Search found 49 matches

Tuesday, 10th August 2021, 09:11

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7960

Re: Torment - revisited

Torment feels to me like a design concession that players can get vastly more powerful than originally planned, their defensive stats or strategies effectively blanking the damage dealt by most monsters in extended. Good luck being a speed 10 melee monster against casters spamming L9 spells at max ...

Tuesday, 10th August 2021, 08:07

Forum: Dungeon Crawling Advice

Topic: Dealing with Malmutators

Replies: 3

Views: 4640

Dealing with Malmutators

Regarding a current run with a Naga of Qazlal IE / hybrid. Strongest direct damage spell I have found is starburst, but I have found more effective the combination of Freezing Cloud + Airstrike to prioritize malmutators. Still, this usually takes 3-5 turns to kill a problem malmutator. To be fair, I...

Thursday, 21st December 2017, 18:58

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 38400

Re: Don't make ogre a fat human

When I play Ogre I want to crush shit with a big club as soon as possible, and pump Spellcasting so that i can get some mana and spells for shenanigans. Otherwise I would play another race. Not sure why the gaze of the devs is on this great race, but there's always previous versions of crawl.

Friday, 14th February 2014, 10:24

Forum: Game Design Discussion

Topic: Longswords

Replies: 11

Views: 3058

Re: Longswords

savageorange wrote:How many hundred games have you observed this in?

(anything less is statistically insignificant)

200-300 hundred. Which is why I'm asking if anyone else has similar experience.

Friday, 14th February 2014, 09:14

Forum: Game Design Discussion

Topic: Longswords

Replies: 11

Views: 3058

Longswords

Longswords seem to show up in the dungeon about the same time as scimitars, which is weird because they noticeably worse weapons. Anyone else have a similar experience? Not sure if it's intentional.

Thursday, 13th February 2014, 14:30

Forum: Dungeon Crawling Advice

Topic: Short blades/weapon damage

Replies: 62

Views: 11763

Re: The thread of minor questions.

regarding the transparency/intuitiveness, I think it would be pretty easy to make a generic message for when a weapon reaches its standard minimum delay "You feel as if you have maximized the speed with which you can swing Short Swords" Might help some new folks with short swords soft capp...

Tuesday, 29th October 2013, 10:16

Forum: Game Design Discussion

Topic: Crawl spin-off?

Replies: 11

Views: 3857

Re: Crawl spin-off?

Why not just make a mod for Skyrim? I always wanted to see how DCSS would port to a real time modern engine. At least you would have the construction kit.

Monday, 1st July 2013, 09:58

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12500

Re: Proposal: Give all weapon types additional effects

It's not particularly original or thematically adherent, but what if staffs could simultaneously attack front and backwards? Making it the best weapon for situations when you are lightly surrounded in a corridor? Damage on double attacks could be like 80% of normal. You could finish off a dangerous ...

Monday, 1st July 2013, 09:41

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 62311

Re: Proposal: Rework Item Destruction

These are the kinds of ideas and feedback that make me love this community.

Thursday, 4th April 2013, 14:47

Forum: Crazy Yiuf's Corner

Topic: Suggestion: Apportation and doors

Replies: 35

Views: 10548

Re: Suggestion: Apportation and doors

Galehar makes a good point. It's about doors, not apportation. Maybe it could be one of those random god powers though.

Tuesday, 2nd April 2013, 15:49

Forum: Game Design Discussion

Topic: 0.12: New item: Pie

Replies: 14

Views: 4157

Re: 0.12: New item: Pie

I laughed my ass off when I found my first pizza. I thought it was something special since I had probably splatted 50x characters before I even saw one. More troubling is the inexplicable supply of fresh fruit laying about. There are some silly or anachronistic things in crawl. They are rare enough ...

Tuesday, 2nd April 2013, 15:10

Forum: Dungeon Crawling Advice

Topic: Warding, Oka gifts and 0.12

Replies: 14

Views: 3533

Re: Warding, Oka gifts and 0.12

Warding only affects melee attacks from summons I believe, however warding's secondary effect--the negative protection, helps a little against torment. Note that it's not like other resistances where one pip helps a lot. You really want three pips of negative protection to deal with torment if you ...

Tuesday, 2nd April 2013, 14:29

Forum: Dungeon Crawling Advice

Topic: Warding, Oka gifts and 0.12

Replies: 14

Views: 3533

Re: Warding, Oka gifts and 0.12

Warding only affects melee attacks from summons I believe, however warding's secondary effect--the negative protection, helps a little against torment. Note that it's not like other resistances where one pip helps a lot. You really want three pips of negative protection to deal with torment if you d...

Tuesday, 2nd April 2013, 14:25

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 673029

Re: Generic Brainstorming!

I love this community.

Monday, 1st April 2013, 08:49

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 26965

Re: Random gods revisited

Intrinsic identify or chance to identify might be cool.

Friday, 29th March 2013, 11:45

Forum: Game Design Discussion

Topic: Nightstalker

Replies: 50

Views: 10672

Re: Nightstalker

My favorite solutions are: 1. Let the player know early on that he will be getting nightstalker mutation, like monsterous. 2. Make it toggleable. I think this is more an annoyance issue than a balance one? Somewhat related are the antannae mutation and the demonic guardian mutation. If you worship A...

Tuesday, 26th March 2013, 13:14

Forum: Game Design Discussion

Topic: [Proposal] Some DS mutations irrelevant in end game

Replies: 18

Views: 4686

Re: [Proposal] Some DS mutations irrelevant in end game

Yeah the Okawaru thing is annoying and 'spoilery' in the sense that newer players won't know not to choose Okawaru until later, if at all. Especially when Okawaru seems to be good for hybrid playstyles, which suit DS very well. I think that the game should give you an inclination that you are going ...

Tuesday, 19th February 2013, 15:23

Forum: Game Design Discussion

Topic: Species idea: Construct

Replies: 37

Views: 9825

Re: Species idea: Construct

Would be cool/funny if the construct would store his inventory inside the cavity of his chest, giving him native potion and scroll destruction protection. Like bender from futurama. Hope I didn't derail too badly.

Sunday, 17th February 2013, 22:02

Forum: YASD! YAVP! and characters in progress too

Topic: YASD- From The Frying Pan into... the Frying Pan

Replies: 18

Views: 4607

Re: YASD- From The Frying Pan into... the Frying Pan

I had a similar experience recently with a DsNe of Ash. Min delay +7/+7 double sword at min delay with lots of support magic. The only reason I could kill TRJ was because I had some minor conjurations support magic. Sticky flame and fireball to finish him off as he hovered back around his minions. I...

Wednesday, 13th February 2013, 13:00

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: DsSk of Kiku

Replies: 6

Views: 1672

Re: YASD: DsSk of Kiku

You reminded me that i can change that. Thanks.

Wednesday, 13th February 2013, 12:35

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: DsSk of Kiku

Replies: 6

Views: 1672

YASD: DsSk of Kiku

DsSk of Kiku, built like a hybrid with decent defense/shield. Had been tabbing through dragons, ettin, hydras, wiglaf etc. Decide to see if there's any loot in Hall of Blades right at the staircase. No loot, just an animated great mace. Figure i'd kill that. TAB TAB TAB TAB dead. It was holy wrath. ...

Tuesday, 12th February 2013, 22:22

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

What is with people taking criticism of their ideas as "ball busting" lately? I apologize if there was an idea to make shields help against torment and hellfire, can you please show me where that thread is because I couldn't find it? The bull busting comment is because this debate as to w...

Tuesday, 12th February 2013, 22:04

Forum: Game Design Discussion

Topic: Strength tweak proposal

Replies: 28

Views: 7022

Re: Strength tweak proposal

Just make it so you can't die when taking off str items, instead just staying at 1 HP? Lots of effects are like this.

Anyway, AC would be fine and easier.

Tuesday, 12th February 2013, 21:20

Forum: Game Design Discussion

Topic: Strength tweak proposal

Replies: 28

Views: 7022

Re: Strength tweak proposal

I suggested a while ago to make strength give AC (this is better than HP in my opinion - stats jump around a lot and max HP probably shouldn't). AC could work out pretty well. Although in my experience STR is not a huge target of stat drain usually, and there already is ROT in the game. Why shouldn...

Tuesday, 12th February 2013, 21:11

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

As stated below, ac reduces fireball damage, which is equally "ridiculous". Lightning bouncing between two targets a bunch of times is ridiculous. Pizza and pears in a cavern is ridiculous. Shields already protect you from fireball and torment through fire resist and life protection. I'm r...

Tuesday, 12th February 2013, 17:49

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

I would much prefer a fireball hit my tower shield than my torso. However I think hellfire isn't a projectile so point taken. Still, mechanics are more important even if they are a bit of a stretch.

Tuesday, 12th February 2013, 17:43

Forum: Game Design Discussion

Topic: Strength tweak proposal

Replies: 28

Views: 7022

Re: Strength tweak proposal

Why not just have each point of STR give 2 HP up to 20, and 1 HP for each point thereafter? I think the damage bonus should be increased as well. Would like to see STR more valuable for non-melee types.

I think that DEX would be the new weak stat after that though...

Tuesday, 12th February 2013, 14:55

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

I've had turns where I killed more guys with headbutt than I could kill with an attack on my turn.


You have a chance to headbutt after dodging? Didn't know that.

Tuesday, 12th February 2013, 14:52

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

In terms of mechanics it feels appropriate to me for someone who invests a ton of experience into shields, and wields a large shield should get at least a little protection from hellfire--torment is debatable, both mechanically and thematically. 'Blocking' hellfire with a shield doesn't seem themati...

Friday, 8th February 2013, 23:29

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

It sounds like you are trying to fix a problem that doesn't really exist. Also even if the problem did exist these would not be good fixes (unnecessarily complicated list of multiple effects, making deliberately irresistible damage sources resistible for no apparent reason). If shields need changin...

Friday, 8th February 2013, 15:17

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Re: Two ideas to make shields more viable

Because shields are not usually preferable to two-handed weapons for melee, as getting the monsters dead faster is usually better than extra survival potential, I propose the following changes to shields: Why is this a problem? Shields are better for some chars, big weapons for others. If it were a...

Friday, 8th February 2013, 15:01

Forum: Game Design Discussion

Topic: Two ideas to make shields more viable

Replies: 26

Views: 6437

Two ideas to make shields more viable

Because shields are not usually preferable to two-handed weapons for melee, as getting the monsters dead faster is usually better than extra survival potential, I propose the following changes to shields: 1. Add a new passive mechanic 'Bashing' that scales with the shields skill. Each point in shiel...

Monday, 21st January 2013, 16:14

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44414

Re: Long Blades, M&F effect brainstorm

I suppose it wouldn't be a problem. And whips doing strictly dot damage would be very 'flavorful' and already encourage a different fighting tactic. Whips of venom would be pretty devastating for kiting with an additional bleed.

Monday, 21st January 2013, 16:11

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49806

Re: Make Cheibriados Better

Okay so maybe only give the GDR bonuses for GDA, CPA and Plate or something? And no GDR for bucklers. Meh whatever.

Monday, 21st January 2013, 13:24

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49806

Re: Make Cheibriados Better

Most people seem to think that stats (primarily str and to a lesser degree dex) are not good enough, and haste is too good. So removing or nerfing haste would honestly be the easiest way to make Chei more viable relative to the other gods. Unfortunately it makes the game harder all around. Therefore...

Monday, 21st January 2013, 00:16

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44414

Re: Long Blades, M&F effect brainstorm

I like the slam idea quite a bit. Only downside I see is that it would make it worth it to slam, back up and readjust your position for another slam etc. It would more efficient to play that way, but way less fun. What about making Slam a bit stronger, and limiting it to 1 proc per mob to discourage...

Sunday, 20th January 2013, 14:19

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49806

Re: Make Cheibriados Better

I'm just a noob so I'll get flamed for this but here are my suggestions of direct and indirect Chei changes: 1. Nerf haste down to 25% or even get rid of it, or at least move it out of Charms as there are too many good spells there. To compensate see below. 2. Make STR give more significant damage b...

Sunday, 2nd December 2012, 14:35

Forum: Crazy Yiuf's Corner

Topic: Delights gleaned from the translation project.

Replies: 85

Views: 18713

Re: Delights gleaned from the translation project.

TehDruid wrote:
Grimm wrote:You can make a Greek thread yourself, and I recommend that you do.

Thanks for telling. I remember you had to ask a moderator to have one of those language topics made.
Grimm wrote:I also recommend recruiting Bomanz into the Transifex project.

I've already included that in my PM to him. ;)


Responded to you.

Saturday, 1st December 2012, 11:52

Forum: Crazy Yiuf's Corner

Topic: Delights gleaned from the translation project.

Replies: 85

Views: 18713

Re: Delights gleaned from the translation project.

O Lampros Enas was offered by an actual Greek person, so you'll need to take your concerns to him. The word 'Enas', which means one/a/someone (male), is simply not used that way in Greek. For example if someone asks you which watch do you prefer, the shining one or the dull one, you would answer th...

Thursday, 29th November 2012, 00:55

Forum: Game Design Discussion

Topic: weapon brand spells

Replies: 39

Views: 8223

Re: weapon brand spells

I'm just curious if anyone knows why there is no spell to temporarily add the electrocution brand? Seems to be conspicuously missing?

Thursday, 29th November 2012, 00:53

Forum: Game Design Discussion

Topic: Piety system flavour change

Replies: 20

Views: 4953

Re: Piety system flavour change

This rabbit hole goes deep.

Also, flavourable. Twice.

Thursday, 29th November 2012, 00:44

Forum: Crazy Yiuf's Corner

Topic: Delights gleaned from the translation project.

Replies: 85

Views: 18713

Re: Delights gleaned from the translation project.

"The Shining One" would correctly be translated as "Ο Λαμπερός", or O Lamberos (the 'm' is mostly silent when you say it).

Google translate or whatever you are using is no pinche bueno.

Friday, 16th November 2012, 12:23

Forum: Game Design Discussion

Topic: Curse/Trap/and possibly Ash reform

Replies: 40

Views: 12360

Re: Curse/Trap/and possibly Ash reform

What about traps that require a potion or scroll to disarm? Arcane trap can be haywired by tossing in any scroll, and pressure plates can be kept wedged with a potion. It doesn't make a lot of real world sense, but mechanically it would incentivize you to carry around a burner potion/scroll, and in ...

Thursday, 8th November 2012, 16:48

Forum: Game Design Discussion

Topic: U!ktaska, God of Surprise

Replies: 12

Views: 3850

Re: U!ktaska, God of Surprise

I have no input on the balance aspect, but thematically I love this idea.

Thursday, 8th November 2012, 13:18

Forum: Game Design Discussion

Topic: Hell Effect Paralysis

Replies: 63

Views: 19234

Re: Hell Effect Paralysis

What about MR reducing the duration of Paralysis and not the likelihood of it happening, or perhaps some combination of both?

Thursday, 8th November 2012, 12:37

Forum: Game Design Discussion

Topic: Shield reform proposal discussion

Replies: 59

Views: 15183

Re: Shield reform proposal discussion

This make higher shield skill reduce the rate at which effective SH value gets reduced per blocked attack in a turn, and maybe even implement a GDR-like lower cap % based on shield size plus this Instead of EVP = base_evp - skill / 5, how about EVP = base_evp * 27 / (4 * skill + 27) and optionally,...

Thursday, 8th November 2012, 12:26

Forum: Game Design Discussion

Topic: Shield reform proposal discussion

Replies: 59

Views: 15183

Re: Shield reform proposal discussion

If you already know you are putting anecdotal evidence up against actual evidence, I don't know what you can possibly hope to achieve. Well this is a forum. I'm hoping to achieve discussion. I think you should look up what anecdotal means. Who peed in your cheerios anyway? How many times do you see...

Wednesday, 7th November 2012, 11:25

Forum: Game Design Discussion

Topic: Shield reform proposal discussion

Replies: 59

Views: 15183

Re: Shield reform proposal discussion

Just twice so far, so my credentials are not the best but I'm just tossing in my 2 cents.

Wednesday, 7th November 2012, 10:26

Forum: Game Design Discussion

Topic: Shield reform proposal discussion

Replies: 59

Views: 15183

Re: Shield reform proposal discussion

I know a lot of players here have run the math and the scenarios a million times but I would like to offer my anecdotal experience that I really like shields. The blocking statistic combines very well with high AC and it makes you basically unstoppable in corridors. Being able to block crystal spear...

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