Search found 830 matches

Monday, 16th January 2017, 08:06

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 1101

Re: late game god

The simple mechanics and one time abilities makes me think of an item that sacrifices the god slot rather than a full god. Call it the Amulet of the Heretic or something. See this old proposal for inspiration. Regarding the proposed abilities, it feels that if the god is always available, there will...

Sunday, 15th January 2017, 20:27

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 9127

Re: Why phase out races at all?

I have a bit of an unpopular opinion, but I think DCSS would benefit a lot from making an extra effort when about to remove something and instead focus on reworking, even if the rework involves a complete mechanical U-turn. Possibly you're not aware, but gammafunk introduced Basajaunak as a replace...

Sunday, 15th January 2017, 20:15

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 9127

Re: Why phase out races at all?

Keep in mind that for basically every other videogame under the sun, the expectations required for discussing the game and having your opinion taken seriously is " you have played the game and want to talk about it ". I mean if you just want to discuss the game, sure. If you want to influ...

Wednesday, 4th January 2017, 10:42

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 6327

Re: A possibly workable change to poison magic.

I like the proposal, except perhaps for the interaction with Fedhas that just complicates things. An even more modest first step is to straightaway incorporate briar patch and summon vines as poison magic spells (you can do anything with flavour lol), and worry about retheming poison magic to nature...

Wednesday, 4th January 2017, 10:32

Forum: Game Design Discussion

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

Replies: 81

Views: 15335

Re: Weapon-less Ieoh Jian Council, a radical change.

I disagree about spectral weapon though, I enjoy the thematic idea of throwing your own weapon, it's very crouching tiger/hidden dragon. Just to clarify, in case I wasn't clear. I'm proposing Project weapon to not unequip the weapon in your hand. The "spirit", if you will, still flies tow...

Wednesday, 4th January 2017, 09:45

Forum: Game Design Discussion

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

Replies: 81

Views: 15335

Re: Weapon-less Ieoh Jian Council, a radical change.

Good changes IMO. Personally I was more interested in the weapon collection aspect, but in practice it is indeed the movement while attacking aspect that proved popular. Some comments: * Lunge was always problematic because of kiting. It's just something you'll have to live with, I think. Other than...

Saturday, 17th December 2016, 21:25

Forum: Game Design Discussion

Topic: Adding an optional "Appearance" step on character creation

Replies: 6

Views: 729

Re: Adding an optional "Appearance" step on character creati

RC file option seems best for this. Like character_tile= something. Not really workable though if you want to customize all the other stuff. Or maybe just an option which if enabled will allow appearance customization during character creation.

Tuesday, 6th December 2016, 22:02

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 14562

Re: New hosted branch: Ieoh Jian Council. Feedback here!

It is true than on an extended fight, it's likely you will use whirlwind more often than the other two, but I believe there is always a place for the three of them. Lunge in particular doesn't require as fast move speed as you might think, because it's possible to position yourself in such a way th...

Monday, 5th December 2016, 21:14

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 14562

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Those tiles look cool 8-) I was surprised to see Afterimage pop up again in my game. If you want to keep it, I would suggest making it a little more obvious when it happens. Usually I notice it only after the "Your afterimage dissipates" message pops up (and leaves me wondering what just h...

Thursday, 24th November 2016, 21:41

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 14562

Re: New hosted branch: Ieoh Jian Council. Feedback here!

FYI, recent changes have nerfed UC pretty hard (council weapons not attacking + project weapon's piety cost). There doesn't seem any reason now to use UC over a weapon. On the bright side, cross training means it's not that hard to transition to non-UC. Also, did something happen to Lunge? I can't s...

Wednesday, 23rd November 2016, 07:52

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 14562

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Strength will probably need some tuning, but you already know that. I'm close to wrapping up a DsMo run and had incredible luck with early drops which may have colored my perspective a bit, but the god feels really strong at all points of the game so far. Negatives, I haven't found project weapon p...

Sunday, 13th November 2016, 17:03

Forum: Game Design Discussion

Topic: The council god is now playable! (Offline). Testers welcome.

Replies: 7

Views: 1706

Re: The council god is now playable! (Offline). Testers welc

Yup, tournament time right now. Hopefully your branch will be hosted online somewhere, but if not I'll compile and test myself.

Wednesday, 9th November 2016, 18:29

Forum: Dungeon Crawling Advice

Topic: Why am I not gaining Sif piety past *****.?

Replies: 8

Views: 1297

Re: Why am I not gaining Sif piety past *****.?

I guess the intention here is to prevent casting level 9 spells like Dragoncall at 50% failure rate because old Sif used to give you 100% miscast protection. That got removed? That's very disappointing. Still there, but the miscast protection scales with piety (always was the case I think?) so what...

Sunday, 6th November 2016, 12:19

Forum: YASD! YAVP! and characters in progress too

Topic: Instadeath q.q

Replies: 6

Views: 802

Re: Instadeath q.q

...unlucky for it to get a double move on you, ... Was it random energy? Stairs take longer than a turn. I think it's 1.5, though Sprucery said it's 1.3 or 1.4. I think it won't always result in a double move for an adjacent enemy, but I'm also a little unclear on how monster delay works. I assume ...

Sunday, 6th November 2016, 00:04

Forum: YASD! YAVP! and characters in progress too

Topic: Instadeath q.q

Replies: 6

Views: 802

Re: Instadeath q.q

Ettins hit very hard. 2x attack per round, up to 45 damage each without taking weapon damage into account. AC 11 isn't going to stand up particularly well vs ettins. Looking at the morgue, I think you were just unlucky. Unlucky to have an ettin near the stairs where you came up, unlucky for it to ge...

Saturday, 29th October 2016, 07:15

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 86

Views: 14536

Re: Buff Demigod Apts (including Exp)

Dg is thought of as the species with godless conduct, but it's equally valid to think of it as a religion that gives you bonus stats and hp/mp, at the cost of slower xp and skill growth, and it's a religion that only accepts humans. Seen this way, Dg is a species/god combo that combines a featureles...

Saturday, 29th October 2016, 06:52

Forum: Game Design Discussion

Topic: Rename Medium Shields

Replies: 24

Views: 3570

Re: Rename Medium Shields

Does this argument also apply to maces and flails, or is the difference between maces, flails, and Maces & Flails enough distinction? IMO it has less of the ambiguity that Quazifuji identifies because people almost always say "M&F" when they mean the skill. Of course personally I ...

Tuesday, 25th October 2016, 06:58

Forum: Game Design Discussion

Topic: Idea for a new deity - Irkzox the Smith

Replies: 14

Views: 1879

Re: Idea for a new deity - Irkzox the Smith

Thanks. Well, there' so much stuff there, so much more than my search engine skim turned up, that i kind of feel both sorry and embarassed for opening the thread. As archaeo said, don't worry about it. Happens to everyone. Anyway, think of it as raw material for your shinier, more exciting god idea...

Monday, 24th October 2016, 16:47

Forum: Game Design Discussion

Topic: Idea for a new deity - Irkzox the Smith

Replies: 14

Views: 1879

Re: Idea for a new deity - Irkzox the Smith

Introducing changes (big or small) is the purpose of this thread; Criticism is welcome, but ideas would be even more so :cry: Once there was a proposal for a god that gives brand "upgrades", e.g. flaming weapon inflicts immolation, venom -> curare, draining -> reaping and so on. It was a ...

Friday, 21st October 2016, 18:53

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 5465

Re: Ranged weapons: alternative to ammo management?

minstrel: I agree with your post. There are 2 ways to take ranged, either as primary attack without ammo scarcity (in the same design space as melee weapons, and is the status quo) or as secondary attack with ammo scarcity (in the same design space as wands). It is quite possible that NEITHER path l...

Friday, 21st October 2016, 16:00

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 5465

Re: Ranged weapons: alternative to ammo management?

This has already been covered: reduce damage at longer range, but keep the short range damage high enough to make swapping out unnecessary. I didn't like that idea originally because it seemed to incentivize tracking your exact distance to the monster. But if it's a binary deal like 70% of damage a...

Friday, 21st October 2016, 13:27

Forum: Dungeon Crawling Advice

Topic: what is monster panel for

Replies: 53

Views: 7903

Re: what is monster panel for

I find the monster panel very useful. It's a lot easier to parse for me than the dungeon screen, so it's usually the first thing (and very often the only thing) that I look at. Especially useful for a quick "is there a threat here" evaluation. As I don't have an encyclopaedic knowledge of ...

Friday, 21st October 2016, 12:33

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 5465

Re: Ranged weapons: alternative to ammo management?

Why can't ranged be simply infinite and weak? Games usually balance melee's disadvantage of needing to be adjacent by making it monstrously powerful compared to ranged. Crawl keeps them about equally powerful. But polearm damage got nerfed when they all got reaching, so the idea is understood, but ...

Tuesday, 18th October 2016, 16:23

Forum: Crazy Yiuf's Corner

Topic: Ghosts are too weak. Please buff them.

Replies: 25

Views: 3285

Re: Ghosts are too weak. Please buff them.

CypherZel wrote:Is there a TL;DR?

Sure. Remove player ghosts

Tuesday, 18th October 2016, 07:37

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 5465

Re: Ranged weapons: alternative to ammo management?

Lasty: seems like a big improvement over status quo, at least

I'm still doubtful whether it really is a distinct playstyle from conjurations though. Still feels like conjurations, but better. Maybe if you tighten the strategic aspect by reducing ammo... but then it would start to impinge on wands.

Tuesday, 18th October 2016, 07:24

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 10129

Re: About the reaction to direction of trunk dev of Koreans

duvessa wrote:Giving out special stuff for completing multiple ziggurats is pretty much rewarding grinding.


How about extra runes that you don't need to win?

Monday, 17th October 2016, 15:55

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 14657

Re: Purpose of the Charms school

I am missing an option: "Casting the spell causes MP loss while the effect is active. (MP depletion)." That's 2, with the tweak to avoid "I take 2 steps then rest until full reset". You can't actually do that right now with Infusion, since Infusion has both a duration and MP dep...

Monday, 17th October 2016, 09:20

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 2081

Re: direct damage and crawl magic costs

Minor point - introducing a new weapon type just for UX improvement sounds really weird. I think you can get pretty much the same effect by replacing basic damage spells by a Magic Dart/Magic Bolt that is uncapped. Personally I think automagic is already fine for the interface if it's changed to an ...

Thursday, 13th October 2016, 14:14

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 142946

Re: [proclick] new fork, hellcrawl

Mu cannot quaff also. I wonder why people try to remove everything they have problems winning, does it make you feel better? I am playing MuVM of Vehumet at the moment, it is unique type of glass cannon. Well, not even cannon, just glass, as I almost died to wyvern zombie and survived just because ...

Thursday, 13th October 2016, 13:31

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 14183

Re: God Proposal: Ieoh Jian Council (Version I'll be working

On reflection, I'm a little worried about crosstraining with Unarmed. At higher skill levels Unarmed becomes much stronger than virtually any weapon, which means mid-to-late-game IJC worshippers will typically want to get rid of their weapons as quickly as possible (and you'll generally want to avo...

Thursday, 13th October 2016, 13:18

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 142946

Re: [proclick] new fork, hellcrawl

IMO Mu should just be removed as a player race. No food makes them even less distinctive. The undead resistances and vulnerabilities are already duplicated in the 2 other undead species. Their other features (potionless, rF-, and bad apts) just make them terrible. And oh they get a necro enhancer, b...

Thursday, 13th October 2016, 08:28

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 142946

Re: [proclick] new fork, hellcrawl

Finally completed a game, albeit with a strong combo (OgBe). I barely even used BiA. As others have said, the game felt like a normal crawl game after a certain point. It's hard to see how this can be fixed though since Abyss exists and theoretically anyone can scum for XP there even if Depths/Vault...

Wednesday, 12th October 2016, 08:28

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 2321

Re: Transient Resistance can make up for haste

How about the spell that impacts only an attack/spellcasting after cast? E.G. Fiery Infusion (Charm, Level 3) Duration: ~100 turns Effect: After cast this spell, your next X(increased with spellpower, 1~5) attacks deal 30% more fire damage. I think Infusion-style drawback is actually meaningful. Im...

Tuesday, 11th October 2016, 14:45

Forum: Dungeon Crawling Advice

Topic: Is this Randart worth?

Replies: 34

Views: 3115

Re: Is this Randart worth?

Vamp doesn't do more damage, but it makes it very hard to die. Vamp and antimagic are good defensive brands.

Monday, 10th October 2016, 16:09

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 9383

Re: Idea: Make charms tactical rather than strategic

- Some charms only give the buff upon killing (non-popcorn hostiles) with said damage. Ooh, killing hostiles gives a chance to drop power-ups 'Drop' implies you have to move to pick it up. I said 'give', meaning the buff is immediately awarded for achieving the kill with the specific spell. Sorry, ...

Monday, 10th October 2016, 15:55

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 9383

Re: Idea: Make charms tactical rather than strategic

Psieye wrote:- Some charms only give the buff upon killing (non-popcorn hostiles) with said damage.


Ooh, killing hostiles gives a chance to drop power-ups

Monday, 10th October 2016, 15:14

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 2321

Re: Transient Resistance can make up for haste

Is there anything wrong with purely strategic spells, in the manner of r/dmsl? I feel like a spell that gave rf+ and rc+ wouldn't be broken as a level 5/6 charms spell (in fact it would probably be underpowered). I can even imagine the strategic question of 'should I train the charms to learn this ...

Sunday, 9th October 2016, 16:32

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 14183

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

The problem is that, in your current proposal, these are tied together. That means there are two possibilities: either the player isregularly given many dancing weapons, which is very overpowered even if it does also make full use of the collection and weapon swap mechanics, or dancing weapons are ...

Thursday, 6th October 2016, 12:51

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 14183

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

I like some aspects of the revised proposal :) But now I'm going to put my critical hat on :twisted: A weapon collection supported by non-annoying Tukima's seems like a promising concept. But make no mistake, this is pretty strong. Allies in crawl are pretty good generally, dancing weapons are fast ...

Thursday, 6th October 2016, 11:38

Forum: Crazy Yiuf's Corner

Topic: Why movements of Ancestors of CE/FE/Na/Sp same to others?

Replies: 10

Views: 941

Re: Why movements of Ancestors of CE/FE/Na/Sp same to others

PF addressed this issue before: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=21177&p=287664 So mostly, it's a desire not to have to differentiate Hep allies by player race. In any case, since this seems to be mostly a flavour issue... It would be possible to change the flavour away fr...

Wednesday, 5th October 2016, 18:18

Forum: Game Design Discussion

Topic: Suggestion: Add hit damage values to message line

Replies: 12

Views: 1254

Re: Suggestion: Add hit damage values to message line

Welcome to the Tavern, OP. For points 1&2, pressing 'i' then the weapon letter tells you the weapon base damage. Unfortunately the connection between base damage and actual damage is not obvious, but generally higher base damage deals more actual damage. The other number you want is the base del...

Wednesday, 5th October 2016, 13:44

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 10763

Re: a conversation about dev/player relationships

Has there been any thought about splitting CYC up? Because right now it's half random bullshit, and half ideas that are not fleshed out enough for GDD (and more the former of late). I definitely think there should be a space for the latter as well. Yes Needs someone to take up the baton though :(

Wednesday, 5th October 2016, 12:51

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 142946

Re: [proclick] new fork, hellcrawl

Alternative proposal: sandblast and s2s don't use ammo, lower damage/duration to compensate

Wednesday, 5th October 2016, 11:31

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 10763

Re: a conversation about dev/player relationships

This rebuttal by J.E. Sawyer (Obsidian Entertainment) is worth reading, IMO. http://twofoldsilence.diogenes-lamp.info/2011/01/actually-some-developers-should-read.html The tl;dr is, I guess, "if you care about how your creations are received by actual consumers, you should". It is known t...

Wednesday, 5th October 2016, 10:54

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 10763

Re: a conversation about dev/player relationships

http://jeff-vogel.blogspot.com/2011/01/three-reasons-creators-should-never.html An old post, but still good. TL;DR summary 1. "anonymity plus audience makes assholes" - people on Tavern will post stuff they won't say in real life (well, hopefully not) 2. signal-to-noise ratio isn't great 3...

Wednesday, 5th October 2016, 09:39

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 142946

Re: [proclick] new fork, hellcrawl

I'm fine with making further ammo quantity changes, but it'd be helpful to get some feedback from ranged-primary runs. I think you're overestimating how often ammo mulches in crawl. Stone mulch rate is 1/8 and needle mulch rate is 1/12, so those are equivalent uses to approximately 18.75 stones and...

Tuesday, 4th October 2016, 09:40

Forum: Crazy Yiuf's Corner

Topic: Nets

Replies: 25

Views: 2234

Re: Nets

Turn nets into a scroll. Scroll of hold monster or whatever.

Tuesday, 4th October 2016, 07:57

Forum: Crazy Yiuf's Corner

Topic: Rewrite Crawl (split from Remove hunger)

Replies: 67

Views: 7620

Re: Rewrite Crawl (split from Remove hunger)

I think many DCSS players don't realize how good our dev situation is compared to many other rougelikes. I was looking at Angband variants the other day, and man it's just a desolate landscape of abandoned forks. The problem IMO is that many forks are one-man operations, and when that one guy tires ...

Monday, 3rd October 2016, 18:27

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: New L3 Tloc spell, Wr loses apport

Replies: 13

Views: 1664

Re: DCSS TrunkWatch™: New L3 Tloc spell, Wr loses apport

Agree with duvessa, the spell doesn't really feel overpowered. It's main niche probably is against targets with scary ranged but relatively weak melee (like orc priests and centaurs) but you could already handle those with luring, so this spell just makes it more convenient. Also the spell is pretty...

Friday, 30th September 2016, 12:13

Forum: Game Design Discussion

Topic: Give Te perma-flight at level 7

Replies: 39

Views: 7259

Re: Give Te perma-flight at level 7

AngryFelid: did you have unused permafood? Would it have been possible to periodically eat permafood out of combat such that it was extremely unlikely that activating flight makes you too hungry to berserk? If your reason for not doing this is the interface burden, well, all the more reason to get r...
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