Search found 3598 matches

Tuesday, 15th February 2011, 19:07

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76271

Re: What in Crawl isn't fun?

The latest batch of messages about stashing show you spoiled all of you have become :) I vividly recall luring all of Ludios's loot to the only altar in Minetown. Enough of sad old stories... There's a reason why I don't like these proposals particularly: stashing is not necessary and, from what I'v...

Tuesday, 15th February 2011, 19:03

Forum: Game Design Discussion

Topic: Doubleskill weapons

Replies: 10

Views: 2470

Re: Doubleskill weapons

Strongpoint: Your proposal is a buff to all weapon types, so it needs thought how to counterbalance it. (This may sound lazy, but you couldn't guess how many suggestions we get that end with "a little tweaking and adjusting and it'll be fine".) The other suggestion, namely that top tier we...

Tuesday, 15th February 2011, 14:03

Forum: Game Design Discussion

Topic: Balancing the factors in melee damage

Replies: 24

Views: 8637

Re: Balancing the factors in melee damage

I'm suggesting that, like dex affecting EV directly (based on dodging), str should affect AC directly - perhaps based on fighting or something. Strength and fighting would need to be recalculated to prevent it from being overpowered, of course. I am against this. It is good if stats work in differe...

Tuesday, 15th February 2011, 12:26

Forum: Game Design Discussion

Topic: Don't spawn insta-kill monsters by stairs

Replies: 42

Views: 9965

Re: Don't spawn insta-kill monsters by stairs

I am very skeptical about changes like this.
Also, be aware that this makes stair-dancing more attractive.

Sunday, 13th February 2011, 10:58

Forum: Game Design Discussion

Topic: Better monster descriptions

Replies: 8

Views: 2581

Re: Better monster descriptions

When non-coding players ask how they can help, there are the following standard answers: (1) vaults, (2) tiles, (3) speech, (4) descriptions. Unfortunately, we get very little input on (3) and (4) (though what we get on tiles and vaults is awesome, both in content and amount). The devteam has been d...

Saturday, 12th February 2011, 00:00

Forum: Dungeon Crawling Advice

Topic: Comparison of weapon schools

Replies: 10

Views: 8043

Re: Comparison of weapon schools

danr: That is actually an old idea... should really make it into the game.

Friday, 11th February 2011, 22:12

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 18929

Re: Things that should be more transparent

Comparing armours is fine. There used to be an accuracy feedback at @ ("You have some problems hitting very nimble enemies." or similar), and it will be back once the feedback is meaningful (it was too coarse last time). Full disclosure on enemies is not fine. We thought very long about wh...

Friday, 11th February 2011, 22:05

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11557

Re: Ogre Healthcare Department

There is (and probably always was) a demand for challenge species. When Og and OM were merged (that was a proposal of mine), the idea was to create a challenging species with a unique twist. That twist is the great Spc aptitude counteracted by the abysmal magical aptitudes. I fully accept that this ...

Thursday, 10th February 2011, 16:31

Forum: Game Design Discussion

Topic: Doubleskill weapons

Replies: 10

Views: 2470

Re: Doubleskill weapons

minmay: I was thinking of the latter. Dual skills not as a boost to executioner's axe (etc.) but as a nerf.

Thursday, 10th February 2011, 16:29

Forum: Game Design Discussion

Topic: Doubleskill weapons

Replies: 10

Views: 2470

Re: Doubleskill weapons

I never heard of this idea, and I find it vaguely interesting. Not sure it will work, but it's worth thinking about. Apart from that, melee combat is about running into adjacent letters, sorry. Yes, tactics should play a role, and they generally do. We invent monsters like slime creatures to make ta...

Thursday, 10th February 2011, 14:37

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

The ziggurats were invented to provide such a challenge. Why not make them harder? Likewise with Pan.

Thursday, 10th February 2011, 13:47

Forum: Dungeon Crawling Advice

Topic: Zot:5, a DEWz, and Berserkitis

Replies: 4

Views: 1551

Re: Zot:5, a DEWz, and Berserkitis

Berserkitis can only trigger on melee hits. For a pure caster, it is not much of a problem. Be sure not to accidentally bump into things.
Kill 'em all!

Thursday, 10th February 2011, 10:32

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76271

Re: What in Crawl isn't fun?

I agree that cFly is one of the weaker amulets. Also, it has purely tactical value, which seems to go in the opposite direction to what we're doing with amulets (Faith, Guardian Spirit, Gourmand). Regarding the Box: wait for the mythical miscitems overhaul! Here's the plan: https://crawl.develz.org/...

Thursday, 10th February 2011, 10:28

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7811

Re: Robes! Everywhere!

If we keep in mind that we want to make it easier to find that robe of resistance in the huge pile of robes, it would be possible to have robes always come with an ego, whereas "cloth" (say) never has. Such an item already exists. It's called "animal skin". :D I am not too happy...

Wednesday, 9th February 2011, 21:20

Forum: Game Design Discussion

Topic: Modest proposal for gladiators

Replies: 5

Views: 1819

Re: Modest proposal for gladiators

The shield has been replaced with a buckler yesterday already. You're too late!
Tridents are available for all Gladiators for quite some time. You're way too late!!
I think the leather armour is actually a better fit than robes. :)

Wednesday, 9th February 2011, 19:06

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

Exactly. This is why the endgame has to rely on crutches like torment and hellfire. As I see it, the current situation indicates to decrease rather than increase the game's size.

Wednesday, 9th February 2011, 18:43

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

From the philosophy section of the manual: "By the way, we strongly believe that games are pointless if you can reach the invincible state."

Wednesday, 9th February 2011, 16:25

Forum: Game Design Discussion

Topic: Reagents

Replies: 9

Views: 2015

Re: Reagents

I don't think it's fair to expect all-runing to be as easy (or hard) with fighters as with casters. First, a full game will produce so much experience that should go somewhere, and pure fighters just don't need it. And then, the extended endgame has a lot more places where flexibility is desired... ...

Wednesday, 9th February 2011, 15:30

Forum: Game Design Discussion

Topic: Reagents

Replies: 9

Views: 2015

Re: Reagents

Spellcasters have usually less Health and the additional burden of Magic as a very limited resource. They have to get up a lot more skills than a fighter. Spells with reagents are very cool, and perhaps there could be more of them. However, those spells are inevitably heavier on the interface. See h...

Wednesday, 9th February 2011, 11:25

Forum: Dungeon Crawling Advice

Topic: Item name colours

Replies: 8

Views: 2738

Re: Item name colours

I once made a proposal (sorry no time to dig it up from the wiki right now, but I can if you're interested) to use colours in the Weapon/Quiver slot better: for ego rather than weapon type.

Wednesday, 9th February 2011, 10:57

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7811

Re: Robes! Everywhere!

If we keep in mind that we want to make it easier to find that robe of resistance in the huge pile of robes, it would be possible to have robes always come with an ego, whereas "cloth" (say) never has. Of course, that's nothing we couldn't achieve with adjectives as well...

Monday, 7th February 2011, 23:38

Forum: Game Design Discussion

Topic: Memorizing from spellbooks on the floor

Replies: 17

Views: 4609

Re: Memorizing from spellbooks on the floor

Do we want to keep the idea that picking up books is necessary to identify them?

I definitely don't want identification from afar. Of course, memorising over the book would not do that.

Monday, 7th February 2011, 20:00

Forum: Contributions

Topic: Grammar suggestion

Replies: 19

Views: 5925

Re: Grammar suggestion

I am fine with removing obfusciation. Also with "cursed items glowing" -- but why do the items "fade"? As I see it (non-native speaker), the curse is fading, not the item!?

Monday, 7th February 2011, 19:42

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

You probably know my aversion to numbers by now. So I second galehar that trying to set up a graphical display is worth the trouble.

If we think the scale is too long, we could indicate the upper bound of the current wield screen: damage [up to 80].

Monday, 7th February 2011, 17:46

Forum: Dungeon Crawling Advice

Topic: 8 potions of gain intelligence

Replies: 18

Views: 4349

Re: 8 potions of gain intelligence

This must be 0.7. I am pretty sure I removed that for trunk. Please shout if this *is* trunk :) There is a reason not to quaff them: if you have negative mutations. Also, back when stats mattered less, potions of gain foo were classified as useless or even traps by good players: quaffing them makes ...

Monday, 7th February 2011, 12:14

Forum: Contributions

Topic: Grammar suggestion

Replies: 19

Views: 5925

Re: Grammar suggestion

I like this. If someone with native tongue and sufficient authority tells me this is good, I'd use it.

Monday, 7th February 2011, 12:06

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 18661

Re: Trouble understanding vaults? Read this!

I just had a quick look at the documents in docs/develop/levels. If you're new, I'd expect you to check out introduction.txt first. There, you should learn something about maps in general, and it also tells you to look up details in syntax.txt (at the end of section B). I am very happy about minmay'...

Saturday, 5th February 2011, 15:39

Forum: Game Design Discussion

Topic: Racial gods for Crawl species (Beogh-like)

Replies: 10

Views: 3073

Re: Racial gods for Crawl species (Beogh-like)

Sorry for spraying water, but this will most likely not happen. When we decided to actually carry out the orc god idea, there were major reasons behind this: an orc god helps to distinguish the orc branch from other branches, as well as the orc player species from somewhat similar species, and provi...

Saturday, 5th February 2011, 14:31

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

danr wrote:However, to start, I say KISS (Keep It Simple) - just show the total effect. If in future there's a desire to break things down more we can do that then.

Yes, of course. Keep it up!

Saturday, 5th February 2011, 01:08

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

I needed some time to understand the -6 attack delay for the weapon of speed. Not sure something special is needed there... the speed brand isn't the best of them anyway. Can you clarify what you mean by this? Are you suggesting just not showing the modifier? I was talking to myself whether the -6 ...

Friday, 4th February 2011, 23:56

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

A few comments: I moved delay to the first column to make it easier to fit in the additional brand descriptor next to the damage amount, as I think that's the best place to indicate that as brand effect is closely tied to damage for many brands. The column for "enchantments" is where the ...

Friday, 4th February 2011, 23:17

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

While you guys are at it - would it be very difficult to also show attack speed for ranged weapons (crossbows/bows/slings)? Currently the @ screen seems to always show "average attack speed", even though I have a shield that, according to the game, significantly slows the rate of fire. Th...

Friday, 4th February 2011, 22:10

Forum: Game Design Discussion

Topic: Summoning proposal

Replies: 9

Views: 2358

Re: Summoning proposal

Permanent rewards/penalties for in-game actions would be a complete departure from the rest of the game. With permanent rewards, I am highly afraid of abuse. So people hate the xp/2 mechanic, but it wasn't discussed here, so I'll quickly mention why it is good design (it is ancient, by the way): Fir...

Friday, 4th February 2011, 21:47

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

Yes, 80 columns. And I was thinking of column headings, just as the spells and skills screen use.

Friday, 4th February 2011, 21:16

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

The two lines for the weapon inspection screen are awesome. They should come immediately after the line with the base stats, though. For the wield screen, it's very desirable to get the information for each weapon on a single line. I have a feeling that is possible. If need be, we could use two scre...

Friday, 4th February 2011, 14:18

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76271

Re: What in Crawl isn't fun?

In general, Crawl is really fun. This is a short list. But! I hate: ⋅  Getting unexpectedly one-shot confused/paralyzed and killed after the very early game. Getting resistance to these (especially paralysis) is hit-or-miss, and one lucky hit from a monster with a wand can take you out, w...

Friday, 4th February 2011, 11:32

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

[snip ideas] I hope people are receptive to this, I have had my head buried in this and think I have a good grasp on it. Seeing how complex these factors are, I don't blame anyone for not making them clear to the player before this, but I've done the work, I see it as doable, and would like to make...

Friday, 4th February 2011, 01:24

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15634

Re: Patch project: make weapon screen info like spell screen

You might want to use a logarithmic scale, like the one used for spell power. It might seem counter-intuitive, but it's a great way to always show relevant information, which is what the "not showing number" policy is about. Going to have to disagree here, as the spell power scale confuse...

Thursday, 3rd February 2011, 13:33

Forum: Dungeon Crawling Advice

Topic: Oh Crawl, really?

Replies: 10

Views: 3036

Re: Oh Crawl, really?

Bug has been fixed by galehar: monsters respect no_rtele_into now.

Thursday, 3rd February 2011, 11:05

Forum: Game Design Discussion

Topic: Robes! Everywhere!

Replies: 43

Views: 7811

Re: Robes! Everywhere!

In your example with axes - if you have small skill with Axes - you'll be missing a lot of targets with War axe, so you have to use hand axe for awhile just to increase your proficiency. Nope. It's better to use the war axe. You'll hit less often but you'll do more damage overall. It's the same wit...

Wednesday, 2nd February 2011, 17:09

Forum: Coding

Topic: What does the "transparent" tag do?

Replies: 2

Views: 2302

Re: What does the "transparent" tag do?

Zaba: Would you add your great description to the des files syntax help? The question will come up again... Thanks!

Wednesday, 2nd February 2011, 14:04

Forum: Game Design Discussion

Topic: Drowning

Replies: 18

Views: 4017

Re: Drowning

I like the idea of taking damage from being next to or over lava. rF would help, we assume. AI pathfinding might not be so bad: they're better in Slime now, already.

Wednesday, 2nd February 2011, 07:50

Forum: Game Design Discussion

Topic: List of unknown items

Replies: 2

Views: 1288

Re: List of unknown items

galehar wrote:The feature is in 0.8. In the \ screen, you can toggle between known and unknown items with "-".

That's awesome.

There are some additional ideas for the \ screen:
(1) Item keys (!, ? etc.) should jump to the relevant section.
(2) Autopickup state could be toggled there.

Wednesday, 2nd February 2011, 07:45

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

The battle cry is a nice idea. For resistances, I think Beogh should just bless followers with random resistances. 1 for warriors, 2 for knights and 3 for warlords. The orc should get the blessing, not his gear. Also, adding a L4 Hexes spell "Haste other" would be awesome for Beoghites. S...

Tuesday, 1st February 2011, 01:49

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

Replace water walking with an invocation that turns nearby water to wine. Monsters swimming in wine become confused. Fire conjurations that pass over wine create permanent flame clouds. edit: also make the player come back from the dead All of these are somehow things attributed to Jesus. And now t...

Tuesday, 1st February 2011, 01:24

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

For what it's worth, I have designed Beogh. Obviously pretty successfully, since your work comes up as one of the defining features of Crawl in every forum thread I've ever seen where somebody tries to introduce Crawl to players who haven't tried it yet. I'm not convinced Beogh is worth the risk of...

Monday, 31st January 2011, 17:40

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

Haha sorry Omndra, this is why players and developers don't mix. Gods were never meant to be of universal strength. And I am not the fairy godmother.

Monday, 31st January 2011, 16:59

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76271

Re: What in Crawl isn't fun?

It's easier for non-consumables. There we can track if one item (amulets, certain rings) or two items (other rings) are carried and/or stashed. In those case, we don't pick up additional ones (and this should already be the case). For consumables, we can track the player's behaviour. Dropping an ite...

Monday, 31st January 2011, 16:11

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76271

Re: What in Crawl isn't fun?

No, not really: you want to pick up all wands for quite some time. I don't think we can sensibly decide on behalf of the player.... Being able to disable pickup in the \ screen will do fine, especially with the ' and . mode.
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