Search found 16 matches

Friday, 10th March 2017, 23:03

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8229

Re: Boot/glove/Helm/Cloak spawn rate too low

In my most recent game, I have explored 15 levels of Dungeon, 6 levels of Lair, 2 levels of Orc and found 0 helms, 0 boots, and 0 gloves. The spawn rate is too low now.

Mod edit: moved from GDD.

Monday, 6th February 2017, 04:30

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8229

Re: Boot/glove/Helm/Cloak spawn rate too low

In my latest game, I have explored 15 levels of Dungeon, 3 levels of Snake, 2 levels of Orc, 4 levels of Lair with not a single pair of boots. No boots in stores, no boots!

Thursday, 2nd February 2017, 18:23

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8229

Re: Boot/glove/Helm/Cloak spawn rate too low

Perhaps this discussion might benefit from some data. I don't really have an opinion about whether it's too low or high. But we can use objstat to determine the expected number of items found. See this file for the latest numbers. From the spreadsheet, I see, from D:1-10, you are expected to get (b...

Tuesday, 31st January 2017, 22:46

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8229

Re: Boot/glove/Helm/Cloak spawn rate too low

If a class has high Armor skill, then it depends on armor. The game is balanced so that high armor skill comes at the expense of some other skill. Having armor spawn rates be so low that a class doesn't even reliably get +0 versions of armor means the classes with good armor skill are penalized rela...

Tuesday, 31st January 2017, 21:59

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8229

Boot/glove/Helm/Cloak spawn rate too low

The item spawn rate of boots/gloves/helm/cloak is too low now. Through many versions it was far too high so it is good that it was reduced, but in many runs now I am reaching D10 (clearing full levels) and still not having seen a single boot/glove/helm. I usually find a cloak somewhere by then, and ...

Tuesday, 31st January 2017, 21:50

Forum: Game Design Discussion

Topic: Remove torment

Replies: 33

Views: 11513

Re: Remove torment

I would suggest keeping torment but reducing the extended games torment-spam. It should be an infrequent thing, rather than having tormentor/hell sentinel/whatever casting it throughout the entire extended game. Also, the mutation casting mobs need to be toned down a little now that rMut is nearly n...

Tuesday, 31st January 2017, 21:31

Forum: Game Design Discussion

Topic: Limit the amout of cared consumables

Replies: 2

Views: 1345

Re: Limit the amout of cared consumables

Consumables are fine as they are. Inventory management would skyrocket with any of the proposals other than just reducing the spawn rate, but that would severely alter the game play which is already being altered too much as it is. One of the beauties of Crawl is that it allows many different playst...

Tuesday, 31st January 2017, 21:27

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 25031

Re: Remove Regeneration

Regneration works well how it is. It allows melee types to recover HP with a heal over time with moderate investment in spell casting. It perfectly fits the niche of a "HOT" that doesn't just require resting until healed. Yet it is not over-powered because it doesn't instantly restore chun...

Monday, 30th January 2017, 23:21

Forum: The Dart Board

Topic: Casual League Week 7

Replies: 31

Views: 13770

Re: Casual League Week 7

ldf wrote:And tier 3 done


Idf is playing Version 18 of the game in order to be able to use Condensation Shield which is no longer in the game. That invalidates the win as far as I'm concerned.

We need to at least be playing the current version (0.19) or trunk (0.20).

Monday, 16th January 2017, 19:14

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 34299

Re: Weapon-less Ieoh Jian Council (now implemented)

Just played the weapon-less council the other day and really enjoyed the whirlwind, wall jump and surge attacks. Being able to attack and move and play positionally with a melee character like that is innovative and fun! Great Job!

Monday, 1st April 2013, 22:20

Forum: Game Design Discussion

Topic: 0.12: New item: Pie

Replies: 14

Views: 4173

0.12: New item: Pie

First off, I get the reference: In early versions of Nethack, the Keystone Kops would throw pies and blind you. Now we have KIller Klowns throwing pies and blinding you. Bear in mind that the Killer Klowns and pies were taken out of later versions of Nethack as being silly and anachronistic. Two thi...

Thursday, 28th March 2013, 21:15

Forum: Game Design Discussion

Topic: 0.12: Resists and See Invis much harder to get

Replies: 7

Views: 1934

Re: 0.12: Resists and See Invis much harder to get

minmay wrote:This has to be a joke.



No. It was not a joke, actually. Your response is condescending and demeaning, which is not at all in line with encouraging newer players to participate in the forum community.

Sometimes people are wrong. In this case, it seems I was.

Thursday, 28th March 2013, 20:34

Forum: Game Design Discussion

Topic: 0.12: Resists and See Invis much harder to get

Replies: 7

Views: 1934

0.12: Resists and See Invis much harder to get

As the overwhelming consensus seems to be that I mistaken, I retract my comments.

Friday, 22nd March 2013, 04:07

Forum: Game Design Discussion

Topic: 0.12 Suggestion: still yaktaur and stone giant heavy

Replies: 39

Views: 10784

Re: 0.12 Suggestion: still yaktaur and stone giant heavy

This is a problem that's slowly being addressed if you look at very recent trunk changes. The big problem was that V and D both had the exact same monster list (literally the same function). That is now being differentiated with the new types of vault guard monsters and hopefully more will happen. ...

Sunday, 17th March 2013, 00:44

Forum: Game Design Discussion

Topic: 0.12 Suggestion: still yaktaur and stone giant heavy

Replies: 39

Views: 10784

Re: 0.12 Suggestion: still yaktaur and stone giant heavy

One additional point: I picked those two monsters over the course of numerous games. It wasn't just one or two games. Occasionally I had a game in which some other monster was ridiculously common (the deep troll packs with shaman and/or mages, for example), but over the course of many games it was r...

Sunday, 17th March 2013, 00:17

Forum: Game Design Discussion

Topic: 0.12 Suggestion: still yaktaur and stone giant heavy

Replies: 39

Views: 10784

0.12 Suggestion: still yaktaur and stone giant heavy

Hi, After substantial "play-testing" (i.e. spending all my time playing for the last month) the only monsters you get ridiculously sick of seeing all the time are yaktaur packs and stone giants. They're just all over the place from Dungeon Level 18-27 and Vaults 1-5. They're not a problem ...

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