Search found 553 matches

Monday, 1st December 2014, 20:46

Forum: Crazy Yiuf's Corner

Topic: consumable drop rate too high

Replies: 35

Views: 2423

Re: consumable drop rate too high

running out of potions because you used them all is not "playing an honorary mummy". It's great if this situation happens in game, and this includes being completely destroyed by confusion if you can't cure it. Play around confusion, or conserve your resources. If there really are too many...

Tuesday, 21st October 2014, 12:25

Forum: Crazy Yiuf's Corner

Topic: Crawl need an infinite money cheat

Replies: 20

Views: 1412

Re: Crawl need an infinite money cheat

http://crawl.develz.org/morgues/0.9/xomscumming/morgue-xomscumming-20110905-165025.txt Dungeon Crawl Stone Soup version 0.9.0-19-g77be2dd character file. 27000000 xomscumming the Slayer (level 27, -3/219 (243) HPs) Began as a Mummy Chaos Knight on Aug 31, 2011. Was a Follower of Lugonu. Killed from ...

Sunday, 12th October 2014, 16:19

Forum: Game Design Discussion

Topic: Bloodbane

Replies: 4

Views: 829

Re: Bloodbane

make enemies killed by it die in jory-like blood explosions

Wednesday, 27th August 2014, 17:16

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 6136

Re: Species Proposal: Ugly Things (Ug)

I am not an active dev, so the following is just my opinion. Nothing authoritative. Healing on mutation is not going to work, since it means "find a shining eye and drag it around as a source of free healing". Healing plus the unique mutation mechanics also gets rid of a lot of the penalty...

Friday, 15th August 2014, 16:10

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 5701

Re: Proposal: Early Trample

nah, rename porcupines to hedgehogs and give them rolling instead. no need to change their colour, either.

Monday, 11th August 2014, 16:03

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 7759

Re: Should monsters have a fixed max hp or variable max hp?

All I will say about this is the current way monster HP is determined is a pain in the ass if you're trying to adjust enemy HP for balance purposes. When I used to do that, it was hard to fine tune things because of how complicated the system is. I think even the IRC bots have trouble, and work arou...

Friday, 18th July 2014, 11:13

Forum: Dungeon Crawling Advice

Topic: Ru Questions

Replies: 5

Views: 1411

Re: Ru Questions

At least for gifting gods, sacrifices have a purpose even if you're at 200 piety, since they'll still go towards gift timeout. And if you count zin bribes as sacrificing gold, you won't technically go past 200 piety, but you'll "bank" any excess and gain it fairly quickly when you drop bel...

Friday, 6th June 2014, 19:13

Forum: Crazy Yiuf's Corner

Topic: What does the orb actually do?

Replies: 34

Views: 2835

Re: What does the orb actually do?

It causes the bad stuff that happens during the orb run. This does not stop when your character leaves the dungeon. It continues forever, or until you die. You can't get rid of it either. That's all it does. It's not even good for bragging rights, because anyone you could brag to would get killed by...

Thursday, 29th May 2014, 11:59

Forum: Game Design Discussion

Topic: New acid brand similar to reworked corrosion effect

Replies: 12

Views: 1180

Re: New acid brand similar to reworked corrosion effect

I think for a melee weapon, a stacking AC penalty would be better than a debuff that straight up halves the target's AC. I think it's weird if a melee brand just does it's main effect towards the beginning of a fight (you might want to switch to a different weapon once it does it's thing). I think t...

Thursday, 15th May 2014, 17:21

Forum: Crazy Yiuf's Corner

Topic: Remove High Elves

Replies: 4

Views: 487

Re: Remove High Elves

I think this guy has a wrong impression of tolkein, his his elves are absolute shitheads for the most part. Not evil, but they're always acting like jerks. For most fantasy games it's a lot simpler, it's just "copy whatever dungeons and dragons did". Or in the case of this iOS game, "...

Thursday, 15th May 2014, 13:04

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 3581

Re: Level generators

This is a good idea for a thread. I think if lowering the weight of a layout is warranted, it could also be made so it can only generate once per game. This would be a good idea for things like the cross layout, which can produce fun gameplay but feels same-y if you get several of them. For cases li...

Saturday, 3rd May 2014, 18:17

Forum: Game Design Discussion

Topic: Proposal: Hand crossbows and the Thief background

Replies: 16

Views: 1297

Re: Proposal: Hand crossbows and the Thief background

I also have doubts about ranged stabbing. I think if something is done it should involve throwing skill, because blowguns are already a sort of "ranged stabber weapon". In fact blowguns could be good enough here; you already mentioned giving blowguns a bonus vs unaware targets. A damage bo...

Friday, 25th April 2014, 20:13

Forum: Game Design Discussion

Topic: Proposal: make Animate Skeleton depend on size

Replies: 22

Views: 921

Re: Proposal: make Animate Skeleton depend on size

I don't really like the idea of giving the spell a chance to fail. Tying stuff to HD, monster size, etc, it's all very obscure and hard to communicate. So I'd just keep it as it is and make it work on every skeleton like it does now. Instead, I would weaken how strong skeletons can be. Put a cap on ...

Saturday, 19th April 2014, 01:09

Forum: Game Design Discussion

Topic: Alternatives to energy randomization

Replies: 58

Views: 4301

Re: Alternatives to energy randomization

I never felt like energy randomization fixed anything that needed fixing. I am aware of pillar dancing, but I remain unconvinced that it ever was, or currently is a problem. There are theoretical arguments as to why it's a problem, but I haven't seen practical examples of this being a problem in gam...

Wednesday, 16th April 2014, 18:08

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 8217

Re: Mp regeneration needs a serious buff

Kiku also used to be a somewhat stronger choice for that (guaranteed sublimation, and infinite supply of corpses if you want to use them instead of your HP). There were a couple games where that was a big factor in me choosing him, since I've always found sublimation more convenient than channeling....

Wednesday, 16th April 2014, 16:18

Forum: Crazy Yiuf's Corner

Topic: History lesson

Replies: 29

Views: 1651

Re: History lesson

My theory is that in Rogue, the amulet of yendor is on the 26th dungeon level, so in Crawl the entrance to zot was traditionally on level 27. And after that, the number got used for skill caps and stuff, because why not. This might be coincidence though, since the amulet can be found on any level fr...

Wednesday, 16th April 2014, 15:18

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 8217

Re: Mp regeneration needs a serious buff

Shooting fireballs at porcupines is faulty play. If you don't want to rest because you shot fireballs at porcupines, the solution is pretty simple. Don't shoot fireballs at porcupines. Memorizing spells does not make melee combat or bows impossible to use. And yeah this is important too. Keep magic...

Wednesday, 16th April 2014, 15:17

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 8217

Re: Mp regeneration needs a serious buff

I used to play dedicated conjurers a lot, and (unless you want to waste a lot of turns), IMO a major part of the strategy for those is finding a good way to restore your MP. There are two excellent guaranteed sources (veh and sif), some fairly common and reliable ones (staff channeling, sublimation)...

Wednesday, 26th March 2014, 19:52

Forum: Dungeon Crawling Advice

Topic: Siren Lock?

Replies: 36

Views: 2307

Re: Siren Lock?

Solution: Add a "levitate other" spell and make the sewer siren cast it on "locked" players.

This is not a serious suggestion.

Thursday, 20th March 2014, 13:48

Forum: Game Design Discussion

Topic: Unique: Cerberus

Replies: 9

Views: 1093

Re: Unique: Cerberus

FWIW, we already have golden dragons which use randomly-alternating breath weapons, so that element of this unique wouldn't be particularly unique. It seems like the main thing this would add is another allusion to Greek mythology, which is fine, but not particularly exciting. I have no particular ...

Thursday, 20th February 2014, 10:18

Forum: Game Design Discussion

Topic: Simplify putting on things

Replies: 40

Views: 4319

Re: Simplify putting on things

MarvinPA wrote:I use equip_unequip and haven't ever had a problem with the idea of making it the default.

I think it would be a pretty good default. Generally anything option streamlines the interface like that should be default in my opinion.

Sunday, 16th February 2014, 19:08

Forum: Crazy Yiuf's Corner

Topic: I thought the wiki was good until...

Replies: 22

Views: 1517

Re: I thought the wiki was good until...

Deep Dwarf Fighter wrote:How the hell did this psuedo-philosophical nonsense get past the radar? There is so much wrong with this passage I blah blah blah blah sadfjsdhfakjsfhkashdfkasjfh asdkjf

the article is canon

Monday, 10th February 2014, 20:31

Forum: Game Design Discussion

Topic: Trunk: rate of change

Replies: 20

Views: 1778

Re: Trunk: rate of change

I agree, while I LOVE 0.14 and only play trunk, I gotta say, I have no idea what the hell is even in 0.13 any more. 0.14 really should be broken up. I'm not sure what "broken up" means exactly, but you might like to know that just because something is in trunk, it doesn't mean it's going ...

Monday, 10th February 2014, 01:06

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 8799

Re: Vaults:5, the rim, and subvaults

I haven't tested getting marked in v:5 now but I would believe that it's basically game over for many characters, yes. Maybe if scrolls of vulnerability were actually a thing that exists (by the way these are actually in theory a really cool item! Except they probably do too many different things, ...

Monday, 10th February 2014, 01:04

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 8799

Re: Vaults:5, the rim, and subvaults

I have not played the new layout, but it's a change I'm skeptical about. crate's post more or less reflects how I think about this change right now. To put it simply, I think without the outer corridors, the level will just be too hard now for most characters. I do not for a minute think v:5 was too...

Saturday, 8th February 2014, 19:54

Forum: Game Design Discussion

Topic: Wrath reform

Replies: 40

Views: 5277

Re: Wrath reform

For Chei wrath, I was thinking of also keeping the player slow. Too onerous? Personally, I don't think god wrath should be a "constant pentalty" like that. It's better to stick to the regular model of the god occasionally (and generally unpredictably) lashing out at you. The wrath should ...

Tuesday, 28th January 2014, 18:09

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 3358

Re: Suggestion: Review vault / branch generation weights

Something I should also add, a lot of the lower weight vaults aren't as good as the higher weight ones, or don't fit in as well. Of course, not all content can be 100% equal, but I think there's a lot of stuff that can be removed. There's been a reluctance in the past, but that was when there was le...

Tuesday, 28th January 2014, 17:58

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 3358

Re: Suggestion: Review vault / branch generation weights

I used to like how vaults had skewed weights, because in the past there wasn't nearly as much content. So, there was at least some justification for making certain layouts rarer, that way you could have a "standard" version of a branch end, and a "rare variant" for example. Now t...

Friday, 24th January 2014, 15:35

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 4373

Re: attack delay

Looks to me like the numbers are fine for 2 handers, but 1 handed weapons take a fairly big hit. The best 1handers (demon/holy) seem to need much more skill under the new formula to reach the same damage numbers. For me the main reason to use a demon whip/blade is the low skill investment needed, a ...

Thursday, 16th January 2014, 13:50

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 24192

Re: New God: Seth, the Shadow King

I'm posting this not as a criticism of the design of this god, but to outline what I think makes for good piety rules, and what makes for bad ones. The examples I use are mostly hypothetical, only slightly based on the current design of dith. I don't care much for piety rules involving killing thing...

Tuesday, 7th January 2014, 17:56

Forum: Game Design Discussion

Topic: Remove chaos weapon shafting.

Replies: 30

Views: 3275

Re: Remove chaos weapon shafting.

I don't like the bad effects that chaos weapons can do (my main problem is with how enemies can go berserk), so I've rarely used them as a main weapon. They're more fun to use against undead and nonliving because they can't go berserk or be polymorphed. It's ok against demons too, because for some r...

Wednesday, 25th December 2013, 22:32

Forum: Dungeon Crawling Advice

Topic: Playing extended for a more decisive win ?

Replies: 12

Views: 1045

Re: Playing extended for a more decisive win ?

Simple question: Is playing extended in order to be more powerful when going for the Orb a stupid idea ? In my opinion, yes. Zot:5 can be as hard, or harder than anything in the extended endgame, and it helps to be prepared. But risking your neck in pan or hell (or even worse, tomb) probably won't ...

Wednesday, 25th December 2013, 19:37

Forum: Dungeon Crawling Advice

Topic: Thunder dome!

Replies: 34

Views: 3897

Re: Thunder dome!

Your starting equipment is enough to kill the first bosses.. the wands are useful against powerful melee threats and it can be a good idea to recharge them if you run out. The hardest fights tend to be against ranged enemies. The L-hydra tends to just be a big bag of xp and is a lucky encounter. If ...

Saturday, 14th December 2013, 22:54

Forum: Game Design Discussion

Topic: Singing Sword and Mace of Brilliance.

Replies: 16

Views: 1536

Re: Singing Sword and Mace of Brilliance.

I think noisy weapons should make extra noise on hitting things instead of being a passive effect. Applies to the singing sword and other artifacts with that property. Although I'd also prefer if the screaming triggered during melee instead of just when carrying it, I don't like it when weapons have...

Saturday, 14th December 2013, 22:33

Forum: Game Design Discussion

Topic: Mummy Apt Rot

Replies: 12

Views: 1187

Re: Proposal: Mummy Apt Rot

Gaining levels should always be a bonus, not a penalty. They are goals for players to work towards, and rewards which keep them playing. The entire purpose of experience points is to represent progress. Your idea is fundamentally opposed to that notion.

Friday, 13th December 2013, 15:25

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 2491

Re: Monster digging breaks vaults

What if monsters with the dig spell just cast it when in view of the player? The point of the spell on deep trolls was to use it to open/widen paths to the player, not to carve up the level as soon as they wake up. This is more of an AI thing, the dig spell didn't always behave this way (although, i...

Thursday, 12th December 2013, 16:33

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 10453

Re: MR

Indeed, armour MR ego gives 30 MR (almost another pip in a five dots display) iirc, which would work well with XL bonuses to add up for another + when you put on a MR item that isn't a randart or MR ring. And randarts give 35+ at bare minimum, so putting on a MR item and not seeing any improvement ...

Tuesday, 10th December 2013, 17:16

Forum: Dungeon Crawling Advice

Topic: Early demons?

Replies: 11

Views: 921

Re: Early demons?

NAME: minmay_beelzebubs_servants DEPTH: D:6-12 MONS: hairy devil / nothing, giant blowfly / nothing MAP ........................ ..xxxx....xxxx....xxxx.. .xx1.xx..xx**xx..xx.1xx. .x21................12x. .x21................12x. .xx1.xx..xx**xx..xx.1xx. ..xxxx....xxxx....xxxx.. .......................

Sunday, 8th December 2013, 17:04

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 24192

Re: New God: Seth, the Shadow King

What are shadow tiles? Can you shadowport to any on the level, or just ones that are in LOS? Does shadowport also apply to your "shadow action" helper? Is the helper the same type of "shadow tile" as appears around statues etc? It sounds more like this one would behave as a sort ...

Friday, 6th December 2013, 16:06

Forum: Game Design Discussion

Topic: Remove bat, crimson imp, and jackal as possible summons

Replies: 16

Views: 2032

Re: Remove bat, crimson imp, and jackal as possible summons

It's bothered me for a while how the summon cap interacts with spells like this, which have a number of different monsters that can appear (some will always be better than others). Personally I think it's just bad design for a summon spell to randomly give you something much weaker or much more powe...

Wednesday, 20th November 2013, 14:35

Forum: Game Design Discussion

Topic: Summons abjured when summoner dies (split from poison effect)

Replies: 26

Views: 3108

Re: Summons abjured when summoner dies (split from poison ef

I like summons being abjured after the summoner dies. It's not a new idea but I'm glad someone had the guts to implement it, and it seems to work pretty well! I don't think summoners are too easy to fight. At least, lower level ones seem reasonable. Even at high levels, I think ancient liches are st...

Thursday, 7th November 2013, 23:13

Forum: Dungeon Crawling Advice

Topic: POLL: Is Gr broken?

Replies: 39

Views: 3805

Re: POLL: Is Gr broken?

My impression is that gargoyles are one of the stronger races, but not brokenly so. I do hear sometimes about people tabbing their way through vault:5 thanks to the huge AC, but I've done the same thing playing races that get an EV bonus. What bugs me about gargoyles is the whole theme is really con...

Friday, 20th September 2013, 10:51

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 4398

Re: Banish Demons from the Abyss

I would like to either remove demons from the abyss, or seriously down-weight them. The place feels overrun with 3's and 4's and I'd like to further distinguish it from other branches like Pan. There are some tentative plans to add other monsters to the abyss, like chimeras, so I don't think we'll ...

Monday, 16th September 2013, 14:17

Forum: Game Design Discussion

Topic: Did redacted really quit because someone was mean?

Replies: 38

Views: 5294

Re: Did DracoOmega really quit because someone was mean?

Well, closing things down isn't even on the table, so don't worry about that. I really doubt things will change from the status quo any time soon. The devteam does have a private mailing list, but it's only used for stuff that needs to stay private (eg discussions on handing out commit rights). Ever...

Wednesday, 4th September 2013, 10:16

Forum: Game Design Discussion

Topic: Progress pages like Doomrl

Replies: 12

Views: 1110

Re: Progress pages like Doomrl

I've always thought something like this would be nice for offline crawl. Improve the "high scores" option in the main menu to include more detail, track certain conducts (base it on tournament banners), and so on. I wouldn't add "challenge modes" to Crawl though.

Thursday, 29th August 2013, 11:01

Forum: Crazy Yiuf's Corner

Topic: 0.12 Arena: Battle of the Uniques

Replies: 22

Views: 1598

Re: 0.12 Arena: Battle of the Uniques

You should do another one where it's split up into weight classes (HD? spawn depth?), that way you won't deal with stuff like Nikola v Edmund. Also, uniques which spawn with bands should get some friends on their side, imo...

Sunday, 25th August 2013, 17:47

Forum: Coding

Topic: Enemies following you on stairs

Replies: 19

Views: 1658

Re: Enemies following you on stairs

Be very careful when using examples of unavoidable death in crawl. It exists, but it takes an extremely good player to identify when that is the case, and when it was possible to escape. Generally when people claim a death was unavoidable, the replay will reveal that some tactical error (or more lik...

Wednesday, 21st August 2013, 15:32

Forum: Game Design Discussion

Topic: Automatic Skill Point Distribution

Replies: 47

Views: 6081

Re: Automatic Skill Point Distribution

It could probably be a bit smarter with weapon skills [...]. It could also be more intelligent [...] What do you mean by that? There isn't any intelligence in the system. It increases the weight of training when you use a skill and that's it. I'm afraid trying to make the system smarter would make ...

Wednesday, 21st August 2013, 13:30

Forum: Game Design Discussion

Topic: Automatic Skill Point Distribution

Replies: 47

Views: 6081

Re: Automatic Skill Point Distribution

For what it's worth, I'm in the "automatic training works pretty well and it's probably worth some efforts to make it work better" camp. My guess is that the majority of players would do well to think more about combat tactics and less about skill choices. Yeah. I've played with it as an ...

Tuesday, 20th August 2013, 21:49

Forum: Game Design Discussion

Topic: Linesprint balance

Replies: 11

Views: 1074

Re: Linesprint balance

The way I see sprint, it's meant to be sillier than the regular game, and of course, faster paced. The explosive skill growth fits that quite nicely: instead of slowly building up a character, you just pick your skills and go crazy. The one map where this really fails is the arena of blood, because ...
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