Search found 113 matches

Wednesday, 8th May 2013, 03:43

Forum: Game Design Discussion

Topic: Buff unrandarts

Replies: 71

Views: 16502

Re: Buff unrandarts

Yes there is.

Tuesday, 7th May 2013, 17:06

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75916

Re: Discussion: Improving Skalds

evilmike's proposal excites me.

Saturday, 4th May 2013, 13:26

Forum: Game Design Discussion

Topic: Cheating Trapdoor spiders

Replies: 9

Views: 2880

Re: Cheating Trapdoor spiders

Is the phenomenon of orb spiders taking an extra step after they get EH'd also a bug?

Thursday, 2nd May 2013, 03:07

Forum: Game Design Discussion

Topic: Necromancy changed to warmage background

Replies: 43

Views: 8793

Re: Necromancy changed to warmage background

Literally every background is good with a character that picks up an early weapon and trains it.

Wednesday, 1st May 2013, 20:07

Forum: Game Design Discussion

Topic: Species Brainstorm: Slug Heroes

Replies: 7

Views: 2440

Re: Species Brainstorm: Slug Heroes

This sounds like it could be great, if it were done right. Would eating things give permanently the highest bonus of the things you have eaten (eg, you get some portion of the AC of the highest AC armor you have ever eaten) or temporary bonuses from all things, so you rove around like a jelly to ke...

Wednesday, 1st May 2013, 01:47

Forum: Game Design Discussion

Topic: Species Brainstorm: Slug Heroes

Replies: 7

Views: 2440

Species Brainstorm: Slug Heroes

Slug Heroes: - Slow because slow species are cool - Severe item restrictions ala Felid, but with mechanics that are fun instead of soul crushing - Replace felids with slug heroes as the race with severe item restrictions - Eating is the theme. Slug Heroes should eat things to get stronger, like Gast...

Thursday, 25th April 2013, 18:17

Forum: Game Design Discussion

Topic: confusion and brilliance

Replies: 15

Views: 3991

Re: confusion and brilliance

Brilliance is a good potion that A) Allows you to cast a spell significantly before you have invested enough XP to cast it otherwise and B) Drastically boosts your spell power.

Thursday, 25th April 2013, 17:58

Forum: Game Design Discussion

Topic: Should corrosion be temporary and more severe?

Replies: 45

Views: 11577

Re: Should corrosion be temporary and more severe?

It should be noted that if corrosion got made temporary then enchant scrolls would have to be made rarer to compensate. Net result would be the same. I am curious. How much corrosion do you think happens in the average 3 rune game? It is probably some number less than 2 unless lemuel_acid_fuckyou i...

Monday, 22nd April 2013, 17:45

Forum: Dungeon Crawling Advice

Topic: Question about runed doors and jellies

Replies: 11

Views: 2229

Re: Question about runed doors and jellies

Sometimes it is difficult to tell what is a bug and what isn't. For example, are jellies sometimes showing up in one of the slime:$ loot quadrants also a bug? :P

Friday, 19th April 2013, 22:37

Forum: Game Design Discussion

Topic: Stat drain and mummies: grindtastic!

Replies: 8

Views: 2372

Re: Stat drain and mummies: grindtastic!

Press a*

Friday, 19th April 2013, 02:24

Forum: Game Design Discussion

Topic: Uses for a Scroll of Vorpalization

Replies: 31

Views: 8213

Re: Uses for a Scroll of Vorpalization

Sometimes I am not sure people actually play crawl when they make generalizations about how it is played.

Monday, 15th April 2013, 16:39

Forum: Game Design Discussion

Topic: Arboretum, the new branch

Replies: 5

Views: 2298

Re: Arboretum, the new branch

Code up a portal vault as a proof of concept and then people can try it out to see if it works. That's how spider got started.

Sunday, 14th April 2013, 14:38

Forum: Game Design Discussion

Topic: Beogh item enchantments

Replies: 36

Views: 7974

Re: Beogh item enchantments

I like mumra's idea of adding a conduct of not touching your followers' gear. I also think they should receive their starting gear from Beogh and don't have them pick stuff up off the ground. To make follower gear more interesting, what if Beoghites had abilities that temporarily boosted their follo...

Sunday, 14th April 2013, 14:31

Forum: Game Design Discussion

Topic: Jewellery Rebalancing

Replies: 21

Views: 6643

Re: Jewellery Rebalancing

I am not sure I agree on your assessment of ring powers. At least, I seem to think more highly of Regeneration and Clarity than you do. Oh, I did not mean to imply regeneration is weak. Regeneration is a pretty strong ring, but there are more pressing concerns much of the time, like a resistance or...

Saturday, 13th April 2013, 02:30

Forum: Game Design Discussion

Topic: Jewellery Rebalancing

Replies: 21

Views: 6643

Jewellery Rebalancing

So there's a lot of jewellery that is pretty weak or, in fact nearly useless. dpeg has mentioned the idea of amulets being more strategically oriented while rings should be tactical switches. Amulet of Faith accomplishes this by having a large piety cost for removing it. Gourmand attempts to accompl...

Friday, 12th April 2013, 20:49

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25081

Re: Discussion: Improving Okawaru

dpeg wrote:danharaj: A quick glance at the thread will tell you!


It really doesn't. I don't see what the end goal is. I don't see why the status quo is bad gameplay other than the tedium of 'aa' or how these proposals improve it.

Friday, 12th April 2013, 20:46

Forum: Game Design Discussion

Topic: Fighters start with barding

Replies: 11

Views: 3008

Re: Fighters start with barding

That thank was an accident. This proposal has no merit IMO because all it does is arbitrarily buff Naga and Centaur fighters. If your only justification for a gameplay change is "RP" or whatever, then you don't actually have a justification.

Friday, 12th April 2013, 15:28

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25081

Re: Discussion: Improving Okawaru

What is the intention of tweaking heroism? What gameplay effect is trying to be achieved?

Friday, 12th April 2013, 01:14

Forum: Dungeon Crawling Advice

Topic: HOPr orc message

Replies: 4

Views: 1249

Re: HOPr orc message

A flayed ghost has said to me "You are my only friend, danharaj".

He died shortly after.

Thursday, 11th April 2013, 20:21

Forum: Dungeon Crawling Advice

Topic: New to game, need counselling.

Replies: 53

Views: 47240

Re: New to game, need counselling.

You can get detailed discussion by asking questions in ##crawl. There is probably never a time when a good player isn't there and willing to answer questions.

Thursday, 11th April 2013, 20:18

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25081

Re: Discussion: Improving Okawaru

Right now heroism is a strategic bonus since you have it for every important fight. Heroism allows you to skill your character differently and change the way you approach the dungeon. I don't see what the motivation for forcing it to be a tactical ability is. Okawaru already has that in finesse. I k...

Thursday, 11th April 2013, 00:04

Forum: Game Design Discussion

Topic: 2 artefacts aimed at the ogre mage

Replies: 24

Views: 5365

Re: 2 artefacts aimed at the ogre mage

And then there are fixedarts that are just amazing, like Mask of the Dragon, Hat of the Alchemist, Crown of Dyrovepreva, Amulet of Air...

The only fixedarts I can think of off the top of my head that have an interesting drawback that doesn't ruin the item are obsidian axe, jihad, and bloodlust.

Wednesday, 10th April 2013, 23:58

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25081

Re: Okawaru and Mercenaries

BTW, Finesse can be used way more often than you normally see with the piety change that went in like a year ago. IMO remove corpse saccing for Okawaru since there is already enough piety from kills.

Wednesday, 10th April 2013, 04:52

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25081

Re: Okawaru and Mercenaries

It's definitely not fair to compare win rates between a god without a starter and a god that has a starter background.

Monday, 1st April 2013, 18:41

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11680

Re: Allow more vaults to place in Zot

To me, it seems that most people project their unhappiness with the Zot monster set on the layout proposals. Once we all have a good feeling how well the new Vault monsters work, it may be time to think about the Zot populace. As far as the layouts go, I believe that Zot is the place to aim for mor...

Sunday, 31st March 2013, 23:41

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11680

Re: Allow more vaults to place in Zot

The other problem with draconian caller is that it summons so often that the battlefield gets swarmed with l's, many of them death drakes and fire drakes. Zot might as well be filled to the brim with clouds because it's hardly an exaggeration that every fight with draconians results in every visible...

Saturday, 30th March 2013, 22:44

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11680

Re: Allow more vaults to place in Zot

Oh, I should add that I actually like evilmike_ambush in Zot. It is quick, the game likes to spawn things that aren't draconian packs (making the fights much less annoying), and you can bypass it at your own peril if you want to. There's also the sauna vault which is cute. That one doesn't pose a ch...

Saturday, 30th March 2013, 20:12

Forum: Game Design Discussion

Topic: Allow more vaults to place in Zot

Replies: 46

Views: 11680

Re: Allow more vaults to place in Zot

Hi I wanted to rant about how much I hate Zot but I don't have the energy to do it right now. Short of it is: I don't want more vaults in Zot because that means more possible ways for me to get held up in the most annoying area of the game with the most annoying monsters in the game. Seriously why d...

Tuesday, 26th March 2013, 15:59

Forum: Game Design Discussion

Topic: Proposal: Jiyva's stat change should respect both Str & Dex

Replies: 4

Views: 1598

Re: Proposal: Jiyva's stat change should respect both Str &

My Demonspawn uses Demon Whip (80% Dex)


Something is wrong here.

Monday, 18th March 2013, 14:32

Forum: Dungeon Crawling Advice

Topic: All The Gods

Replies: 92

Views: 23273

Re: All The Gods

I think HOAK is pretty good too and better than MiAK.

Friday, 15th March 2013, 18:48

Forum: Crazy Yiuf's Corner

Topic: Tip of the day

Replies: 13

Views: 3777

Re: Tip of the day

I do not see how this is significantly different from reading the learnDB and using knowledge bots which have many more eyes and hands maintaining them and allow a player to choose precisely how spoiled they want to be. Furthermore, I doubt that there are that many tips that are both general and spe...

Friday, 15th March 2013, 18:44

Forum: Game Design Discussion

Topic: Monster creep

Replies: 24

Views: 5825

Re: Monster creep

I think standard game and extended game monsters should be considered separately. It is an important question what the complexity goal is for the standard 3-rune game. Is it the level of 0.5, or is it something closer to trunk, or is it something even more complex? The extended game areas are option...

Monday, 1st October 2012, 02:44

Forum: Game Design Discussion

Topic: Chimeras

Replies: 28

Views: 5694

Re: Chimeras

Does this monster do something that glowing shape shifters don't already do? It seems like the same effect could be achieved by tweaking them instead.

Friday, 28th September 2012, 02:41

Forum: Game Design Discussion

Topic: Cleave

Replies: 113

Views: 21642

Re: Cleave

Suggestion: As well as bonus damage, vorpal axes should get a bonus to cleave range. This further differentiates vorpal from flaming/freezing for axes.

Sunday, 23rd September 2012, 00:44

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 365439

Re: Fighting reform

On the topic of professional game design, I can pick any game in my modest library and pick its flaws apart. Design flaws are abundant in games, even ones that are critically acclaimed.

I understand this, but why is it desired that it not be a staight line?


Straight lines are boring.

Friday, 21st September 2012, 13:17

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44567

Re: Long Blades, M&F effect brainstorm

Would a retaliatory attack ala minotaurs with a long blade after a successful dodge be a bad idea? It could trigger once per turn. This would make long blades a bit better in 1-1 combat and it's a weapon effect that scales with another skill. Of course, this steps on minotaurs so it's probably not a...

Tuesday, 18th September 2012, 00:46

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8610

Re: Power indication for spells.

If you've maxed out the bar, all you need to know is the two magic numbers that tell you how much int you need when you want max power at max skills with two or three enhancers.

Of course I don't know them because they don't matter.

Tuesday, 18th September 2012, 00:44

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 85070

Re: Feedback on Trunk deployment (.11)

It's funny how we get comments like that on a regular basis while monster and item generations have barely been tweaked since several versions. I wonder what will happen when we do change the monster generation formula (something which should happen soon in trunk). I might get shanked by someone (I...

Tuesday, 18th September 2012, 00:41

Forum: Game Design Discussion

Topic: Cleave

Replies: 113

Views: 21642

Re: Cleave

I haven't used an axe in trunk yet. Forgive me if this isn't true already:

Can cleave be made into an evocable like spear reach? Tab can automatically cleave as it automatically reaches.

Saturday, 15th September 2012, 22:21

Forum: Game Design Discussion

Topic: Sword of Cerebov -> triple sword

Replies: 19

Views: 4184

Re: Sword of Cerebov -> triple sword

Would it be overpowered to make his sword a fire enhancer instead of changing the base type?

Tuesday, 4th September 2012, 01:19

Forum: Game Design Discussion

Topic: Food types in general

Replies: 19

Views: 4540

Re: Food types in general

Is this just me or are royal jellies completely superfluous? Statrot is already nonthreatening in most cases, and if it removing royal jellies turns out to be a problem we can always increase !restab spawn rate slightly. Otherwise they are basically rations. Ambrosia at least has a unique effect (M...

Monday, 3rd September 2012, 22:26

Forum: Game Design Discussion

Topic: Rename Elves

Replies: 32

Views: 7788

Re: Rename Elves

I disagree with tossing high elves. They have good skill aptitudes but a very bad experience aptitude. This is 'interesting'.

Saturday, 4th August 2012, 20:50

Forum: Dungeon Crawling Advice

Topic: Planning for Zot:5 as a VpEn

Replies: 3

Views: 1341

Re: Planning for Zot:5 as a VpEn

http://crawl.akrasiac.org/rawdata/danha ... 020242.txt

This is my winning VpEn. I don't actually remember how I did Zot 5, but hopefully it will be useful for you. I am pretty sure I ninja'd the orb.

Sunday, 29th July 2012, 05:11

Forum: Game Design Discussion

Topic: Fruit spawning on trees

Replies: 7

Views: 1779

Re: Fruit spawning on trees

Hitting bushes for items that are underneath them is the tedium I was talking about.

Sunday, 29th July 2012, 03:26

Forum: Game Design Discussion

Topic: Fruit spawning on trees

Replies: 7

Views: 1779

Re: Fruit spawning on trees

Shrubbery is already too tedious.

Repetitive actions with low chance of small reward are virtually impossible to make 'fun' and 'interesting'.

Monday, 23rd July 2012, 18:40

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 365439

Re: Fighting reform

I like the current system because the relationship between weapon delay and experience investment is 'interesting' with relatively minimal spoilers (weapon delay formula is really simple compared to, say, spell power stepdowns). It's fitting that the most important weapon stat creates the most impor...

Sunday, 22nd July 2012, 02:46

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 365439

Re: Fighting reform

No thank you to melee combat going from a paragraph of explanation to three pages.

Friday, 13th July 2012, 18:06

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8534

Re: About Hunger

I know I'm ignoring my previous warning about trying to redesign food, but here goes ;) I've recently played a few games of Brogue, and actually like their food system quite a lot. In it, you can eat permafood. There are no chunks. There's little enough permafood that it keeps you moving. So: what ...

Thursday, 12th July 2012, 21:54

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8534

Re: About Hunger

Sort of irrelevant, but I've always thought that Sif channeling would be better if it behaved like Trog's Hand/Ambrosia: You activate it and start gaining MP at an accelerated rate.

Thursday, 12th July 2012, 00:29

Forum: Game Design Discussion

Topic: Making later D harder

Replies: 11

Views: 2209

Re: Making later D harder

I actually like late Dungeon because it can have special levels like the enchanted forest, and there's usually a good set of vaults on the last few levels. The rest of dungeon I do not care for. The monster set is repetitive because it is shared with vaults and there's just so many levels between th...
Next

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.