Search found 3598 matches

Thursday, 15th June 2017, 09:16

Forum: Crazy Yiuf's Corner

Topic: Gozbrag thread

Replies: 16

Views: 4954

Re: Gozbrag thread

I think it's clear that the bribes can be improved (I mean balance, of course, so "improving bribe on branch X" could mean a nerf). I'm interested in feedback for the various bribe targets.

Friday, 2nd June 2017, 12:23

Forum: Game Design Discussion

Topic: Idea: Distinguish stairs

Replies: 27

Views: 10968

Re: Idea: Distinguish stairs

Indeed, a good idea. Console colours are entirely trivial but there should be enough of them.

Thursday, 1st June 2017, 18:16

Forum: Game Design Discussion

Topic: Stop Conjure Flame autotargeting monsters

Replies: 8

Views: 3382

Re: Stop Conjure Flame autotargeting monsters

Perhaps this is one of the places where the game could learn the player's intentions from observing how manual targeting is conducted.

But like I said: if you have specific ideas, please tell us. "Targeting is inconventient, improve it already!" will not do, because we don't know how.

Thursday, 1st June 2017, 17:02

Forum: Game Design Discussion

Topic: Stop Conjure Flame autotargeting monsters

Replies: 8

Views: 3382

Re: Stop Conjure Flame autotargeting monsters

This has been discussed before, and it turned out that it's pretty hard to find a better targeting system for Conjure Flame. While you are correct that Conjure Flame targets are empty squares, the current behaviour has one, huge advantage: it is predictable. If you can come up with a system/procedur...

Thursday, 25th May 2017, 18:16

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 40927

Re: Remove Beogh

Chicken: I agree that flavour is really important (that's the nutshell of my point about Beogh's storytelling potential above). So in this sense I absolutely disagree with watertreatmentRL -- flavour has a definite place, and it's okay to make certain sacrifices for it (which, in Crawl, tend to be s...

Wednesday, 24th May 2017, 20:45

Forum: Contributions

Topic: New scoreboard

Replies: 42

Views: 28379

Re: New scoreboard

tasonir: For god names, you could use initials only, and give full names as mouse-over. E.g. "XO1" on the page, and mousing over this gives "Xom, Okawaru, The Shining One".

Tuesday, 23rd May 2017, 22:29

Forum: Dungeon Crawling Advice

Topic: Mibe's guide on scoring lots of points in DCSS tournaments!

Replies: 34

Views: 16215

Re: Mibe's guide on scoring lots of points in DCSS tournamen

tasonir: as I understand, it's the number of points on the species stock exchange at the time you started your game. So even if a billion more Minotaurs have been won after you started your (winning) MiBe, it shouldn't affect your bonus. In particular, it's neither 2) nor 3).

Tuesday, 23rd May 2017, 09:36

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 40927

Re: Remove Beogh

From what I can see, Beogh has two major problems. 1. The HO-only conduct is downright awful, has no place in Crawl, and only survives because of design inertia. How can you say it has no place in Crawl? It *is* in Crawl. Obviously, the conduct is powered by flavour -- which is the same thing as de...

Friday, 12th May 2017, 00:40

Forum: YASD! YAVP! and characters in progress too

Topic: *cip* Feinting, forced to abandom Gozag

Replies: 4

Views: 2185

Re: *cip* Feinting, forced to abandom Gozag

Condolences, but you realise that you're dying from *greed*? :)

Tuesday, 9th May 2017, 23:18

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8865

Re: Console altar colours

damerell: I've forwarded your suggestion on the c-r-d mailing list. There was a very good reply: it might be better to revert the change (going back to darkgrey) *and* having the two-colour text you suggested, with a hint about what to do if darkgrey is invisible.

Tuesday, 9th May 2017, 23:12

Forum: Game Design Discussion

Topic: Let spells use the ranged weapon/quiver interface

Replies: 16

Views: 5269

Re: Let spells use the ranged weapon/quiver interface

As has been said, the basic problems are (1) more spells in use than projectile types and (2) more differentiated spell use (one, but not the only, reason is range). One feature that I could see works like this: ⋅ An option to disable number keys for movement. (Ideally, we could distinguis...

Tuesday, 9th May 2017, 12:24

Forum: Game Design Discussion

Topic: Monster density

Replies: 4

Views: 2240

Re: Monster density

The idea sounds quite alright to me. I would have said that there have been some steps in that direction: caustic shrikes, juggernauts. There's something of a power creep problem to this: instead of making monsters harder, we could weaken the player characters (although that tends to get less liked)...

Monday, 8th May 2017, 23:29

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8865

Re: Console altar colours

advil: There has always been talk about an internal options editor ("like Nethack has"). That never happened, but the autopickup menu appeared at some point (the \ command), and that was perhaps the most relevant of the bunch. I think the lesson to learn from this: instead of trying to go ...

Monday, 8th May 2017, 22:41

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8865

Re: Console altar colours

TeshiAlair: You can swap blue and darkgrey! I understand the colour swap (the old defaults made the game unplayable for some, the new ones look ugly for everyone but always work) but we should really tell players how to go back. Set bold_brightens_foreground = true Could the tutorial mention this? ...

Friday, 5th May 2017, 23:52

Forum: Game Design Discussion

Topic: xl apt is bad

Replies: 3

Views: 2302

Re: xl apt is bad

I've sent an email about this proposal to the c-r-d mailing list. No idea what'll come of it, but I think the suggestion is solid.

Friday, 5th May 2017, 20:46

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 17988

Re: Remove item identification

What gives you the right to state what's the One True Path to roguelike enlightenment? If you're unhappy with some feature, then removal is always an option. This is not revolutionary for Crawl, we've been doing that since ever. Yes, the curse system is clumsy. You can remove it, but you could also ...

Friday, 5th May 2017, 20:19

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 17988

Re: Remove item identification

I've said it so often, so I'll be brief. 1. Item identification *increases* choices: if everything is pre-identified from the start, then you'll follow the exactly same decision process from the start. Whereas with unknown items you have to figure out how to obtain the information. 2. This at a stag...

Friday, 5th May 2017, 20:14

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8865

Re: Console altar colours

TeshiAlair: You can swap blue and darkgrey! I understand the colour swap (the old defaults made the game unplayable for some, the new ones look ugly for everyone but always work) but we should really tell players how to go back. Set

bold_brightens_foreground = true

Friday, 5th May 2017, 16:04

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8865

Re: Console altar colours

The problem mentioned in the OP is miniscule, and I have a hunch the OP knows it. Just for the sake of the discussion: because someone insisted that different gods have different initials, a completely different way to draw altars would be to use that initial with a unique branding. Chicken: this is...

Friday, 5th May 2017, 11:37

Forum: Game Design Discussion

Topic: Wanted: Scroll of Genocide

Replies: 27

Views: 9375

Re: Wanted: Scroll of Genocide

Would a scroll of instant KO be a bad item if reading it meant that your character received no experience for the next dungeon floor generated? Certainly. It's a life saver, so you should use it no matter what. Note that the currently existing life saving powers (Lugonu's banishment, Lugonu's self-...

Friday, 5th May 2017, 01:11

Forum: Game Design Discussion

Topic: Wanted: Scroll of Genocide

Replies: 27

Views: 9375

Re: Wanted: Scroll of Genocide

watertreatmentRL: Yes, that would already be a bad item.

Let's look for stuff that is somewhat similar to this idea: phantom mirror? (single use, single monster, requires Evoc skill, enemy's still there)
Anything else?

Friday, 5th May 2017, 00:08

Forum: Game Design Discussion

Topic: Wanted: Scroll of Genocide

Replies: 27

Views: 9375

Re: Wanted: Scroll of Genocide

The scroll of genocide is a very bad idea, in my opinion. Monsters are there to pose a threat. With the scroll, your only decision is to pick the most dangerous (sometimes: most inconvenient) enemy. And ta-daa, it's gone. This is not how it should work!

Thursday, 4th May 2017, 21:21

Forum: Crazy Yiuf's Corner

Topic: Crawl's Manifiesto

Replies: 18

Views: 7274

Re: Crawl's Manifiesto

There are two things that make crawl crawl: 1) Combat with high per-turn variability, low average consequence per turn. This is what makes the amount of combat movement and tactics possible. 2) High evolution of characters post-character generation. Characters don't start on a set track and have so...

Thursday, 27th April 2017, 10:26

Forum: Crazy Yiuf's Corner

Topic: New Ash 5*: Aptitude Boost to Low-Level Skills Only

Replies: 3

Views: 1729

Re: New Ash 5*: Aptitude Boost to Low-Level Skills Only

It's intended that Transfer Knowledge to be only situationally useful. The goal is to provide strategic flexibility.

Saturday, 15th April 2017, 23:55

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11253

Re: Dynamic Monsters branch / bezotting update

Lasty: Another minor bug: uniques and ghosts are kept on the Ctrl-O screen if you kill them but they changed bezotment status. crawl-dev discussion showed that if anything like this (monsters being able to pick up additional powers during play) is going to work, it needs a proper interface. Currentl...

Saturday, 15th April 2017, 00:44

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11253

Re: Dynamic Monsters branch / bezotting update

I don't see stairdancing as a problem, but if it is to be a tactical or strategic choice, why not simply increase the time to move up a staircase? The goal is to come up with better player deaths. If you press a key (< or >) and die because someone else wailed on you for several actions, that's not...

Friday, 14th April 2017, 15:48

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 42823

Re: Real-world references

This just came to my mind: Have you guys ever considered a god based on a philosophy instead of a religion? One interesting philosophy school is stoicism; we can have a stoic god who demands its followers to "control their emotions" and in exchange they get strong defensive abilities like...

Thursday, 13th April 2017, 14:59

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 42823

Re: Real-world references

bel: Many thanks for the elaboration, I was happy to read it. Let me talk a bit about god flavour. I've had my hand in a few of the deities, including some of the seemingly contentiuous ones. To start with, a Crawl god is basically a set of rule enhancements. Examples of this are the skills boosts (...

Sunday, 9th April 2017, 15:48

Forum: Game Design Discussion

Topic: Monster Proposal: Orc Elephant-rider

Replies: 12

Views: 5088

Re: Monster Proposal: Orc Elephant-rider

I like it.

Only tangentially related: anyone remembers when ogres started with an ankus?

Saturday, 8th April 2017, 22:25

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 42823

Re: Real-world references

In my opinion, you guys are taking it too seriously. There is no question that for every little bit of Crawl flavour, someone out there will be offended. That cannot be the measure. Jihad was renamed because we felt annoyed by it. Well, until someone bothered enough to actually make the change. Alth...

Thursday, 6th April 2017, 22:42

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11253

Re: Dynamic Monsters branch / bezotting update

I agree with opaque but not with complex. As usual, the specifics could be explained, but I don't think that's necessary for the first experimental branch. The basic idea is that a monster can become more dangerous after a while [1] -- this is certainly not hard to get. Neither you nor I are new pla...

Thursday, 6th April 2017, 22:11

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11253

Re: Dynamic Monsters branch / bezotting update

Lasty and I started talking about how to deal with staircases because the first iteration of the branch ("dynamic monsters") showed this: while naive luring is somewhat (just a little bit) held in check by monsters getting stronger, you can (and should!) ab/use staircases to mitigate the e...

Wednesday, 29th March 2017, 05:55

Forum: Game Design Discussion

Topic: "squelch" monster gear (was: Trim pointless monster gear)

Replies: 27

Views: 7827

Re: "squelch" monster gear (was: Trim pointless monster gear

I am in favour of avoiding stacks. There's a reason which has not been brought up yet (I think/hope): it helps blind players. The command to check LOS (Ctrl-X) already exists and is, according to my source, one of the reasons why Crawl is playable by the blind. The best method to avoid stacks is by ...

Monday, 27th March 2017, 20:06

Forum: Game Design Discussion

Topic: Ranged Caster AI

Replies: 4

Views: 2395

Re: Ranged Caster AI

A more clever AI, especially for centaurs, has been tried. Crawl 4.1 (this is after vanilla Dungeon Crawl and before Dungeon Crawl Stone Soup) had this, for example. The main problem is that it leads to more realistic, but also a lot more annoying gameplay. Just assume that monster centaurs could ki...

Wednesday, 22nd February 2017, 11:06

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 10920

Re: @dev team: if you had a time machine

I wrote the philosophy section for Crawl. Back then, this seems to have been something of a novelty because people still mention it. It's one of my main contributions to Crawl. I don't post on the tavern anymore, but I make an exception for you. If I'd develop a roguelike from scratch, here are some...

Saturday, 22nd October 2016, 10:22

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP (on behalf of mooon) "Ultimate Sacrifice" Felid of Ru

Replies: 40

Views: 20861

Re: YAVP (on behalf of mooon) "Ultimate Sacrifice" Felid of

kimnosuk: This forum is tilted towards negativity, unfortunately.

Don't worry about this, it's a great achievement, and also so much flavour :) Keep it up!

Friday, 21st October 2016, 17:34

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

dowan: Have you happened to understand continuity? I mention it right in my first reply in this thread. This is not a question about power, the amulet's effect could be arbitrarily strong.

Friday, 21st October 2016, 15:37

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15508

Re: Ranged weapons: alternative to ammo management?

Rast: As far as I understand, that's the solution nobody on the devteam wants.

Friday, 21st October 2016, 12:43

Forum: Dungeon Crawling Advice

Topic: what is monster panel for

Replies: 53

Views: 18044

Re: what is monster panel for

I'm not going to even reply seriously, that's how ridiculous this complaint is. True, I didn't even contemplate whether the OP is joking -- that's how ingrained REMOVE!! is into this place. Now it's actually a decent idea to mentally check everything for removal. But if you subsequently suggest the...

Friday, 21st October 2016, 07:47

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32703

Re: Purpose of the Charms school

Psieye: Many thanks, for the whole thread in fact! And for injecting sanity, here and elsewhere. :)

Friday, 21st October 2016, 01:24

Forum: Dungeon Crawling Advice

Topic: what is monster panel for

Replies: 53

Views: 18044

Re: what is monster panel for

The monster list is a very useful interface component: monsters are one of the most important things in Crawl, and the monster lists just shows them. This is useful for when autoexplore/travel stops, and you immediately know why. It is also useful in battles to check who's around. There's the danger...

Thursday, 20th October 2016, 23:26

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32703

Re: Purpose of the Charms school

Alright, I've re-read the whole thread. Here are some points I collected for myself. ⋅  I don't want permanent (or on-going) spells. If we happen to have spells with a duration, then that duration should be reasonably short (say, between 1 and 50 turns). Yes, that means that I want to modi...

Thursday, 20th October 2016, 22:49

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

scorpionwarrior: Cool! Then you'll be familiar with my trope of "Germans have no humour", too. (By the way, I'd never talk of "German blood", that's a type historical sensitivity affecting us the most. Don't worry about it.) Lasty: thanks for detailed explanation. There was also ...

Thursday, 20th October 2016, 21:11

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

Skorpionkrieger: Bist du einer von uns? Ich werde gar nicht erst versuchen, Spaß zu erklären. Ist sowieso nur mit Panzer lustig! :)

Thursday, 20th October 2016, 17:32

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32703

Re: Purpose of the Charms school

Siegurt: Yes, that too. Ultimately, we'd need to settle down and look at Charm spells (current, obsolete, and some of the proposals). Not sure if this will happen, I don't have the time for that endeaveour right now. It's a tricky question, and perhaps Charm will disappear nonetheless.

Thursday, 20th October 2016, 16:58

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

This was the post directly before Dpeg's post that "Nobody mentioned damage spikes" Notably, dpeg quoted a different line from Midn8 but skipped this one, directly before his post. If you're going to purposely argue in bad faith and pick only the quotes that support your complaint, then w...

Thursday, 20th October 2016, 16:52

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32703

Re: Purpose of the Charms school

Haste was bad because "no-brainer strategic decision". In other words, if the Charm is universally good for every melee character, demanding steep XP investment is not good enough for the cost. I bet that's not true. If your not zigrunning, is your CPA wearing MiFi really going to learn H...

Thursday, 20th October 2016, 02:29

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

Yes, I agree. Carthage Harm must be destroyed A bunch of one-liners. Nobody mentions damage spikes. Most reasoning is given by tasonir and tabstorm, and they only talk about identification. It's not my fault if you're unable to get reasons across. Neither is it my fault if your fantasy is limited t...

Thursday, 20th October 2016, 01:32

Forum: Game Design Discussion

Topic: Set Potion Petition to the "A" key, instead of the "a" key.

Replies: 6

Views: 2683

Re: Set Potion Petition to the "A" key, instead of the "a" k

I think all of them should go to capital letters.

Thursday, 20th October 2016, 01:10

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21467

Re: DCSS TrunkWatch™: "Dismissal dismissed

I don't feel like discussing "harm, because I think the present round is a show-piece of tavern-style non-discussion: people claim that "Harm should be removed, because it is an interface annoyance. Now, one could talk about how address that. There is the simple numerical approach: less dr...
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