Search found 107 matches

Friday, 30th June 2017, 12:50

Forum: Game Design Discussion

Topic: make natasha grow more powerful with each death

Replies: 5

Views: 2168

Re: make natasha grow more powerful with each death

My most interesting encounters with Natasha were those when she came back quickly after her death while I was still wounded/low mana. What if we reinforce this aspect of her? For example after death let her directly walk towards the spot of her death and/or the player. Optionally also respawn her so...

Thursday, 11th May 2017, 06:17

Forum: Game Design Discussion

Topic: Early game (pre-Temple or pre-Lair)

Replies: 4

Views: 1712

Re: Early game (pre-Temple or pre-Lair)

Early game is the good part of the game because there you can be killed by real challenges and not just by boredom. In the late game the game design disallows causing unavoidable deaths, and because the challenges are randomly generated this means that most situations are very far from challenging (...

Sunday, 7th May 2017, 06:53

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18310

Re: Remove item identification

My phrasing was sloppy. You will be able to "choose between different scrolls/potions", but as long as you have at least two unknown types you have fewer choices than in the identificationless variant. That's certainly true, but I'm not convinced having a limited choice that varies more f...

Saturday, 6th May 2017, 16:52

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18310

Re: Remove item identification

Item identification adds a different kind of choice to the game [you have to determine that when and how do you want to identify your items] but disallows other kinds of choices in the early game [you cannot choose between different scrolls/potions]. I don't think that's very true. There is a very ...

Saturday, 6th May 2017, 09:40

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18310

Re: Remove item identification

Item identification adds a different kind of choice to the game [you have to determine that when and how do you want to identify your items] but disallows other kinds of choices in the early game [you cannot choose between different scrolls/potions]. Although removing it would remove one kind of cho...

Saturday, 6th May 2017, 09:35

Forum: Game Design Discussion

Topic: Why are the colors always wrong?

Replies: 15

Views: 5083

Re: Why are the colors always wrong?

I play in console and recognize both gloves/helmets/etc and weapon types by color. Removing these differences would be a step backwards for me.

Sunday, 23rd April 2017, 16:11

Forum: Crazy Yiuf's Corner

Topic: Merge Long and Short Blades

Replies: 5

Views: 1881

Re: Merge Long and Short Blades

Even the largest real-world swords are relatively light and designed to execute quick moves: http://www.thearma.org/essays/2HGS.html . (Except maybe ceremonical weapons that are completely useless in a fight.) This means that stabbing on two-handed swords may be reasonable. Of course, stabbing on tr...

Friday, 21st April 2017, 10:26

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 100893

Re: Bultungin/Gnoll Feedback

I have a level 19 Gnoll character and I think that the idea of the race is good. My playstyle usually involves getting level 7/8/9 conjuration or summoning spells relatively early and being unable to do so is an interesting challenge for me. On the other hand, I could easily learn a diverse array of...

Friday, 21st April 2017, 08:23

Forum: Game Design Discussion

Topic: Unify commands for picking up items

Replies: 15

Views: 3990

Re: Unify commands for picking up items

Eating corpses (only) from the ground would be a step backwards: when the player becomes Hungry (or otherwise capable of eating a corpse) he would have to go back to the corpse. (Corpses cannot be picked up and carried and if they could be, it would be even worse inventory clutter than chunks.)

Saturday, 15th April 2017, 08:01

Forum: Game Design Discussion

Topic: Why do angels attack the good guys?

Replies: 7

Views: 2684

Re: Why do angels attack the good guys?

I also think that it is very annoying and immersion-breaking when a follower of a good god is attacked by an angel. Before that change I frequently played followers of the good gods, but since then I almost never do so, because I really dislike it when as a paragon of good I have to slaughter angels...

Thursday, 2nd April 2015, 10:01

Forum: Game Design Discussion

Topic: Monster that inflicts -Tele on death

Replies: 15

Views: 4018

Re: Monster that inflicts -Tele on death

I think shock serpents are among the most interesting Snake monsters. Their ability is passive/defensive so it can't be completely ignored by brute force nuking, and this makes killing them an interesting puzzle. My favourite methods are Mephitic Cloud (they're very reliably confused by it) and Forc...

Friday, 27th March 2015, 15:19

Forum: Game Design Discussion

Topic: Make the Robe of Misfortune not unambiguously bad?

Replies: 25

Views: 6855

Re: Make the Robe of Misfortune not unambiguously bad?

I don't think that Tomb is relevant in 3-rune games. The huge swarms of smiting/tormenting foes who cannot be mass-blasted quickly because of the death curses are very dangerous, and the new foes aren't better. Death scarabs were especially lethal against my last character (purple Dr summoner) who v...

Wednesday, 25th March 2015, 06:34

Forum: Game Design Discussion

Topic: Deep Dwarfs (was: Elyvilon Reform)

Replies: 55

Views: 17177

Re: Deep Dwarfs (was: Elyvilon Reform)

Heal-on-kill with no other healing heavily encourages saving weak monsters for later: If you run away from a fight at very low HP, then finding and killing new monsters will be very dangerous, but killing a stashed weak monster is a guaranteed and highly annoying way of healing. (If heal-on-kill dep...

Wednesday, 25th February 2015, 11:27

Forum: Game Design Discussion

Topic: Yet Another Duration-Based-Spell Reform Proposal

Replies: 14

Views: 3893

Re: Yet Another Duration-Based-Spell Reform Proposal

I've had this idea: status spells are permament, and every time duration expires, the game recasts them 'silently', in the background, without using mp. If recasting fails, you suffer the normal mp loss and miscast effects. Great suggestion, I think this is simple enough to actually be implemented....

Tuesday, 24th February 2015, 12:12

Forum: YASD! YAVP! and characters in progress too

Topic: OgWr armour choice + other questions

Replies: 3

Views: 1392

Re: OgWr armour choice + other questions

Unfortunately the character is converted into YASD. On Swamp4 I escaped from two spriggan druids, two hydras, at least one swamp dragon etc by using a ?blinking to a nearby staircase. On Swamp 3 I went to another downstairs and went down, because there was an icecave entrance on Swamp 4 and I wanted...

Tuesday, 24th February 2015, 11:37

Forum: YASD! YAVP! and characters in progress too

Topic: OgWr armour choice + other questions

Replies: 3

Views: 1392

OgWr armour choice + other questions

I have an Ogre Warper of TSO in Swamp. I usually play characters who kill almost everything from afar with conjurations (or summonings), so my usual armour choice is robe of the Archmagi, which isn't useful when I kill things with a GSC. What kind of armour should I wear? Should I enchant my robe of...

Monday, 23rd February 2015, 21:35

Forum: Game Design Discussion

Topic: ID trog/oka weapon gifts upon gifting

Replies: 14

Views: 3982

Re: ID trog/oka weapon gifts upon gifting

When Oka/Trog gifts something, the player usually has to do this: drop something if inventory is full, pick up gifted item, wield the gift (or read ?identify on it), (usually) drop it because it's crap, wield old weapon, pick up dropped item if inventory was full. Usually the player won't have enoug...

Monday, 23rd February 2015, 21:12

Forum: Crazy Yiuf's Corner

Topic: Brainstorm Thread: Diversifying Translocations

Replies: 19

Views: 4916

Re: Brainstorm Thread: Diversifying Translocations

Don't forget Force Lance (it's a great Conj/Tloc 4 spell in recent versions), Summon Forest (Summ/Tloc 5) and Singularity (Tloc 9 damage-dealing spell)! If more diversification is needed, I would like to try Distortation Bolt (Conj/Tloc 6) and player-castable Blinkbolt (Tloc/Air 6). These are alread...

Saturday, 7th February 2015, 08:50

Forum: Game Design Discussion

Topic: Elyvilon Reform

Replies: 62

Views: 19839

Re: Elyvilon Reform

Trog also gives out-of-combat healing, although that obviously also conflicts with your desire to learn conjurations or summons. My Trog-followers always die because they get too strong and then I get bored and careless; this is not a problem of DDs, this is a consequence of the strength of Trog. <...

Friday, 6th February 2015, 13:51

Forum: Game Design Discussion

Topic: Elyvilon Reform

Replies: 62

Views: 19839

Re: Elyvilon Reform

I will play DD of new Ely because it seems to be the only playable DD for me What's wrong with Makhleb? I almost never play Makhleb, because I usually learn Conj (and/or Summ) spells and don't want to duplicate them with invocations, but it's true that Makhleb healing doesn't need as much scumming ...

Friday, 6th February 2015, 09:41

Forum: Game Design Discussion

Topic: Elyvilon Reform

Replies: 62

Views: 19839

Re: Elyvilon Reform

I will play DD of new Ely because it seems to be the only playable DD for me, as it bans and makes unneccessary the otherwise optimal strategy of healing from non-dangerous monsters via Vampiric Draining or vampiric weapons. It is annoying to let every nonthreatening monster into meele range and kil...

Friday, 6th February 2015, 09:34

Forum: Game Design Discussion

Topic: Ogres best friend GSC

Replies: 41

Views: 9502

Re: Ogres best friend GSC

I think simply increasing the non-optimal aptitudes of Ogres and other similar species would be enough. For example on Ogres replace -4 SBl /-3 LBl / -3 Axe / 0 Pla / -1 Sta / -1 UC with -1 SBl / 0 LBl / 0 Axe / 1 Pla / 1 Sta / 0 UC (or simply 0 aptitude for all non M&F weapons); this would make...

Friday, 23rd January 2015, 10:30

Forum: Game Design Discussion

Topic: Elyvilon Reform

Replies: 62

Views: 19839

Re: Elyvilon Reform

I think these are the most serious problems with Ely: ⋅  To gain piety, it is optimal/important to pacify popcorn monsters instead of just tabbing through them, even if it needs several tries (you don't lose too much XP, it is not a problem if the monster hits you several times). This coul...

Wednesday, 21st January 2015, 13:53

Forum: Game Design Discussion

Topic: Size and/or STR let you displace monsters

Replies: 13

Views: 3470

Re: Size and/or STR let you displace monsters

The "swap with adjacent monster" effect is interesting, but implementing it as a low-level Translocations spell would be easier and simpler. I don't think giving everyone this ability is a good idea.

Saturday, 20th December 2014, 15:55

Forum: Game Design Discussion

Topic: Ignite Poison Reform to Ignite Blood

Replies: 7

Views: 2391

Re: Ignite Poison Reform to Ignite Blood

I know that Ignite Poison has some problems, but it is still one of my favourite spells. IMO a spell which is only powerful against a relatively small but still significant enemy set (poisonous creatures) is an interesting/unique effect. The convert poison/mephitic clouds into fire clouds effect is ...

Tuesday, 16th December 2014, 19:08

Forum: Game Design Discussion

Topic: TSO reform, possible buffs

Replies: 21

Views: 7789

Re: TSO reform, possible buffs

I would also like the removal of the "you can't help your allies by attacking their enemies" effect of the conducts, as it's annoying and counterintuitive. I think that simply not giving penance for attacking distraced/disabled foes and just disabling the stabbing bonus is a fine -- TSO is...

Tuesday, 2nd December 2014, 20:12

Forum: Dungeon Crawling Advice

Topic: Is Singularity a good offensive spell?

Replies: 10

Views: 4147

Re: Is Singularity a good offensive spell?

I recently played an almost pure translocation-based SpWr (killed by a hell effect explosion on Tar:7 after getting the bone rune). After the early game the four offensive translocations were enough to kill most things and of course escape is trivial with the rest of the translocations. I found Sing...

Monday, 27th October 2014, 15:37

Forum: Game Design Discussion

Topic: Disallow Zin's recite when inapplicable

Replies: 10

Views: 2876

Re: Disallow Zin's recite when inapplicable

IMO, this thread is pretty important. This kind of insider knowledge makes things much more transparent for folks in the know. Others just waste time and power doing things that will never succeed. I believe there are other examples of this kind of thing ingame, like casting LRD on walls. Until a c...

Monday, 6th October 2014, 19:01

Forum: Game Design Discussion

Topic: Multiple Temple Entrances

Replies: 17

Views: 5173

Re: Multiple Temple Entrances

Can jellies be generated as random monster spawns after level creation? Jellies are good when created at level generation -- they are nontrivial to kill in the early D and if you run away from them they'll eat loot/corpses and reproduce; but if a jelly is created after level creation (for example wh...

Tuesday, 23rd September 2014, 21:53

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22840

Re: Buff Sif a little

Vehumet is already the passive caster god, I think moving Sif towards more active abilities would be a good change. Making Invo more useful is also a good idea -- too many Invo-ignoring gods make the Invo aptitude completely unimportant. I think using Invo in *some* abilities is the best version -- ...

Tuesday, 23rd September 2014, 20:53

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22840

Re: Buff Sif a little

I think it would be better if Guaranteed cast ignored the normal success chance of the spell, because ⋅  It is simpler, and a fixed piety cost (with the limited piety gain of Sif Muna) can already balance this ability. ⋅  This ability shouldn't be spammable because it requires se...

Tuesday, 23rd September 2014, 15:51

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22840

Re: Buff Sif a little

I also support the guaranteed cast ability, it would make Sif much more interesting. I suggest the following properties: ⋅  The ability is gained at ***** piety and it costs only piety (plus the original mana/hunger cost of the spell). The piety cost could be something like 8+random2(5) (s...

Friday, 29th August 2014, 19:33

Forum: Game Design Discussion

Topic: Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

Replies: 8

Views: 5994

Re: Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

The inner flame with 8 tiles is possible but a bit strange. I also edited this into my previous post (I didn't want to double-post and didn't notice the post after my one): The instant inner flame would also cause targetting problems -- if the spell just harms the target, it is easy to warn for ally...

Friday, 29th August 2014, 19:12

Forum: Game Design Discussion

Topic: Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

Replies: 8

Views: 5994

Re: Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

I don't want to put any delayed effect (sticky flame, inner flame status) on the spell, as its goal is to finish a wounded enemy quickly (if the spell is weak, I think simply increasing the damage (or maybe the range) is the best solution). Now I think that creating an instant inner flame-like explo...

Friday, 29th August 2014, 13:33

Forum: Game Design Discussion

Topic: Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

Replies: 8

Views: 5994

Spell suggestion: Burrowing Fire (level 7 Conj/Fire)

I suggest a damage-dealing spell which deals high damage against already wounded foes and relatively low damage against healthy foes. (The opposite of this is already available as Agony.) I choose the Fire school for it because varied methods of damage dealing (usually without other effects) is its ...

Thursday, 28th August 2014, 20:06

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28763

Re: Bring itemdest back (and corrosion, maybe)

I think (permanent) damage effects are essentially good, as they make fighting those enemies more meaningful. (Although I dislike monsters with chance for permanent damage, no other attack and no defenses (nexoquec, old orc wizard with item destruction).) The problem with consumable destruction and ...

Tuesday, 19th August 2014, 22:04

Forum: Game Design Discussion

Topic: Spell change: Conjure flame > Funeral Pyre

Replies: 7

Views: 2757

Re: Spell change: Conjure flame > Funeral Pyre

Reasonings: Change conjure flame to funeral pyre, a spell with the same overall effect, but requires an uncovered corpse to burn. 1. The other elemental spellbooks have various sub-schools that encourage you to branch out. Fire does not. This is true (although Inner Flame is a Fire/Hexes spell), bu...

Sunday, 17th August 2014, 08:58

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5586

Re: Why is there an MP cap?

I agree that this is a simple annoyance-reducing change because in the lategame most spellcasters use channeling (Sif Muna, staff of energy, Sublimation of Blood, crystal ball of energy), and even with larger mana pools most spellcasters would still use channeling. The main effect of this change (be...

Saturday, 16th August 2014, 20:34

Forum: Game Design Discussion

Topic: Proposal: Qalzal should protect your allies from your clouds

Replies: 6

Views: 2245

Re: Proposal: Qalzal should protect your allies from your cl

Here's a suggestion: When you use the Elemental Force ability, instead of elementals being generated immediately, clouds stop being generated and friendly elementals are created instead. The ability has a duration based on Invocations; at the end of the duration, all elementals disappear or turn ba...

Saturday, 16th August 2014, 17:19

Forum: Game Design Discussion

Topic: Proposal: Qalzal should protect your allies from your clouds

Replies: 6

Views: 2245

Re: Proposal: Qalzal should protect your allies from your cl

Another similar problem is that the fire cloud trail of the allied fire elementals created by Elemental Force harms the player, so probably Qazlal should also protect you from the clouds of your allies. On the other hand, clouds making most types of allies unviable is an interesting drawback of the ...

Thursday, 14th August 2014, 09:08

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 27501

Re: Should monsters have a fixed max hp or variable max hp?

I don't think that giving monsters with high/low HP visible "fragile"/"tough" markers is a good idea. This would basically mean that every X monster type is replaced by three different monsters: "fragile X", "X" and "tough X"; I think this is unnecce...

Wednesday, 13th August 2014, 09:47

Forum: Game Design Discussion

Topic: Clarify failure to teleport 'right now'

Replies: 10

Views: 4292

Re: Clarify failure to teleport 'right now'

I created a patch solving this problem, and submitted it on mantis:
https://crawl.develz.org/mantis/view.php?id=8869

Monday, 23rd June 2014, 11:00

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10600

Re: do not generate enchanted plain equipment.

I support this suggestion, it would remove another minor annoyng thing, and I don't think it has any drawback.

Sunday, 22nd June 2014, 18:55

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12365

Re: Removal: Fish ponds

Letting more water monsters constrict / give held status (constriction without damage, like inept mimics) would be a good change, as it would block the hit and run tactic. Adding a weak mesmerizing monster could also work, but it would make Shoals less unique. Other suggestions: ⋅  Venomsp...

Thursday, 19th June 2014, 17:29

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 18943

Re: What is the viability of a no-reading race?

I think the really slow reader suggestion would be interesting, I would try it out on a race.

Wednesday, 18th June 2014, 13:12

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8971

Re: Holy Enemies

I also think that attacking/being attacked by holies while following a good god is a bizarre, annoying and unfun thing. This makes the good gods feel like copies of Makhleb with better propaganda -- while it is completely natural that a demon serving Makhleb attacks a mortal follower of Makhleb, an ...

Thursday, 12th June 2014, 08:28

Forum: Game Design Discussion

Topic: Buff spells drain mp while active

Replies: 121

Views: 37970

Re: Buff spells drain mp while active

But for RMsl something else is needed: What if it would reduce accuracy of your melee/ranged attacks and targeted spells. It would be "permanent" like now, and cancelling it would take 1 aut. Changing any part of armor (body armor, shield, helmet) would also cancel it. Jewelry or weapon c...

Monday, 9th June 2014, 20:07

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5063

Re: There is something blocking the doorway

I think other items blocking the doorway is almost equally annoying (I didn't play enough with the new version to have problems directly with corpses); because it is optimal to remove them from the door, but it is a relatively slow process, especially if the inventory of the character is almost full...

Sunday, 8th June 2014, 06:43

Forum: Game Design Discussion

Topic: Spell proposal: Multicast

Replies: 6

Views: 1910

Re: Spell proposal: Multicast

I would also make them all mutually exclusive (So casting one dispels either of the other two) I was also thinking about this, it would be an interesting and natural drawback. Of course if they can be dispelled this way, then Lightning Speed should probably lose the slowdown at the end to avoid deg...

Saturday, 7th June 2014, 20:25

Forum: Game Design Discussion

Topic: Spell proposal: Multicast

Replies: 6

Views: 1910

Re: Spell proposal: Multicast

I like the idea of spells giving Haste-like effects for some kind of action. I was thinking of a system replacing the Haste spell with for example 3 variants (/hasting and !haste is unchanged). The variants could be the following: ⋅  Lightning Speed (lvl5 Charms/Air) Equivalent to haste fo...
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