Search found 52 matches

Saturday, 1st February 2014, 21:37

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4703

Re: Inverse Piety?

Sounds pretty interesting. I'd like to see a conventional use of piety like that... could be a lot of fun. Hopefully others agree.... but you know...

Saturday, 1st February 2014, 02:29

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

Hopefully that makes sense, King Jelly. I don't think anyone is really arguing for the sake of being contrarian; sometimes you just gotta admit when you're wrong. :) Sure, next time i'm actually wrong - I'll admit it. Hasn't happened yet though. Yeah, shadow form would also be a good candidate for ...

Saturday, 1st February 2014, 00:34

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 33987

Re: All scrolls auto-ID on pick up

https://crawl.develz.org/tavern/viewtopic.php?f=12&t=10785&p=148914&hilit=strong+poison#p148914 :lol: Strong poison is so rare... by the time people usually find it, they have a stock pile of potion of curing. Lets be honest, NOTHING about the unidetified consumables in this game are sc...

Saturday, 1st February 2014, 00:22

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 33987

Re: All scrolls auto-ID on pick up

Greyr wrote:
archaeo wrote:I don't see how you can't generalize most of these issues to the consumable ID minigame as a whole.



Because drinking the wrong potion can have serious repercussions.


Yeah... a potion of poison! oOOOOoooOOOo scary! :roll:

Saturday, 1st February 2014, 00:18

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 33987

Re: All scrolls auto-ID on pick up

I'd rather not have the game play itself for me. How about we keep adding more scrolls (and maybe more dangerous scrolls) to keep the id scroll game interesting. I know everyone want to make this game easy and dull, but maybe it'd be a good idea to make this a little more like an RL again.

Saturday, 1st February 2014, 00:13

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

I, personally, don't want an animation playing on one third of all of my actions that hurt dudes. First, it would non-trivially, artificially extend a game that by most people's count is already too long. Second, I gain no useful information by knowing whether or not my shadow has mimicked me. If I...

Friday, 31st January 2014, 20:10

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10918

Re: Traps after 0.13

Sar wrote:They do? They corrode equipment? Yay!


Oh boy, that's what ALL the traps in Shiren do?!?!? WOW!

This is why no one likes this community.

http://shiren.wikifoundry.com/page/Traps

Lazy.

Obviously some of these wont work in crawl but some are interesting.

Friday, 31st January 2014, 20:00

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10918

Re: Traps after 0.13

Sar wrote:Well I remember you suggested traps that corrode the shit out of your equipment and everybody already loves jellies, brown uglies and yellow dracs.


There was more than that. Look up the traps in Shiren. They're pretty interesting and offer a lot of interesting situations.

Friday, 31st January 2014, 19:59

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 25604

Re: Nemelex reform

He does have a conduct to prevent wasteful spamming (as in, drawing plain destruction at your stash for piety)? Wasn't it removed at some point because if you really wanted to draw that destruction you could find a rat and draw it next to it or something? Not that I see any real point in doing that...

Friday, 31st January 2014, 19:45

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 25604

Re: Nemelex reform

It's a bit of a gamble because you can get "this card doesn't seem to belong here" occasionally (I was drawing some combat deck once and got Genie (acquirement), that was unexpected and nice). Also, if you use Draw Four on a deck and it has less than 4 cards Nem will mix in one card, whic...

Friday, 31st January 2014, 19:40

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10918

Re: Traps after 0.13

Shiren The Wanderer, one of the best RL's had good trap design, I suggested basing some off those but of course everyone flipped a shit.

Friday, 31st January 2014, 19:37

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

As long as it isn't something seizure-inducing like "make the entire screen flash when shadow does something". No idea how to do that for melee, though, Crawl doesn't have melee attack animations (thankfully). What about making the Umbra flash a darker purple, much easier on the eyes and ...

Friday, 31st January 2014, 19:32

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 25604

Re: Nemelex reform

Well, I dunno about piety gain or anything, but this idea I have would gear for towards Nemelex's "gambling" flavor. Right now, you're not really gambling at all... sure the decks feature a random set of cards within a specific parameter but there's no real gamble there. I had this idea wh...

Friday, 31st January 2014, 19:22

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

Still hoping someone add some sort of graphical indication (especially needed for melee) that Shadow Action triggered.... reading through walls of texts is not exciting.

Thursday, 30th January 2014, 04:36

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 25604

Re: Nemelex reform

Why is everyone so quick to REMOVE content rather than IMPROVE content... Holy crap this is ridiculous! Dungeon Crawl: Stone Removal. Pretty sure Nemelex has existed since before Stone Soup; not sure where you're getting "quick" from. Uh.... I never mentioned anything about Nemelex being ...

Thursday, 30th January 2014, 03:12

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 25604

Re: Nemelex reform

Why is everyone is quick to REMOVE content rather than IMPROVE content... Holy crap this is ridiculous! Dungeon Crawl: Stone Removal.

Thursday, 30th January 2014, 03:03

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10918

Re: Traps after 0.13

How about Devs finally cave in and simply add meaningful traps? Obviously traps that simply damage the player are a snooze fest... but shaft traps have great flavor tactfulness, as well as tele. I think traps should be HARDER to detect than they are now... an included in more strategic locations.

Thursday, 30th January 2014, 01:48

Forum: Game Design Discussion

Topic: God: Goshiro the Blind

Replies: 19

Views: 5150

Re: God: Goshiro the Blind

Man, there's been a slew of awesome god ideas lately! I love this one! But I prefer the other posters ideas about abilities.... borrowed eyes and causing blindness to enemies in LOS sounds like fun and its flavorful. It's also interesting as there's very little sources available to the player to cau...

Tuesday, 21st January 2014, 03:07

Forum: Crazy Yiuf's Corner

Topic: Poisoning monsters

Replies: 27

Views: 7725

Re: Poisoning monsters

Arrhythmia wrote:
King_jelly wrote:They call it a TAB button masher, action RPG, etc etc.... Just sayin.


These are bad things?


To describe an RL... yes.

Tuesday, 21st January 2014, 03:06

Forum: Crazy Yiuf's Corner

Topic: Poisoning monsters

Replies: 27

Views: 7725

Re: Poisoning monsters

crate wrote:oh don't worry if I had complete control of crawl design (as opposed to the practically none that I have, for good reasons) there are many things I would remove in addition to poison!


Thank goodness you're not in control then. Jeez

Tuesday, 21st January 2014, 02:05

Forum: Crazy Yiuf's Corner

Topic: Poisoning monsters

Replies: 27

Views: 7725

Re: Poisoning monsters

There comes a point when the focus is too much on making the game more an more efficient and less fun.

There's a reason why people make fun of what DCSS has been turning into... They call it a TAB button masher, action RPG, etc etc.... Just sayin.

Tuesday, 21st January 2014, 00:44

Forum: Crazy Yiuf's Corner

Topic: Poisoning monsters

Replies: 27

Views: 7725

Poisoning monsters

Why is damage-over-time poison a good thing to allow players to have in the first place? What does it add to the game (that is beneficial) over just having immediate damage only? Personally I would just remove it entirely. Being different in a bad way just to be different isn't a good thing. ....yo...

Tuesday, 21st January 2014, 00:30

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

When does the shadow ally start appearing? Mine didn't come :( More proof that Shadow Action needs a visual indicator... Also, without fire/light there wouldn't be a shadow... I dont think this conduct is very good or makes much sense. I got hellfire with my Ds and couldn't use it cause of Death Ma...

Tuesday, 21st January 2014, 00:26

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 14087

Re: Brainstorm permanent ally god

People here, especially devs and mods, are SO quick to bash peoples ideas (in VERY rude ways most of the time) - and then they wonder why people lash out negatively and maliciously and "drive the devs away". Think about how many people have been driven away from this forum and in turn thi...

Sunday, 19th January 2014, 22:11

Forum: Technical Support

Topic: Changing the player character glyph

Replies: 4

Views: 1360

Re: Changing the player character glyph

Thanks for the help.

Sunday, 19th January 2014, 22:00

Forum: Technical Support

Topic: Changing the player character glyph

Replies: 4

Views: 1360

Re: Changing the player character glyph

Nope. Should I? I dont really mess with init... Im clueless.

Sunday, 19th January 2014, 21:51

Forum: Technical Support

Topic: Changing the player character glyph

Replies: 4

Views: 1360

Changing the player character glyph

Hey I've seen a few screen shots of people and some of them have their characters represented by they're species glyph (Orges are Os, Vampires are V's, demigod are golden @'s)! I think thats pretty awesome - how do I do about doing that? I see an option in my init.txt file that says 'show player spe...

Sunday, 19th January 2014, 21:30

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 14087

Re: Brainstorm permanent ally god

People really need to stop bringing up Yred and Beogh... its NOT the same thing... nurturing ONE perma ally is very different from a group of mindless zombies or a group of orcs that become useless as you near the end game. People here, especially devs and mods, are SO quick to bash peoples ideas (i...

Sunday, 19th January 2014, 21:13

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81611

Re: New God: Seth, the Shadow King

This god is amazing! Flavor, conduct, abilities! Finally! My only critique is that with Shadow Action, unless you're diligently reading the text of what's going on, you dont really notice it's happening in melee, and if you blink at the wrong time you'll miss it happening with magic as well. It sort...

Friday, 16th November 2012, 17:28

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

ebarrett wrote:
King_jelly wrote:That was him editing a quote. You can do that you know.

King_jelly wrote:I'm a huge asshat


You seem really upset. Let me recommend some games for you that might be more suited to your taste/skill level: Pokemon Mystery Dungeon, Dungeon of Dredmor, Izuna, POWDER, Binding of Isaac.

Have fun.

Friday, 16th November 2012, 17:21

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

So basically everyone wants crawl reduced to an RNG simulator that tells you if you won the game or not right after you select your species/background? My proposal fixes traps by making them interesting and meaningful and tactical to the player. It fixes curses by making them as such as well - meani...

Friday, 16th November 2012, 17:11

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

If you admit it's boring and inconsequential how about you help come up with ideas to change it? Oh wait - maybe you like boring, inconsequential things. There's already a plan to fix it: removing the boring traps completely. The reason your plan isn't a good one has already been explained: it leav...

Friday, 16th November 2012, 17:10

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

If you admit it's boring and inconsequential how about you help come up with ideas to change it? Oh wait - maybe you like boring, inconsequential things. There's already a plan to fix it: removing the boring traps completely. The reason your plan isn't a good one has already been explained: it leav...

Friday, 16th November 2012, 16:57

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

Well the biggest thing I got from the curses topic is that if you want curses to mean something you first have to add a way of actually getting items cursed, since right now in crawl it just plain doesn't happen except when you personally kill an enemy that has basically no risk of actually killing...

Friday, 16th November 2012, 16:52

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

How about a trap that makes the "Philosophy" chapter from the manual appear on the screen for people to read it before they come here to post suggestions that are the exact opposite of what Crawl tries to do So let me get this straight. You're implying Crawl tries to keep arbitrary, usele...

Friday, 16th November 2012, 16:48

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5553 Curses topic Yeah, seems like people gave up on what would've been a great idea. Anyway, some of the spell miscast effects could prove to be interesting traps. Obviously not the damage inducing ones, but MP drain or something of the like.

Friday, 16th November 2012, 16:23

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

You jerks don't like my idea for replacing a boring, inconsequential element of the game with a boring, mostly inconsequential but sometimes arbitrarily game-ending, essentially-identical idea? Well, you're lazy. And casual. FTFY. Am I on /v/ or something? If you admit it's boring and inconsequenti...

Friday, 16th November 2012, 16:22

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

When did I ever say "buff" mechanical traps or their damage? You guys keep referring to the blade trap when I'm actually talking about traps that do something meaningful and negative to the player aside from damage. I.e; starvation trap (uses the same mechanic as the famine card), corrode ...

Friday, 16th November 2012, 04:31

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Re: Curse/Trap/and possibly Ash reform

So you guys rather keep things safe and boring? I rather it be harsh than boring. If traps and curses aren't going to do anything significant against the player, then just out right remove them. As it stands right now they're a waste of code to be honest. As for the people saying I want traps to &qu...

Friday, 16th November 2012, 00:46

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12510

Curse/Trap/and possibly Ash reform

Right now, the way I see it (and I'm sure a lot of other players see it), traps (sans Zot traps) and curses (aside from the ash minigame) are insignificant and almost completely irrelevant to the player once you reach mid-game. How many times have you died from a trap aside from your first couple of...

Monday, 22nd October 2012, 03:10

Forum: Game Design Discussion

Topic: Demigods feedback and help wanted!

Replies: 91

Views: 23642

Re: Demigods feedback and help wanted!

#4. Gaining innate ability Alternatives: a. Ability for yourself - to channel MP, summon corpse, shout holy word, torment b. Ability for your minions - let them berserk/haste, heal, protect from death c. No innate ability at all I agree with this or something similar. I love the new piety system an...

Monday, 22nd October 2012, 02:59

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 102550

Re: Voting on implementables! [Updated]

Whats the status on the Demigod reform? I wanted to add a few suggestions to that as well...

Monday, 22nd October 2012, 02:13

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 94830

Re: Spider god

Merfolk, Octopodes do not slow nor fumble on shallow water Tengu can still fly. Octopodes keep their rings (as in Spider Form). Vampires, Demonspawn are unholy for holy wrath. (Spider Form effects) Felids still retain the extra-life mechanic. Vampires still retain their unique feeding system. Minot...

Saturday, 20th October 2012, 15:34

Forum: Game Design Discussion

Topic: Prescriptive backgrounds (was: Spider god)

Replies: 11

Views: 4521

Re: Prescriptive backgrounds (was: Spider god)

Copy/pasted from the Spider God thread Basically this god offers perma spider form with various boosts and abilities, blocks almost all equipment, only keeps a few species-specific intrinsics, and offers only two play styles (which is really just one since some people basically do both) stealth/stab...

Saturday, 20th October 2012, 14:35

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 94830

Re: Spider god

Okay, so I'm still at little confused about this. Basically this god offers perma spider form with various boosts and abilities, blocks almost all equipment, only keeps a few species-specific intrinsics, and offers only two play styles (which is really just one since some people basically do both) s...

Friday, 19th October 2012, 16:06

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3224

Re: 0.11 console does not show health of monsters

Whoops! Ok, thanks! I figured they's just patch 0.11. Thanks again

Friday, 19th October 2012, 15:36

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3224

Re: 0.11 console does not show health of monsters

Ah, sorry for the ignorance, but where do I find the fix that Galehar did?

Thursday, 18th October 2012, 04:37

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 94830

Re: Spider god

Most people will probably pick a Troll or any other high unarmed apt species to worship this god..... Or one with good magic aptitudes, especially if we include the suggested feature that Piety removes the Spider Form spellcasting penalty. In any case, trolls would probably be horrible Ixites -- th...

Wednesday, 17th October 2012, 16:12

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 94830

Re: Spider god

Aren't the apts and natural abilities kept after the transformation? Being a spider does not mean one has to be the same kind of spider. It would be good if different abilities could lead to real variations in the "spider play-style". Edit: yeah, they are. The species choice matters at le...

Tuesday, 16th October 2012, 05:37

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 94830

Re: Spider god

I love this idea, but the only thing I don't like is that this god makes youe species choice not matter... I guess except for aptitudes... but it also seems that once you choose to worship this god the only apts that matter are the non-melee once.... it seems like you're cornering the species choice...
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