Search found 8724 matches

Wednesday, 20th February 2019, 19:26

Forum: Game Design Discussion

Topic: Thanks Devs for the Gauntlet!

Replies: 17

Views: 6834

Re: Thanks Devs for the Gauntlet!

okay now I'm just plain curious. what interesting feature did labyrinths have that gauntlets don't? the maprot?

Wednesday, 20th February 2019, 06:17

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 15016

Re: Simplify the damage formula

It's good that you aren't guaranteed to kill a monster even if it's low on health.

Tuesday, 19th February 2019, 23:16

Forum: Crazy Yiuf's Corner

Topic: See invisible isn't on Autopickup any more?

Replies: 5

Views: 2316

Re: See invisible isn't on Autopickup any more?

By making autopickup pick up an identified ring of see invisible if you have not picked up a ring of see invisible already.

Mind you, I don't care enough to fix it either.

Tuesday, 19th February 2019, 09:10

Forum: Game Design Discussion

Topic: Thanks Devs for the Gauntlet!

Replies: 17

Views: 6834

Re: Thanks Devs for the Gauntlet!

HANFGEIST wrote:Mastering the gauntlet should leave you satisfied with a sense of accomplishment and having earned some cool loot.
the intent is to provide players with a sense of pride and accomplishment for manually exploring the labyrinth

Monday, 18th February 2019, 22:37

Forum: Crazy Yiuf's Corner

Topic: See invisible isn't on Autopickup any more?

Replies: 5

Views: 2316

Re: See invisible isn't on Autopickup any more?

Identified rings of see invisible won't be picked up by autopickup, because the game assumes that you already have one if they're identified, because monster jewellery and vaults that identify their items didn't exist back then, and no developer cares enough to fix that.

Sunday, 17th February 2019, 19:54

Forum: Crazy Yiuf's Corner

Topic: Meatsprint changed?

Replies: 2

Views: 1560

Re: Meatsprint changed?

It's a bug caused by the trap changes: https://crawl.develz.org/mantis/view.php?id=11834

Friday, 15th February 2019, 09:32

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 12885

Re: Faith and Vehumet

amalloy wrote:
svendre wrote:one of the few times IMO that faith amulet is actually worthwhile


When did this become common wisdom?
It didn't, svendre is just insane.

Thursday, 14th February 2019, 23:33

Forum: Crazy Yiuf's Corner

Topic: The Troll Trolled

Replies: 7

Views: 2844

Re: The Troll Trolled

Is this deliberate design? Of course, sacrificing artifice has its consequences. Bad luck, though. No, it was not deliberate design. I made this trove back when every character was allowed to zap wands, and back when digging charges were not nearly as limited or valuable. I have requested several t...

Thursday, 14th February 2019, 22:04

Forum: Crazy Yiuf's Corner

Topic: Friendly vault

Replies: 1

Views: 1339

Re: Friendly vault

how are monsters STILL picking up items in LOS that was supposed to be fixed ages ago

that said a fire giant wielding firestarter is not really significantly worse than one wielding its regular weapon

Thursday, 14th February 2019, 09:23

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 15016

Re: Simplify the damage formula

you can give that exact same feedback with the current formula too...

Wednesday, 13th February 2019, 23:26

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 15016

Re: Simplify the damage formula

The current formula has higher variance than a uniform distribution until it applies enchantment/slaying.

Wednesday, 13th February 2019, 23:06

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 15016

Re: Simplify the damage formula

Don't forget to do this with weapon-using monsters too.

Wednesday, 13th February 2019, 04:36

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 48639

Re: Experimental branch: Known Traps

For whatever it's worth, wearing -Tele while exploring was generally best in the old trap system as well.

Tuesday, 12th February 2019, 17:53

Forum: Dungeon Crawling Advice

Topic: Gauntlet

Replies: 13

Views: 4969

Re: Gauntlet

Loving these sample sizes of 1 and 2.

Monday, 11th February 2019, 19:02

Forum: Dungeon Crawling Advice

Topic: Gauntlet

Replies: 13

Views: 4969

Re: Gauntlet

The only out-of-line gauntlet monster is death scarab imo. The rest can be killed by well-built characters.

Sunday, 10th February 2019, 23:13

Forum: Dungeon Crawling Advice

Topic: Gnolls and gods

Replies: 27

Views: 11673

Re: Gnolls and gods

You don't see that listed elsewhere because it's wrong. Gnolls are special-cased to receive no extra piety for sacrificing skills, and experience doesn't get redirected away from untrainable skills, it just gets wasted.

Sunday, 10th February 2019, 21:27

Forum: Dungeon Crawling Advice

Topic: Gargoyles & LRD question

Replies: 3

Views: 1867

Re: Gargoyles & LRD question

Sorcerous wrote:No and yes. Your gargoyle (when transformed) can't be a target for LRD
This is wrong. Gargoyles can always be LRDed even when transformed.

Sunday, 10th February 2019, 00:01

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP:15 Rune DEFE Mk957

Replies: 78

Views: 24375

Re: CIP: DEFE Mk957

There are several better ways to deal with hostile summoners than Abjuration: walking away, killing the summoner, killing the summons.

Saturday, 9th February 2019, 20:29

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP:15 Rune DEFE Mk957

Replies: 78

Views: 24375

Re: CIP: DEFE Mk957

Abjuration is pointless unless you are a summoner yourself.

Saturday, 9th February 2019, 06:06

Forum: Crazy Yiuf's Corner

Topic: Crawl 0.23

Replies: 71

Views: 24614

Re: Crawl 0.23

THE FUTURE IS NOW

Friday, 8th February 2019, 18:47

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 22

Views: 6095

Re: Unrandart amulets which disable ring slots

I'm not gonna take slaying and resistances over +40 AC wtf

Friday, 8th February 2019, 18:44

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 21267

Re: New type of tournament ?

The issue with these challenges is that you can watch other players before playing your own game, to find out what the dungeon looks like. Or if spectating and ttyrec creation is disabled (ew), you can play games on an a secondary account to find out what the dungeon looks like.

Thursday, 7th February 2019, 21:32

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 22

Views: 6095

Re: Unrandart amulets which disable ring slots

Multiplying defense stats is way too good. Just make it a flat +10 AC or whatever. I like the core idea though.

Thursday, 7th February 2019, 06:03

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 20480

Re: New launcher system

svendre wrote:the amount of time it takes to go between various weaponry and launchers could be looked at and be variable in the way that changing a cloak doesn't take the same amount of time as body armour.
changing a cloak does take the same amount of time as body armour

Wednesday, 6th February 2019, 17:50

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 31499

Re: Remove 3rd pip of fire/cold resistance

Exactly opposite is true. Instead of using rings of slaying/AC/EV/Str/Dex new players choose extra rF+ and rC+ because they see that their resistances are not maxed yet. As a casual player who occasionally plays on weekends and doesn't want to scrounge wiki articles in search for damage calculation...

Tuesday, 5th February 2019, 19:11

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 31499

Re: Remove 3rd pip of fire/cold resistance

Can you give an example of a character build that would become unviable without multiple pips of resistances?

Sunday, 3rd February 2019, 20:08

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 31499

Re: Remove 3rd pip of fire/cold resistance

tealizard wrote:I think it would be fair to say that poison resistance is the only resistance that would ever significantly alter the player's preferred path through the branches of a dcss game.
and it only does that because new players don't realize how little rPois actually does in spider/snake

Friday, 1st February 2019, 09:12

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 20480

Re: New launcher system

Being next to you doesn't affect the chance of monsters casting spells.

Thursday, 31st January 2019, 09:50

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 31499

Re: Remove 3rd pip of fire/cold resistance

also, sqrt(50%) is 71%

Thursday, 31st January 2019, 00:57

Forum: Crazy Yiuf's Corner

Topic: Bazaar / Trove FFS moment.

Replies: 11

Views: 4265

Re: Bazaar / Trove FFS moment.

Rast wrote:
PseudoLoneWolf wrote:Honest to god that amulet is probably better than anything you can expect to find in the trove


Not really. Str-3 Dex+4 is a wash. So you have an amulet of spirit shield that gets a little better in Zot.
That's still better than anything you can expect to find in the trove

Saturday, 26th January 2019, 23:08

Forum: Crazy Yiuf's Corner

Topic: Flavor behind this vault

Replies: 1

Views: 1503

Re: Flavor behind this vault

Image

Wednesday, 23rd January 2019, 00:38

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 7866

Re: Sublimation Of Blood Thoughts

At the moment, the safest method of play (That I've found) is exploring a bit from each staircase to clear the immediate area, and then making noise near the staircase and shooting stuff while you are very close to it. Hint: this has nothing to do with MP, and no amount of MP recovery is going to c...

Tuesday, 22nd January 2019, 21:44

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 103829

Re: Positional Attack Spells

Can we have AoE spells that deal more damage per monster when they affect multiple monsters? Ideally the more monsters the more damage per monster. That might lead to fair deaths when player got too greedy for damage and gathered too many monsters in a crowd. Edit. Something like that fire level 8 ...

Tuesday, 22nd January 2019, 19:20

Forum: Game Design Discussion

Topic: Generalist/Specialist background choice at character creatio

Replies: 6

Views: 2537

Re: Generalist/Specialist background choice at character cre

Siegurt wrote:optimally everyone has some amount of 'hybrid' in them (eschewing all hybrid-like tendancies is always a self-imposed challenge, rather than optimal play)
Strongly disagree with this, but maybe I just don't have this experience yet.

Tuesday, 22nd January 2019, 19:17

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 7866

Re: Sublimation Of Blood Thoughts

Sublimation is just Regeneration but for MP. You use it because it saves a ton of turns resting. Like Regeneration, you don't cast it in the middle of dangerous fights, since with good tactics you shouldn't be running out of MP in dangerous fights in the first place.

Tuesday, 22nd January 2019, 19:12

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 103829

Re: Positional Attack Spells

Any area effect is going to naturally be more powerful than a single-target attack (which for non-directional attacks is pretty much limited to some form of auto targeting, which IMHO is just a worse form of manual targeting, but if it's something you can reliably predict it at least wouldn't be te...

Tuesday, 22nd January 2019, 05:21

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 20480

Re: New launcher system

magazines are just another version of MP, which is making ranged weapons more like conjurations, which isn't good. (even if making them more like conjurations was good, you'd want to make them use MP, instead of making a second version of MP)

Monday, 21st January 2019, 05:39

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 60584

Re: Shafts - Too common now?

Comparing the numbers of shafts that people fell down doesn't really say much of anything, because most people use autoexplore, and even those who don't aren't exploring optimally. If you explored optimally in old versions then you would practically never fall down a shaft.

Sunday, 20th January 2019, 23:15

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 103829

Re: Positional Attack Spells

I would start by looking at changing existing spells. byrel suggested a Fulminant Prism-like spell, but why not just use that gimmick on Fulminant Prism itself? In fact, I think a good starting point for this would be to revamp the book of Conjurations. Except for Magic Dart, the spells in it are po...

Sunday, 20th January 2019, 04:09

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 60584

Re: Shafts - Too common now?

Why is increasing the number of shafts a bad thing?

Saturday, 19th January 2019, 18:59

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 4629

Re: deflect missiles

You can cancel it by casting it a second time.

Saturday, 19th January 2019, 05:43

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 4629

Re: deflect missiles

Divide the MP cost by the success rate. So if it's at 0% fail the cost is 25/power, if it's at 40% fail (0.6 success) the cost is 25/power/0.6, if it's at 100% fail it will never have sufficient MP to deflect.

This really just isn't a Crawl spell though.

Saturday, 19th January 2019, 00:09

Forum: Dungeon Crawling Advice

Topic: Gauntlet of War on Ghoul??

Replies: 5

Views: 2275

Re: Gauntlet of War on Ghoul??

Rule of thumb is 2points enchantment=1 base damage. This is a terrible rule of thumb, especially for unarmed combat. Base damage is multiplied by fighting/30, so roughly doubled in the late game. No, it's multiplied by a random amount between 1 and 1+Fighting/30. So with 27 fighting, the average da...

Friday, 18th January 2019, 03:30

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 22536

Re: Make trog and oka stop showering you with needles

moving the character takes turns, moving the targeter does not

Friday, 18th January 2019, 01:25

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 6271

Re: Level effects

While I don't see something fundamentally wrong with the idea of level effects, none of your suggested level effects sound compelling to me. Derived undead, firewood, and oklobs are some of the worst monsters in the game. Ruin is already used quite a bit. +/- LOS or changing effective depth is more ...

Thursday, 17th January 2019, 01:25

Forum: Dungeon Crawling Advice

Topic: Using Wands...

Replies: 17

Views: 6081

Re: Using Wands...

wand of random effects is also good all game for destroying trees

Thursday, 17th January 2019, 01:20

Forum: Game Design Discussion

Topic: Add function to prevent accidental pressing both < and >

Replies: 13

Views: 4803

Re: Add function to prevent accidental pressing both < and >

This happens to me very often with the default controls. My suggestion is to combine the two commands and only have one key bound to them by default. The same square can't have both an up and down staircase on it, so there's no need for two commands. Make '>' the default key for "interact with ...

Tuesday, 15th January 2019, 12:03

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 22536

Re: Make trog and oka stop showering you with needles

If taken literally, "remove ammo for launchers" would mean that large rocks would stay, since they don't correspond to a launcher. DCSS's ammo system pretty much grew organically so it's unsurprisingly a mess; you have: - Crossbows use bolts, which are somewhat uncommon early in the game b...

Monday, 14th January 2019, 09:53

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 22536

Re: Make trog and oka stop showering you with needles

God gifts depending on what you're carrying would be terrible, and I think you know it. Arranging your inventory to manipulate god gifts is not something that should be possible. Gods give you weapons when you have 0 weapon skill and that's fine and good, gods giving you ammo when you have 0 weapon ...

Sunday, 13th January 2019, 05:24

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 3159

Re: Confusing Touch is too strong

I've always found these claims about confusing touch kind of strange in that they're often made in relation to confusion, which is clearly more powerful and useful. The line usually goes that HD-based resistance brings monsters that are hard to get with confusion into consideration, but confusion i...
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