Search found 616 matches

Wednesday, 8th June 2022, 21:02

Forum: Game Design Discussion

Topic: Macros perhaps shouldn't always work

Replies: 2

Views: 5968

Re: Macros perhaps shouldn't always work

The problem here most likely is that you aren't actually using macros, but rather keymaps, which apply unconditionally (within their context). Macros apply only at the main dungeon interface. (That is to say, macros already don't always work.) https://github.com/crawl/crawl/blob/master/crawl-ref/do...

Monday, 6th June 2022, 23:47

Forum: Game Design Discussion

Topic: Macros perhaps shouldn't always work

Replies: 2

Views: 5968

Macros perhaps shouldn't always work

I returned to playing recently after a break, mostly working (it happens) and binging a bit in Cataclysm (very fun) only to find myself confused for a time about setting skills. You see, my problem began with the horrible problem of wanting a good new OLED laptop with a numpad and a larger than aver...

Monday, 6th June 2022, 22:39

Forum: Game Design Discussion

Topic: Please clarify Ru sacrifice levels

Replies: 2

Views: 5785

Re: Please clarify Ru sacrifice levels

That's easy:

[*.....]

Saturday, 16th October 2021, 04:43

Forum: Crazy Yiuf's Corner

Topic: Difficult Installation on Windows 10

Replies: 2

Views: 7159

Re: Difficult Installation on Windows 10

I downloaded the current version, and, when I tried installing it, I got a blue rectangle from a Windows service (WIndows smartscreen, probably) telling me that the program was dangerous and would not be installed. There is a white button with "do not install" written on it, and, at first...

Monday, 27th September 2021, 13:45

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 25

Views: 16793

Re: Hell Reform (Experimental Playable)

Well, I did experience the original Hells with the full strategic harshness in effect, and won, but it did require some pan grinding to bring stats back up. I also did a Zig to combat the mutations. I'd say, short of an insanely powerful character in the original iteration, there wasn't anything tha...

Tuesday, 14th September 2021, 02:24

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

Well, this is sucking. I've managed to work my way into Dis a bit at a time, but because of all the drains and the sheer amount of HP loss (with over 300) from taking hits and sublimate, and the summons not killing stuff nearly quickly enough - it's turned into a Grind-fest, having to dip back into ...

Monday, 13th September 2021, 08:09

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

Well, I'm about done with my demonspawn summoner of Kiku as my next test. This thing is a real monster. -6 ENC armour, +30% health, flames from blood, greater demon assist. It turned out quite nasty. Summary: I started with Kiku and kept Kiku. My first level 27 was summoning, and I made a point of s...

Sunday, 12th September 2021, 15:16

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4734

Re: RIP riposte, Thank God

When I first started playing crawl, long blades did function as stabbing weapons with a lower multiplier, but they couldn't compete with short blades when performing a stab. I can't imagine a situation where this approach were attempted again that didn't result in either stabbers ignoring the weake...

Sunday, 12th September 2021, 15:07

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

Proposing a solution requires a clear problem and problem statement, which you’ve yet to provide. BVC is shorthand for Borgjnor’s Vile Clutch, the L5 earth/necro zombie hands spell that has beam targeting and ignores friendlies. It seems like you’re confusing it with revivification. Yeah I confused...

Sunday, 12th September 2021, 01:15

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4734

Re: RIP riposte, Thank God

I never saw the shield timing as a big deal; it was just an extra layer of defense on top of evasion and whatever perks you might have gotten from a riposte. If the shield preempted the process, you didn't take any damage anyway, and could keep attacking normally. If the shield didn't stop the atta...

Saturday, 11th September 2021, 19:53

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

Alight I came up with a proposed solution (given that the problem isn't nailed yet, ok?) Just for constructive thought: Bring back aura of abjuration, but only as a level 7 or 8 spell for summoners. I think this would alleviate the problem enough that the rest could be left well enough alone. It mak...

Saturday, 11th September 2021, 19:24

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

Since more tests were mentioned, the next game I can present some "interesting" results. It wasn't a summoner so it doesn't demonstrate that, but it does the opposite as a contrast. It was a Djinni that got all high level spells as necromantic and summoning skills (and then shunned them), ...

Saturday, 11th September 2021, 14:16

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4734

Re: RIP riposte, Thank God

"do something with shields" do what? If you check dodging before blocking, and you evade a missile you could have instead blocked and reflected, then shields take a hit. I'm almost exclusively playing long blade formicids with high shields and I want my reflection chance left alone. Re. o...

Saturday, 11th September 2021, 04:45

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4734

Re: RIP riposte, Thank God

It seems to me like increasing the base damage was an improvement over having a strange riposte mechanism that suffered a lot in it's interaction with shields, but I was also confused why the mechanism couldn't have simply taken place in advance of the shield block check. Monster swings at you, you ...

Saturday, 11th September 2021, 04:19

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

I think, maybe play a few more games before submitting feedback? I don't think there is any design change I would run just one character against before critiquing. I mean, I came to a conclusion pretty quickly with certain things like the power level of Absolute Zero, but even then I had to have me...

Saturday, 11th September 2021, 03:48

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

Re: The current state of summoning

This post really belongs in DCA. I can’t say for sure without a morgue, but from your narrative it seems like a poorly built character being poorly piloted: ⋅  god swap from Gozag (gold distraction does work on ally kills, plus potion petition) to Makh (whose heal on kill has never worked...

Friday, 10th September 2021, 06:08

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5454

The current state of summoning

Excited by the recent changes to summoning (no xp drain), I set out to see how it would play out in trunk. I built a very evil demonspawn and made a point to focus deeply on necromancy and summoning skills primarily. I can't complain much about the mutations, as I got that my health and mana were sh...

Monday, 6th September 2021, 05:48

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 4850

Re: Against Piety Decay

Piety decay doesn't seem like that big of a force to me. If the gains were slowed down and the decay removed, it'd probably be fine. I don't feel like it would be a big issue either way. Leave it, fine, change it fine.. whatever, it's low on my list. But, this topic does lead into what bothers me mo...

Saturday, 4th September 2021, 20:15

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 25

Views: 16793

Re: Hell Reform (Experimental Playable)

I have feedback from playing trunk (currently at 11 runes with 3x hell branches left to pass). I hope that this advice won't be taken lightly. #1: The strategic effects of draining and contamination are not strategic. They cause multiple runs back into Pan or Abyss to repair insanely reduced health,...

Sunday, 29th August 2021, 16:27

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7329

Re: Torment - revisited

Looks like good information to me. I knew some of it, but it helps to put it all together in context. Tips much appreciated. I don't have a "favorite" play style, but it's certainly more enjoyable to play things that don't disappoint. I may run a few stealth builds with these things in min...

Saturday, 28th August 2021, 15:53

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 25

Views: 16793

Re: Hell Reform (Experimental Playable)

This is exciting. Thanks ebering! I'll probably give it some play testing and get back to you later.

Friday, 27th August 2021, 20:52

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7329

Re: Torment - revisited

I'm Nebukadnezar. I have 441 wins and 439 (>99%) are 15-rune-wins With the exception of trolls and a few combos for tournaments I play each combo only once...and get a few (not speed running which would ruin my win%) combo hs. So I consider myself to be good at the game. But even then I'm still low...

Friday, 27th August 2021, 20:24

Forum: Dungeon Crawling Advice

Topic: Dealing with Malmutators

Replies: 3

Views: 4237

Re: Dealing with Malmutators

I concur with Nebukadnezar, but will also add that storm form's blinkbolt is also a very effective method if you're willing to take a little more risk. Weak malmutators can be instantly killed, but caco's might need an additional turn in smackdown, though not long since storm form hits really nicely.

Friday, 27th August 2021, 20:19

Forum: Dungeon Crawling Advice

Topic: How Jiyva stat shuffling works

Replies: 2

Views: 3461

Re: How Jiyva stat shuffling works

Thanks for the details! To whomever might be doing the rework: I like the idea of Jiyva, because it's potentially an alternative to combating malmutation without Zin (otherwise several builds not acceptable to Zin can't do a lot except quaff and get necromutation). It's also fun to have good mutatio...

Saturday, 21st August 2021, 21:39

Forum: Game Design Discussion

Topic: Djinn

Replies: 1

Views: 1669

Re: Djinn

Try a Djinn necromancer. Pump str, wear ice dragon armour if you can, train a weapon - melee until you get hit, then vamp drain. Once you get necro high enough that vamp drain returns more health than it drains, you can be a pretty tanky fighter. At that point just keep building a vamp drain fighter...

Saturday, 24th July 2021, 17:09

Forum: YASD! YAVP! and characters in progress too

Topic: Nikola - chain lightning 110 dmg

Replies: 2

Views: 1393

Nikola - chain lightning 110 dmg

A promising mid level spriggan, ran into Nikola without reading the description. Killed by an arc of chain lightning (110 damage). Geez. I guess Nikola is the most dangerous mid-level guy now.

Friday, 23rd July 2021, 06:12

Forum: Dungeon Crawling Advice

Topic: Draconian Transmutor

Replies: 10

Views: 8188

Re: Draconian Transmutor

You're sort of lucky if you manage to have ice form and unarmed damage and enough ac and dodging to reliably kill hydras unless you take your time before diving into the lair. I'm not saying impossible, but going melee with a hydra early/mid game isn't for someone who isn't fairly confident they kno...

Friday, 23rd July 2021, 06:00

Forum: Dungeon Crawling Advice

Topic: Spriggan Enchanter and Rune branches

Replies: 13

Views: 6261

Re: Spriggan Enchanter and Rune branches

A Spriggan starts with STR 4 and does armor at -3. Is it worth trying to get to the point of using shadowdragon armor or anything other than steam? I wouldn't. Although you need to bring STR up somewhat anyway to be prepared against stat zero, shadowdragon armor is all in all too cumbersome for a s...

Monday, 19th July 2021, 11:48

Forum: Dungeon Crawling Advice

Topic: Spriggan Enchanter and Rune branches

Replies: 13

Views: 6261

Re: Spriggan Enchanter and Rune branches

The decision between a dagger and quickblade is this: if you need maximum stabbing damage, I believe the dagger will do more damage (last I checked). The quickblade will do more damage in a non-stabbing fight. In particular, for quickblades, you get the most mileage out of them with certain brands l...

Sunday, 18th July 2021, 03:13

Forum: Dungeon Crawling Advice

Topic: Spriggan Enchanter and Rune branches

Replies: 13

Views: 6261

Re: Spriggan Enchanter and Rune branches

I just had a quick look at your character, by no means a comprehensive analysis but I spotted a few things I suggest you consider: * Wear the steam dragon armour instead of the robes, enchant it up if you can (train it minimally for a little extra AC) * Use the hand crossbow Oka gifted you (try and ...

Thursday, 15th July 2021, 04:33

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7329

Re: Torment - revisited

On a positive note, I'll add Storm Form to the list of counters I can confirm is helpful. Blinkbolt in particular is a great tool for blasting then finishing off tormentors (and malmutators) rather quickly and on-sight. I hadn't factored it in my previous analysis for lack of testing, but I'll say--...

Thursday, 15th July 2021, 04:10

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 36

Views: 30350

Re: what happened to tavern

I don't care for reddit or chat systems to take the place of a classic forum. My preference would be to bite the bullet and add/create whatever sort of interface can either be found or written that effectively puts a gate in front of the entrance to the tavern, but doesn't halt all new registrations...

Sunday, 11th July 2021, 14:56

Forum: Game Design Discussion

Topic: Shafted!

Replies: 5

Views: 2367

Re: Shafted!

I've also noticed a lot of shafting on early levels. I don't think it's always deadly, but it is a good amount of the time, and it's completely arbitrary. What decision is a person supposed to make to avoid being shafted 3 levels into a big pile of monsters? No exploration? Come to think of it, the ...

Wednesday, 30th June 2021, 06:08

Forum: Crazy Yiuf's Corner

Topic: Do we really need levels like this one?

Replies: 5

Views: 8065

Re: Do we really need levels like this one?

Autoexplore murders turncount in general and is strictly less safe than experienced players doing it manually, which is a problem when discussing tedium-encouraging mechanics. I don't know how to balance this against the fact that attaining low turncounts has some genuinely very challenging aspects...

Wednesday, 30th June 2021, 05:55

Forum: Game Design Discussion

Topic: Deep Dwarf Mini-Rework Proposal

Replies: 14

Views: 4547

Re: Deep Dwarf Mini-Rework Proposal

I guess you could also try to play one with Wereblood (or whatever it's called), The lvl2 transmutation... it now gives a little bit of life per kill. Song-of-Slaying <- that renamed. I think the life gain is better than the slaying bonus :D Tasonir, playing an entire game regenerating from vampiric...

Sunday, 27th June 2021, 08:01

Forum: Dungeon Crawling Advice

Topic: would you pump strength for the orange crystal plate armour?

Replies: 4

Views: 4735

Re: would you pump strength for the orange crystal plate arm

If your STR and INT were roughly equal, using your optimal gear is when I'd consider using it. Highly lopsided casters with tiny STR and huge INT will just have a heck of a time. I also don't find them to be all that effective either for the record. You need to be able to absorb damage in order to d...

Monday, 21st June 2021, 03:12

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

Just played a Deep Elf Fighter, checking things out - cleared all 15 runes without breaking a sweat past the opening game. (I had one other attempt die to some bad early luck). It was much easier than the draconian IMO. By the way, I like the updated Chain Lightning. I wasn't sure about the changes ...

Wednesday, 16th June 2021, 03:10

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

I continue to be a bit confused by this thread. To be clear about the no armour thing, they don't have "no armour" in anything like the sense that felids do, they have automatic race-specific AC on levelup that for everything but grey drac ends up being comparable to light dragon scales, ...

Monday, 14th June 2021, 22:15

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

Any race that can't wear armour and/or has to rely on transmutations is pretty close to terrible. Transmutation reliant builds are, IMO, generally somewhat harder than conjuration type builds (for any given race with the possible exception of troll and maybe ogre), and Dr will have better defenses ...

Monday, 14th June 2021, 21:58

Forum: Game Design Discussion

Topic: Deep Dwarf Mini-Rework Proposal

Replies: 14

Views: 4547

Re: Deep Dwarf Mini-Rework Proposal

Since they don't get any natural regeneration of HP, I wouldn't exactly call Mahkleb , vampiric draining, and Vampiric weapons "scummy" - more like, required since what are they going to do otherwise? Play the whole game with no HP regeneration other than heals from dropping max health? I ...

Sunday, 13th June 2021, 10:43

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

I just finished a draconian delver. It was one of the worst experiences ever. The early/mid game was ok. I was able to use poison magic and breath weapons to survive and progress. Ignite poison filled in most of the blanks for the poison resistant stuff. Then I got dragon form active, but my unarmed...

Friday, 11th June 2021, 23:25

Forum: Dungeon Crawling Advice

Topic: What to play next

Replies: 2

Views: 4185

Re: What to play next

Try a Djinni necromancer. Lots of fun.

Saturday, 5th June 2021, 04:07

Forum: Game Design Discussion

Topic: Stealth - revisited

Replies: 2

Views: 1742

Stealth - revisited

I'd like to talk about another game aspect that has been fun for a long time, but seems to fall out of balance a bit after the opening and mid game: Stealth. In my opinion, this has always been a very tricky subject to balance. Too powerful and it can dominate the game with not enough challenge, too...

Saturday, 5th June 2021, 03:39

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

Siegurt wrote:
svendre wrote:It was nothing recent. If I had to guess, like a year or more ago.

September of 2011: https://github.com/crawl/crawl/commit/c ... 5c365825ac


Good grief. I meant to say 10 years ago! Oh well, we'll all be in some sort of alien digital museum one day.

Friday, 4th June 2021, 02:03

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

This isn't quite on topic, but since they were mentioned: The change that Draconians can't wear any armour seems absurd to me. That is such a harsh handicap, and why? At least they should be able to wear dragon armour. Pretty much most draconian games are a rush to find a transmuation spell or spla...

Wednesday, 2nd June 2021, 07:04

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7329

Torment - revisited

A lot of the extended game play is almost solely based around Torment. Ok, well Hellfire and mummy curses too, but Torment is what I want to focus on here and now. For the record, I understand it is meant to be the balance for otherwise overpowered players, but, it also has the very ill side effect ...

Wednesday, 2nd June 2021, 06:37

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10529

Re: New EV function gameplay feedback/discussion

Confirming I still barely care at all about EV. It's an afterthought for spare experience I couldn't find any place else to spend, or I found a manual. If you want EV to be worthwhile, I suggest the following ideas: EV partially reduces ranged damage, or limits it in a similar fashion that AC limits...

Wednesday, 2nd June 2021, 06:30

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 10144

Re: Dragon form idea

This isn't quite on topic, but since they were mentioned: The change that Draconians can't wear any armour seems absurd to me. That is such a harsh handicap, and why? At least they should be able to wear dragon armour. Pretty much most draconian games are a rush to find a transmuation spell or splat...

Wednesday, 2nd June 2021, 06:21

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 12979

Re: Undead Necromancers

Halve the mana costs of spells for mummies since they are such magical beings. Maybe this should be true of lich-form also. Give vampires in undead form mana on kill (they suck souls of their victims or something). Staff of energy was essential to already struggling magic focused builds, but it was ...

Wednesday, 2nd June 2021, 06:03

Forum: Game Design Discussion

Topic: fix animate dead

Replies: 3

Views: 1770

Re: fix animate dead

necromancery spells are a joke. It is old stuff and needs to be revisited. Use Only: - sublimation (only at 10+ necro skill) - vampiric Drain (also at level 8-12 u can kill Warlord with only this spell) - B Vile Clutch get to level 9 earth and necro, and u are ready to set off - Dispel Unded - 6 ne...
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