Search found 146 matches

Tuesday, 28th December 2021, 21:39

Forum: Game Design Discussion

Topic: Demonic Touch

Replies: 3

Views: 3235

Re: Demonic Touch

I just won with a DsFi with Demonic Touch. It seemed to me to be strictly a deficit, and it simply meant that I lost the glove slot for no benefit. I had no idea of the actual quantifiable damage, so I assumed adding a small amount of off-hand damage would be far worse than 2-handing or using a shie...

Friday, 22nd May 2020, 14:30

Forum: Game Design Discussion

Topic: Does Hepliaklqana ancestor reduce experience

Replies: 1

Views: 1495

Does Hepliaklqana ancestor reduce experience

Hello, I can't find this stated explicitly, but does allowing my ancestor (as a Hepliaklqana worshipper) to kill monsters reduce my experience gain like with normal allies?

Wednesday, 9th March 2016, 17:43

Forum: Game Design Discussion

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

Replies: 59

Views: 15373

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

The punishment for pudding farming is pudding farming. Ghost stairdancing is optimal, but does it make that much of a difference in a game? (unlike pudding farming) I've never liked this meme. It just isn't true. For a devnull tournament I set up a pudding farm by leaning a book against the keyboar...

Tuesday, 4th August 2015, 21:04

Forum: Game Design Discussion

Topic: Remove Player Ghosts

Replies: 28

Views: 6803

Re: Remove Player Ghosts

Dropping items is one of the few ways to make the current system worse. Nethack does that, and the result is a concept called 'bones stuffing', where you intentionally die with an important item so the bones file can be passed onto another character of yours for a challenge run. This exploit enable...

Wednesday, 17th June 2015, 23:28

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17399

Re: Remove hunger costs from casting

What if we removed spell hunger, and replaced it with nothing at all. If we did that then the only limitation to currently high-hunger cost spells would be MP. This would be tactically very different than the current condition where over-reliance on high-hunger spells requires strategic consumable ...

Wednesday, 17th June 2015, 18:00

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17399

Re: Remove hunger costs from casting

What if we removed spell hunger, and replaced it with nothing at all. If we did that then the only limitation to currently high-hunger cost spells would be MP. This would be tactically very different than the current condition where over-reliance on high-hunger spells requires strategic consumable ...

Wednesday, 17th June 2015, 16:39

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17399

Re: Remove hunger costs from casting

If only there were some other way to limit spellcasting beside hunger and glow. Some kind of recharging resource, so as to be tactically limiting... I guess I'd call it... magic points. It could just be abbreviated to MP. I'd put a display for it right under the HP display. How about MP regenerates...

Wednesday, 10th June 2015, 17:53

Forum: Game Design Discussion

Topic: Random god altar

Replies: 58

Views: 14938

Re: Random god altar

An altar on D1 is effectively a giant piety boost, since by the time you get to the temple, you'll have all the piety from the floors between that altar and the one with the temple. Trog on a caster would suck pretty bad though. Sif on a mifi at least is no worse than being godless. Right, so I wou...

Wednesday, 10th June 2015, 16:39

Forum: Game Design Discussion

Topic: Random god altar

Replies: 58

Views: 14938

Re: Random god altar

It would take a lot of additional piety to convince me that this was a worthwhile gambit. Trog for a caster? Sif for a MiFi? I can see it being useful for altar-diving, though.

Monday, 13th April 2015, 18:23

Forum: Crazy Yiuf's Corner

Topic: Display player damage

Replies: 88

Views: 24384

Re: Display player damage

Sorry if I missed it somewhere, but what is the maximum number of ! for a single attack and how are they assigned?

Thursday, 9th April 2015, 23:51

Forum: Game Design Discussion

Topic: Curse Ashenzari, abbility

Replies: 40

Views: 10997

Re: Curse Ashenzari, abbility

I am a little confused by Dpeg's response. Is the idea that in some games the ability to curse one's items will be denied? I have played hundreds of games with Ash and it is incredibly frustrating to not be able to use cursed items. I like that there is a consumable associated with swapping out of c...

Friday, 8th August 2014, 21:38

Forum: Game Design Discussion

Topic: Draconians

Replies: 20

Views: 5460

Re: Draconians

Ghoul King: Draconian color is largely irrelevant, which is both boring and a failure to achieve the dev-stated purpose of Draconians. KoboldLord: Draconian color is irrelevant, even more so than Ghoul King believes. I seem to be under the impression I am contradicting his premise for why change se...

Thursday, 19th June 2014, 19:44

Forum: Game Design Discussion

Topic: Remove Dragon Slaying brand

Replies: 30

Views: 8834

Re: Remove Dragon Slaying brand

I don't think there are any players out there looking for dragon slaying equipment, dragons tend to not be the most difficult monsters in crawl, and we don't need a brand to deal specifically with them. If you want to keep it the only place I could see it being worthwhile is on wyrmbane. It could s...

Friday, 13th June 2014, 19:45

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50572

Re: God: Qazlal Stormbringer

I have an interface comment. I found the clouds to be a little distracting. Usually I do not need to really read the screen to know that there are hostiles in the area. However, now with the clouds ever present, my mind has to pause and verify all of the dungeon features. Is there a way to soften th...

Tuesday, 13th May 2014, 19:15

Forum: Game Design Discussion

Topic: Nemelex changes/removal

Replies: 85

Views: 26054

Re: Nemelex changes/removal

By combining all nem cards into a single deck, do you mean shuffling all decks of the same type together like other people have mentioned, or making it so there is only a single type of deck that Nemelex gives that has all types of cards? Nemelex now gifts exclusively decks of war, which contain mo...

Monday, 5th May 2014, 18:27

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 14600

Re: Removal of low level branding spells.

If I am to understand correctly, what kind of sucks about the removal of this and the requirement of 2 brand scrolls to get a chance for fire / frost is not only does the sword get re-branded from vanilla vorpalization, you actually lose the vorpalization advantage against monsters which are proof ...

Friday, 2nd May 2014, 18:56

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 14600

Re: Removal of low level branding spells.

Fire and ice brand were useful all game if one enchanted up an unbranded weapon and cast the appropriate buff based on what one was fighting. That sounds pretty close to optimal + tedious to me. Maybe, but less tedious than carrying a scimitar of flame, a trident of venom, a halberd of freezing, an...

Friday, 2nd May 2014, 18:51

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 14600

Re: Removal of low level branding spells.

(Really I'm just sad I can't guarantee myself a freezing weapon when I find brand weapon.) This bothers me, too. I want some degree of not-god-related control over my weapon brands. I am a big fan of reducing tedium, but I do not see how this change accomplishes that. Now instead of two options for...

Friday, 28th March 2014, 20:56

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

dck wrote:Acid spit was buffed recently.

Really? I can not find any comment about this in the change log.

Thursday, 27th March 2014, 17:12

Forum: Dungeon Crawling Advice

Topic: Formicids

Replies: 32

Views: 9662

Re: The Problem of Formicid's Infinite Digging

pratamawirya wrote:Also, people don't just do boring stuff like that. There's always a reason.

The reason people do boring stuff in video games is because it is the optimal strategy.

Thursday, 27th March 2014, 16:30

Forum: Game Design Discussion

Topic: Proposal: add weapons to the in-game auto-pickup menu

Replies: 9

Views: 2807

Re: Proposal: add weapons to the in-game auto-pickup menu

I patched my version to have weapons and armor in the auto-pickup menu (26 lines of code, quite trivial since the code is so well organized, kudos to the dev team), and I have to say it's quite nice to start a new character, select the weapons and armor I intend to use soon, and just have autopicku...

Wednesday, 26th March 2014, 00:02

Forum: Game Design Discussion

Topic: The Problem of Formicid's Infinite Digging

Replies: 67

Views: 27602

Re: The Problem of Formicid's Infinite Digging

I don't deny your logic, but...I'd never used any digging source for that. Never even thought of it, nor would I have if you hadn't brought it up and I still won't actually use that tactic, more because I don't see how it'd help enough to make up for the tedium. The issue of tedium is where you mak...

Tuesday, 25th March 2014, 21:56

Forum: Game Design Discussion

Topic: The Problem of Formicid's Infinite Digging

Replies: 67

Views: 27602

Re: The Problem of Formicid's Infinite Digging

Finding a position from which it is safe to fight is the central tactical puzzle in Crawl. I assert that the best positions resemble the following: #####.# ##e#.## #e#@### e###### The key feature is the perpendicular intersection of diagonal, single-tile halls which means that only one enemy can hi...

Friday, 21st March 2014, 17:03

Forum: Dungeon Crawling Advice

Topic: Consider Wild Magic as a bad mutation

Replies: 56

Views: 10722

Re: Consider Wild Magic as a bad mutation

duvessa wrote:Being unable to cast level 8 spells with 10 skill and 17 int is not wild magic's vault.

What is the effect of Wild Magic? Not in general, but specifically how does it affect failure rates? Is it quantified anywhere?

Wednesday, 19th March 2014, 00:35

Forum: Game Design Discussion

Topic: Renouncing Yred: Minions destroyed, not hostile

Replies: 11

Views: 4078

Re: Renouncing Yred: Minions destroyed, not hostile

Minions should be destroyed rather than becoming hostile upon leaving Yred. You can kill minions one by one (force attack to turn hostile via ctrl+direction) just before aXing Yred, without any penalty except extreme tedium, and this is non-trivially optimal if you have lots of zombies all over the...

Wednesday, 19th March 2014, 00:28

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

Hirsch I wrote:that is why Tasonir said "go melee" not "go UC".


Okay, the phrasing just sounded suspect, so I wanted to make sure because having better UC and/or better TM would only assist with unarmed melee. Their acidic bite already provides an encouragement for them to go melee.

Tuesday, 18th March 2014, 21:42

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

tasonir wrote:I like the acid as transmuters idea, it does also fit well with their acidic bite ability, to encourage them to go melee. +1 ;)


Just a comment: everyone realizes that auxiliary attacks are not affected by UC skill, correct?

Tuesday, 18th March 2014, 21:36

Forum: Game Design Discussion

Topic: Make mindless allies actually mindless

Replies: 10

Views: 3152

Re: Make mindless allies actually mindless

Skeletons also get mad when you LRD them, I don't think that makes sense. I think casting Shatter does too.

Tuesday, 4th March 2014, 21:57

Forum: Game Design Discussion

Topic: Ashenzari piety gain revamp

Replies: 24

Views: 6794

Re: Ashenzari piety gain revamp

I think that piety gain with Ashenzari is overly unreliable, which in turn severely reduces fun from certain gameplays. Had a character early (before Ash) ossuary, had a character access to more cursed items in dungeon, change in scroll drop rate would be less noticeable. What about these less luck...

Wednesday, 19th February 2014, 21:05

Forum: Dungeon Crawling Advice

Topic: Why was the enchanted forest scrapped?

Replies: 11

Views: 2828

Re: Why was the enchanted forest scrapped?

duvessa wrote:...

Did you try playing it?


From a difficulty perspective, it was fine as long as I had tornado and sticky flame. Earth magic (LRD and Shatter) did very poorly.
Fun-wise, it was about 2 levels too long, but was a nice to have a change from Crypt.

Friday, 14th February 2014, 17:26

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33542

Re: Vaults:5, the rim, and subvaults

Magipi wrote:When practically all the best players are heavily opposing this change, then why don't the developers just remove it in a flash?

Also, keep in mind, it was never actually changed. The different V:5 was in trunk, which is, by definition, not the released version.

Friday, 14th February 2014, 09:54

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33542

Re: Vaults:5, the rim, and subvaults

What would really help: post your trunk experience with V:5! I just got the silver rune with my XL=26.96 Green DrTm of Ashenzari in Trunk. Unfortunately, not too much report. I just blew in there hasted with deflect missiles and a decent amount of MR and cast a couple of tornados. I should point ou...

Thursday, 13th February 2014, 19:49

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33542

Re: Vaults:5, the rim, and subvaults

Actually rethinking my earlier post, it might make sense to have a warning before descending to V:5. It's the only level in the game that tries to murder you from the moment you descend (other than that one Snake ending which I think was removed), and a new player has no real way of knowing that. &...

Wednesday, 12th February 2014, 19:29

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33542

Re: Vaults:5, the rim, and subvaults

I don't understand the need for this change. The driving force seems to be impression that the outer rim trivializes the initial ambush. So let's look at this. Before this change, when you come down the V4 stairs, you are surrounded by a large group of melee threats, with a good chance of also bein...

Wednesday, 12th February 2014, 19:19

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33542

Re: Vaults:5, the rim, and subvaults

Most people already recommend saving Vaults 5 until after you've complete the rest of the non-extended game, this would just make it worse. Although in general, every branch has a difficulty jump before the last floor, and a similar recommendation to delay the last floor of a branch exists for near...

Wednesday, 5th February 2014, 22:39

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

I agree with sanka that, if anything is to be done, removing yellow draconians would probably be the simplest thing. I say that mainly in light of the fact that corrosion via yellow draconians in Zot is annoying. I agree that would be simplest. I just don't see why quitting them permanently is a go...

Wednesday, 5th February 2014, 19:15

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

Yeah, I'd agree that yellow draconians kinda need a buff. The acid spit as it is currently is kinda useless; it hits only 1 target, does low damage, and comes with a *chance* of reducing the enemy's AC. I will give the yellow draconian breath credit for this though: it has full (or nearly full, I j...

Friday, 31st January 2014, 17:31

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 14223

Re: Suggestion: Review vault / branch generation weights

Why would you explore (auto or not) the temple in a speed run? If your concerned about wasting turns, don't explore the temple. There is absolutely no issue with varying temple size. Sure, I would. Even in a speedy game I will choose a diety. I need to explore the temple enough to find the altar. S...

Friday, 31st January 2014, 17:24

Forum: Game Design Discussion

Topic: Remove training dummies from auto-attack

Replies: 11

Views: 3398

Re: Remove training dummies from auto-attack

I'm sure some people thought it was either harmless or even enjoyed it, but gameplay trumps flavor.

Friday, 31st January 2014, 06:10

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 14223

Re: Suggestion: Review vault / branch generation weights

twelwe wrote:
Tenaya wrote: Some of them take 30 turns to explore, some of them take a couple hundred and ....


Someone with a concern over turncount wouldn't use autoexplore at the temple in the first place


Try again at reading.

Thursday, 30th January 2014, 20:49

Forum: Game Design Discussion

Topic: Remove training dummies from auto-attack

Replies: 11

Views: 3398

Re: Remove training dummies from auto-attack

Great. Thank you.

Wednesday, 29th January 2014, 22:40

Forum: Game Design Discussion

Topic: Remove training dummies from auto-attack

Replies: 11

Views: 3398

Re: Remove xp gain from training dummies

Unlike plants, they give 1 xp. ah, okay, thanks for that. Edited my proposal then: Please take away xp gain from training dummies. There is no reason to have them give experience and they only clutter the battlefield. Especially annoying is when one is trying to autofight real enemies and the train...

Wednesday, 29th January 2014, 20:09

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 14223

Re: Suggestion: Review vault / branch generation weights

I don't know if this is on topic, but in the review of the temple vaults, could some of them be adjusted for size? Some of them take 30 turns to explore, some of them take a couple hundred and since auto-explore does not stop for temple altars it feels like a waste of turns. Granted, this is only si...

Wednesday, 29th January 2014, 20:05

Forum: Game Design Discussion

Topic: Remove training dummies from auto-attack

Replies: 11

Views: 3398

Remove training dummies from auto-attack

Could training dummies please be removed from auto-targetting ("tab" attack)?
It feels like I am attacking plants for no reason.

Wednesday, 29th January 2014, 19:57

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24158

Re: Nemelex reform

Remove sacrifices & remove piety loss from inactively. Piety gained by using cards. Nemlex gifts a deck at joining and every once in a while (clocked on experience not time). I like this but would modify the gift timeout so that it was weighted by both experience and piety. i.e. at higher piety...

Monday, 27th January 2014, 16:04

Forum: Game Design Discussion

Topic: Beastly Appendage - So Few Uses

Replies: 12

Views: 3491

Re: Beastly Appendage - So Few Uses

One thing that makes BA particularly unsatisfying is just how short the usefulness window is. Freeze and Flame Tongue are used even for just popcorn purposes for a decent while, Magic Dart is good for spore popping, Spammals is Spammals. BA only adds "hidden" power in the first place, and...

Friday, 24th January 2014, 19:51

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

What if Yellow got a defensive acid attack? (like Jellies) That's a modest idea. You mean like 'spines' or 'minotaur retribution' or 'passive freeze'? While I appreciate those mutations, they present no tactical effect other than to incentivize taking damage. How about instead something that adds a...

Thursday, 23rd January 2014, 18:13

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

For the white draconian, the Leda's liquefaction seems at odds with an ice dragon's flavor - what if the white draconian breath had the effect of freezing cloud with a smaller area of effect - a straight line blast of 1-4 tiles. If breath effects change with experience, the line of the cloud could ...

Thursday, 23rd January 2014, 18:06

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15964

Re: Proposal: Draconian Revisions

Note that this makes fighting ice dragons and white dr as a Te rather infuriating, so making every cold breath have kb for everyone doesn't sound like fun. I don't know ... I think it might add some nice tactical flavour to Zot if the ice dragons and white draconians had a knockback effect. I like ...

Thursday, 23rd January 2014, 17:53

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24158

Re: Nemelex reform

What if the sacrifice mechanic is removed entirely? Right now, it has virtually no strategic cost. There's really no reason to sacrifice something you would otherwise use. You can easily achieve and maintain six stars of piety without losing a valuable item. +1 to removing the sacrifice mechanic. I...
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