS

Don't walk toward monsters that you can see. I'm being entirely serious here.

Wednesday, 6th July 2016, 20:36

Forum: Game Design Discussion

Topic: Make rest at full HP take less turns

Replies: 6

Views: 717

Re: Make rest at full HP take less turns

You can also use x or X for safe movement, though if you want to use safe movement frequently you should probably just bind the commands.

Wednesday, 6th July 2016, 01:40

Forum: Game Design Discussion

Topic: Make rest at full HP take less turns

Replies: 6

Views: 717

Re: Make rest at full HP take less turns

You can already do this with 0, though I'm unsure if that works in macros yet. 01s is the command that does exactly what minmay wants.

edit: it works in macros but you have to make it a keymap, not a macro

Tuesday, 5th July 2016, 02:49

Forum: Dungeon Crawling Advice

Topic: Leda's Liquifaction

Replies: 3

Views: 439

Re: Leda's Liquifaction

A human moves faster than a speed-10 monster when both are in the leda AoE.

It's mostly not necessary since cause fear is better (and you'd never use it outside of AM), but it's still worth learning.

Sunday, 3rd July 2016, 21:03

Forum: Game Design Discussion

Topic: Riposte

Replies: 62

Views: 9738

Re: Riposte

So the thing about riposte is it doesn't change anything about how you play. You don't train dodging to get more damage because the returns on that are awful. You don't do anything different tactically in combat because getting attacked is still bad. So all riposte does is change how much damage lon...

Sunday, 3rd July 2016, 15:18

Forum: Dungeon Crawling Advice

Topic: Dithmenos

Replies: 22

Views: 2787

Re: Dithmenos

Dith is really the perfect AM god, except for the whole silly fire conduct thing (but at least branded ammo is gone so that's a bit less of a problem now).

Sunday, 3rd July 2016, 15:17

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 9833

Re: Let us turn off ghost generation.

what if i hate ghosts and uniques

Saturday, 2nd July 2016, 12:25

Forum: Dungeon Crawling Advice

Topic: Mini guide to transmuters

Replies: 28

Views: 8213

Re: Mini guide to transmuters

I usually just wear robes on tm, but I use ice form a lot more than most players. For blade hands tm I recommend steam, mottled, or swampDA (whichever you find first).

Friday, 1st July 2016, 17:56

Forum: Game Design Discussion

Topic: Change Orc Sorcerer

Replies: 29

Views: 3305

Re: Change Orc Sorcerer

I think your problem is sixfirhies, not orc sorcerers. As other topics recently have pointed out, they are by a fair amount the most dangerous summon an orc sorcerer can have.

Friday, 1st July 2016, 02:19

Forum: Dungeon Crawling Advice

Topic: Non-renewable healing DD

Replies: 9

Views: 969

Re: Non-renewable healing DD

At least elliptic and jeanjacques have won DDPr that didn't abandon Zin all game. I don't know a lot else about the games, it sounds no fun at all since you're strongly encouraged to make sure you take as little damage as possible.

Thursday, 30th June 2016, 01:20

Forum: Game Design Discussion

Topic: God Idea: Eel'Nodnarb, god of Unarmed Combat

Replies: 7

Views: 891

Re: God Idea: Eel'Nodnarb, god of Unarmed Combat

okawaru already gives UC double damage once you get to 1*, so I don't think creating a different UC god has much space to work

Wednesday, 29th June 2016, 04:29

Forum: Crazy Yiuf's Corner

Topic: Screw You, Halflings!

Replies: 10

Views: 948

Re: Screw You, Halflings!

dblades are 1h for halflings and are basically the same as double swords

they also get slightly more SH for a given shield/skill/stat combination than normal-sized races

halfling is strong, though not in a particularly fun way

Tuesday, 28th June 2016, 21:15

Forum: Dungeon Crawling Advice

Topic: PSA: MR is not required to win the game

Replies: 56

Views: 7048

Re: PSA: MR is not required to win the game

Banishment is the main thing I want MR for. Anything else you can deal with unless you're a mummy, though it's pretty annoying in a few cases (particularly vault sentinels marking you).

Tuesday, 28th June 2016, 20:00

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 8032

Re: Harder enemies earlier now?

The non-vault reavers were likely people who spent a lot of time on the floor.

I just checked all tengu reaver deaths since they are reasonably recent. There are roughly 47000 total d:10 deaths since tengu reavers were added to crawl.

Tuesday, 28th June 2016, 18:52

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 8032

Re: Harder enemies earlier now?

Of the 42 d:10 tengu reaver deaths, 37 were from vaults. These, also, are no more common than in old versions.

Tuesday, 28th June 2016, 04:05

Forum: Game Design Discussion

Topic: Rework or Replace Monk

Replies: 45

Views: 5211

Re: Rework or Replace Monk

Uh, minmay was certainly talking about current trunk, where monks are not the same as 0.18 monks. If you read the commit that changed monks (linked earlier in this topic) you see that they do indeed have the same weapon skill gladiators do.

Monday, 27th June 2016, 21:02

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 8032

Re: Harder enemies earlier now?

You'd have to have the game tell the player when the player sees the vault (otherwise the player "should" check the vault list screen after every step, which is unacceptable). I'm not sure how much of an improvement that would be anyway, since looking through any sort of vault display is r...

Monday, 27th June 2016, 19:32

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 8032

Re: Harder enemies earlier now?

FR provide a ctr-o type screen that lists all the vaults generated on the level along with the vault file. Then everyone can do option 3 without too much tedium/spoileriness. The devs don't want to do this because it's an info leak; you can find out what vaults generated on a floor without moving a...

Monday, 27th June 2016, 08:03

Forum: Game Design Discussion

Topic: Remove hangedman_screamer Vault

Replies: 33

Views: 3247

Re: Remove hangedman_screamer Vault

duvessa wrote:also, that lair vault that is a box of swamp worms surrounded by water

People try to tell me that "travel_avoid_terrain = shallow water" isn't a necessary option. I don't believe them.

Sunday, 26th June 2016, 21:56

Forum: Dungeon Crawling Advice

Topic: Wucad Mu vs Crystal Ball of Energy?

Replies: 5

Views: 725

Re: Wucad Mu vs Crystal Ball of Energy?

cboe is better if your mp is above like 30% since it fails less

wucad mu is better below that
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