Search found 799 matches

Friday, 31st October 2014, 15:14

Forum: Game Design Discussion

Topic: Change paralysis

Replies: 52

Views: 14011

Re: Change paralysis

XuaXua wrote:muh flavour

I'd prefer a game that is fun to a game that is flavourful, thank you very much.

Friday, 31st October 2014, 15:11

Forum: Game Design Discussion

Topic: Walls in killer bee vaults

Replies: 17

Views: 4194

Re: Walls in killer bee vaults

Wait, you can get loot by digging in that vault full of bees? Why did no-one tell me of this?

Monday, 27th October 2014, 08:49

Forum: Game Design Discussion

Topic: Enemy vulnerability/immunity to confuse

Replies: 21

Views: 5104

Re: Enemy vulnerability/immunity to confuse

SaidTheAlligatorKingToHisSon wrote: Disintigration wands and OC/silver statues (cool I can blow them up!) was one example for Crawl.

One very bad example that required going and spoilering oneself. It was removed for a reason.

Monday, 27th October 2014, 08:45

Forum: Crazy Yiuf's Corner

Topic: Cellphone Signal Jammer

Replies: 11

Views: 3359

Re: Cellphone Signal Jammer

This seems on topic. Mods, can you let us play around for a bit before this is deleted or kicked to cyc?

Monday, 20th October 2014, 01:51

Forum: Game Design Discussion

Topic: More altar interaction

Replies: 11

Views: 3199

Re: More altar interaction

I think the desecration thing could actually work with all the gods, based on the various rivalries. Good gods would approve of desecrating evil god altars, zin would approve of messing with JJs stuff, Trog and Sif would want each other's stuff smashed, and so on. Each god would have a few other god...

Friday, 17th October 2014, 00:41

Forum: Crazy Yiuf's Corner

Topic: Somewhat ''Revolutionary'' Ideas

Replies: 13

Views: 3588

Re: Somewhat ''Revolutionary'' Ideas

Difficulty is allready implimented via races. Some races are easier than others, so if you want a easier game, chose a harder race.
No, we aren't going to tell you which races are easier than average. Why would we do that?

Thursday, 16th October 2014, 22:23

Forum: Game Design Discussion

Topic: Serger, Chaos God of Spellcasting

Replies: 12

Views: 4133

Re: Serger, Chaos God of Spellcasting

@XuaXua: New gods are really required to have unique initials? Yes, allthough you are allowed to stretch it: TSO's initials are apparently 1. @khalil: I like #5-6 a lot. It would be tough to justify requesting a bunch of actual new mutations, but access to useless "fluff" mutations wouldn...

Thursday, 16th October 2014, 21:49

Forum: Game Design Discussion

Topic: Serger, Chaos God of Spellcasting

Replies: 12

Views: 4133

Re: Serger, Chaos God of Spellcasting

Thought a bit about this and realized that he seems fairly low on abilities. All he has is the two surge abilities and increased MP regen. A few power ideas I thought of off the top of my head: 1:(always on, costs no piety): Miscast effects have a (piety based) chance to give glow instead of their n...

Thursday, 16th October 2014, 18:43

Forum: Game Design Discussion

Topic: Allow gods to gift their brands anywhere

Replies: 21

Views: 6213

Re: Allow gods to gift their brands anywhere

I don't think the ability being useable in the midst of combat is a large buff. No more so than being able to use Zin's Cure all Mutations in just one turn, as you can do currently. It's a one-time free Holy Word or Torment for TSO/Kiku respectively, as it stands now. Kiku hands out torments anyway...

Thursday, 16th October 2014, 18:32

Forum: Game Design Discussion

Topic: Serger, Chaos God of Spellcasting

Replies: 12

Views: 4133

Re: Serger, Chaos God of Spellcasting

I like this idea. It rewards what would otherwise be non-optimal play, which is great, because I have never played a game in which optimal play was fun(Although DCSS is much better in that regard than, say, Nethack) This sounds a lot like porting Marauders from MAGE: The Ascension to DCSS. (crash co...

Tuesday, 14th October 2014, 20:06

Forum: Game Design Discussion

Topic: Spell hunger scale

Replies: 15

Views: 3948

Re: Spell hunger scale


I think I just died a little inside.

Wednesday, 8th October 2014, 13:58

Forum: Game Design Discussion

Topic: A simple fan request

Replies: 27

Views: 7169

Re: A simple fan request

Eh. While choosing Demonspawn mutations is on the "ain't going to happen" list, I kinda understand the argument here. For all intents and purposes, you can chose monstrous demonspawn anyway, it just requires startscumming. That is the very definition of degenerate behavior, so I suppose th...

Wednesday, 8th October 2014, 13:53

Forum: Crazy Yiuf's Corner

Topic: J.R.R. Tolkien

Replies: 21

Views: 5088

Re: Rename cloak of darkness to cloak of invisibility

Hey, this is GDD, at least have the decency of using spoiler tags, I can smell the hammer from here ;) I tried reading the lord of the rings like five times, every time tom bombadil appeared I just wished for a flamethrower and some way of porting inside the book to burn him, his house, his forest,...

Monday, 6th October 2014, 23:14

Forum: Game Design Discussion

Topic: Multiple Temple Entrances

Replies: 17

Views: 5138

Re: Multiple Temple Entrances

You could prevent jellies (and necrophagi etc) from eating items seen by the player; that's consistent with the behaviour for every other monster. I dont think eating items you have not seen is the good part of jellies design. Then what is the good part of jellies design? Eating items you have seen...

Wednesday, 1st October 2014, 21:16

Forum: Game Design Discussion

Topic: Suggestions for Twisted Resurrection

Replies: 11

Views: 3714

Re: Suggestions for Twisted Resurrection

Here's what I'd do to reform TR. I'd love to code it up, but I have serious doubts as to my competency: You'd only get the one abomination, to differentiate it from the other undead creation spells. It would gain hit dice for every crawling corpse consumed, and it would have other stats (speed, dama...

Friday, 26th September 2014, 15:08

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22787

Re: Buff Sif a little

Actually, what I would *really* like for Sif, is if invocations counted as a "spellcasting skill" for the purpose of gaining sif piety... That seems neither intuitive, nor flavorful, nor particularly necessary for balance. It's a tradeoff, just like all skill investment choices are... It'...

Thursday, 11th September 2014, 03:16

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15843

Re: Mutations

By the way, everything here is non-professional, we are all laymen. (Laypeople these days?) Yes, but the Dev Team is still in charge of what does and doesn't end up in crawl. Thus, discussion that is based on a misunderstanding of what the Dev Team wants crawl to be is just a waste of everyone's ti...

Thursday, 11th September 2014, 03:05

Forum: Game Design Discussion

Topic: Increase Orcish Mines' Difficulty

Replies: 33

Views: 9264

Re: Increase Orcish Mines' Difficulty

Add Orc Demolishers, who have a random launcher and a small supply of exploding ammo for that launcher. That way they wake up the rest of the level and alert them to your position. Also, Ogre Heavers, who take enemies adjacent to themselves and throw them at you to damage you and put the enemy in m...

Saturday, 30th August 2014, 20:26

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28709

Re: Bring itemdest back (and corrosion, maybe)

getting shafted Solved by running away from fights until you get to the up stairs, uncontrolled tele Solved by running away from fights until you get to the up stairs. abyssed Solved by having a high MR and not fighting monsters with unidentified glowing weapons, thus avoiding getting abyssed in th...

Saturday, 30th August 2014, 19:58

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28709

Re: Bring itemdest back (and corrosion, maybe)

That's correct. Getting into a possibly deadly situation is much more difficult if you have every (notable) item generated in the dungeon in your inventory. It's not harder, but there is a point where you do not need that many healing potions. There only difference between having 5 potions of cure ...

Saturday, 30th August 2014, 19:09

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28709

Re: Bring itemdest back (and corrosion, maybe)

characters already had access to any item that has generated in the game, because they could go back to previous levels I think what he's saying is you don't have access to them all right at that particular moment. In a fight, you only have access to however much stuff you brought with you. However...

Saturday, 30th August 2014, 17:42

Forum: Crazy Yiuf's Corner

Topic: Funny Things the Wiki says

Replies: 52

Views: 12772

Re: Funny Things the Wiki says

Because scrolls of random uselessness can sometimes cast summon butterflies when read, this scroll can be useful in a pinch to block ranged attacks. These scrolls can be a lifesaver against foes like Cerebov, whose iron shots will be thwarted by your butterflies. I kinda wish there was a scroll of ...

Saturday, 30th August 2014, 17:35

Forum: Game Design Discussion

Topic: Blork the Orc description change

Replies: 9

Views: 3241

Re: Blork the Orc description change

I'd also like to get rid of the "fat and ugly", as well as the similar text for Wiglaf (and ogres and orcs etc etc). Perhaps fill Wiglaf's description with Beowulf jokes? "The last of his kind(both a reference to how Wiglaf is the last of the Wægmundings in Beowulf and to how he's th...

Saturday, 30th August 2014, 17:24

Forum: Game Design Discussion

Topic: rPois in trunk is just meaningless

Replies: 22

Views: 10370

Re: rPois in trunk is just meaningless

The problem with poison always was and still is that damage-over-time is not a good mechanic, especially when you get a magic cure that instantly removes the damage-over-time. The only situation where it ever ends up working differently from instant damage is if you have some way to actively change...

Saturday, 30th August 2014, 17:17

Forum: Game Design Discussion

Topic: Beogh feedback thread

Replies: 25

Views: 6620

Re: Beogh feedback thread

It is not that I do not understand the reasoning behind the change to just being able to gift 1 item. I just do not feel like, as I mentioned in my previous post, this change has made my experience with Beogh more fun/interesting. This is probably because you weren't playing Optimally. The optimal ...

Saturday, 30th August 2014, 17:12

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28709

Re: Bring itemdest back (and corrosion, maybe)

I'd remove pan. though obviously first six levels of hells need a revamp Pan at least has some new and interesting content in the form of Demonspawn. Hell, not so much. I will agree that most of the postgame content is borked. Tomb is still annoyingly predicable, although much less so than it used ...

Saturday, 30th August 2014, 16:53

Forum: Game Design Discussion

Topic: Energy randomization is not fun

Replies: 39

Views: 9886

Re: Energy randomization is not fun

In that event, I think the charging for a critical hit thing should be a possibility with monsters, as not only is pillardancing degenerate badwrongfun, it's also not fun. Like, at all. As an alternative, regeneration could deactivate whenever there are monsters in your LOS. This would create some p...

Saturday, 30th August 2014, 16:50

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15843

Re: Mutations

KittenInMyCerealz wrote:I like this idea.
currently mutations and "managing" them is boring.
and you hardly ever get any before Zot/Pan

I get lots of mutations because I chug every potion of mutation and chunk of mutagenic meat I find, but that's not exactly optimal behavior.

Saturday, 5th July 2014, 13:20

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 21435

Re: Korean feedback

Huh. I'll agree with them on demigods, they're basically humans minus gods, and humans are already kinda boring. Whatever happened to that abstract worshipers thing that was being cooked up a while back?

Tuesday, 1st July 2014, 21:56

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

Even he doesn't deserve that. I played Nethack once and ended up clawing my own eyes out.

Monday, 30th June 2014, 11:50

Forum: Game Design Discussion

Topic: Problems with recent Beogh changes

Replies: 35

Views: 20616

Re: Problems with recent Beogh changes

It also suggests that the monster damage formula should change to be more dependent on weapon type, to avoid unintuitive outcomes like this. (I remember it's come up before - iirc warlords chucking stones were a main offender, though I'm not sure what affect the ranged combat rewrite has had on tha...

Friday, 27th June 2014, 13:07

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2585

Re: Enemy AI/abilities that cause bad interactions as allies

I like the idea of putting a bounty on a creature. In return for paying a lot of gold, you choose one monster and all the other monsters drop whatever they're doing and kill that one guy.

Sunday, 22nd June 2014, 23:14

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12333

Re: Removal: Fish ponds

We know that ranged attacks is a property that can make pond monsters meaningful. I have already stated that I do not believe this. And no, I cannot come up with something that makes water monsters meaningful, short of something like a water monster that instantly kills you as soon as it enters LOS...

Friday, 20th June 2014, 00:01

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8940

Re: Holy Enemies

Sar wrote:
crate wrote:one of the major design goals is pretty much precisely described as "getting rid of perceived 'tedium'"

so when will everything past Lair be removed then

Same time they cut down lair to 4ish levels.

Thursday, 19th June 2014, 23:51

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20144

Re: Monster: Bone Dragon

It's the same general map, but with subvaults now. Didn't know about the monsters though.

Thursday, 19th June 2014, 22:30

Forum: Game Design Discussion

Topic: Reinstating Dragon Slaying Brand

Replies: 34

Views: 11015

Re: Reinstating Dragon Slaying Brand

Holy wrath has at least some use, in that almost everything in the extended game is harmed by it, so at that point it's essentially just a brand that damages everything.
Dragonslaying does nothing but arbitrarily kill players in a single hit because they chose the wrong race.

Thursday, 19th June 2014, 22:25

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20144

Re: Monster: Bone Dragon

Clearly you have never been to tomb. It's the same three enemies over and over.

Thursday, 19th June 2014, 21:42

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3596

Re: Random god

Passive idea: your max HP or max MP goes up.
Other passive idea: your max AC or EV goes up.

Thursday, 19th June 2014, 21:35

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20144

Re: Monster: Bone Dragon

Perhaps a new type of mummy to ride the dragon and to spice up the tomb? Mummy warrior, comes with a weapon, armour, and a few weak spells.

Wednesday, 18th June 2014, 05:30

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20144

Re: Monster: Bone Dragon

Does the Bonerider's description have any references to KOL's Bonerdagon? Because it should.

Monday, 16th June 2014, 22:56

Forum: Crazy Yiuf's Corner

Topic: Unique idea: Hubris, shadow of death

Replies: 8

Views: 1970

Re: Unique idea: Hubris, shadow of death

Hubris should be easy to avoid, but hard to kill. You can avoid fighting him forever, but once you start a fight there's no way out other than killing him. That way, the only reason you get stuck fighting hubris is hubris.

Monday, 16th June 2014, 15:37

Forum: Game Design Discussion

Topic: Colour the player's weapon when corroded

Replies: 6

Views: 2268

Re: Colour the player's weapon when corroded

I didn't realize. Thanks for telling me!

Monday, 16th June 2014, 15:36

Forum: Game Design Discussion

Topic: Lab. minotaur

Replies: 37

Views: 11474

Re: Lab. minotaur

That's still not guaranteed, and given how much the difficulty can vary depending on what loot was dropped and what your build is (A mino with r<foo>++ is going to screw over <foo> elementalists, but any other build will do just fine,) there's a good chance escape won't be possible when it's really ...

Monday, 16th June 2014, 11:38

Forum: Game Design Discussion

Topic: Lab. minotaur

Replies: 37

Views: 11474

Re: Lab. minotaur

Proposal: allow autoexplore in labs

Monday, 16th June 2014, 11:36

Forum: Crazy Yiuf's Corner

Topic: Mummy death curse

Replies: 11

Views: 2417

Re: Proposal: Mummy Improvement

SchwaWarrior wrote:We could always buff Mummies by giving them the death-curse ability like their enemy counterparts. Whomever kills them gets death-cursed. Seems like a reasonable buff to me.

This is the third time I've seen this joke.
I think someone even submitted a patch once.

Sunday, 15th June 2014, 15:39

Forum: Game Design Discussion

Topic: Buff Twisted Resurrection

Replies: 10

Views: 3306

Re: Buff Twisted Resurrection

Why doesn't Kiku give recall? It's not necromancy, but it is a very nice spell for necromancers. The same reasoning could be applied to many other spells (e.g. haste, which isn't only really good for the necromancer themself but also interacts with your minions like recall). Yes, but haste isn't re...

Sunday, 15th June 2014, 10:50

Forum: Game Design Discussion

Topic: Buff Twisted Resurrection

Replies: 10

Views: 3306

Re: Buff Twisted Resurrection

Why doesn't Kiku give recall? It's not necromancy, but it is a very nice spell for necromancers.

Saturday, 14th June 2014, 22:35

Forum: Crazy Yiuf's Corner

Topic: Species: Wraith

Replies: 6

Views: 2021

Re: Species: Wraith

I think a few of the melee attributes are oK, but judging by their health mallus and their fighting of -2, I don't think melee would be a particularly good idea with this race.

Saturday, 14th June 2014, 17:04

Forum: Crazy Yiuf's Corner

Topic: Species: Wraith

Replies: 6

Views: 2021

Re: Species: Wraith

So, a slightly less terrible mummy? I'm OK with that.

Saturday, 14th June 2014, 17:02

Forum: Game Design Discussion

Topic: Buff Twisted Resurrection

Replies: 10

Views: 3306

Re: Buff Twisted Resurrection

Your grammar and spelling is OK. I'd certainly love it TR got buffed. I love the idea of making some kind of zombie voltron. Actually, another thing: instead of basing the number of those tiny corpse things created on the weight of the corpse, base it of HD. That way, it'll stay useful in the lower ...
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