Search found 26 matches

Wednesday, 26th February 2020, 10:56

Forum: Game Design Discussion

Topic: Replacement for the skills menu

Replies: 3

Views: 1904

Replacement for the skills menu

Here is a proposal for a replacement for the skills menu ('m'). Motivation Skill allocation involves spoilery information and is subject to min-maxing. It is the area of crawl where the player feels the most in control; players are rewarded for paying attention to it. Yet, the system is probably too...

Friday, 14th February 2020, 10:06

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6317

Re: Too many Evo items.

Two ideas for classes of items, among which the existing effects could be redistributed: - idol: behaves like a misc item; the player can carry at most one, destroyed on being dropped. Functionally a one-trick, piety-less and wrath-less minor deity. Probably to be found only in timed portals, to red...

Tuesday, 7th May 2019, 11:39

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26531

Re: Experimental branch: two state vampires

If switching to alive needs to be a thing and we want it to be strategically relevant when you do it, then keep the max-hp cost for switching, but prevent the undead form from using upstairs (zombies already have trouble with stairs, after all).

Wednesday, 24th January 2018, 13:55

Forum: Game Design Discussion

Topic: Monster Banishment Soft Delay

Replies: 16

Views: 4234

Re: Monster Banishment Soft Delay

Banishment can give the target an increasing EV bonus, and transport into the abyss when EV reaches some (high) threshold (you fade into another world). The effect can be cancelled by killing whoever caused it. This makes banishment a double-edged sword at low levels; at high level, the threshold is...

Monday, 4th December 2017, 10:05

Forum: Game Design Discussion

Topic: New God: Excalibur

Replies: 16

Views: 5153

Re: New God: Excalibur

It would probably be better if Excalibur was a spirit that incarnates into whatever weapon you're wielding when you convert at an Altar. Make piety gain fast and keep the mediocre (in terms of power) but straightforward powers, in order to make Excalibur ask "do you want to be at ****** at DL12...

Saturday, 15th July 2017, 20:47

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 13872

Re: Player ghosts are still a bad game mechanic

Ghosts should be more like folklore ghosts: they should be immaterial and unkillable. They would haunt the player (independently of their former character), inflicting hexes on the player until they have been appeased. They are appeased by revenge, id est, the player killing the monster which killed...

Tuesday, 25th April 2017, 08:48

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 44226

Re: Real-world references

For instance, how does one rewrite minotaurs to reference some in-game lore? I don't know if it is even desirable to do something like this; it's just an idea. Looking at centaurs, nagas and yaktaurs, minotaurs are the odd ones out, with the human lower part and animal head. Presumably, they were c...

Monday, 6th March 2017, 19:53

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17575

Re: ITT: we post species organizations and argue about them

Since gameplay trumps flavour, species should be renamed alphabetically according to newbie friendliness, from Averagekins to ZillyKitties.

Tuesday, 10th January 2017, 17:46

Forum: Game Design Discussion

Topic: Make DD able to rest.

Replies: 33

Views: 9927

Re: Make DD able to rest.

DDs start the game at XL3; they don't have HPs; any (shaved) damage they take is deduced from XPs. They die if they ever reach 0 XP. No HP, hence no healing. That'd make them unstoppable past midgame, no? Probably. On the other hand, according to the ratio you apply between HPs and XPs, it may be p...

Tuesday, 10th January 2017, 16:51

Forum: Game Design Discussion

Topic: Make DD able to rest.

Replies: 33

Views: 9927

Re: Make DD able to rest.

DDs start the game at XL3; they don't have HPs; any (shaved) damage they take is deduced from XPs. They die if they ever reach 0 XP. No HP, hence no healing.

Monday, 5th December 2016, 08:18

Forum: Game Design Discussion

Topic: New God Proposal: Invidia, goddess of taboos and envy

Replies: 11

Views: 4371

Re: New God Proposal: Invidia, goddess of taboos and envy

It might be fun to have the list of taboo items change over time. Items in your inventory which become taboo are turned into magic dust, and there is a an ability to turn magic dust into non-taboo items. Taboo shifts could be linked with stair-usage, and turning items into magic dust and back into i...

Tuesday, 29th November 2016, 14:35

Forum: Game Design Discussion

Topic: Generate ghosts sleeping.

Replies: 9

Views: 4039

Re: Generate ghosts sleeping.

Player ghosts could work well as portal vaults. The portal would be a player grave, inscribed with their "high-score line", and upon '>'-ing on the grave, the player would enter the level where the ghost died. The stairs / portal out of that level would be unlocked by killing the ghost. Sp...

Thursday, 22nd September 2016, 09:52

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25077

Re: Faded altar improvements

Overflow altars appearing gradually make it that everytime one is weighting taking a "suboptimal" altar (either faded or not one's favourite god) versus waiting for the right altar to appear, only one level worth of piety is in the balance (plus bonus piety from the faded altar). On the ot...

Thursday, 10th March 2016, 09:56

Forum: Game Design Discussion

Topic: Remove ghosts from the game (or let us disable them).

Replies: 59

Views: 15275

Re: Remove ghosts from the game (or let us disable them).

Ghosts as monsters could be removed, but ghost levels be kept: you arrive at the site of the demise of a previous adventurer, but you don't have to fight their ghosts, only their killer. This is keeps ghosts as a boost to the average challenge of the game (a level that killed a PC is possibly slight...

Wednesday, 6th May 2015, 09:55

Forum: Game Design Discussion

Topic: Gozag ability proposal: rent equipment

Replies: 5

Views: 2297

Gozag ability proposal: rent equipment

Here is a rough proposal for making Gozag's shop interaction more interesting. Keep "Call merchant" as it is now (maybe less biased towards areas you have already explored), but add the following active abilities: - passive: Sense Business Opportunities: Ctrl-O tells you in advance the loc...

Tuesday, 3rd March 2015, 17:43

Forum: Game Design Discussion

Topic: Mummies and Regeneration/Alistair's Intoxication

Replies: 12

Views: 3227

Re: Mummies and Regeneration/Alistair's Intoxication

Some hunger costs could apply to mummies. Since they can't eat, they'd only get so many uses of the items / spells / abilities for the whole game, period: once they are starving, they are in the current situation of the species.

Friday, 27th February 2015, 14:24

Forum: Game Design Discussion

Topic: New randart negative properties

Replies: 69

Views: 18603

Re: New randart negative properties

* Disposable: has a chance to lose enchantment with each hit. Disappears when enchantment reaches some value (+0, -3, -5?). It would make early distortion and sticky curse more interesting. The weapon should give a warning before disappearing (and probably not disappear during combat). * Unwieldy: s...

Tuesday, 17th February 2015, 09:42

Forum: Game Design Discussion

Topic: Deep Dwarfs (was: Elyvilon Reform)

Replies: 55

Views: 17096

Re: Deep Dwarfs (was: Elyvilon Reform)

I think DD who can heal infinitely with no max hp would be really fun, because I like broken things and abusing systems like that. Wander in abyss 1, build up 100,000 hp, live forever. But seriously, it wouldn't work. Yes, there would be some special-casing to do, off the top of my head: - explorat...

Monday, 16th February 2015, 09:51

Forum: Game Design Discussion

Topic: Deep Dwarfs (was: Elyvilon Reform)

Replies: 55

Views: 17096

Re: Deep Dwarfs (was: Elyvilon Reform)

What's more is you would be actively discouraged from revealing additional tiles while you were at full health (as it would be depriving you of possible healing) therefore it'd be optimal to wander through explored areas shouting to try to draw creatures out of unexplored areas, so you could fight ...

Wednesday, 28th May 2014, 07:45

Forum: Game Design Discussion

Topic: Better confirmation with Tele+Stasis

Replies: 21

Views: 4731

Re: Better confirmation with Tele+Stasis

The amulet starts pulsating with wild magic as you touch it. Wear it now? y/n (78 chars with the prompt) I think not mentionning the interaction with teleport makes things clearer: the amulet is going to work, it's just dangerous right now. The "now" should convey the fact that it is not p...

Monday, 10th March 2014, 21:46

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 24213

Re: Rewards for uniques

Making you not want to gain experience for one reason or another generally makes for very strange and convoluted gameplay, I think. If in some nebulous future the issues with huge exp overflow in the overall game are addressed and uniques are set to a reasonable scale (eg. pikel or grinder in floor...

Monday, 10th March 2014, 20:52

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 24213

Re: Rewards for uniques

Another proposal (in addition to the carrot, the stick): make killing a unique of high enough hd a requirement for levelling up to some XL in addition to xp, for instance, xl 6, 12, 18, 24. In addition: - make it guaranteed that some number of uniques will appear, - extra xps (blocked because you ha...

Thursday, 23rd January 2014, 18:39

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 23056

Re: Nemelex reform

How about pity for discovering items on the floor, and a pity hit on picking up items for the first time?

Tuesday, 13th November 2012, 08:22

Forum: Game Design Discussion

Topic: Question on Haste

Replies: 60

Views: 16978

Re: Question on Haste

How about haste makes you fragile, i.e. the opposite of DD damage shaving: any incoming damage is increased. This would make its use more of a gamble, and can be thematically justified as "your body loses some of its substance in order to be faster".

Tuesday, 24th July 2012, 13:02

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9468

Re: Proposal: Making the orb return run more dangerous

Maybe zot can replace the orb run: - The orb is found on d:27 (you pick it up instead of going into zot) - Upon picking it up, you start the crumbling and zotifying of the dungeon (you have disturbed the equilibrium of the dungeon! The whole starts creaking purple!): you have to run with it to the s...

Thursday, 19th April 2012, 12:41

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25778

Re: How to make zombies more interesting?

Zombies could be to XPs what jellies are to items: zombie kills grant no or very few xps. Zombies wander in pack, and attack the nearest (living?) monster, be it the player, hostile, neutral, or ally. Monsters they kill become zombies. This means you have to race them for the kills if you want the x...

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