Search found 6452 matches

Monday, 9th December 2019, 21:26

Forum: Game Design Discussion

Topic: Player distortion brand --> no TP

Replies: 5

Views: 3015

Re: Player distortion brand --> no TP

It seems to me that a brand used against a monster by the player should typically be of net benefit to the player. Teleport on average is, although it may also cause some tedium along with generally making you slightly safer. Brands use by the monster against the player should be bad for the player,...

Monday, 9th December 2019, 21:09

Forum: Suggestions & Criticism

Topic: Feature removal ?

Replies: 6

Views: 34296

Re: Feature removal ?

I've been on this forum for a very long time, am very active and have added exactly one person as a foe ever, and that was a very long time ago, IIRC it was because the person was contributing nothing and making personal attacks, and I felt that hiding them was easier to skip awful, incoherent rambl...

Monday, 9th December 2019, 17:05

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 5234

Re: Poll: What do you think about incentive structures in Cr

tealizard wrote:Oh, I was just referring to the comment in the other thread that used this language. I am unironically interested in whatever implojin might have said under other circumstances.

Perhaps you could post a link to that comment so we could know what you're talking about?

Sunday, 8th December 2019, 21:45

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 5234

Re: Poll: What do you think about incentive structures in Cr

It's not clear what you mean by "incentive structures" without further context.

Saturday, 7th December 2019, 00:26

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Well, you're describing scenarios that take a lot of turns and involve crossing between dungeon levels and branches. If the number of turns it takes to do these things gets big enough, it may become possible to control them with clock mechanics. There are also possibilities for breaking up the dung...

Saturday, 7th December 2019, 00:22

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

This game isn't on a timer unless you're speedrunning. Preparation/planning is not separate from "evaluation of situations outside expectations". You necessarily have incomplete information in crawl constantly, and must constantly update. Nothing is particularly "in the moment" ...

Friday, 6th December 2019, 23:28

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

As for the theory that this would add luring or whatever, I doubt that and I think your suggestions about the limits of grid-based play are ill-conceived. There are already many crawl layouts that have few or no 1-tile corridors. Many of the layouts that rely heavily on 1-tile corridors could be re...

Friday, 6th December 2019, 22:59

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

Actually, we have largely seemed to avoid pinning down what constitutes "interesting" in the context of traps, and particularly what they offer beyond standard crawl. For example when I asked why randomly dying to 1 in 1,000,000 hits regardless of HP/damage taken isn't "interesting&q...

Friday, 6th December 2019, 22:57

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

I hold that this differential between good vs average players is lower in the case of high RNG variance (traps) than it is with moderate to low RNG variance (most mechanics in crawl); Well, you say this apropos of nothing, there's no evidence to support (or refute) this, which is what I was saying ...

Friday, 6th December 2019, 19:41

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

re: complaints about using firefox in 1-tile corridors, it would be preferable to reduce dungeon generation's use of this kind of feature. Reducing it does nothing. As long as *any* corridors exist *anywhere* they're the best place to fight for any non-FE, and not being able to use them puts FE at ...

Friday, 6th December 2019, 17:25

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

Unlike Siegurt I think it's reasonable to say qualitatively that shafts are more likely to lead to dangerous, interesting gameplay than to unavoidable deaths. I should clarify that I don't think it's reasonable to *prove* either assertion beyond all reasonable doubt, given the type of information a...

Friday, 6th December 2019, 00:41

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

There is no evidence whatsoever for the assertion that shaftings "dilute the outcome differential between good and poor play arbitrarily" True or false: player movement choices have a significant impact on outcome differential? True or false: there is a non-zero chance, however small, tha...

Wednesday, 4th December 2019, 20:50

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

Past say level D5 what is the effective difference from a gameplay perspective between having shafts enabled and wearing a cursed ring of teleportation? Primarily that reading a scroll of teleportation isn't as likely to improve a bad situation after a bad shafting as it is after a bad teleport. (A...

Monday, 2nd December 2019, 19:55

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Yeah, I still think the starting FE needs an ability to attack adjacent things in corridors with magic, it makes starting FE much worse than all the other books. Personally, I would move Foxfire to level 2 and create: Immolate - (Fire) Level 1 [i]Encase yourself in fire, as long as you channel mana ...

Sunday, 1st December 2019, 23:31

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 10229

Re: Monster threat level summary in offline tiles

My only complaint with the current implementation is that it's too square, rounded corners on the aura would go a long way to indicate it's not part of the square the monster occupies, but applies to the object inside the square (the monster itself) Although that might be too close to the ally indic...

Sunday, 1st December 2019, 23:22

Forum: Crazy Yiuf's Corner

Topic: missile autopickup

Replies: 2

Views: 1920

Re: missile autopickup

Currently in Trunk, missiles are picked up by default. Which is great at the start of the game, but halfway through the game I want to switch to only pick up missiles I've already got (eg regular javelins but not silver javelins). And I don't know how to tell my character to do that, so I'm having ...

Friday, 29th November 2019, 20:18

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48414

Re: Poll: What do you think about shaft effects?

it would be just as useful now as it was then. To be (perhaps overly nitpicky) technically it would not. Since it's now not relevant what you step on, only what squares you reveal, using an exclusion carpet to prevent yourself from stepping on new squares isn't really important, since you can alway...

Friday, 22nd November 2019, 18:26

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - DrIe

Replies: 2

Views: 1680

Re: YASD - DrIe

So stuff I see at a glance: 1. You didn't have a spellforged servitor out. 2. You were killing shock serpents with no rElec, and weren't using your absolute most-damaging spells. (Shock serpents with no rElec are REALLY dangerous, particularly if you're fragile) 3. You had to much dangerous stuff on...

Friday, 22nd November 2019, 17:50

Forum: Dungeon Crawling Advice

Topic: magma vs. fire

Replies: 9

Views: 3962

Re: magma vs. fire

Sorry for being vague, you are right. I didn't want to give a dump and ask for very specific advise, I was looking for a more general thing (like "who takes BoM when?"). Sorry. I happen to be playing a caster at the moment who has invest nothing in ice and poison, and has at the moment fa...

Friday, 22nd November 2019, 16:19

Forum: Dungeon Crawling Advice

Topic: magma vs. fire

Replies: 9

Views: 3962

Re: magma vs. fire

Bolt of Magma does somewhat less than 67% of the damage Bolt of Fire does, its range is shorter and it’s less accurate. That's actually not true, given that "fairly equally skilled in both earth and fire" bolt of magma will do something like 95% of the damage of bolt of fire. They scale t...

Thursday, 21st November 2019, 20:47

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Hailstorm works pretty well with ice beasts, but is terrible if you memorize it first (without blockers it's frequently a bad spell) I suggest making it level 5 (with proportionally more damage)

Thursday, 21st November 2019, 20:09

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Hailstorm shouldn't prompt you to really attack your ice beast since it's immune.

Thursday, 21st November 2019, 18:54

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

New sting feels a lot like a better old-sting with shorter range, I still have the complaint about poison magic (generally) that the venom brand seems to apply more poison status more quickly than even dedicated poison spells do, but that's likely more a complaint about the venom brand being overpow...

Wednesday, 20th November 2019, 17:34

Forum: Dungeon Crawling Advice

Topic: immolation/serpent's lash

Replies: 7

Views: 4333

Re: immolation/serpent's lash

Serpent's lash *takes no game time* whereas the explosion happens *as part of the action you're taking* explosions don't *need* game time to do damage, it just happens as part of the action which causes the monster to die. If it helps you conceptually, you can think of serpent's lash as "it mak...

Tuesday, 19th November 2019, 08:32

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Also it's a little weird that you can get your foxfires to attack with any length of action, this leads to some strange interactions (fast/slow movement, doing quick actions like wielding/unwielding things) Not explicitly broken in any specific way that I've identified, just weird.

Tuesday, 19th November 2019, 08:20

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

Flame tongue(good convenience) 1. Move to a location where you can attack. 2. Press the z key and select the this spell. 3. Aim at the enemy and press on the Enter. Actually with a proper setup, you can use a single key to attack with a targed conjuration (see automagic) Foxfire(bad convenience) 1....

Tuesday, 19th November 2019, 08:06

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 65788

Re: Positional Attack Magic Implementation [Now Playable]

I like foxfire as a spell, but one thing I notice is that if you get stuck with something next to you in a hallway (or at a corner) at low level FE, you have no offense (You can't use either conjure flame or inner flame as offense against adjacent creatures) an inexperienced or unluckly player can g...

Tuesday, 19th November 2019, 01:20

Forum: Dungeon Crawling Advice

Topic: Evaluating armour (melee dude)

Replies: 10

Views: 5383

Re: Evaluating armour (melee dude)

GDR in practice makes a significant difference only in very weird circumstances, and even then it's not a large difference, and the largest differences are felt when you couldn't do anything about it anyway (an Octopode with lots of AC rings will feel somewhat squisher than a tank in platemail with ...

Sunday, 17th November 2019, 04:08

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 7714

Re: Items scattering

Shtopit wrote:Is there a command to list all items on screen? It would make scatter more useful, and I guess it would be nice for blind players, too.

Control-X

Friday, 15th November 2019, 19:30

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 7714

Re: Items scattering

I still don't see why items in a monster's inventory are inherently worse than items on the floor. I mean if you just want less items in the game altogether, that's a reasonable position, but if it's specifically the ones in monster's inventory why are those worse to have in the game than the ones t...

Friday, 15th November 2019, 17:06

Forum: Game Design Discussion

Topic: Xom Rework

Replies: 8

Views: 3734

Re: Xom Rework

I guess I should clarify that making him objectively better is really secondary, I just hate how opaque the dual-piety system is, and having to deal with Xom being BORED. It's so random and shitty how little control you have over it unless you specifically go out of your way to exploit it. I guess ...

Friday, 15th November 2019, 16:35

Forum: Game Design Discussion

Topic: Xom Rework

Replies: 8

Views: 3734

Re: Xom Rework

I think Xom is perfectly what he is right now, trying to turn him into a useful/reliable/beneficial god completely defeats the purpose of him.

I do agree that his amusement shouldn't be easily gameable though.

Thursday, 14th November 2019, 01:41

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: TeFe Geryon in Hell down.

Replies: 22

Views: 7928

Re: CIP: TeFe Geryon in Hell down.

I didn't realise that the abyss rune would would always be in a vault. That is something that must of been changed by the devs since last time I played. I kept exploring everywhere to try and find it on the ground :/ It's still possible to find on the ground, but it's really rare, finding a vault i...

Tuesday, 12th November 2019, 20:03

Forum: Dungeon Crawling Advice

Topic: Weapon choice M&F

Replies: 12

Views: 4645

Re: Weapon choice M&F

That's right. +0.4 is for a normal headbutt. If I thought holy wrath applied to headbutts, I would have said +0.7. Slaying bonus, eveningstar, no aux: 1 Slaying bonus, eveningstar, 40% chance of headbutt: 1 + 0.4 = 1.4 Slaying bonus, holy wrath eveningstar, 40% chance of headbutt: 1 * 1.75 + 0.4 = ...

Monday, 11th November 2019, 19:56

Forum: Dungeon Crawling Advice

Topic: Weapon choice M&F

Replies: 12

Views: 4645

Re: Weapon choice M&F

Slaying also applies to aux attacks in this case the Mi Headbutt, so each point of slaying applies 1.4 times per attack (assuming sufficient str+dex) That is to say, you get a point of slaying on each attack and additionally on each headbutt which occurs on 40% of all attacks with sufficient stats....

Monday, 11th November 2019, 17:12

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 87755

Re: Short Newperson Questions

Thank you! I seem to not be able to turn off picking up stones, even when in my list it is listed as turned off (a "-" sign before it). Odd. If you have a stone, you will always pick up a stone, also, if there's any ammo you've shot/thrown/fired you'll also always pick it up (those settin...

Monday, 11th November 2019, 17:06

Forum: Dungeon Crawling Advice

Topic: Weapon choice M&F

Replies: 12

Views: 4645

Re: Weapon choice M&F

Note also that slaying will push the damage more towards a dWhip advantage, but it would take a whole lot of slaying to push it's damage past the eveningstar's damage against holy-vulnerable critters. This is purely academic, but, I don't think it's possible for the demon whip to surpass the evenin...

Monday, 11th November 2019, 16:53

Forum: Dungeon Crawling Advice

Topic: Weapon choice M&F

Replies: 12

Views: 4645

Re: Weapon choice M&F

This is looking like...exactly what Siegurt said. Nice. So yeah just read his reply. I would just add that most enemies are susceptible to electrocution, while very few are susceptible to holy wrath, so you should probably use the demon whip. I skipped the details of the calculation (because I've d...

Monday, 11th November 2019, 03:19

Forum: Technical Support

Topic: Init setting to increase inventory icon size on main screen?

Replies: 2

Views: 5219

Re: Init setting to increase inventory icon size on main scr

It does look pretty tiny on a modern high res screen

DCSSScreenShot.png
DCSSScreenShot.png (643.77 KiB) Viewed 4797 times

Monday, 11th November 2019, 03:11

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 87755

Re: Short Newperson Questions

Thanks, I'll try to keep that in mind. I can't reach max spellpower of a level 9 even with maxed skills unless I have 3 boosters, right? With 0 boosters and 27 in all relevant skills it takes ~112 int, With 1 booster it takes ~75 Int, with 2 boosters it takes ~50 Int, with 3 boosters it takes ~33 i...

Monday, 11th November 2019, 02:55

Forum: Dungeon Crawling Advice

Topic: Weapon choice M&F

Replies: 12

Views: 4645

Re: Weapon choice M&F

EveningStar will be better against all holy-vulnerable critters, demon whip will definitely be better against elec-but-not-holy-vulnerable critters. Things that are immune to both holy and elec damage, it's a toss up, it will be really really close (to the extent that it's probably best to just use ...

Sunday, 10th November 2019, 00:13

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1170034

Re: Stupid ideas -- Started for 0.19, and Still Running!

Shtopit wrote:Pear dragon: a great, pear-shaped dragon. It's sacred to Fedhas, and drops rations when killed.

It spits seeds at you at high velocity for it's breath weapon (Like scattershot :)

Friday, 8th November 2019, 05:24

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 8516

Re: Is it possible to automatically clear the character name

If your cursor is at end of text, typing appends backspace removes the last character, if you have the whole field highlighted, typing replaces, backspaces clears. Typically such a text box would start empty. I do actually already know how a textbox works, thx. Sorry, I wasn't trying to be snarky, ...

Thursday, 7th November 2019, 21:52

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 8516

Re: Is it possible to automatically clear the character name

It used to be that if you started typing (without even hitting backspace) it would clear the name, This change was intentional, because the behavior of name-clearing (and backspace) was extremely unpredictable in general from how standard UI textboxes work. You can now use ctrl-u to clear the name ...

Thursday, 7th November 2019, 06:08

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 8516

Re: Is it possible to automatically clear the character name

As someone who only ever plays the offline game, I would not like the game to remember the previous character's name when creating a new character; I always want the new character's name to be random. For about a year and a half now, I have been hitting backspace on the main menu every time before ...

Thursday, 7th November 2019, 05:13

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 6525

Re: Remove 1 MP Spells

Why the hell do you want to bone my poor GrEE so, so badly? As mentioned just above, casting is ALREADY inferior to tabbing your way through the game. Nor are the earlier levels trivial, as it is. Simply put, this would stop me from ever playing magic users, period. You've misunderstood my suggesti...

Thursday, 7th November 2019, 01:00

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 8516

Re: Is it possible to automatically clear the character name

As someone who only ever plays the offline game, I would not like the game to remember the previous character's name when creating a new character; I always want the new character's name to be random. For about a year and a half now, I have been hitting backspace on the main menu every time before ...

Tuesday, 5th November 2019, 17:46

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: OpHu ^ Oka. Throwing still strong.

Replies: 18

Views: 7357

Re: CIP: OpHu, in trouble in Snake

I like going down unknown staircases because it makes autoexploring and teleport traps significantly less dangerous. It doesn't really reduce danger from autoexplore it just loads all the danger you would find while autoexploring into the area into your stair descents rather than while autoexplorin...

Monday, 4th November 2019, 19:11

Forum: Game Design Discussion

Topic: Dartura: Possible Bug?

Replies: 14

Views: 5017

Re: Dartura: Possible Bug?

Please don’t use mantis to report wiki inaccuracies. Yeah, I mean the "frenzied monster's shouldn't be able to shoot" suggestion, which may or may not be a bug (given the difference in effect between monster and player) at a glance, it doesn't appear intentional. Things in the wiki are de...
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