Search found 86 matches

Saturday, 27th June 2015, 21:46

Forum: Game Design Discussion

Topic: Level 9 translocations spell: Null Sphere

Replies: 54

Views: 16483

Re: Level 9 translocations spell: Null Sphere

Yes, it was very different set of high level spells back then

Saturday, 27th June 2015, 19:20

Forum: Game Design Discussion

Topic: Level 9 translocations spell: Null Sphere

Replies: 54

Views: 16483

Re: Level 9 translocations spell: Null Sphere

the core of the idea was rejected, regardless of details,but it is fine, go on the topic

Saturday, 27th June 2015, 15:21

Forum: Game Design Discussion

Topic: Level 9 translocations spell: Null Sphere

Replies: 54

Views: 16483

Re: Level 9 translocations spell: Null Sphere

level 8 tloc Time Dilation Your mastery of translocational energies allows you to hem and clip the fabric of space-time. For a very brief window of auts (relative to an outside observer), your actions take no time at all relative to enemies on the same floor, which is as far as the singularity exte...

Tuesday, 16th June 2015, 15:01

Forum: Game Design Discussion

Topic: Guaranteed Auxiliary Armour peice on early uniques

Replies: 10

Views: 2895

Re: Guaranteed Auxiliary Armour peice on early uniques

Guarantee an artifact item on each Unique please!

Wednesday, 22nd April 2015, 15:59

Forum: Technical Support

Topic: Lagg issues on reg. updated Tiles for W8

Replies: 10

Views: 3545

Re: Lagg issues on reg. updated Tiles for W8

On Windows, tiles version 15 was way more responsive. The lag issues occur mainly when there are monsters on the screen. Are there any settings to alleviate the problem besides those already mentioned in the docs? Currently I am not playing version 16 anymore. My system is a Windows 7 64 bits, Core ...

Thursday, 10th July 2014, 22:12

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

At any rate, I don't think that having a high tolerance for (pardon the overused term) "fake difficulty" makes one more or less of a man. I never felt legitimately challenged or threatened by item destruction or weight limits, so I'm glad those things have been removed. I welcome their re...

Thursday, 10th July 2014, 22:04

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

You are awesome! I never died of starvation there too, but I know it has happened - the text that appears when you are about to enter the Labyrinth never scared much, but it could. Now it really makes no sense at all. Across all online versions, out of 65,015 characters entering labyrinths, 3511 di...

Thursday, 10th July 2014, 12:44

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

hahaha! remove all!

Thursday, 10th July 2014, 12:38

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

If I am a weak mage, and can carry 20+ rations, then starvation will never "await me" on the Labyrinth. That was a price for being weak. Now everything goes into INT and/or DEX. Hmm, I don't remember if I've ever had to eat more than one ration in a Labyrinth. Usually there's no need to e...

Wednesday, 9th July 2014, 14:42

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

Weight is a better example, since in a game where you can go pick up items you left behind it does not actually accomplish anything meaningful. When you are in a place you can't go back immediately, it is meaningful. There were a few places, but instead of increasing the number of places and the me...

Tuesday, 8th July 2014, 15:16

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

If I am a weak mage, and can carry 20+ rations, then starvation will never "await me" on the Labyrinth. That was a price for being weak. Now everything goes into INT and/or DEX.

Tuesday, 8th July 2014, 13:27

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

...mechanics that contribute the most to player aggravation. - I disagree with you right here. "I want to play the game, and fast! What is holding my travel screen??? Damn menu..." I respect your disagreement, and it seems clear that you and I enjoy Crawl in different ways. The thing I lo...

Monday, 7th July 2014, 22:11

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

No, I don't think that exploring the dungeon and fighting fantastic beasts is more boring than picking stuff up and putting other stuff down, or running back and forth through empty corridors to carry exactly the right number of items. If Crawl is so screwed up that exploration and combat is less f...

Monday, 7th July 2014, 21:49

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

That's just where I see the number of useless fights and the excessive number of useless levels is a problem. The game sometimes gets boring because it is tedious to have to fight and explore a lot to see new things and char improvements (we want to see things going), while having to stop to deal wi...

Monday, 7th July 2014, 21:08

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

...mechanics that contribute the most to player aggravation.
- I disagree with you right here. "I want to play the game, and fast! What is holding my travel screen??? Damn menu..."

Monday, 7th July 2014, 20:12

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

I understood perfectly. There are too many constraints here on what is considered to be a good mechanic, then it is very difficult to fit flavor in the game.

Monday, 7th July 2014, 19:38

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

But please, not so mechanical. In version 0.20 I don't want to win just holding the auto-play button (in fact if wasn't for the stairs, one could already do that).

Monday, 7th July 2014, 06:27

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 22188

Re: Korean feedback

Many of the players (perhaps half of those who responded) have concerns that the game is being overly simplified. The listed reasons for their concern vary - jewellery auto-ID, weightless, and the removal of item destruction tend to feature in some combination.


Fully agree...

Sunday, 22nd June 2014, 02:39

Forum: Game Design Discussion

Topic: Walking at the pace of your minions shouldn't screw you

Replies: 19

Views: 7207

Re: Walking at the pace of your minions shouldn't screw you

Yeah, I think combining two suggestions above would make the problem almost null: zombies with the same speed as their living, but slower attacks and player speed an average of the group, not the slowest.

Thursday, 19th June 2014, 20:46

Forum: Game Design Discussion

Topic: Remove Dragon Slaying brand

Replies: 30

Views: 9334

Re: Remove Dragon Slaying brand

The current trend is cut things out and create new gods

Thursday, 19th June 2014, 06:36

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20841

Re: Monster: Bone Dragon

duvessa wrote:apparently a dragon skeleton is made of one dragon skeleton and a bone dragon is made from a bunch of dragon skeletons


So they could have two heads, four wings and one leg.

Thursday, 19th June 2014, 05:50

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20841

Re: Monster: Bone Dragon

How thematically a bone dragon would differ from a dragon skeleton?

Thursday, 19th June 2014, 05:43

Forum: Game Design Discussion

Topic: Please insert a Leda's Liquefaction's animation option

Replies: 7

Views: 2236

Re: Please insert a Leda's Liquefaction's animation option

Why aren't they interruptible? Is it difficult to implement? Was already been suggested. That Shillelag weapon is a pain in the ass to use too. Every hit you have to wait for the animation to end.

Wednesday, 18th June 2014, 18:52

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - Gargoyle

Replies: 3

Views: 1416

Re: YAVP - Gargoyle

Haha thanks! Here goes another Gargoyle - 5 runes. The last one for some time. Dungeon Crawl Stone Soup version 0.15-a0-1573-g47cdaed (tiles) character file. 2940313 giovform the Invulnerable (level 27, 298/298 HPs) Began as a Gargoyle Fighter on June 18, 2014. Was the Champion of Okawaru. Escaped w...

Wednesday, 18th June 2014, 14:05

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 9249

Re: Holy Enemies

I 100% don't get why these flavorful bits have been removed. It seems as though someone out there is so hell bent on making it the most drilled down hack and slash that they haven't thought about the atmosphere and interesting non-combat parts of the game. So what if it breaks Holy Zig? Only a very...

Tuesday, 17th June 2014, 21:18

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - Gargoyle

Replies: 3

Views: 1416

Re: YAVP - Gargoyle Wizard

Gargoyle Fighter - 4 runes Dungeon Crawl Stone Soup version 0.15-a0-1548-ge962be8 (tiles) character file. 2239595 giovform the Impregnable (level 27, 136/136 HPs) Began as a Gargoyle Fighter on June 17, 2014. Was the Champion of Okawaru. Escaped with the Orb ... and 4 runes! The game lasted 02:17:10...

Monday, 16th June 2014, 21:51

Forum: Game Design Discussion

Topic: Remove "hot-swapping" jewelry, standardize equip/swap times

Replies: 34

Views: 9540

Re: Remove "hot-swapping" jewelry, standardize equip/swap ti

No, you are right, it's the entire game.

Monday, 16th June 2014, 21:39

Forum: Game Design Discussion

Topic: Remove "hot-swapping" jewelry, standardize equip/swap times

Replies: 34

Views: 9540

Re: Remove "hot-swapping" jewelry, standardize equip/swap ti

I vote to keep swapping... avoids ultimate equipment builds, which is boring. I'll be off topic... crawl is turn based and I view it more like a chess game. In my opinion a lot of changes here are being made to make the game faster to play (avoiding menus, etc) because it can get tedious due to the ...

Monday, 16th June 2014, 20:36

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - Gargoyle

Replies: 3

Views: 1416

YAVP - Gargoyle

Gargoyle Wizard Second win, second 15 runes. I don't like winning with less :) Dungeon Crawl Stone Soup version 0.15-a0-1409-g68c895d (tiles) character file. 10435978 giovform the Talismancer (level 27, 167/174 (176) HPs) Began as a Gargoyle Wizard on June 12, 2014. Was the Champion of Vehumet. Esca...

Saturday, 26th April 2014, 01:12

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

Calm down boy... I am not pissed. It's not "barely noticeable" for later stages, though, because you're mandating 20 points in Evo to break even and even higher to actually benefit from the change. That's a major investment due to the way experience costs increase exponentially. Obviously ...

Friday, 25th April 2014, 14:29

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

Yes Lasty, I was about to end my participation. The criticism was responded and the idea was being modified accordingly, but then it is already late to change peoples minds.

Friday, 25th April 2014, 07:34

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

Where are you getting the idea that brands are overpowered? The only one that's really too strong is Electrocution, which is why it was just nerfed. Nerf for the beginning of the game, turning it then barely noticeable for later stages, and vice versa. Its impossible to find a fixed damage that wou...

Thursday, 24th April 2014, 16:17

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

The way buff spells currently work in crawl is universally considered to be awful design. If your most compelling argument for your idea is comparing it to those, then your idea probably isn't very good design, either. I am fine with them. Maybe more permanent buffs. That's the way the evocable bra...

Thursday, 24th April 2014, 16:12

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

I don't think any suggestion like this is ever going to be implemented because it shafts the difficulty and fun of early game and replaces it with... well, nothing, it just gets harder and less fun because there's no point in looking for a cool weapon if it won't even work. See the formula, the wea...

Thursday, 24th April 2014, 16:00

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

and I really don't think pressing v to switch between two brands would be that bad


Yes, spellcasters have so much more key presses. I hardly find why pressing V here or there for a more difficult fight would be painless and unacceptable.

Thursday, 24th April 2014, 15:29

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

Please explain why it does. As already said: - Reaching Lair, while training axes with that good artifact axe of electrocution you found, would allow for turning off the electrocution brand and casting the Fire Brand spell when fighting Hydras. Or turning off electrotuction to cast Freezing Aura wh...

Thursday, 24th April 2014, 03:05

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

It would be awful to have to press "v" depending on which enemy you were fighting. You are not obligated to fight optimally, as said before. And read the alternatives, auto evoking on wield or allow spell brands to override the weapon brand would just eliminate any "boring" inte...

Thursday, 24th April 2014, 03:03

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocations-Brand synergy

This doesn't add any strategy to weapon fighting, it just means that everyone wants to train Evo early.


Please explain why it does not add strategy. See the bonus for why it wouldn't be such a great deal to train a lot of Evocations early because of a weapon brand.

Wednesday, 23rd April 2014, 18:13

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocable brands

Tweaking the Evocations-Brand synergy: The idea is to link weapons brands power to the Evocations skill. The damage output for elemental brands could be: (damage)*(0.5+Evocations/40) At Evocations 0: Half of the current damage. At Evocations 27: 1.175 times the current damage (a little bit stronger)...

Wednesday, 23rd April 2014, 17:52

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocable brands

It would be kinda cool if artefact weapons could have more than 1 brand on them, and you could toggle which one you use. That sounds more appropriate for an unrandart though. This would be kind of cute as an unrand: The +7 Double Sword {flaming/freezing, AC+5}, base type bastard sword. Recycle the ...

Wednesday, 23rd April 2014, 16:48

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocable brands

all characters who find early elemental weapons would become evocators. Ok, again, it all depends on how strong this synergy would be implemented. Evocations level 10, with Maces level 2, wouldn't be a good idea. Toggles are boring: upon wielding, it could just immediately auto-toggle, or... simply...

Wednesday, 23rd April 2014, 16:32

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Re: Evocable brands

Evocations is already a very strong skill. Why would it need to be made stronger? Brands wouldn't necessarily be super stronger with this synergy. They could just be linked to evocations in some way (as a consequence nerfing a litlle the great whip of electrocution on D:1 for example). As for brand...

Wednesday, 23rd April 2014, 14:31

Forum: Game Design Discussion

Topic: Evocations-Brand synergy

Replies: 35

Views: 9216

Evocations-Brand synergy

The idea is to allow some weapon brands (or all if possible) to be evocable and its power linked to evocations skill. The brand stats would be permanent at-will just like Gargoyle flight for example. This I think would be good at first on these scenarios (while adding strategy): - Finding that whip ...

Wednesday, 16th April 2014, 04:16

Forum: Game Design Discussion

Topic: Proposal- Tweak corpse sacrifice piety gain

Replies: 11

Views: 2692

Re: Proposal- Tweak corpse sacrifice piety gain

Another band aid is:

Macro "p+Tab+o"

Sacrifices, auto-fight and auto-explore. Works perfectly. If your char is strong enough, you can just clear a whole level holding this key.

Tuesday, 8th April 2014, 00:40

Forum: Game Design Discussion

Topic: Proposal: limit the amount of times Boris comes back

Replies: 31

Views: 7738

Re: Proposal: limit the amount of times Boris comes back

After the first death, he returns with Doris. Killing them would then be final.

Friday, 4th April 2014, 20:08

Forum: Game Design Discussion

Topic: Barbs

Replies: 17

Views: 6888

Re: Barbs

Currently, only manticores do this. So I think it will not be that annoying comparing to lose the char for this

Friday, 4th April 2014, 16:26

Forum: Game Design Discussion

Topic: Barbs

Replies: 17

Views: 6888

Barbs

Recently I lost a char because I walked with barbs and didn't noticed it, even though I could have easily waited in place (no monsters around). I know it was my fault, but a warning before walking with barbs status would be nice. Something like:

"Are you sure you want to walk with barbs?"

Sunday, 30th March 2014, 16:11

Forum: YASD! YAVP! and characters in progress too

Topic: CiP - MiFi

Replies: 8

Views: 2103

Re: CiP - MiFi

Yes, I ran from the super hydra for the moment, but going back there now that I have a decent AC. Vault 5 is now done, had a few troubles with the stairs being blocked and the Mark spell. I'll try to do the 15 rune game, already enchanting a holy claymore for that :)

Sunday, 30th March 2014, 00:10

Forum: YASD! YAVP! and characters in progress too

Topic: CiP - MiFi

Replies: 8

Views: 2103

Re: CiP - MiFi

Going to the Depths Dungeon Crawl Stone Soup version 0.14-a0-3109-ga7442b6 (tiles) character file. giovform the Minotaur Blade (Minotaur Fighter) Turns: 61314, Time: 02:25:41 HP 217/217 AC 47 Str 27 XL: 22 Next: 79% MP 30/30 EV 7 Int 10 God: Okawaru [*****.] Gold 5378 SH 0 Dex 12 Spells: 1 memorised...

Saturday, 29th March 2014, 16:59

Forum: YASD! YAVP! and characters in progress too

Topic: CiP - MiFi

Replies: 8

Views: 2103

Re: CiP - MiFi

Yes, you are right. The +5 for late game is not that good.. This minotaur is just destroying the dungeon with this sword. It is a glass cannon now... need to boost the defenses.
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