Search found 109 matches

Wednesday, 24th April 2013, 04:45

Forum: YASD! YAVP! and characters in progress too

Topic: Amulet choice

Replies: 8

Views: 2158

Re: Amulet choice

That dagger is significantly better than an unbranded quickblade. I'd enchant the dagger.

Saturday, 31st March 2012, 01:40

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25819

Re: How to make zombies more interesting?

Generally in culture, zombies fall into two categories: slow shambling or fast moving super human zombies. Maybe crawl zombies should be reflavored as the latter and actually made faster than the original monster instead of slower. That alone would make them more interesting.

Tuesday, 8th November 2011, 23:47

Forum: Game Design Discussion

Topic: passing out from hunger

Replies: 10

Views: 2776

Re: passing out from hunger

Technically, this was before the patch which made curing do that, but that is a good change to be introduced. Passing out still seems like it's not very well balanced. With the current duration, you're pretty much either safe because there's nothing around or you're dead with no warning. If you want...

Tuesday, 8th November 2011, 23:40

Forum: Game Design Discussion

Topic: passing out from hunger

Replies: 10

Views: 2776

Re: passing out from hunger

Wow, hostile much? I don't say i was starving when i walked into the fight. You don't have the option to eat unless you are starving with nausea. Appearently you didn't read that i was dropped to starving during the fight, where i retreated to safety, followed by a single enemy which couldn't even h...

Tuesday, 8th November 2011, 02:13

Forum: Game Design Discussion

Topic: passing out from hunger

Replies: 10

Views: 2776

passing out from hunger

Passing out from hunger should probably not be an instant death sentence if it happens with a monster on screen. I just lost a character who had plenty of food on him but was pushed to starving by a combination of herbivore 1, fast hunger 1, and nausea to a basically completely harmless single stone...

Wednesday, 26th October 2011, 23:24

Forum: Game Design Discussion

Topic: Identifying Scrolls

Replies: 6

Views: 1590

Re: Identifying Scrolls

Or introduce more scrolls you wouldn't want to read-id. Torment, holy word as undead, noise* and immolation* are about the only examples i can think of that exist right now, although potentially wasting an enchant scroll is a modest penalty, too. Sometimes good-sometimes bad effects would seem to be...

Wednesday, 26th October 2011, 23:13

Forum: Game Design Discussion

Topic: Species idea: Stone Golems

Replies: 20

Views: 4764

Re: Species idea: Stone Golems

Galefury wrote:There are no longer gods with increasing piety over time.


Really? what does TSO/etc appreciate now? Exploration like Ash does?

Wednesday, 26th October 2011, 23:10

Forum: Game Design Discussion

Topic: Rings of fire and ice melee balance

Replies: 8

Views: 2138

Re: Rings of fire and ice melee balance

I thought they used to give 2 of the relevant resistance in exchange for -1 to the opposite school. At least then they wouldn't be strictly worse as you said. I also like the idea of them giving a modest amount of elemental damage bonus, a kind of weak elemental ring of slaying for non-casters.

Tuesday, 18th October 2011, 23:20

Forum: Dungeon Crawling Advice

Topic: unsolvable labyrinth?

Replies: 5

Views: 2212

Re: unsolvable labyrinth?

Earth elementalists can especially cheat at labyrinths for similar reasons. Not only can they dig the rock, but they can use LRD on stone or metal depending on power. Although its probably smart not to unless LRD is close to hungerless.

Monday, 17th October 2011, 23:21

Forum: Game Design Discussion

Topic: Reavers

Replies: 38

Views: 9438

Re: Reavers

I would actually be interested in playing this new reaver. Excellent idea.

Monday, 17th October 2011, 23:10

Forum: Game Design Discussion

Topic: Remove destruction of strategic items

Replies: 76

Views: 16144

Re: Remove destruction of strategic items

I think the real problem is item destruction from fire and ice is too common in general. It is easily possible for an attack which does a completely negligible amount of damage to destroy several items, and it really shouldn't be possible. Conversely, if you take 50+ points of fire damage, its perfe...

Saturday, 15th October 2011, 15:51

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

Even with the Hive cut, i think the food game can easily afford reduced chunk drops. Remember the formula is d(max_chunks) + 1, so the reduction to actual number of chunks dropped is not linear with reductions to max_chunks. Actually, the formula is 1 + random2(max_chunks) which is the same as 1d(m...

Friday, 14th October 2011, 04:35

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

I really like Grimm's proposal for making satiation at Full or better mean something. The obvious candidate would be additional regeneration (obvious because Trolls can stuff themselves and have good regeneration already). It would also make Gourmand more useful. There are counterpoints, so that is...

Tuesday, 11th October 2011, 22:39

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

I still think it should have been tweaked in place, instead of reverted, but what's done is done. I strongly support the new list of changes proposed by dpeg, but I don't plan on writing any patch based on the new list of proposals at this time. I'm not trying to be another complainer on the interne...

Thursday, 6th October 2011, 23:10

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

You know, I wouldn't have bothered answering this for something like the 5th time in 2 days if it has been anyone else but you asking. It's fixed . I probably should have realized this bug was completely obvious and had probably been mentioned before and checked the git log before asking. Works gre...

Thursday, 6th October 2011, 22:49

Forum: Technical Support

Topic: Race Selection Screen

Replies: 11

Views: 2259

Re: Race Selection Screen

I also think dpeg's proposal is pretty much the only sensible way to categorize the races. Honestly, even though it makes the most sense, its not even that useful of a categorization, so it might be worth leaving them alone rather than changing them just to have it categorized.

Thursday, 6th October 2011, 01:04

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

I actually have a complaint. It currently doesn't present you with chunks you are eligible to eat like it used to. (When hungry: Would you like to eat a chunk of rat? Y/N/*) That might be one of the bugs you already solved, but if you didn't, that should be a high priority :D Also, this worked when ...

Thursday, 6th October 2011, 00:52

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

At least in this thread, i don't see any complaints. There's a few suggestions, which is good, but generally they are pretty extreme suggestions. More modest change suggestions are probably more likely to get implemented.

Thursday, 6th October 2011, 00:08

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43849

Re: Food reform

I suggested this in ##crawl but i'll suggest it here too. There's some bug fixes in trunk which haven't reached CDO or CAO yet. People should really wait for those before judging the patch super harshly. There's probably still some room for additional interface improvements around the new changes an...

Saturday, 10th September 2011, 13:01

Forum: Game Design Discussion

Topic: </> button improvement

Replies: 8

Views: 2288

Re: </> button improvement

Also some stairways/portals are kind of unclear whether you have to go up or down through them. I think a lot of them accept both, but this would be super annoying if you guessed wrong and your guy ran off when all you did was press the wrong direction.

Saturday, 6th August 2011, 15:41

Forum: Game Design Discussion

Topic: Making Hunger more dangerous

Replies: 35

Views: 9268

Re: Making Hunger more dangerous

Don't forget that the proposal also says bad chunks give nutrition too. Now instead of getting absolutely nothing for poisoned/sickening/whatever chunks, your herbivorous berserker at least gets some food value out of it. In any case, it probably needs a few tweaks and some playtesting. I ran a few ...

Saturday, 18th June 2011, 13:37

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7552

Re: The Abyss

If it isn't, it really should be.

Wednesday, 1st June 2011, 23:43

Forum: Game Design Discussion

Topic: Bracers of something other than archery

Replies: 11

Views: 3336

Re: Bracers of something other than archery

Bracers of fumbling is from D&D actually, not nethack. Nethack had gauntlets and boots. I don't see whats wrong with having an ego be negative. It provides interesting choices if the enchantment level is high or you worship Ashenzari or if it is cursed and you dont have ?rc for some reason. I wo...

Wednesday, 1st June 2011, 03:17

Forum: Game Design Discussion

Topic: Bracers of something other than archery

Replies: 11

Views: 3336

Bracers of something other than archery

I find it annoying that the fact that all bracers are archery. It spoilery and boring at the same time. There should be plain bracers. Additionally, there should be at least one other possible ego for bracers. Some obvious candidates: Bracers of fumbling (dex -3) Bracers of giant strength (str +3) B...

Tuesday, 31st May 2011, 14:19

Forum: Game Design Discussion

Topic: FR: let ashenzari curse your hands

Replies: 14

Views: 3420

Re: FR: let ashenzari curse your hands

That sounds like a very reasonable implementation. We would also have to account for the situation where your gloves become cursed while you are wielding a weapon currently. I think it could be reasonable that you are forced to unwield the weapon, or you are unable to wield anything else. Or should ...

Wednesday, 25th May 2011, 16:45

Forum: Game Design Discussion

Topic: FR: let ashenzari curse your hands

Replies: 14

Views: 3420

FR: let ashenzari curse your hands

At the moment, going unarmed is a huge disadvantage with ash. There's no particular reason why unarmed combat should be opposed by ashenzari. I'd like to see the ability to curse your "unarmed combat weapon". The effective result would be that you would not be able to wield anything, which...

Wednesday, 25th May 2011, 15:50

Forum: Dungeon Crawling Advice

Topic: Rename "You tend to lose your temper in combat"

Replies: 30

Views: 7819

Re: Rename "You tend to lose your temper in combat"

I always thought the frequency of berserkeritis triggering is too high. Considering you stab things multiple times in combat, the chance of it triggering is practically every fight, even at the first level. I think it could be halved and still be the most serious mutation, while actually providing a...

Wednesday, 18th May 2011, 17:49

Forum: Crazy Yiuf's Corner

Topic: Good finds on D:1

Replies: 221

Views: 64562

Re: Good finds on D:1

a +2/+4 dagger of electrocution. And i was playing a kobold using short blades, too!

Friday, 13th May 2011, 15:00

Forum: Game Design Discussion

Topic: Improving the level-up stat picker prompt

Replies: 7

Views: 1421

Re: Improving the level-up stat picker prompt

I was unclear whether S is equivalent to long wait or 1 turn wait. But, yes, in that case, please pretend i asked why you don't use . or numpad 5 instead. I guess providing an option to remap (S)trength, (D)exterity and (I)ntelligence to other keys wouldn't hurt, but its probably a lot of effort for...

Friday, 13th May 2011, 14:40

Forum: Game Design Discussion

Topic: Improving the level-up stat picker prompt

Replies: 7

Views: 1421

Re: Improving the level-up stat picker prompt

Why don't you use horizontal number row 5 (not numpad 5 which delays 1 turn) for wait/search?

Sunday, 8th May 2011, 01:38

Forum: Game Design Discussion

Topic: We should 'rescale' Traps and doors

Replies: 8

Views: 2022

Re: We should 'rescale' Traps and doors

Well you don't have to use 1/3 for a factor here. The idea is to have the highest reasonable level to train T&D to be 27, while not significantly affecting the cost to reach that level from the current situation.

Saturday, 7th May 2011, 15:50

Forum: Game Design Discussion

Topic: Fulsome Distillation and Evaporate

Replies: 53

Views: 13863

Re: Potions of decay and vampire mosquitoes

The overpowered part of that duo of spells is evaporate though, not fulsome. Besides seriously altering the way transmuters would play, removing fulsome would remove one of the more unique and interesting spells in the game. It's much better to target evaporate for nerfs since, frankly, it could use...

Saturday, 7th May 2011, 15:44

Forum: Game Design Discussion

Topic: We should 'rescale' Traps and doors

Replies: 8

Views: 2022

We should 'rescale' Traps and doors

My proposal is to make T&D train with 1/3 of the current amount of experience needed, but also be 1/3 as effective. This way, you would need to get fairly high skill levels to reach the equivalent to the current level 9 or so which noone goes above anyway. Basically, noone goes above 9 or so T&a...

Monday, 2nd May 2011, 16:55

Forum: Contributions

Topic: How to check if black really is #000000?

Replies: 5

Views: 2509

Re: How to check if black really is #000000?

GIMP is actually a pretty good image editor for windows (and presumably the other platforms it supports as well).

And free!

Tuesday, 22nd March 2011, 17:36

Forum: Game Design Discussion

Topic: Character overview and Resists

Replies: 17

Views: 4038

Re: Character overview and Resists

What's the objection to allowing it to stack like any other resist, exactly? I don't really see the problem with stacking. If you're really concerned, why not make it a full 3 ticks. Pretty much noone is going to go to the trouble to find and wear 3 pieces of rP just to get immunity and if they do t...

Tuesday, 22nd March 2011, 17:30

Forum: Game Design Discussion

Topic: Hydra head cap

Replies: 15

Views: 3965

Re: Hydra head cap

That would also be problematic for anyone who kills the hydra by cutting off all its heads with a flaming blade.

Monday, 21st March 2011, 15:16

Forum: Game Design Discussion

Topic: Character overview and Resists

Replies: 17

Views: 4038

Re: Character overview and Resists

You are missing the point. I'm suggesting to just change the interface, not how the resistance work. *=66% (provided by the rMut mutation), **=90% provided by the amulet, ***= immunity (provided by mutation at level 3). Zin would move from * to *** depending on piety. And sources aren't stackable. ...

Friday, 18th March 2011, 21:54

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 9966

Re: Thoughts on Armour

It's an animal hide, which probably has fur on it. This fur is going to make up a pretty significant part of the weight of the hide. Leather armour is pretty much a processed animal hide, no? If this is a reasonably big hide (yak, bear, whatever), you could probably use only one to make a leather ar...

Friday, 18th March 2011, 19:15

Forum: Crazy Yiuf's Corner

Topic: Your favorite dialog or game message?

Replies: 119

Views: 38313

Re: Your favorite dialog or game message?

how could i forget that one. /hangs head in shame.

Friday, 18th March 2011, 19:02

Forum: Crazy Yiuf's Corner

Topic: Your favorite dialog or game message?

Replies: 119

Views: 38313

Re: Your favorite dialog or game message?

The dead are flying!
The dead are swimming!

Friday, 18th March 2011, 18:59

Forum: Game Design Discussion

Topic: Hydra head cap

Replies: 15

Views: 3965

Re: Hydra head cap

At that point you might as well make it 27. It's not like the hydra is actually going to reach the cap unless you are trying for it to do so anyway, whether it is 20, 21, or 27.

The Lernaean Hydra is still special for starting with 27 heads.

Friday, 18th March 2011, 18:45

Forum: Game Design Discussion

Topic: High powered apportation => disarm

Replies: 7

Views: 2258

Re: High powered apportation => disarm

Pretty much the same. I mainly use polymorph other to eliminate monsters with particular characteristics i can't or don't want to deal with, such as jellies. Using it as a method of disarming is neither intuitive, nor (after seeing it suggested) something i would be willing to try very often since t...

Friday, 18th March 2011, 18:41

Forum: Game Design Discussion

Topic: Food Costs for God Abilities

Replies: 15

Views: 3231

Re: Food Costs for God Abilities

And don't forget that when a spell says that its hunger level is choko, it actually means that 5 castings of it cost a choko. It's not told in-game, but it's in the manual. I'm pretty sure a lot of people aren't aware of it, so better not spread the misleading scale too much. I honestly did not kno...

Friday, 18th March 2011, 18:32

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25390

Re: Spellcaster backgrounds

no reason why they couldn't be orc zealots, i guess.

Friday, 18th March 2011, 18:26

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 9966

Re: Thoughts on Armour

The opposition is because some people think it's more interesting for these species to have a hard time training Armour skill early. Not that -1 EVP is great for training... Well, EVP is needed to have any armour training, but training speed doesn't depend on EVP. It depends on mass. And with 10 au...

Thursday, 17th March 2011, 16:42

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 9966

Re: Thoughts on Armour

Wait, so people are really opposed to adding a -1 EVP with no compensation to hides just to make them actually useful for something?

Thursday, 17th March 2011, 16:37

Forum: Game Design Discussion

Topic: High powered apportation => disarm

Replies: 7

Views: 2258

Re: High powered apportation => disarm

Alright, make it a new spell then. Level 3 or 4. Only succeeds if your spell power beats a moderately difficulty check.

Thursday, 17th March 2011, 16:31

Forum: Game Design Discussion

Topic: High powered apportation => disarm

Replies: 7

Views: 2258

High powered apportation => disarm

I think it would be interesting to allow a fairly high powered apportation to take the weapon right out of an enemy's hand. It makes sense thematically and shouldn't be a problem with the interface since you can just target the spell at an enemy instead of an item.

Thursday, 17th March 2011, 16:10

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25390

Re: Spellcaster backgrounds

FWIW i think the change was a good one.

Monday, 14th March 2011, 19:31

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 9966

Re: Thoughts on Armour

Less drastic suggestion: add a new monster which spawns early and drops a weak hide. Even less drastic suggestion: make an already existing early monster drop weak hides. Both of these are mainly for the benifit of your troll not being forced to train dodge since they literally cannot wear any armor...
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