Search found 62 matches

Thursday, 23rd May 2013, 05:39

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 22310

Re: Suggestions concerning Poison Magic

How about a high level spell that allows the player to benefit from being poisoned, in some way? This would have synergy with olgreb's, and also be useful in extended.

Wednesday, 28th December 2011, 20:55

Forum: Game Design Discussion

Topic: Monster invisibility is an interface screw

Replies: 19

Views: 1735

Re: Monster invisibility is an interface screw

Could reduce the interface screw by creating a "last known location of foo" glyph when a monster does something that reveals its presence (like shooting you with something or hitting you in melee). Could also create an "invisible monster AI" for intelligent monsters that are curr...

Wednesday, 28th December 2011, 20:30

Forum: Game Design Discussion

Topic: Paralysis

Replies: 46

Views: 3010

Re: Paralysis

How about reducing the number of monsters that can paralyze you (like, to eyeballs and wasps, maybe) and give the other usual suspects a new hex that prevents all actions besides basic movement? Or would that be too much like silence-only-better?

Thursday, 22nd December 2011, 18:04

Forum: Game Design Discussion

Topic: "Champion" monsters idea

Replies: 17

Views: 1768

Re: "Champion" monsters idea

They could simply be generated instead of player ghosts, sometimes. It would be kind of spoilery, in that if you see the monster that killed a particular character, you'd know you don't have to worry about running into that character's ghost, but ghosts are already pretty spoilery (or at least meta-...

Thursday, 22nd December 2011, 17:59

Forum: Game Design Discussion

Topic: Making Race-branding Useful

Replies: 15

Views: 1848

Re: Making Race-branding Useful

What if orcish weapons are wickedly barbed/serrated/spiked/hooked (depending on type) and have a chance to cause bleeding like claws do? Orcish armor could be spiky too, and have a chance to do a little damage to melee attackers. On the other hand, maybe they're also low quality (sorry Beogh) and mo...

Monday, 28th November 2011, 05:08

Forum: Game Design Discussion

Topic: Should elemental staff melee exercise Evocations?

Replies: 10

Views: 1136

Re: Should elemental staff melee exercise Evocations?

Makes sense to me, thematically; if you're hitting something with a staff that relies on Evocations to proc, you're presumably attempting to evoke that proc on every hit, and therefore doing an action which should train Evocations. However, with the control players now have over their experience poi...

Monday, 28th November 2011, 05:00

Forum: Game Design Discussion

Topic: Centaurs

Replies: 11

Views: 1289

Re: Centaurs

Centaurs are probably the cause of almost all of my least avoidable early deaths. It's frustrating, but I don't necessarily think it's bad that they force me to play with "what if there's a centaur in that room?" in my mind for the entire early game.

Friday, 25th November 2011, 00:13

Forum: Game Design Discussion

Topic: Divine Genders

Replies: 25

Views: 3303

Re: Divine Genders

Here's my personal conception of the gods and their genders: The Shining One - Male Elyvilon - Female Zin - Male Okawaru - Male Trog - Male Kikubaaqudgha - Female Yredelemnul - Male Sif Muna - Female Makhleb - Male Fedhas - Male Nemelex - Male Beogh - Male Xom - Male Lugonu - Female Jiyva - Genderle...

Thursday, 24th November 2011, 20:00

Forum: Game Design Discussion

Topic: Shooting Dudes

Replies: 11

Views: 1155

Re: Shooting Dudes

It's not like ranged combat is that powerful early game (or late game) compared to the alternatives. I would disagree with that, actually. Early in the game (the earlier you go, the more this is true), having a ranged weapon and ammo is a gigantic advantage to many combos (even ones that start with...

Saturday, 29th October 2011, 06:08

Forum: Game Design Discussion

Topic: Zigs

Replies: 18

Views: 1598

Re: Zigs

On a final note I think that completing your first zig should add significantly to your score. At the moment there's no real incentive to do them other than the fun of it and often times that's overshadowed by the fact that you can just win and a lot of people are afraid to risk it. An elegant way ...

Wednesday, 26th October 2011, 20:11

Forum: Dungeon Crawling Advice

Topic: What is wrong with this...

Replies: 27

Views: 2403

Re: What is wrong with this...

OP, I'm afraid these people are right. Those rings are straight-up bad. Whether YOU are bad or not does not impact whether those rings are bad, which they are. Particularly +4 dex. Well yeah, later game I'd rather swap it out for a better ring, but to find +4 Dex on D:1 right off the bat is fantasti...

Tuesday, 18th October 2011, 07:52

Forum: Game Design Discussion

Topic: Remove destruction of strategic items

Replies: 76

Views: 6881

Re: Remove destruction of strategic items

I don't really mind the status quo, and I don't personally find stashing to be that tedious in Crawl, but I also think multiple temple entrances are a cool idea.

Tuesday, 18th October 2011, 07:44

Forum: Game Design Discussion

Topic: Human zombies are small?

Replies: 16

Views: 872

Re: Human zombies are small?

I've always thought it would have made more sense for zombies to take the glyph of the base monster, with a special color reserved for zombies. That would require some pretty big changes at this point, though.

Monday, 17th October 2011, 06:13

Forum: Game Design Discussion

Topic: Remove Levitation

Replies: 6

Views: 662

Re: Remove Levitation

I support this. I don't think the differences between flight and levitation are meaningful anymore. I think they should be made meaningful or the distinction should be removed.

Monday, 17th October 2011, 05:27

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 2090

Re: You fail to memorise the spell

How about making memorization (failed or successful) cause hunger ?

Wednesday, 12th October 2011, 18:30

Forum: Game Design Discussion

Topic: Skill training

Replies: 34

Views: 19190

Re: Skill training

while you do it you don't have the most effective character, while magic users can just pick a level 1 spell and wait until the high level spell comes with no complications. Come on, throw us melee users a bone. :) You misunderstand. You only have to carry a sword in your inventory to train Long Bl...

Monday, 10th October 2011, 12:03

Forum: Game Design Discussion

Topic: Melee vs Ranged

Replies: 17

Views: 1203

Re: Melee vs Ranged

Just because you are throwing a firebolt or shooting an arrow 1 square doesn't make it less of a ranged attack. Well, it sort of does. It makes it an attack that is both ranged and melee. My point was that "100% melee build" and "100% ranged build" aren't really analogous in Cra...

Monday, 10th October 2011, 11:54

Forum: Game Design Discussion

Topic: Melee vs Ranged

Replies: 17

Views: 1203

Re: Melee vs Ranged

0% ranged build viable = degenerate situation
100% ranged build viable = ?


I don't think there's such thing as a 100% ranged build, because spells and ranged attacks can be used in melee.

Sunday, 9th October 2011, 15:37

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

It's leather armor made from an iron troll. Hence Iron Troll leather armor. How do you get leather from the hide of a troll that is literally plated with literal iron? It's not like it's a troll with really hard skin, figuratively being called an iron troll. It has actual iron. The iron is describe...

Saturday, 8th October 2011, 19:57

Forum: Game Design Discussion

Topic: Help the Hex School

Replies: 50

Views: 8411

Re: Help the Hex School

Otherwise, if you wanted to use a high-level Hex on a high-MR monster, you'd have to cast it over and over, burn through your MP, so that if one of them happened to connect it would be the effect you want. Well, under my original suggestion, that would be what we want the player to do. Spamming cor...

Saturday, 8th October 2011, 18:48

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

It's leather armor made from an iron troll. Hence Iron Troll leather armor. How do you get leather from the hide of a troll that is literally plated with literal iron? It's not like it's a troll with really hard skin, figuratively being called an iron troll. It has actual iron. The iron is describe...

Saturday, 8th October 2011, 18:26

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

^ Wouldn't it be better to keep the names consistent instead? Is that not what I'm suggesting? I want to keep troll leather armour consistent with troll iron armour. I agree that troll rock armour sounds a little silly, but I don't really think rock trolls should leave armour-producing hides in the...

Saturday, 8th October 2011, 17:44

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

Troll Rock Armour and Troll Iron Armour are both really awkward-sounding names; I think it might be better to just call them Rock Troll Armour and Iron Troll Armour (this would also fit better with the dragon hide armours). I agree about troll rock armour, but I disagree about troll iron armour. Wh...

Saturday, 8th October 2011, 12:07

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

Personally, rather than "iron troll leather armour", I would prefer the name "troll iron armour" or "troll plate mail". Iron trolls are by all accounts literally plated with iron.

Saturday, 8th October 2011, 11:47

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 21248

Re: Food reform

Huh. The goal of the food mini-game is to keep your satiation as high as possible, not eat as many chunks as possible. If you know you're close to the very hungry threshold, then it might make sense, otherwise it's useless, or even harmful. Brown chunks give enough satiation that it's better to eat...

Saturday, 8th October 2011, 11:18

Forum: Game Design Discussion

Topic: Help the Hex School

Replies: 50

Views: 8411

Re: Help the Hex School

I like the idea of overcoming monster MR by casting debuffs repeatedly. Maybe that message you get "struggles to resist"/"easily resists" etc. could be modified to be an indicator of how close you are to "breaking through" the MR and applying your debuff. There are a lo...

Saturday, 8th October 2011, 11:10

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 7649

Re: Elemental Magic Schools Differentiation

I like a lot of the ideas in this thread. The comment above mine reminded me of something: There are some monster statuses, specifically 'dazed' and 'blinded' that come to mind. What if some spells could cause these effects on monsters, temporarily? Players don't have many ways of inflicting them ri...

Saturday, 8th October 2011, 10:25

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 9076

Re: Cloud traps

I don't really have a problem with the new traps, or with item destruction in general. I agree that a damage cloud trap in a corridor can potentially kill you, though, if you don't have the appropriate resistance and/or blink. Most players already desperately want both of those things, so maybe the ...

Saturday, 8th October 2011, 10:14

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 5490

Re: Troll Leather Armor drops

Personally, I think enchantable iron troll skins (which act like platemail with +regen when enchanted) are a great idea. Iron trolls are significantly rarer than regular trolls (I think), which is fine, because regen has more synergy with a durable character than with a squishy one. Rock troll armou...

Saturday, 8th October 2011, 09:59

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 21248

Re: Food reform

My impressions from playing a few games with the food reform: As others have said, there's a lot more hovering between hungry and very hungry. I didn't find it to be hugely more tedious, but I also didn't find it to add much depth to the chunk game. Sometimes I would cast hungering spells just to ge...

Monday, 26th September 2011, 09:30

Forum: Game Design Discussion

Topic: Bone Dragon/Skeletal Warrior confusion

Replies: 6

Views: 840

Re: Bone Dragon/Skeletal Warrior confusion

The parallel to wights should also help clear up the stairs thing. Skeletal warriors are not the earliest stair-using undead, wights are, and those are common enough. It's pretty clear that neither bone dragons nor skeletal warriors are mindless due to fleeing and weapon use. I usually run into pha...

Monday, 26th September 2011, 08:12

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 54312

Re: DCSS Text Improvement Taskforce

I just noticed that the quotation for mermaids in the spreadsheet is about sirens. Is that ideal, given that sirens also exist in the game?

Monday, 26th September 2011, 07:56

Forum: Game Design Discussion

Topic: Bone Dragon/Skeletal Warrior confusion

Replies: 6

Views: 840

Re: Bone Dragon/Skeletal Warrior confusion

It's less confusing in ASCII, because the bone dragon glyph is D instead of Z (or z), and while skeletal warriors are still z, they are a cyan color, rather than the grey (I think) which is used for "foo skeleton[s]". I agree, though, that it still might be confusing for players who are en...

Sunday, 25th September 2011, 23:47

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 1999

Re: Starting backgrounds - small tweaks

+1/+1 Ring of Slaying? Or similarly low powered slaying. That would be way too strong. I also think free jewelry isn't a good solution in general. Further statistical/mutation/gear bonuses would make fighters strictly better than berserkers for all armored races. Strictly better? Berserkers start w...

Sunday, 25th September 2011, 06:31

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 1999

Re: Starting backgrounds - small tweaks

Or maybe start with their weapon of choice vorpalized. This would kill the already not-so-useful scroll. Not that I think vorpalizing the starting weapon would be the best way to improve fighters, but I don't see how that would kill the scroll. Most players aren't even going to find a vorpal scroll...

Wednesday, 21st September 2011, 13:17

Forum: Game Design Discussion

Topic: Orcish Mines and Hopping

Replies: 42

Views: 4443

Re: Orcish Mines and Hopping

In my personal experience, Orc 1-3 are of highly variable difficulty, depending on what happens to spawn in them. The statement "Orc 1 is usually harder than Lair 1" would be completely false for me, because I rarely see anything harder than an orc warrior on Orc 1, and often there aren't ...

Wednesday, 21st September 2011, 03:33

Forum: Game Design Discussion

Topic: Improve the early game

Replies: 112

Views: 8036

Re: Improve the early game

I personally consider the practice of picking up rubbish clubs and stones to throw at everything to be an unfortunate artifact of the system, and not a desirable play style. I do not think it is newbie-friendly to call a background a 'fighter' and have it almost entirely incapable of fighting, such...

Tuesday, 2nd August 2011, 18:39

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4457

Re: Monks and balance

snow wrote:Anything with claws makes a solid monk. If you want to play a monk just chose a species with claws....

The background is fine as it is to be honest.


Even as a troll, transmuter is a no-brainer compared to monk, though.

Sunday, 31st July 2011, 21:42

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4457

Re: Monks and balance

@Danei so, you have any proposals at all? I tried -stave as weapon choice for them was my idea, with much effort from Danr to implement. But its reverted now anyway. The enchanted robe + gloves and the potions were all I could really come up with, but I like dpeg's idea more than either of those. A...

Sunday, 31st July 2011, 17:32

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4457

Re: Monks and balance

who said that all backgrounds should be equal? They should not. Monks in a late game is on par (if not better) than most melee builds. i agree that they do not present anything interesting in comparison with transmuters I don't believe they should all be equal, but I do think they should all be use...

Sunday, 31st July 2011, 02:40

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4457

Re: Monks and balance

I agree about fighters, but at least heavy armour and a shield to start with is something not attainable with any other background, so the differentiation is there, if not the balance. As for increasing starting skill levels, that sounds great to me. A higher net exp-worth of skills in exchange for ...

Sunday, 31st July 2011, 00:25

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4457

Monks and balance

I am of the opinion that monks are currently an underpowered background. Most species have little reason to pick the monk background instead of a transmuter. Even trolls and ghouls may as well be transmuters because the extra starting skills of the monk are negligible in value compared to a spellboo...

Thursday, 3rd February 2011, 15:35

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 1902

Re: Robes! Everywhere!

I believe there should be threats where accuracy is so important that you'll downgrade your weapon deliberately. The best early game example of that is imps. Unless you're hitting consistently or can one-shot them with your weapon, they regenerate faster than almost any early stage weapon can damag...

Saturday, 22nd January 2011, 05:36

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 8423

Re: Martial Manuvers, Stances and Special Attacks.

Just to brainstorm (this seems a little far-fetched and overly-complex for crawl at the moment), I always thought a branching system of binary attack choices, further influenced by context, would be cool. For ease of description, I'm going to assume the choices are A (directional arrow) or B (ctrl +...

Friday, 21st January 2011, 16:10

Forum: Game Design Discussion

Topic: EV Nerf: Not too bad!

Replies: 3

Views: 762

Re: EV Nerf: Not too bad!

Does this refer specifically to the change where armour enchantment is restricted to <= base AC, or was there a nerf to the EV mechanics themselves that I'm not aware of?

Friday, 21st January 2011, 16:02

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 8423

Re: Martial Manuvers, Stances and Special Attacks.

Non-activated abilities are painfully spoiler-reliant. An unspoiled player has no meaningful feedback as to what is necessary to cause a non-activated ability to trigger, and may not even recognize that anything special is even happening. Even if CHARGE pops up on the status line, it is entirely un...

Thursday, 20th January 2011, 21:02

Forum: Game Design Discussion

Topic: "Giant" animals

Replies: 33

Views: 3913

Re: "Giant" animals

Blink carp.

Carptaur.

Orange crystal carp.

27-headed oklob carp.

Thursday, 20th January 2011, 21:00

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 8423

Re: Martial Manuvers, Stances and Special Attacks.

How about instead of an 'a'ctivated ability, context-dependent abilities that trigger upon holding ctrl and attacking. This would limit you to one per "context", but that doesn't seem so bad to me. For example: You spent the last 3 turns moving toward an enemy, and now you're next to it. ...

Thursday, 20th January 2011, 20:57

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 10124

Re: FLat skill systems

I am curious about the rationale for it though. Is the idea for players to have a hard time branching out from their starting background and thus preserve differentiation? I like that increase in XP needed for level 1, for exactly that reason. I like to think that my choice of starting background a...

Thursday, 20th January 2011, 20:42

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 8423

Re: Martial Manuvers, Stances and Special Attacks.

How about instead of an 'a'ctivated ability, context-dependent abilities that trigger upon holding ctrl and attacking. This would limit you to one per "context", but that doesn't seem so bad to me. For example: You spent the last 3 turns moving toward an enemy, and now you're next to it. Y...
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