Search found 5626 matches

Today, 16:23

Forum: Game Design Discussion

Topic: ogre magic testing

Replies: 20

Views: 1153

Re: ogre magic testing

Maybe it should just go on an entirely new race that has appropriate aptitudes and stats, it sounds like a strong enough effect that it'd be distinct enough racially on it's own, trying to cram it into an existing species doesn't sound fantastic (although if you're going to stick it on an existing s...

Yesterday, 14:24

Forum: Game Design Discussion

Topic: Make animate skeleton animate a random target

Replies: 11

Views: 350

Re: Make animate skeleton animate a random target

One advantage of animate skeleton is not having to pick up chunks, do you expect that will go away (introducing tedium back into the equation, sort of negating the point of your proposal) or do you propose that the chunks created will 'jump' into your inventory (which would constitute a slight power...

Sunday, 17th June 2018, 02:43

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

Actually, just to check my numbers I ran another FE game skipping inner flame and throw fire to see what sticky flame's fail and when I could memorize it was: Training nothing but 1 point of spellcasting (so I would have the slots) and putting the rest off my XP 50% into conjuration and 50% into fir...

Sunday, 17th June 2018, 01:35

Forum: Dungeon Crawling Advice

Topic: How can I survive this?

Replies: 8

Views: 383

Re: How can I survive this?

Also you can use explore mode in game to accomplish the same result (with the bonus that you don't get an 'official' score for using explore mode, so you can tell you've beaten the game honestly)

Sunday, 17th June 2018, 00:56

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

It's not just "possible" to get to lair without it, and here you straight up misquoted me, it's easy . I'll also note that you definitely could have gotten not only fireball up and running much earlier, but also sticky flame which is easily the most useful and powerful spell after conjure...

Saturday, 16th June 2018, 22:22

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

I cant even remember how many FEs of varying races I have played (it's a lot) but I do remember how many times I have casted inner flame (it's zero). I didn't avoid this spell because it sucks (it probably does but I wouldn't know), but because I simply never needed to use it. That alone is reason ...

Friday, 15th June 2018, 18:10

Forum: Game Design Discussion

Topic: How about only spawning usable items?

Replies: 6

Views: 409

Re: How about only spawning usable items?

Yeah, this just hides the already-obscure item generation rules from the player, we don't need to make the game any more confusing. Besides, anguish over what might-have-been is part of what makes DCSS great :)

Thursday, 14th June 2018, 00:49

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

You don't lose anything by using it (not even the spell slots, you'll want the spellcasting to have the MP to reasonably use sticky flame and fireball by the time you can memorize and cast it productively) you lose a turn that you could have used to cast a spell that does something instead You lose...

Thursday, 14th June 2018, 00:42

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

While the premises of the op are wrong, the conclusion is correct. The point of comparison for FE is conjure flame, which trivializes every enemy that you would want to consider blowing up with inner flame. None of the orc band examples in this thread are convincing at all; dealing with them using ...

Wednesday, 13th June 2018, 17:57

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

But say you do hybridize - isn't the optimal behavior still to summon, let your summons beat the dangerous thing, order them to back off, then kill the thing? Isn't that still weirdly tedious? If the problem with summons is that they make you invincible, shouldn't that be solved, rather than some w...

Wednesday, 13th June 2018, 17:17

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

You don't have confuse and inner flame in the same book, there's no point in comparing them That is there to demonstrate that you will _never_ seriously consider to use inner flame if you have a better killing tool, even if you could cast it with reasonable spellpower. Even its existence in the Boo...

Wednesday, 13th June 2018, 16:55

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

Does anyone hold that the right way to deal with these monsters is to melee them with zero weapon skill and no summons? Yes. I have already described in this thread how I fight "dangerous" monsters in corridor while having summon(s) behind me to protect me if needed. I have never played a...

Wednesday, 13th June 2018, 16:45

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

Everything in your assumptions is wrong, and the basis for those assumptions is also wrong: 1. You don't have confuse and inner flame in the same book, there's no point in comparing them, by the time you're likely to have both level 3 spells will generally not be your primary killing tools. 2. Fireb...

Wednesday, 13th June 2018, 16:37

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 27

Views: 775

Re: Inner Flame

If you think inner flame is a bad spell, you're using it wrong, if you think inner flame is a fiddly spell, that's likely to get people who don't know how to use it properly killed, then you're correct. Inner flame is actually an excellent spell, that requires a very small amount of active brainpowe...

Tuesday, 12th June 2018, 22:03

Forum: Game Design Discussion

Topic: Usk line pass UI

Replies: 5

Views: 373

Re: Usk line pass UI

I think really all that's needed is: 1. The targeter needs another set of keys to cycle between "suggested locations" (it already has keys for monsters, and most types of dungeon features that you might be targetting) but the 'smart' locations for LRD, lightning bolt/shock etc. aren't avai...

Tuesday, 12th June 2018, 15:48

Forum: Game Design Discussion

Topic: Making online play more convenient

Replies: 6

Views: 364

Re: Making online play more convenient

I agree 100% with the OP. I also think that players should have the option to toggle "instant-travel" as this is very disconcerting if you are not used to it. Ok maybe that is an issue of server-overload, but to run this game?? Amazing. Unless something's changed, you do have the option t...

Sunday, 10th June 2018, 15:40

Forum: Crazy Yiuf's Corner

Topic: Make everything capable of swapping places with your summons

Replies: 4

Views: 298

Re: Make everything capable of swapping places with your sum

I'm fine with either an asymmetric solution, or with the worky-type control-direction solution (It's not especially common that I can't engage monster summoners if I really want to, I mean it happens, but it's not the usual case)

Friday, 8th June 2018, 03:02

Forum: Crazy Yiuf's Corner

Topic: Make everything capable of swapping places with your summons

Replies: 4

Views: 298

Make everything capable of swapping places with your summons

That way they still are a damage source, but lose the ability to block the movement and melee of monsters. (And are less effective at providing cover for LOS attacks)

(This is sort of the opposite solution proposed by VAF in his no summon swapping thread)

Friday, 8th June 2018, 02:40

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 2

Views: 391

Re: remove Leda's Liquefaction

Really it's not fantastic, but it's Ok, it can be used to escape like swiftness can, and it can be used to slow things down in their approach to let you get some extra ranged attacks on them, and it can be used to reduce incoming damage (causing fumbling) if you're planning to stand your ground anyw...

Thursday, 7th June 2018, 04:09

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

Hm, I wonder if simply letting monsters swap freely with summons (so they can't be used as easily to block movement) would improve things, that would reduce the effectiveness of summons in a lot of ways.

Wednesday, 6th June 2018, 14:53

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

Properly summoning a creature requires infusing some of your own lifeforce into it in order to (even temporarily) bind it to your realm. All summoning spells now also cost HP equal to their MP cost and the summon XP penalty is removed. This is affected by Deep Dwarf damage shaving a la Pain. Though...

Wednesday, 6th June 2018, 00:16

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

I still dont understand how 'zb........' is any more or less tedious than '<tab><tab><tab><tab><tab><tab><tab><tab>' (Or my personal preference which is 'zb<tab><tab><tab><tab><tab><tab><tab><tab>') IMHO you have just identified another problem with summoning spells. If "zb........" kills...

Tuesday, 5th June 2018, 06:52

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 2159

Re: Remove the xp penalty for summon damage

I still dont understand how 'zb........' is any more or less tedious than '<tab><tab><tab><tab><tab><tab><tab><tab>' (Or my personal preference which is 'zb<tab><tab><tab><tab><tab><tab><tab><tab>')

Monday, 4th June 2018, 22:59

Forum: Game Design Discussion

Topic: Why is Ilsuiw guaranteed to appear in shoals?

Replies: 3

Views: 434

Re: Why is Ilsuiw guaranteed to appear in shoals?

Is she guaranteed? I've done Shoals without encountering her a number of times (definitely a small minority of times, but it's happened) did I just miss her?

Saturday, 2nd June 2018, 07:21

Forum: Game Design Discussion

Topic: Vehumet's early gifts are really weak

Replies: 22

Views: 879

Re: Vehumet's early gifts are really weak

While I agree that Vehumet is not very strong compared to other gods, remember that this is partly because gods are very strong these days. Giving Vehumet an early buff would be a bit of power creep for gods in general. Not that this is automatically a bad thing — I can't speak to whether the devs ...

Saturday, 2nd June 2018, 03:38

Forum: Game Design Discussion

Topic: ogre magic testing

Replies: 20

Views: 1153

Re: ogre magic testing

Hm, that would be too bad if it replaces ogres, I really like the current ogres (notably OgTm is a lot of fun)

Friday, 1st June 2018, 00:15

Forum: Game Design Discussion

Topic: Vehumet's early gifts are really weak

Replies: 22

Views: 879

Re: Vehumet's early gifts are really weak

duvessa wrote:to be fair Sif at less than *** is equally useless

I think I've used divine status to be able to cast a few more spells than I have gotten any benefit from ** Veh, so I would personally call Sif *almost* as useless, but not quite :)

Friday, 1st June 2018, 00:00

Forum: Dungeon Crawling Advice

Topic: Viability of Pures: The Third Aspect

Replies: 19

Views: 773

Re: Viability of Pures: The Third Aspect

I like how you truncated my posting right at: "Strength weighting should have been amplified, not removed."... and then proceeded to talk about how the effect wasn't enough. So a point that got skipped over here was that even in the *best case* (Quickblades) Dex was only ever *equal to* s...

Thursday, 31st May 2018, 22:56

Forum: Game Design Discussion

Topic: Vehumet's early gifts are really weak

Replies: 22

Views: 879

Re: Vehumet's early gifts are really weak

I've never felt like low-piety Veh was that much worse than low-piety Kiku. Low piety (less than ***) Veh worship is worse than every other god that uses piety, by a significant margin, the closest second is probably Ash (And really that's just because early in the game, before you've cursed a lot ...

Thursday, 31st May 2018, 06:12

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 8

Views: 551

Re: Proposal: Gnoll should be

So the current definition of "basic" isnt "powerful" but rather "doesn't have any complications which make it an unusual race to play" In terms of its *typicalness* gnolls are not basic, but, particularly in regards to the early game they have a lot of simplicity, you ...

Wednesday, 30th May 2018, 18:38

Forum: Crazy Yiuf's Corner

Topic: IDEAS

Replies: 13

Views: 1026

Re: IDEAS

pedritolo wrote:> Berserk Induction – ability that makes one target enemy going berserk;

Regardless of the present context, this seems very interesting to me as a god ability or spell

Exists Via frenzy needle (also mass frenzy induction by way of the discord spell)

Wednesday, 30th May 2018, 16:27

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 8

Views: 551

Re: Proposal: Gnoll should be "simple" race

So the current definition of "basic" isnt "powerful" but rather "doesn't have any complications which make it an unusual race to play" In terms of its *typicalness* gnolls are not basic, but, particularly in regards to the early game they have a lot of simplicity, you d...

Wednesday, 30th May 2018, 07:55

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 341

Re: Confusing manual/help pages

a lot of transmutation spells don't have *any* effect for additional spellpower, but some do. This isn't true. All the transmutation spells currently in the game are affected by spell power. Yes, you're right, that's misleading, all transmutations have at very least the spell's duration effected by...

Tuesday, 29th May 2018, 23:05

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 341

Re: Confusing manual/help pages

It would probably be good if attack spells that could miss had an accuracy bar that changed with training to go with the power/range/hunger/noise meters that already exist for attack spells. The problem is that what spellpower does for each spell is dependent on the spell itself, so you can't easil...

Tuesday, 29th May 2018, 16:19

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 341

Re: Confusing manual/help pages

The description of a ring of slaying is: A ring that increases or decreases the wearer's effectiveness with ranged weapons and melee attacks, depending on its degree of enchantment. I'm not sure how you would apply that to spells unless you deliberately misread it. Spells in general are effected by ...

Tuesday, 29th May 2018, 15:53

Forum: Game Design Discussion

Topic: Proposal: god of defense

Replies: 4

Views: 423

Re: Proposal: god of defense

Game design discussion is really intended for the discussion of complete proposals, rather than "trying to sketch out an idea and come up with a fully formed proposal" At a minimum you'll need: 1. A rationale as to what your proposal contributes to the game that isn't already there. 2. A m...

Friday, 25th May 2018, 15:21

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 91

Views: 4173

Re: Redesign Proposal - Demigod (or, a new Species?)

I submit that Chei's popularity is because of people being attracted to Chei's abilities, not Chei's slowness. Otherwise I'd expect nagas to be a lot more popular. Inheriting Chei's passives on this race gives you the slowness but not the abilities. It might be, but I doubt it. I think it's all abo...

Thursday, 24th May 2018, 21:45

Forum: Technical Support

Topic: Can't change resolution or make crawl_tiles full screen

Replies: 6

Views: 10325

Re: Can't change resolution or make crawl_tiles full screen

I added tile_full_screen = true tile_window_width = 1024 tile_window_height = 768 The game plays fullscreen but it keeps desktop resolution, any suggestions? thanks in advance Instead of changing the window size, you could change the size of all the display elements, This increases the size of most...

Thursday, 24th May 2018, 21:34

Forum: Game Design Discussion

Topic: Fix acrobat amulet swapping

Replies: 12

Views: 827

Re: Fix acrobat amulet swapping

It would be nice if all amulets and not just those three were harder to swap. Perhaps: 1- Amulet of regenerations first don't regenerate and then slowly increase their rate. 2- Removing amulet of reflection causes confusion (because of the sudden disappeaing of the distortion energy around it?) 3- ...

Thursday, 24th May 2018, 21:25

Forum: Game Design Discussion

Topic: Suggestion: UI change to highlight who summoned whom

Replies: 5

Views: 492

Re: Suggestion: UI change to highlight who summoned whom

I would vote for both the indentation and examine highlighting.

Wednesday, 23rd May 2018, 20:14

Forum: Crazy Yiuf's Corner

Topic: Heal Wounds and Cure potions ought to be evil

Replies: 4

Views: 437

Re: Heal Wounds and Cure potions ought to be evil

Necromancy is obviously god power stolen from the good gods by Kiku and bestowed upon mortals in spell form, that's why it's "Evil" (Where the crawl definition of "Evil" is "Something that TSO doesn't like")

Wednesday, 23rd May 2018, 16:39

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 91

Views: 4173

Re: Redesign Proposal - Demigod (or, a new Species?)

mattlistener wrote:It's hard to let go the idea that Demigods are *supposed* to have divine-origin abilities that separate them from mortals.

Ancient: Achilles' invulnerability, Hercules' strength.
Recent: Diana (Wonder Woman), Maui (Moana).

John Gaines (Super Persuasive) ;)

Wednesday, 23rd May 2018, 08:34

Forum: Game Design Discussion

Topic: Change the spellpower display

Replies: 20

Views: 1159

Re: Change the spellpower display

Probably I would put the effect of spellpower in the spell description, like "Maximum spellpower increases the damage done by this spell by 75%" or something, so you could say "Oh I'm at 50% of the max spellpower, and max spellpower increases the spell's damage by 75%, so I'm at +37....

Tuesday, 22nd May 2018, 22:54

Forum: Game Design Discussion

Topic: Change the spellpower display

Replies: 20

Views: 1159

Re: Change the spellpower display

Maybe the spell power should be displayed as a percentage? That means hiding the spell's power cap, but this number is not very useful anyway (please correct me if I'm wrong). Do you mean a percentage relative to the spell power cap ? I may be wrong but I think this would be misleading : as an unin...

Monday, 21st May 2018, 19:18

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2642

Views: 214499

Re: Best/Worst Artifacts

  Code:
the ring of Ahatuipt {rN+ MR+ Slay+6}

Monday, 21st May 2018, 06:26

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 91

Views: 4173

Re: Redesign Proposal - Demigod (or, a new Species?)

For Chei's passive powers, does it also make you slower? If it makes you slower, is there some scale, or do you just jump to ****** Chei slowness/stats at level 5?

Sunday, 20th May 2018, 00:13

Forum: Crazy Yiuf's Corner

Topic: Worst OOD spawn you've ever seen?

Replies: 4

Views: 422

Re: Worst OOD spawn you've ever seen?

  Code:
1102 | D:2      | Noticed a hippogriff

Friday, 18th May 2018, 22:36

Forum: Crazy Yiuf's Corner

Topic: A deity or species that emphasizes 'crowd control'?

Replies: 13

Views: 639

Re: A deity or species that emphasizes 'crowd control'?

One kind of generally useful ability which doesn't exist currently would be some sort of stasis/imprisonment ability. It would lock away a monster, basically paralysis + immunity to damage (so you can't stab it), for a certain amount of time. Basically you can remove it from a fight and focus on th...

Tuesday, 15th May 2018, 21:23

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 186

Views: 10865

Re: Species Proposal - Faerie Dragon

I might not be the target audience for a "beginner" mage race, but as someone who gets very frustrated with mage backgrounds I want to share my thoughts on what turns me off. * Spell hunger is really punishing, and not in an "i'm going to run out of food kind of way. In a "you a...

Tuesday, 15th May 2018, 20:09

Forum: Dungeon Crawling Advice

Topic: Help me I'm dying

Replies: 18

Views: 689

Re: Help me I'm dying

Honestly I wouldn't even consider trolling to be a possibility; if someone is actually playing characters to elven halls just to take a screenshot and ask for advice they're spending way more time than you are in writing up some advice. Most learning players have a lot of these sorts of deaths on t...
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