Search found 103 matches

Friday, 7th September 2012, 02:54

Forum: Game Design Discussion

Topic: Doubleskill weapons

Replies: 14

Views: 2833

Doubleskill weapons

I proposed that long time ago, and decided to try again. I think that it would be cool to have weapons that use two weapon skills, that will make aptitudes sightly more important and may bring interesting strategical decisions Option one : doubleskill weapons works exactly like doubleskill spells - ...

Thursday, 26th January 2012, 01:43

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 24251

Re: Improving Xom!!!

IMO, problem with Xom, that good tactical effects is not somethimg really usefull ( If you enter any combat that require Xom's help, you'll be dead very, very fast) and there are too few strategical effects and it's not really fixable, because crawl has only 4 longterm benefits : mutations, skills, ...

Sunday, 4th December 2011, 23:54

Forum: Game Design Discussion

Topic: Artifact potions, scrolls and wands

Replies: 15

Views: 3795

Re: Artifact potions, scrolls and wands

Well combining standard effects will not create something really interesting (it may work for wands) but order can be generated and noted in description so potion of healing (poison) will heal you and then poison, and potion of poison will poison you, then heal. As for specific ideas specific Ideas ...

Sunday, 4th December 2011, 22:00

Forum: Game Design Discussion

Topic: Artifact potions, scrolls and wands

Replies: 15

Views: 3795

Re: Artifact potions, scrolls and wands

I am not sure about the last forever part, for me artifact, in fantasy, is something powerfull made by someone really powerfull long time ago

Sunday, 4th December 2011, 21:11

Forum: Game Design Discussion

Topic: Polearms for spriggan gladiators

Replies: 1

Views: 919

Polearms for spriggan gladiators

I like reaching+spriggan's speed combo, but currently there are no pure melee backgrounds that start with that... And if spriggans can get quarterstaff and no shield as a gladiaor, why they can't get a trident?

Sunday, 4th December 2011, 19:57

Forum: Game Design Discussion

Topic: Artifact potions, scrolls and wands

Replies: 15

Views: 3795

Artifact potions, scrolls and wands

Was it ever considerided? If it was why it was rejected? There are many interesting one-time effects for such artifacts

Saturday, 26th November 2011, 08:48

Forum: Game Design Discussion

Topic: Food Clock Economics

Replies: 7

Views: 1820

Re: Food Clock Economics

In fact I hate crawl's food clock... because it's not a clock. I like it as resource for casting\invo\evo, but food for waiting never, just never changes any strategy, even for ogres\centaurs\trolls. That hungry status is just annoying In fact I'd like to see food for waiting removed and replaced wi...

Saturday, 26th November 2011, 08:20

Forum: Game Design Discussion

Topic: Casters early game nerf proposal

Replies: 10

Views: 2458

Re: Casters early game nerf proposal

I am not really good player, in fact I reached zot only 3 times... but IMO with most casters it's boringly easy pretemple

Saturday, 26th November 2011, 08:08

Forum: Game Design Discussion

Topic: Casters early game nerf proposal

Replies: 10

Views: 2458

Casters early game nerf proposal

We have one not very useful limit - You can't learn spells with higher level then your CL... It's pointless after level 4, because you'll never have skills to cast it at character level = spell level. I propose to change limit to - you can't learn spells if your CL/2 < spell level (Starting spell is...

Friday, 4th November 2011, 07:44

Forum: Game Design Discussion

Topic: cowardly unnamed race

Replies: 15

Views: 3376

Re: cowardly unnamed race

Bad aptitudes doesn't mean can't fight, you just have to spend more xp for direct damage. Also, ice and earth can provide good damage dealing options

And spriggans isn't a runaway race, spriggan is an easy mode race

Thursday, 3rd November 2011, 12:01

Forum: Game Design Discussion

Topic: cowardly unnamed race

Replies: 15

Views: 3376

cowardly unnamed race

I have an idea about interesting (OK interesting for me) aptitude set, but I don't have any real race concept. So I ask for forum's brainstorming help So my set Fighting -3 Short Blades -3 Long Blades -3 Axes -3 Maces & Flails -3 Polearms -3 Staves -3 Unarmed Combat -4 Slings -2 Bows -2 Crossbow...

Friday, 28th October 2011, 08:29

Forum: Game Design Discussion

Topic: Hill orcs

Replies: 7

Views: 1944

Hill orcs

I don't like hill orcs. They are inferior to minotaurs in a no caster role, and inferior to many races in caster role, so they meant to be a hybrid. And here are is a problem, they aren't really different to humans. Lets look what really different if we compare orcs to humans aptitudes: I think that...

Thursday, 27th October 2011, 09:50

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 482347

Re: "Give Mountain Dwarves the axe"

I loved MDEE, MDFE and several other hybrids :( Well, Looks like it's time to switch to hill orcs 2) I play humans. I know quite a few who do play humans (jle and Skan for instance). And anyway, humans are the "base" species. I also think they are, in fact, different enough from other spec...

Friday, 7th October 2011, 15:53

Forum: Game Design Discussion

Topic: Traps&doors > awareness?

Replies: 5

Views: 1694

Traps&doors > awareness?

I really like that there are more interesting traps, it's more fun to play now. I like the strategical decision between - pay tax in XP or pay in consumables But traps&doors is still a boring skill, it almost doesn't change anything... wizmode yourself 27 levels in Trap&doors starting from D...

Saturday, 1st October 2011, 13:36

Forum: Game Design Discussion

Topic: Vehumet spell gifts

Replies: 47

Views: 14073

Re: Vehumet spell gifts

Currently, Chei gives penance only for casting Haste and Swiftness, and in exchange gives a full suite of resistances, +15 to all stats, and provides several active abilities including a tactical nuclear weapon. On balance, this exchange makes Chei the weakest deity choice except Xom. Vehumet's wra...

Saturday, 1st October 2011, 11:24

Forum: Game Design Discussion

Topic: Vehumet spell gifts

Replies: 47

Views: 14073

Re: Vehumet spell gifts

What if Vehumet forced player to use only conjurations\summonnigs with penance for using other schools? He is a god of destructive magic after all, he may dislike wasting MP on escape\buffs... Then we can make him stronger in supporting blasty playstyle, and he will be very different to Sif

Tuesday, 20th September 2011, 23:38

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 5847

Starting backgrounds - small tweaks

I really like that new monk with piety and I'll start a brainstorming topic for small tweaks that may make starting backgrounds more interesting and diverse By small I mean small, something that will not seriously change the way how background is played I'll start with a little buff for fighters - G...

Saturday, 17th September 2011, 12:50

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Re: Random gods

Dpeg, gods should get some from facets, in fact they usually should get some from different facets... And I especially dislike the "forced" part of the current design direction Let's say we get a god that rolled [loves fire] and [loves armor] tags then we may get a god that can gain piety ...

Saturday, 17th September 2011, 00:42

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Re: Random gods

Some ideas, I hate wiki and can't make it nicely formatted, so I'll post here Fire related Piety gain: 1) sacrificing fire related items ( ring\staff\wand of fire, scroll of immolation, fire branded weapons, spellbooks\rods with fire spells) 2) exploring while wearing\wielding\using fire items (same...

Friday, 16th September 2011, 14:03

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Re: Random gods

Dpeg, my concern is not god's power... I'll be happy if random gods are weaker than standard, I love to play Xom and IMO he is worse than no god

But I do have worries that there are will be a set of underdeveloped gods, not truly random gods

Thursday, 15th September 2011, 19:42

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Re: Random gods

I don't like how it develops... Looks like random gods may become draconian way random with 1 piety source, few tied to it abilities, linked conduct and wrath...

I hoped that gods will be more like demonspawn random, when you'll see same elements mixed in different combinations

Tuesday, 13th September 2011, 14:37

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Re: Random gods

I think I missed an important design question in the first post... How many random elements should random gods have? 5? 10? 15? 27? It's the most important design decision and everything else depends on it. As far as i know Demonspawns get 5-8 facets at CL 27 and IMO they are random enough, is it go...

Monday, 12th September 2011, 17:06

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29655

Random gods

I want to discuss possible implementaions of random gods I'll start with possible piety gain and later will write some ideas for conduct and abilities I think there are 3 interesting piety sources for random gods: 1) killings 2) item sacrifices 3) training skill(s) 1) Minor god may hate some races\c...

Wednesday, 7th September 2011, 15:29

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 101789

Re: Vote on what features you'd most like to see implemented

Ohh, my mistake then :) But I think same long term topic would be interesting if not useful So it's goal to make something appear few days\weaks earlier? Then directly from 0.10 plan: 1. Casting a buff spell with Z makes it "permanent" 2. Skill fuzzing 3. New spells for Arcane Marksmen 4. ...

Wednesday, 7th September 2011, 14:33

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 101789

Re: Vote on what features you'd most like to see implemented

1. Random gods. It will lead to unique characters and it's cool 2. Weapon perks and special moves IMHO, casters get more love from the developers 3. New mixed school spells It would be cool if any 2 schools had at least one common spell 4. Make spell skills influence mixed spells differently. For e...

Thursday, 21st July 2011, 17:45

Forum: Game Design Discussion

Topic: Wizards' starting book

Replies: 7

Views: 2242

Wizards' starting book

Why wizards have so many conjurations? They are supposed to be generalists, not conjurers with nice utility spells. Also, if they they are generalist why they have access only to 2\3r of schools? Here are current breakdown of schools available Conjurations - 3 spells Air - 2 spells Fire - 1 spell He...

Friday, 15th July 2011, 17:34

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30472

Re: Improving poison magic

I think golem making can be made aviable for everyone if it uses combination of floor trash + something valuable. Gold is a nice candidate for this, artefacts, spellbooks or wands can work, too. Golem needs a source of magic to operate. Gold can be that source, if we assume that alchemy allowr conve...

Friday, 15th July 2011, 13:12

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30472

Re: Improving poison magic

I think problem is not the poison school itself, but the late game, when majority of opponents are poison immune

Few new spells would be nice, too

Thursday, 14th July 2011, 15:06

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 65321

Re: Bye bye victory dancing

I think there are should be the way to turn off 0 level skills. I don't want to get spellcasting for my troll berserker because I read scrolls.... before I could at least read them with empty XP pool, now I can't I don't want to get fire magic as scald... before I just avoided casting fire brand wit...

Sunday, 10th July 2011, 23:01

Forum: Game Design Discussion

Topic: Auto-switch ranged and melee weapons

Replies: 16

Views: 5796

Re: Auto-switch ranged and melee weapons

One little addition to the feature: Evocable items and weapons should autoswitch too.

Saturday, 2nd July 2011, 14:00

Forum: Game Design Discussion

Topic: Dual wielding

Replies: 26

Views: 8509

Re: Dual wielding

No good player takes an offhand punch over a shield in the current system, so why would they take an offhand weapon attack (with no brands or randart properties) over a shield? Because dagger may be better than offhand punch? And dual wielding should be inferior to shields without serious skill inv...

Saturday, 2nd July 2011, 13:45

Forum: Game Design Discussion

Topic: Dual wielding

Replies: 26

Views: 8509

Dual wielding

I know that it is in the list of things that won't be done, but I still want to talk about it As I can see there are 3 big problems with dual wielding: 1) It's very hard to balance 2) It requires a lot of coding and serious reworking of combat mechanic 3) It's hard to insert good interface for dual ...

Friday, 24th June 2011, 16:05

Forum: Dungeon Crawling Advice

Topic: Challenge backgrounds

Replies: 6

Views: 1565

Challenge backgrounds

How do you think, what backrounds are challenge ones? For me 1) Chaos knight. Xom is Xom, and starting skills\euipment\attributes aren't realy good. It's just better to take Xom at the tample with another background if you want Xom game 2) Priests. Zin is hard, bad atributes, staves is a waste skill...

Friday, 24th June 2011, 15:25

Forum: Game Design Discussion

Topic: Mechanic to replace antitraining

Replies: 3

Views: 1566

Mechanic to replace antitraining

Currently it's pretty easy to cast spells from opposing elemental school, that -4 to aptitude doesn't prevent average earth elementalist from learning swiftness, repel missiles and many, many other good air spells. Why not make elemental skills behave like rings of fire\ice ? Every skill level in an...

Thursday, 23rd June 2011, 14:35

Forum: Game Design Discussion

Topic: Starting attributes

Replies: 3

Views: 1167

Starting attributes

While attributes aren't very important in crawl, I think they can be used to differentiate backgrounds more. currently a lot of backgrounds have exactly same attributes. The worst offenders are magic classes with 8 identical sets of attributes: 8 str, 15 int, 13 dex. I propose such changes, to diffe...

Thursday, 23rd June 2011, 08:43

Forum: Game Design Discussion

Topic: New crusader

Replies: 126

Views: 32536

Re: New crusader

I guess you didn't like the old crusader either, since none of the things you pointed out are new. I liked it, because pure charms berserk outweighted everything + guaranteed access to haste is a nice thing to have. My deep elf crusaders that used regeneration+berserk combo starting from D2 were so...

Wednesday, 22nd June 2011, 16:14

Forum: Game Design Discussion

Topic: New crusader

Replies: 126

Views: 32536

Re: New crusader

I don't like new crusaders. They are boring, they are weak, they are tedious to play. They need a lot of victory dancing and anti victory dancing. their starting equipment is a total crap, you can pick up the same on the ground starting from D1 They have bad int, and it's important for any caster or...

Wednesday, 22nd June 2011, 15:35

Forum: Game Design Discussion

Topic: Idea for temporary brands

Replies: 9

Views: 2012

Re: Idea for temporary brands

By lowering crusader power when they're weak and raising it when they're strong, your idea does the exact opposite of what you intend. I think that starting crusader skills with human aptitudes should grant brands as powerful, as permanent, stronger later I really don't think they need the buff. Hy...

Wednesday, 22nd June 2011, 12:24

Forum: Game Design Discussion

Topic: Idea for temporary brands

Replies: 9

Views: 2012

Re: Idea for temporary brands

KoboldLord wrote:
By lowering crusader power when they're weak and raising it when they're strong, your idea does the exact opposite of what you intend.


I think that starting crusader skills with human aptitudes should grant brands as powerful, as permanent, stronger later

Wednesday, 22nd June 2011, 11:32

Forum: Game Design Discussion

Topic: Idea for temporary brands

Replies: 9

Views: 2012

Re: Idea for temporary brands

Brands already scale with character level. Additive brands like poison and electric scale with attack speed, which improves with weapon skill, while multiplicative brands like fire and wrath scale with damage output, which improves with several other factors. If temporary brands also scale with cha...

Tuesday, 21st June 2011, 14:19

Forum: Game Design Discussion

Topic: Idea for temporary brands

Replies: 9

Views: 2012

Idea for temporary brands

Currently brand spells aren't very useful, especially after you find a good branded weapon. Also, spellpower isn't really important for brands. longer duration is nice but not essential. Why not make spellpower more important? Why temporary brand should do the same damage as permanent? For example: ...

Tuesday, 21st June 2011, 13:23

Forum: Game Design Discussion

Topic: Auto-switch ranged and melee weapons

Replies: 16

Views: 5796

Re: Auto-switch ranged and melee weapons

galehar wrote: However, you might want to throw some javelins instead of switching to your launcher. So the auto-switch would work only if you're not quivering throwable weapons.


Then it should be possible to quiver arrows\bolts\bullets when player doesn't wield a launcher

Monday, 20th June 2011, 13:18

Forum: Game Design Discussion

Topic: Auto-switch ranged and melee weapons

Replies: 16

Views: 5796

Auto-switch ranged and melee weapons

I played several hunters recently and I hate, HATE to switch weapons again, and again and again My proposal to fix that annoyance 1) If player makes melee attack while wielding a ranged weapon, and he has a melee weapon in a or b slot, then weapon should switch without any prompt 2) If player press ...

Thursday, 5th May 2011, 14:52

Forum: Dungeon Crawling Advice

Topic: Auxiliary unarmed attacks

Replies: 3

Views: 1563

Re: Auxiliary unarmed attacks

XuaXua wrote:I think frequency and accuracy is based on Unarmed Combat skill.


And influenced by the weapon, shield and armor. But I want to know exact numbers

Thursday, 5th May 2011, 14:02

Forum: Dungeon Crawling Advice

Topic: Auxiliary unarmed attacks

Replies: 3

Views: 1563

Auxiliary unarmed attacks

Can anyone tell me how it calculated? Henzell gives the damage, but I want to know about frequency and accuracy

Saturday, 30th April 2011, 12:02

Forum: Crazy Yiuf's Corner

Topic: Good finds on D:1

Replies: 221

Views: 64564

Re: Good finds on D:1

Ring of wizardy and ring of magical power as kenku conjurer

Thursday, 28th April 2011, 02:45

Forum: Game Design Discussion

Topic: Poisoner's handbook change proposal

Replies: 5

Views: 1603

Re: Poisoner's handbook change proposal

I want to bump this, because now there are no more mephitic cloud in air elementalist book, and if conurers will become one book class, they may lose the spell, too... If we remove mephitic cloud from venom mage, then mephitic cloud will become wizard-only starting spell

Friday, 22nd April 2011, 05:52

Forum: Game Design Discussion

Topic: Spider Form Proposal: Webs and "suck"

Replies: 6

Views: 1966

Re: Spider Form Proposal: Webs and "suck"

Spider form is a very useful form already and surely doesn't need any buff, but I like all this additions IF they will add when spellpower become very high when transmutes switch to more powerful forms

Ideally - low power = only increased speed and wall clinging, then poison attack, then webs

Friday, 22nd April 2011, 05:42

Forum: YASD! YAVP! and characters in progress too

Topic: CIP SPMO

Replies: 3

Views: 1053

CIP SPMO

Dungeon Crawl Stone Soup version 0.8.0-a1-177-gb68bbd6 character file. Dagfis the Spry (Spriggan Monk) Turns: 21690, Time: 02:06:13 HP 85/85 AC 10 Str 7 Exp: 14/68723 (4), need: 27476 MP 24/26 EV 35 Int 13 God: Okawaru [******] Gold 1121 SH 22 Dex 24 Spells: 3 memorised, 9 levels left Res.Fire : . ...

Wednesday, 20th April 2011, 15:14

Forum: Game Design Discussion

Topic: Merge evocations and traps&doors

Replies: 16

Views: 4261

Merge evocations and traps&doors

1) Trap&doors is not a very useful skill 2) Trap&doors and evocations usually have similar aptitudes 3) Evocation is about using devices, magical devices so it's thematically close to traps and doors. And we can say that all traps\secret doors in crawl are magical by nature We only need to f...
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