Search found 57 matches

Wednesday, 17th September 2014, 12:29

Forum: Game Design Discussion

Topic: How important is a finite ammo source to the game?

Replies: 56

Views: 13719

Re: How important is a finite ammo source to the game?

@nvjack
"What if there were no backgrounds that started with a ranged weapon?"

Good idea... I opt for that. When ranged weapon & ammo appears somewhere in the midgame, it's up to the player if he want to invest experience in developing respective skill.

Wednesday, 17th September 2014, 01:48

Forum: Game Design Discussion

Topic: How important is a finite ammo source to the game?

Replies: 56

Views: 13719

Re: How important is a finite ammo source to the game?

@Quazifuji "ranged weapon combat with branded ammo is too powerful to be unlimited" It definitely should be changed, because now, from a practical point of view, it is unlimited in some sense (that you simply couldn't waste few hundred fire bolts, unless you have spend a week in Pan, but e...

Wednesday, 17th September 2014, 01:12

Forum: Crazy Yiuf's Corner

Topic: Bloody Death

Replies: 4

Views: 1827

Re: Bloody Death

@duvessa
"I don't want Crawl to waste my time with extra keypresses"

Yeah, like 0.3 second.

Wednesday, 17th September 2014, 01:07

Forum: Game Design Discussion

Topic: How important is a finite ammo source to the game?

Replies: 56

Views: 13719

Re: How important is a finite ammo source to the game?

I don't want to be misunderstood; what I said above - if the mulch depends on how powerful the launcher is, plus how skilled the character is (+9 triple crossbow along with 27th level of crossbows makes the character deadly), the player himself must rebalance what he cares most: amount of ammo or hi...

Tuesday, 16th September 2014, 22:50

Forum: Game Design Discussion

Topic: How important is a finite ammo source to the game?

Replies: 56

Views: 13719

Re: How important is a finite ammo source to the game?

If you really want to save the ammo for tougher customers, just use the ordinary melee weapon - like swords or axes - for easier monsters.

Tuesday, 16th September 2014, 22:35

Forum: Game Design Discussion

Topic: How important is a finite ammo source to the game?

Replies: 56

Views: 13719

Re: How important is a finite ammo source to the game?

I think the mulching stuff should be balanced. I used to play hunters a lot, and, except of the game start, I never had any problems with the ammo (bolts for crossbows). Theoretically , bolts should mulch during the game, but this is just a theory: if you have 500 blots of fire, you really shouldn't...

Tuesday, 16th September 2014, 21:57

Forum: Crazy Yiuf's Corner

Topic: Bloody Death

Replies: 4

Views: 1827

Bloody Death

1. I think there should be another "cool" thing added to the game: bloody death of the character. Currently, when character dies - either of killing him by the monster or quitting the game - DC just ends with the "you die" message. My idea is to add yet one turn just to visually ...

Saturday, 18th January 2014, 17:16

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13647

Re: god of insane killers (split from Seth, the Shadow King)

@Arrythmia: "But, if you rename the abilities, the God, the flavour, damn near everything, so as to put aside the politics of the situation, your God doesn't even DO anything. There are no powers that make a worshiper stronger, only flavour text on sacrifices and crippling debuffs. There's no r...

Friday, 17th January 2014, 18:20

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13647

Re: god of insane killers (split from Seth, the Shadow King)

well, infuriating (berzerk) is considered a bad mutation in Crawl...

Wednesday, 15th January 2014, 23:57

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13647

Re: god of insane killers (split from Seth, the Shadow King)

@arrythmia 1. "hurting self" action is not schizophrenia in my description (what I called "schizophrenia" were actually two actions: seeing non-existing objects and monsters) - it's the forth action of mental illness combined with the god (which I described above), so please don'...

Wednesday, 15th January 2014, 16:43

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13647

Re: god of insane killers (split from Seth, the Shadow King)

Tastless? This god is not much more evil than - for example - Yredelemnul, Kiku or Makhleb, so I don't see the point. In terms of taste... dr. Mengele's WizLab (this one with experiments on living beings seeking for death - mutating them etc.), was really testeless. It's just a game, man - Doom 2 wa...

Tuesday, 14th January 2014, 21:13

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13647

god of insane killers (split from Seth, the Shadow King)

The whole idea of making new god seems great. There is, however, some ideas of mine, which might be worth to think of. I was thinking about god of insane killers (like Michael Myers), which - I think - fits well to the god of shade, which grants you benefits of being unnoticed killer (but for the co...

Saturday, 14th September 2013, 17:01

Forum: Game Design Discussion

Topic: Blessed range weapon

Replies: 12

Views: 3744

Blessed range weapon

=> There is no other way to obtain blessed launcher (like a bow for example) other than serving TSO (to get the holy wrath brand). => There is a way to obtain blessed melee weapons other than TSO blessing (holy monsters drop). That is a huge disadvantage for the hunters comparing to fighters: while ...

Thursday, 11th July 2013, 00:06

Forum: Game Design Discussion

Topic: Remove the haste spell

Replies: 87

Views: 27321

Re: Proposal: Remove the haste spell

Some of ideas I gave above might be implemented (like the one, where the spell lasts less longer and/or it gives more contamination when casted), so that the haste spell would not ease the game so much. I think that`s a reasonable compromise between leaving the spell as it is now and removing it.

Wednesday, 10th July 2013, 22:31

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7821

Re: Orb of Zot and apportation spell

@tasonir "I suppose zot:5 is more dangerous than those other 31 floors, but not if you've cleared most of it." But the Zot:5 is not an obvious level, it`s particularly dangerous, even cleared from the "regulars", since you cannot teleport on this level. That means, when you picke...

Wednesday, 10th July 2013, 22:21

Forum: Game Design Discussion

Topic: Remove the haste spell

Replies: 87

Views: 27321

Re: Proposal: Remove the haste spell

I agree haste makes a gameplay way too easy. OK, if removing this spell from the game is not possible, there are still other options to solve it! It might be just a lot harder to cast: => the haste spell could be much harder to remember , => the haste spell could be much harder to cast , => the hast...

Wednesday, 10th July 2013, 21:43

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7821

Orb of Zot and apportation spell

Taking an Orb in the hand (into the inventory) might be extremally dangerous, because it causes hordes of demons to appear. I noticed that some people, instead of taking the Orb immediately from the ground, apport it dozens of times from the Orb original cell nearly to the Zot 5 upper stairs. Then t...

Wednesday, 1st May 2013, 12:38

Forum: Bulletin Board

Topic: 0.12 tournament (11 may)

Replies: 1

Views: 2633

0.12 tournament (11 may)

According to this announcement: http://dobrazupa.org/tournament/0.12/ there will be 0.12 tournament on may 11-27. It also says that it can be played on three public servers (CAO, CDO, CSZO), so the CDO will be avaliable for the europeans... => Will CDO suport tiles, like it was during the last tourn...

Friday, 18th January 2013, 01:40

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

Hmm, if excommunication is too much, what about decreasing piety Zot effect? It might be useful for threatening a player at lower levels. If one wants to avoid this situation at all cost, he needs to invest experience into the Trap&Doors skill. Otherwise he risks blundering a Zot trap and decrea...

Friday, 18th January 2013, 01:31

Forum: Game Design Discussion

Topic: Monsters`s remains and actions in death

Replies: 13

Views: 3785

Re: Monsters`s remains and actions in death

Ok, at least points 1, 5 and 7 are worth to discuss (reasuming: there`s a chance, that dying monster of certain type will either explode or leave a cloud of chaos or miasma; or will leave other "surprises" like these mentioned). It doesn`t have to happen every time. It doesn`t even have to...

Friday, 18th January 2013, 01:00

Forum: Game Design Discussion

Topic: New branches: holy, spriggan, (deep) dwarfen

Replies: 14

Views: 4001

Re: New branches: holy, spriggan, (deep) dwarfen

I was thinking about the teleport with destination, but the regular teleport sounds better (you never know where you`ll be teleported, so it adds randomisation factor). I tried to read something about coding the vaults, but it still seems very difficult to me. This method you can code whole parts of...

Thursday, 17th January 2013, 22:34

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

Ok, it seems polytheism was a bad idea. But it might be worth to implement a constant threat (though with low probability) of an instant renounce religion (some kind of trap?). I see two ways here: => something (possibly one of the effects of a Zot trap) causes renounce religion, which makes you an ...

Thursday, 17th January 2013, 21:43

Forum: Game Design Discussion

Topic: New branches: holy, spriggan, (deep) dwarfen

Replies: 14

Views: 4001

Re: New branches: holy, spriggan, (deep) dwarfen

OK, so how can I disable giving/receiving thanx signs? I don`t want and don`t need to receive it not to read comments like above in a topic that`s not related to the main issue.

Thursday, 17th January 2013, 21:26

Forum: Game Design Discussion

Topic: New branches: holy, spriggan, (deep) dwarfen

Replies: 14

Views: 4001

Re: New branches: holy, spriggan, (deep) dwarfen

It would be awesome if it was implemented in some future releases of DC, though it`s certainly a lot of work. Especially the holy brand/vault and the dwarfen castle, of course if it`s balanced well. No problem if it`s impossible. I don`t know what`s about the issue with giving/getting thanks signs -...

Thursday, 17th January 2013, 20:40

Forum: Game Design Discussion

Topic: New branches: holy, spriggan, (deep) dwarfen

Replies: 14

Views: 4001

Re: New branches: holy, spriggan, (deep) dwarfen

I personally find it hard to believe that anyone who has actually faced a deep dwarf zig wants more deep dwarf enemies in the game Since it does not contain a rune, but only a loot, it`s not mandatory to go inside. Besides, the deep dwarf branch doesn`t have to be as hard as deep dwaf zig 25th leve...

Thursday, 17th January 2013, 20:20

Forum: Game Design Discussion

Topic: New branches: holy, spriggan, (deep) dwarfen

Replies: 14

Views: 4001

New branches: holy, spriggan, (deep) dwarfen

Have you been thinking about adding new branches to the game? I think DC has a potential to do this. Since more branches means more fun , this might greatly improve the playability. There are a lot of already coded monsters, which could be used for it. The new branches doesn`t have to contain any ru...

Thursday, 17th January 2013, 18:41

Forum: Game Design Discussion

Topic: Monsters`s remains and actions in death

Replies: 13

Views: 3785

Monsters`s remains and actions in death

I have the concept of increasing number of remains of various monsters. For example: 1. Every good clown should give you a present. Killer Klowns might remain "presents" items (a box wrapped by the ribbon) after death. It generally works as a deck of card - you may or may not open it (e v ...

Monday, 14th January 2013, 21:56

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

" Xom`s tricks" mini-game . It`s not the hydra, but the human (or other race) in the hands of Xom. Xom finally found a way to trick the whole pantheon of gods, so he uses his slave (which is a player) to do that. Every X turns there is a chance, that Xom would roll a religion set, so a pla...

Monday, 14th January 2013, 18:36

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

"Those combos all sound really, really powerful."

OK, I might have chosen bad (too powerful) combos. But they should be counterbalanced by the super hardness of the game anyway.

Monday, 14th January 2013, 17:42

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

For the mini-game, a player chooses from a number of possible, already established sets ("god`s alignments"). The combinations should be rather challenging, like, for example: => TSO-Jiyva-Trog (1st, "good", alignment), => Fedhas-Lugonu-Kiku (2nd. "evil" alignment), => ...

Monday, 14th January 2013, 16:17

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Re: Serving more that one god at the time

OK, in the "Polytheism Sprint" you should not choose gods in the beginning (no altars), because people would mostly choose the best sets of gods; the whole point is to made the game challenging. But then, the games would not be comparable. A player should (?) start with two or three random...

Monday, 14th January 2013, 15:55

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7147

Serving more that one god at the time

OK, I realise this might sound controversial, but maybe it`s worth to think of. Just want to hear your thoughts about it. The idea is to allow the character to serve more than one god at the time (two of them? three?). Some game mechanics should be changed for sure. Here`s the idea: 1. A lot of mech...

Monday, 14th January 2013, 14:26

Forum: Technical Support

Topic: CDO webtiles down again

Replies: 10

Views: 3906

Re: CDO webtiles down again

CDO webtiles is down again. Can anyone tell when it`ll be fixed?

Monday, 17th December 2012, 12:21

Forum: Technical Support

Topic: CDO WebTiles are down?

Replies: 1

Views: 792

Re: CDO WebTiles are down?

last time it was lack of memory...

Monday, 17th December 2012, 12:12

Forum: Technical Support

Topic: CDO webtiles down again

Replies: 10

Views: 3906

Re: CDO webtiles down again

CDO webtiles is down again. Can anyone tell when it`ll be fixed?

Wednesday, 5th December 2012, 22:50

Forum: Game Design Discussion

Topic: TSO and poor Hell Knights

Replies: 5

Views: 1810

TSO and poor Hell Knights

As we read from the DCwiki ("TSO"): You attack intelligent monsters in an unchivalric manner. This includes attacking a fleeing, confused, distracted, held, petrifying, petrified, paralysed, or sleeping monster, or any monster while you're invisible. This restriction is lifted against demo...

Thursday, 18th October 2012, 15:54

Forum: Game Design Discussion

Topic: Setting up traps..

Replies: 22

Views: 5296

Re: Setting up traps..

OK, you convinced me it`s not a good idea to set up traps that are in an opposite corner of a level. As someone said, a remote control traps (triggered in your LOS by using some command) seems to be fine. Setting up regular traps should entirely base on doors&traps skill, while setting up magica...

Tuesday, 16th October 2012, 08:33

Forum: Game Design Discussion

Topic: Setting up traps..

Replies: 22

Views: 5296

Re: Setting up traps..

OK, but what about setting an alarm trap? It could be useful for several reasons. You set up a trap in a corridor and go back exploring the dungeon. When you hear an alarm, it means something has just triggered it. That`s an information for you ("something is in the trap location"). Of cou...

Sunday, 14th October 2012, 20:45

Forum: Game Design Discussion

Topic: Setting up traps..

Replies: 22

Views: 5296

Setting up traps..

What do you think of idea of setting traps by the player? Any non-levitationg monster would trigger that trap when whalking on it. Of course, traps set by the player would be dangerous for himself, too. I mean setting up all the conventional traps, like: - an alarm trap, - a gas traps (by using poti...

Monday, 17th September 2012, 16:00

Forum: Technical Support

Topic: CAO

Replies: 4

Views: 1494

Re: CAO

  Code:
    t<N> :: Select games played in the tournament for year 200<N>.
            For instance t9 selects the 2009 tourney, t8 selects the 2008
            tourney


what about 2011, 2012 tournaments?

Sunday, 16th September 2012, 19:15

Forum: Game Design Discussion

Topic: Hive

Replies: 17

Views: 3815

Re: Feedback on Trunk deployment (.12)

I understand the argumentation, but what if there were "special" bees, faster, anger, and with asphyxiation attack..? That`d be really challenging.
Indonesian bees - the largest bees in the world:
http://www.aussiebee.com.au/abol-004.html

Sunday, 16th September 2012, 17:12

Forum: Game Design Discussion

Topic: Hive

Replies: 17

Views: 3815

Hive

What about retrieving the Hive in next release? I realise it was removed because of its dullness (besides was too easy), but I have several ideas to chill it a bit: => First of all, Hive should be an optional, mini-branch, a silent, timed portal, that has its difficulty comparable to the Volcano or ...

Saturday, 15th September 2012, 15:37

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 101735

Re: Voting on implementables! [Updated]

what do you guys think about "wand of inner flame"? Could be useful for a crowds of enemies (you could use it on one of them, kill him from afar so he blows up, harming creatures standing near).

Saturday, 15th September 2012, 13:30

Forum: Game Design Discussion

Topic: New unrandarts

Replies: 76

Views: 20277

Re: New unrandarts

New unrandarts idea - amulets dedicated to "good" and "evil" gods, as well as the atheists: 1) "Amulet of Good Faith" : "This heavily encrusted amulet was once given by The Shining One to the angel, leading an army of Daevas in the aim of clearing out the Hell of a...

Saturday, 15th September 2012, 12:02

Forum: Technical Support

Topic: CAO

Replies: 4

Views: 1494

Re: CAO

according to Something Awful, 2012 Annual Tournament unlikely to start before 22nd September

Wednesday, 6th June 2012, 17:42

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 24247

Re: Improving Xom!!!

- A controversial one : Each altar (of other gods) could have a tiny chance of being a disguised Xom altar, which would only be revealed after converting inadvertently to Xom, and hence having to choose between his wrath and his weird mood. "You kneel at the altar of The Shining One" (......

Wednesday, 6th June 2012, 16:24

Forum: Game Design Discussion

Topic: new potion idea - MIXTURE

Replies: 33

Views: 9300

Re: new potion idea - MIXTURE

- about potions mixed together by a player to quaff it in one turn - There's a reason we don't have blessed potions of greater heal wounds. You're not supposed to have easy access to that much free healing (Go invest in necro. Or Ely. Or Neme. Etc). And evaporate is already very good- hardly in need...

Sunday, 3rd June 2012, 15:06

Forum: Game Design Discussion

Topic: new potion idea - MIXTURE

Replies: 33

Views: 9300

Re: new potion idea - MIXTURE

Welcome Twelve!

...ok - so maybe it was better if the percentage of appearance of certain potions was rearranged?
Like, the "good" results were much more prevailing over the "bad" ones?
If you still think it`s not good idea - I won`t urge on that - case closed ;)

Friday, 1st June 2012, 01:26

Forum: Game Design Discussion

Topic: new potion idea - MIXTURE

Replies: 33

Views: 9300

Re: new potion idea - MIXTURE

I wonder if what adam is trying to get at is adding a "unique" potion that, even if identified once, stays globally unidentified until all other potions are identified; sort of how I always expected scrolls of random effects to work (I never thought they should stack) in order to screw wi...

Friday, 1st June 2012, 00:02

Forum: Game Design Discussion

Topic: new potion idea - MIXTURE

Replies: 33

Views: 9300

Re: new potion idea - MIXTURE

It's basically a sparkling fountain * 3 that you can carry around

But the idea is that it could be identified using scroll of identifying (or Ashenzari`s help), so there`s always a chance that there will be something usefull (or not) in the mix.
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