Search found 3035 matches

Sunday, 3rd July 2016, 02:42

Forum: Game Design Discussion

Topic: Please remove invisibility from chaos effects

Replies: 15

Views: 4420

Re: Please remove invisibility from chaos effects

Just make sky beasts fast, so they get free hits if you kite them. If they need to be weakened to compensate for the extra damage, lower their hp or defenses so they're less likely to tank their way through more than one cycle of flickering off and on invisibility.

Tuesday, 28th June 2016, 22:49

Forum: Game Design Discussion

Topic: Improve documentation for death curses in xv

Replies: 11

Views: 3541

Re: Improve documentation for death curses in xv

Obviously if mummies did their curse at the beginning of the encounter, they'd need to have a different list. The idea is that you'd get a penalty that would be permanent until you killed the mummy, or until you did some other arbitrary action if for some reason it is necessary to give players anoth...

Sunday, 26th June 2016, 21:18

Forum: Game Design Discussion

Topic: Improve documentation for death curses in xv

Replies: 11

Views: 3541

Re: Improve documentation for death curses in xv

Make mummy curses apply when the mummy sees you and go away when you kill the mummy. What's the point in something that happens when the fight is already over and you can just 5 off the effects or at worst clear some popcorn? The only point where the current curses matter are in Tomb 3 and Ziggurats...

Saturday, 25th June 2016, 20:45

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 21531

Re: Harder enemies earlier now?

I'm not sure where you're getting this idea. I auto-explored into that room. I fought nothing to get there. The footsteps show that I autoexplored into there. The footsteps show that you autoexplored through that one single room inside the vault, after a large patch of bloodstains show that you kil...

Saturday, 25th June 2016, 15:27

Forum: Dungeon Crawling Advice

Topic: Harder enemies earlier now?

Replies: 65

Views: 21531

Re: Harder enemies earlier now?

A vault placing those monsters on d:9 should probably be considered a bug. Does anyone know which vault this is? Those monsters weren't wandering around randomly. The OP cut through three rooms full of increasingly difficult monsters to get to those four, and in the next room after this one there w...

Thursday, 23rd June 2016, 18:32

Forum: Dungeon Crawling Advice

Topic: How should I deal with Ereskhigal?

Replies: 8

Views: 2641

Re: How should I deal with Ereskhigal?

Haste yourself and run past, then grab the rune and teleport. She doesn't actually deal all that much damage, and you don't get a prize for killing her. If you must kill her for a tournament banner or something, bring a character that can spam summons of some sort so you can beat her down with six m...

Wednesday, 22nd June 2016, 23:55

Forum: Dungeon Crawling Advice

Topic: Maces&Flails v Staves

Replies: 26

Views: 5895

Re: Maces&Flails v Staves

There is an easy/hard ice cavern split. Easy ones spawn in Lair and Orc, while hard ones spawn in later branches. I suppose the ice dragons are considered 'easy' because the monsters ramp up as you follow the path, and you get a chance to quit midway through if you realize how much worse it's going ...

Wednesday, 22nd June 2016, 22:01

Forum: Dungeon Crawling Advice

Topic: Makh: Servants and Greater Destruction

Replies: 2

Views: 1124

Re: Makh: Servants and Greater Destruction

I just tested it now to make sure it hadn't been changed, and it is still the case that Makhleb doesn't care who you anger with Major Destruction. It is not really prudent to use both invocations at once. Usually a Greater Servant will kill everything without needing your help, though. Major Destruc...

Wednesday, 22nd June 2016, 21:50

Forum: Game Design Discussion

Topic: Add a runed door to Crazy Yiuf's hut

Replies: 19

Views: 6232

Re: Add a runed door to Crazy Yiuf's hut

I'm mildly surprised that this suggestion is controversial. This is exactly what runed doors are for. Additionally, it makes sense that Yiuf's hut would have a door, because it is his house, and houses usually have doors. It would also be useful to have at least one common early-game vault that intr...

Wednesday, 22nd June 2016, 21:46

Forum: Game Design Discussion

Topic: Remove river rats

Replies: 54

Views: 20697

Re: Remove river rats

Whether it is a good idea or a bad one, the idea is that rat swarms would offensively scale like a hydra with N heads. Multiple attacks that all check defenses, not one really huge attack that deals enormous damage if you fail one defensive roll. The swarm would work like a combination of both hydra...

Monday, 20th June 2016, 22:21

Forum: Dungeon Crawling Advice

Topic: Conjurer gods

Replies: 48

Views: 16662

Re: Conjurer gods

It is easy to make Vehumet much stronger, even without changing any mechanics, just by the numbers. I was aware that tavern concensus is that Cheibriados is an abysmal god, didn't know Vehumet is chalked up as shit over here, too. I enjoy playing Vehumet because she makes it less necessary to lure ...

Monday, 20th June 2016, 22:08

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35812

Re: Let us turn off ghost generation.

I think the ideal solution would be to display exact AC/EV/weapon etc. of the ghost in their description (along with standard bars of course) to remove any reason to look into morgue file. One more reason why I dislike ghosts is that they make you suspend normal play to check their morgues. This se...

Monday, 20th June 2016, 02:46

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35812

Re: Let us turn off ghost generation.

The reason for randomising names is to eliminate offensive names. Is this a meme or something? Whenever the topic of player ghosts come up, there is the argument advanced that player ghosts create interactivity between players in this single-player game. This is somehow advanced as an argument as i...

Sunday, 19th June 2016, 15:00

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35812

Re: Let us turn off ghost generation.

The trouble with ghosts is that literally every single aspect of their design is bad. They have no redeeming mechanical features at all. Any level of removal is preferable to the status quo, but the only viable path towards rehabilitation involve re-writing everything about them from scratch. If we ...

Friday, 17th June 2016, 10:23

Forum: Dungeon Crawling Advice

Topic: Draconian Gl/EE

Replies: 8

Views: 2649

Re: Draconian Gl/EE

1. If I keep putting all of my points into INT, as well as training Earth and Conjurations more, will I be able to cast Crystal Spear? Could I do it with some INT increasing gear? Yes, you will eventually be able to cast Crystal Spear. On the other hand, your plan is a bad one. With a gladiator sta...

Friday, 17th June 2016, 00:29

Forum: Crazy Yiuf's Corner

Topic: Share stories from when you were new and bad at Crawl

Replies: 76

Views: 26126

Re: Share stories from when you were new and bad at Crawl

To be fair, it did save that character from certain death literally dozens of times just walking around.

Friday, 17th June 2016, 00:19

Forum: Game Design Discussion

Topic: Remove river rats

Replies: 54

Views: 20697

Re: Remove river rats

Rats should be able to merge into rat swarms, like slime creatures only more statistically linear. They're the size of rats; they should not be restricted to one per tile. Attract the attention of a rat swarm, and you're taking on the whole thing regardless of whatever choke point you thought you ha...

Tuesday, 14th June 2016, 23:09

Forum: Game Design Discussion

Topic: Make at most one timed portal per dungeon level possible

Replies: 25

Views: 6206

Re: Make at most one timed portal per dungeon level possible

Hey, now. The power spiral issue and the spoiler issue are both completely legitimate.

Not really on board with autoexplore as a sacred cow, though. Autoexplore is worse than manual exploration on every level.

Tuesday, 14th June 2016, 20:50

Forum: Crazy Yiuf's Corner

Topic: POLL: How Good/Bad Is Pakellas?

Replies: 47

Views: 11280

Re: POLL: How Good/Bad Is Pakellas?

Are we just letting this go without comment? Do you want to prove me that investment in Invocation for getting hostile Neqoxec/Executioner or weak ranged attack is better than getting weapon/armour/dodging/support spells? If you don't care about hostile Neqoxec/Executioner, you don't need them. I w...

Tuesday, 14th June 2016, 20:40

Forum: Game Design Discussion

Topic: Make at most one timed portal per dungeon level possible

Replies: 25

Views: 6206

Re: Make at most one timed portal per dungeon level possible

I've finished one portal and then made it in time to enter the second before it also expired. It is hard, but possible to do depending on the map you get. Even if we suppose it is never possible to do more than one portal on the same level, why is it better that I only get to do one portal than to d...

Tuesday, 14th June 2016, 20:34

Forum: Dungeon Crawling Advice

Topic: Lair change?

Replies: 16

Views: 5682

Re: Lair change?

MainiacJoe wrote:What all this branch shortening really affects is not XP but exploration piety.


What are you doing with Ashenzari or Elyvilon that you are having trouble keeping your piety up in Lair?

Saturday, 11th June 2016, 13:06

Forum: Suggestions & Criticism

Topic: Public criticism of players based on their ghosts.

Replies: 22

Views: 15754

Re: Public criticism of players based on their ghosts.

I wouldn't expect this to go anywhere useful, and it would almost certainly not be worth whatever energy you put in. Probably nobody around here would be interested in the morgues of strangers who don't post here and who are not known to any of the players here. There's already a steady stream of po...

Monday, 6th June 2016, 09:41

Forum: Dungeon Crawling Advice

Topic: Suggest easy combos

Replies: 110

Views: 30697

Re: Suggest easy combos

If you are contorting the concept of 'easy combo' enough to qualify mummies, you are well into 'words mean what I say they mean' territory. Mummies are far enough away from conventional definitions of 'easy' that such a recommendation parses as malicious.

Monday, 6th June 2016, 09:35

Forum: Game Design Discussion

Topic: Why no more random deck generation?

Replies: 55

Views: 18720

Re: Why no more random deck generation?

Decks are intrusive and fiddly, and they are better off as Nemelex-specific flavor or out of the game entirely. To make a potion or scroll into a useful consumable, you pick it up and identify it. To make a deck into a useful consumable, you pick it up and identify it, and then you calculate the odd...

Tuesday, 31st May 2016, 09:37

Forum: Game Design Discussion

Topic: fr: remove piety decay (from all gods but Uka)

Replies: 32

Views: 10365

Re: fr: remove piety decay (from all gods but Uka)

To reiterate, the point is not that there should not be a mechanism which plays the role of clock and prevents the optimal player from spending forever on only very slightly beneficial tasks. Every mechanism should also discourage the player from engaging in tedious busywork, regardless of each mec...

Tuesday, 31st May 2016, 02:42

Forum: Dungeon Crawling Advice

Topic: Iron Giants - Throw

Replies: 20

Views: 5084

Re: Iron Giants - Throw

40AC means incoming damage gets reduced by any value between 0 and 40 inclusive. It's random. You can botch an AC roll with any level of AC no matter how much you have.

Don't melee iron giants if you can avoid it.

Tuesday, 31st May 2016, 02:37

Forum: Game Design Discussion

Topic: fr: remove piety decay (from all gods but Uka)

Replies: 32

Views: 10365

Re: fr: remove piety decay (from all gods but Uka)

Piety decay is useful because it removes the incentive to scrimp and save piety by tedious methods. When poisoned but not lethally so, most players choose to rest it off rather than burn a potion of curing because potions of curing can be stockpiled and are limited in availability. If piety was a re...

Tuesday, 31st May 2016, 02:05

Forum: Dungeon Crawling Advice

Topic: Where to go now?

Replies: 16

Views: 4280

Re: Where to go now?

Should I train short blades? Gargoyles are bad at them. Low levels of skill are very cheap, and short blades get good benefits from low levels of skill but cap out early. If you have a good weapon, like a weapon of electrocution, you don't need to worry too much about species aptitudes. Those aptit...

Tuesday, 31st May 2016, 01:56

Forum: Dungeon Crawling Advice

Topic: Surviving Hell.

Replies: 23

Views: 7041

Re: Surviving Hell.

You should really have any legitimate problems with the remainder of the game. Everything that works in Hell works in Pan too, although you don't have to worry about monsters spawning literally on top of you. They do spawn very frequently, however, so expect to get interrupted constantly if you try ...

Monday, 30th May 2016, 16:22

Forum: Dungeon Crawling Advice

Topic: Surviving Hell.

Replies: 23

Views: 7041

Re: Surviving Hell.

You really should be fine. Just rush through the first six levels of each branch, looking for stairwells. Do not bother killing things that aren't in your way, and completely throw out any notions you may retain of 'clearing' levels. As a follower of TSO, you can recharge hp and mp on the run by kil...

Tuesday, 24th May 2016, 18:59

Forum: Dungeon Crawling Advice

Topic: Nagas

Replies: 41

Views: 11031

Re: Nagas

The first tile of Lair is the most dangerous tile of Lair. There are no other stairwells to come down, so you have to somehow deal with whatever greets you no matter how unreasonable it is. Gastronok spawning in your face right as you enter Lair is a good reason to put off Lair, and a large pack of ...

Saturday, 21st May 2016, 17:26

Forum: Dungeon Crawling Advice

Topic: Nagas

Replies: 41

Views: 11031

Re: Nagas

Play very slowly and carefully. Nagas have a lot of intrinsic advantages, but these are only partial compensation for the fact that they are SLOW. Very slow. Painfully slow. If you rush into a fight you can't clear in one go, you have to burn a consumable or die. So you want to abuse luring tactics ...

Monday, 16th May 2016, 11:04

Forum: Crazy Yiuf's Corner

Topic: on finite, unlimited resources + ranged is untactical

Replies: 26

Views: 8984

Re: on finite, unlimited resources (arrows)

How about 4) you can't use a launcher at melee distance. It's not very fun to kite the same ogre to one of two stairwells over and over again. In the status quo, I can just shoot it twice more and kill it. If I'm disallowed from shooting it by game rule, I'm going to start walking away before it re...

Sunday, 15th May 2016, 15:37

Forum: Game Design Discussion

Topic: Proposal: Remove identification

Replies: 50

Views: 14896

Re: Proposal: Remove identification

That's not actually true, though. The ID minigame is much smaller than it used to be, and if you look back on changes in previous versions it is clearly on the way out. There is a subset of the playerbase and devteam that have an affection for it, but as it exists now it is pretty clearly an uncompe...

Monday, 9th May 2016, 03:19

Forum: Dungeon Crawling Advice

Topic: Robe of Vines any good?

Replies: 12

Views: 4384

Re: Robe of Vines any good?

but device healing is not free, it is a finite resource. You may be low on HW, or you may have used it all up (otherwise having a single HW would be worthless but of course it isn't). Besides, HW is only one of a few ways to recover from getting into trouble. So if you have a choice between several...

Sunday, 8th May 2016, 15:05

Forum: Dungeon Crawling Advice

Topic: What is this depths vault?

Replies: 4

Views: 2031

Re: What is this depths vault?

You can find vaults for your version if you go to the crawl folder, and then open the .dat folder and then the .des folder inside it. Vaults are only semi-organized into these folders because they often show up in multiple branches but can only go into one folder, but usually there are only a few li...

Tuesday, 3rd May 2016, 09:03

Forum: Game Design Discussion

Topic: Giving All Species Gourmand

Replies: 15

Views: 3870

Re: Giving All Species Gourmand

The gourmand food clock is triple the size of the standard food clock. That's large enough that food cost is never a factor even if the player spams the highest available food cost abilities, whereas in the status quo certain character types actually do need to refrain from using too many of their h...

Monday, 2nd May 2016, 10:01

Forum: Crazy Yiuf's Corner

Topic: Name of the god?

Replies: 16

Views: 4516

Re: Name of the god?

Pretty sure the alphabet thing was originally just a joke that has been repeated ten thousand times until the original irony and humor got completely ruined. Most god ideas are rejected because they are terrible, and most of the remainder are rejected because nobody happens to volunteer to implement...

Sunday, 1st May 2016, 19:25

Forum: Crazy Yiuf's Corner

Topic: Question about a vault

Replies: 1

Views: 792

Re: Question about a vault

They were mimics.

Sunday, 1st May 2016, 03:11

Forum: Dungeon Crawling Advice

Topic: Need help with octopode

Replies: 32

Views: 9204

Re: Need help with octopode

What skill is constriction based off of? It isn't, unless there was a commit that I missed. It has some base calculations that don't matter because you can't change them easily, and then damage ramps up the longer you maintain it. So the only skill training you need for it is enough fighting and do...

Saturday, 30th April 2016, 18:31

Forum: Dungeon Crawling Advice

Topic: When to get what runes

Replies: 42

Views: 11859

Re: When to get what runes

The third Rune is kind of a risk-vs-reward thing. The Silver Rune is one of the more dangerous ones, but it gives you quite a bit of loot and is fairly likely to cover any holes in your inventory if you still have some sort of problem. It presents a wide variety of threats that no character is guara...

Saturday, 30th April 2016, 18:12

Forum: Dungeon Crawling Advice

Topic: Need help with octopode

Replies: 32

Views: 9204

Re: Need help with octopode

I tend to have the easiest time with octopodes as an assassin. Does octopodes constriction increase stab damage? Constriction is incredibly lethal in normal combat for very little xp investment. Normally monsters that a stabber fails to stab are dangerous when they wake up, but constriction just ki...

Saturday, 30th April 2016, 16:58

Forum: Crazy Yiuf's Corner

Topic: Stoneskin Rework

Replies: 16

Views: 3939

Re: Stoneskin Rework

I don't really understand the reasoning of trying to fix buffs by making them absolute trash. If the objective is to make sure they are never used, it seems much more efficient and also honest just to straight-up remove them. If your proposed defensive buff is worse than a brisk walk to the stairs, ...

Thursday, 28th April 2016, 15:25

Forum: Dungeon Crawling Advice

Topic: Need help with octopode

Replies: 32

Views: 9204

Re: Need help with octopode

Octopodes play mostly like everything else, only with 10% fewer hit points and taking extra damage from every attack. In compensation, they get a strong auxiliary melee attack. A helpful thing to think about when playing them is that you need to adjust your threat assessment to compensate for the fa...

Friday, 22nd April 2016, 14:02

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 18

Views: 5519

Re: Elyvilon rework

Heal Other is for spot-control of monsters that aren't worth the risk or investment for killing normally. It's very strong at that job. You just say, "Rupert? No, no Rupert in this game." And then Rupert is gone. Heal Other is good enough to justify making invocations a primary skill for a...

Thursday, 21st April 2016, 12:42

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 18

Views: 5519

Re: Elyvilon rework

Generally speaking, requiring the player to deal with monsters in a specific way for a reward leads to degenerate behavior. In this case, your idea would mean that players get rewarded with future healing for allowing monsters to attack them; accordingly, players should go out of their way to get at...

Tuesday, 19th April 2016, 00:10

Forum: Game Design Discussion

Topic: Create inscribe spellbook command

Replies: 7

Views: 2650

Re: Create inscribe spellbook command

This issue is so minor that the specific details of implementation don't actually matter. Wipe out a random spellbook that has that spell, or wipe out all the spellbooks that have that spell, it doesn't matter. Decisions on my spell list almost never consider the supply of spellbooks I can use to fo...

Monday, 18th April 2016, 04:13

Forum: Game Design Discussion

Topic: Create inscribe spellbook command

Replies: 7

Views: 2650

Re: Create inscribe spellbook command

There's no reason this should be an explicit command or take up an inventory slot. You can already autotravel to the nearest spellbook containing any spell you have discovered that you search for, which is safe wherever you left it for whenever you need it. If the character gets a global memorize li...

Wednesday, 13th April 2016, 11:08

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 11635

Re: Are Caustic Shrikes (And Corr in general) too strong?

I think the real problem is that the caustic shrike icon isnt intimidating enough for its power level. It should have burning red eyes, leave a trail of some kind of cloud behind it, and maybe stick out a bit past the usual icon size. Maybe it says some flavor text like "i am going to devour y...

Thursday, 7th April 2016, 11:04

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 40831

Re: Paralysation 2

Non-spell sources of paralysis, on the other hand, are solved by getting paralyzed by them safely. Hell effects are not stochastic, so if a hell effect hasn't happened for a while, you need to act as if you can be paralyzed at any moment. The end of a hell effect is your opportunity to act. Why wou...
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