Search found 8722 matches

Sunday, 24th January 2021, 00:14

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 1159

Re: Rings of Stealth

jewellery should take multiple turns to wear/remove, like armour does

Tuesday, 29th December 2020, 23:05

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 1508

Re: DCSS is not a very good roguelike.

this thread is Image but i want to point out that noita does have a meta-upgrade system

Thursday, 6th August 2020, 19:44

Forum: Dungeon Crawling Advice

Topic: Harm

Replies: 3

Views: 1022

Re: Harm

never

Sunday, 19th July 2020, 00:06

Forum: Crazy Yiuf's Corner

Topic: Is there an AI that can win every-time?

Replies: 5

Views: 994

Re: Is there an AI that can win every-time?

Magipi wrote:That is the weirdest claim I have ever read on this forum ever.
You haven't read this topic then: https://crawl.develz.org/tavern/viewtopic.php?f=17&t=14997

Friday, 17th July 2020, 22:14

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 6329

Re: Clock Brainstorming Thread

DoomRL is a great example of a game that is ruined by its lack of a clock; good play in DoomRL means spending most of your time waiting. Just limiting healing and backtracking and whatever is not enough, you need to force the player to keep moving. Point being, all of these "tedious tricks"...

Monday, 13th July 2020, 17:42

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 6329

Re: Clock Brainstorming Thread

Piety decay is only a solution if all characters have a god at all times, and losing all your piety kills you. You would have to start every character with a god, remove god abandonment, and change god switching mechanics a bit. I am also not convinced that the tradeoff of being able to either use a...

Sunday, 12th July 2020, 09:19

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 6329

Re: Clock Brainstorming Thread

A while ago, monsters spawning over time were removed from most places in the game. Said monster spawns were a necessary game mechanic for the early dungeon to function properly. A major part of the game collapsed and nothing was ever done to fix it. For several major versions now, the only way I ca...

Saturday, 11th July 2020, 01:27

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 1146

Re: CIP: MfIE^Vehumet - wear Harm?

Amulet of harm was only good because you could take it off in 5 aut. As an armour property, it is utterly horrendous and items that have it should be considered unusable. Remember that its damage bonus doesn't apply to your allies.

Saturday, 11th July 2020, 01:23

Forum: YASD! YAVP! and characters in progress too

Topic: Analysis Paralysis (Acquire choices)

Replies: 5

Views: 945

Re: Analysis Paralysis (Acquire choices)

The CPA, because a +6 longbow of flaming is already better than glaive of the guard, whereas a +3 chain mail is not as good as a +5 CPA.

Friday, 26th June 2020, 09:29

Forum: Crazy Yiuf's Corner

Topic: So... what's this about?

Replies: 5

Views: 964

Re: So... what's this about?

Yup, it's a vault I made a few years back. minmay_shattered_shrine. I don't recall exactly how I got the idea, but at some point it occurred to me that I could make a vault that looked just like any other DCSS vault and was also a valid QR code. Because I could keep trying different messages and for...

Tuesday, 16th June 2020, 04:55

Forum: Game Design Discussion

Topic: Adjust the number of balls

Replies: 3

Views: 851

Re: Adjust the number of balls

I think that if the damage per ball scales with spell power, the number of balls should not. Make it always 1d3+1 balls or something and lower the constant in the damage formula. If both depend on spell power then it's harder to calculate the expected damage of the spell.

Tuesday, 9th June 2020, 04:30

Forum: Game Design Discussion

Topic: Have Xom Explicitly Gift Ammo

Replies: 10

Views: 1709

Re: Have Xom Explicitly Gift Ammo

There are like 10 better gods than Okawaru even for characters that use ranged combat a lot. Just because a god has apparent "synergy" with your character doesn't mean they're the best god, or even necessarily good.

Sunday, 7th June 2020, 23:40

Forum: Game Design Discussion

Topic: sword of power's *base* damage should scale with HP

Replies: 7

Views: 1360

Re: sword of power's *base* damage should scale with HP

These numbers are for 270 hp, which you normally only hit at really high XLs If you berserk, you "only" need 180 base HP. An easy way to eliminate the "swap to a different weapon at low HP" problem would be to make the Sword of Power be cursed unless you're at full HP. Or base i...

Tuesday, 19th May 2020, 19:06

Forum: Game Design Discussion

Topic: Make Kobolds the nightstalker species

Replies: 9

Views: 1960

Re: Make Kobolds the nightstalker species

I think it's better to just give the full nightstalker effect at XL1. Concentrating power towards the late game is not something the game needs more of.

Monday, 18th May 2020, 04:18

Forum: Dungeon Crawling Advice

Topic: Robe for Ice elementalist

Replies: 4

Views: 1025

Re: Robe for Ice elementalist

robe of night is the best body armour item in the game

Saturday, 16th May 2020, 06:41

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 3426

Re: XP given by popcorn monsters

For instance, an Ogre gives a hundred times more XP than a goblin. I suspect you came to this conclusion by checking the "XP:" value given by monster (Gretell/Cerebot). Monster XP is actually based on the specific monster's max HP, which is randomized for most monsters. Although monster w...

Saturday, 16th May 2020, 01:35

Forum: Game Design Discussion

Topic: Whatever happened to goldify ideas

Replies: 10

Views: 1874

Re: Whatever happened to goldify ideas

Skills supported by manuals max out significantly before other skills, which means that the total experience is spread out between fewer skills, with the same insane aptitudes. Huh. I had assumed that the code to prevent this from happening for gnolls was correct, but now that you've brought it up,...

Thursday, 14th May 2020, 18:29

Forum: Game Design Discussion

Topic: Please stop nerfing good stuff

Replies: 6

Views: 2270

Re: Please stop nerfing good stuff

Yes

Thursday, 14th May 2020, 18:27

Forum: Game Design Discussion

Topic: x-v: Monster info screen improvements

Replies: 2

Views: 758

Re: x-v: Monster info screen improvements

I'm concerned about displaying spell damage in this way because unlike monster base melee damage, spell damage is not consistently distributed between spells. An orc priest's Pain and Smite have maximum damage of 14 and 17 respectively, but their average damage is 7.5 and 12 respectively, a much big...

Thursday, 14th May 2020, 07:45

Forum: Game Design Discussion

Topic: Please stop nerfing good stuff

Replies: 6

Views: 2270

Re: Please stop nerfing good stuff

Please keep nerfing good stuff

Wednesday, 13th May 2020, 18:58

Forum: Game Design Discussion

Topic: Whatever happened to goldify ideas

Replies: 10

Views: 1874

Re: Whatever happened to goldify ideas

Goldifying manuals requires a commensurate change to either gnolls or acquirement. Because gnolls cannot turn off skills, and skills influence acquirement results, possessing a manual for an unwanted skill as a gnoll can be detrimental. So you end up with gnolls wanting to carefully avoid picking up...

Saturday, 9th May 2020, 18:47

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 19958

Re: Positional Attack Magic Implementation [Now Playable]

Majang wrote:But the truth is that no single one spell school will get you through the complete dungeon, except possibly Earth, and you will have to diversify somewhat in order to kill everything.
Summoning and Necromancy say hi

Saturday, 9th May 2020, 18:46

Forum: Game Design Discussion

Topic: Connect magic schools with player resistances

Replies: 17

Views: 2498

Re: Connect magic schools with player resistances

Earth: starting from skill 10, a point of AC for each new level This is more AC than armour skill usually gives it would be an incentive to invest significantly into magic schools for characters that find themselves lacking in some of these resistances This is an extreme overestimation of how usefu...

Monday, 4th May 2020, 21:30

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 8374

Re: Draft new tournament rules

By "nothing's really changed since then" I was referring to tournaments that have happened so far . Oobviously your proposed rules change things quite a bit, and for the better, but they're for a future tournament that hasn't happened yet! Sorry for the ambiguity of that. I think you misun...

Monday, 4th May 2020, 19:20

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 19958

Re: Positional Attack Magic Implementation [Now Playable]

i don't really agree with the complaint that airstrike became more tedious to use, for the simple reason that the bonus to airstrike damage in an open area is actually not that big and you can pretty much just ignore it
they're right that it's extra complexity that adds no tactical interest though

Monday, 4th May 2020, 19:16

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 8374

Re: Draft new tournament rules

First Win: Makhleb will also rank those speed demons who are the first to win a game in the tournament. This category is ranked by the finish time of a player's first win in the tournament. First All Rune Win: This category is ranked by the finish time of a player's first all rune win in the tourna...

Sunday, 26th April 2020, 00:35

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 5015

Re: Triple defense hypothesis

what are the thresholds?

Tuesday, 21st April 2020, 04:57

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 19958

Re: Positional Attack Magic Implementation [Now Playable]

A damage spell overhaul was the perfect opportunity to reduce that tedium by getting rid of manual targeting. But instead the worst cases of clunky manual targeting (fireball, LRD, freezing cloud, bouncing bolts) escaped unscathed, as did magic dart and freeze and sandblast and stone arrow and iron ...

Tuesday, 14th April 2020, 16:41

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 1213

Re: Combine Scroll of Noise and Fan of Gales

bt wrote:Also it's not like the proposal is to introduce a new consumable
It effectively is. The only function of current scroll of noise is to weaken scrolls of identify, it's not a useful item that you should carry around.

Tuesday, 14th April 2020, 03:20

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 2213

Re: merfolk avoiding shallow water

Electrocution hasn't interacted with water since like 7 years ago, so no need to worry about that.

Monday, 13th April 2020, 15:42

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 1213

Re: Combine Scroll of Noise and Fan of Gales

Scroll of fear is enough, imo.

Monday, 13th April 2020, 01:58

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 5067

Re: Miscast Simplification

Further simplifications (even all the way down to more contamination) are still on the table, but unlike the hardline posters here I value the flavor of spell-school differentiated effects. It's not like you can't keep the school-specific flavour messages around ("Your hair momentarily turns i...

Saturday, 11th April 2020, 05:50

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 2213

Re: merfolk avoiding shallow water

There are levels in Crawl right now that have no water on them. Are merfolk bad tengu with no wings on those levels? Luring monsters to water is not good gameplay, making water branches trivial is not good either. If merfolk's only defining feature is that they get bonuses for camping in one terrain...

Thursday, 9th April 2020, 05:39

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 2213

Re: merfolk avoiding shallow water

remove merfolk water bonuses

Monday, 6th April 2020, 10:06

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 5067

Re: Miscast Simplification

The base mechanics of DCSS's spell system assume that the player never leaves combat. MP costs and fail rates are only meaningful if losing turns is meaningful. See the embarrassing disaster that is deflect missiles. Miscast effects might be an attempt to force non-combat spells to work by mutating ...

Saturday, 28th March 2020, 17:51

Forum: Dungeon Crawling Advice

Topic: How to change the letter of a spell or item?

Replies: 2

Views: 1329

Re: How to change the letter of a spell or item?

Press the '=' key.

Sunday, 22nd March 2020, 20:58

Forum: Crazy Yiuf's Corner

Topic: Gozag is the new Beogh

Replies: 1

Views: 1238

Re: Gozag is the new Beogh

so what you're saying is, capitalism is the new racism?

Sunday, 22nd March 2020, 20:56

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 2774

Re: Rethinking orc battlecry

I think leaving unchallenging monsters at higher levels is a good way for newbies to measure how far they've come and how effectively their character is progressing. Plus "The Orcish Mines, Except The Mines Do Not Technically Contain Any 'Orcs' Per Se" does not roll of the tongue. How oft...

Tuesday, 10th March 2020, 22:32

Forum: Crazy Yiuf's Corner

Topic: Vampire/dream sheep bug?

Replies: 6

Views: 1964

Re: Vampire/dream sheep bug?

Dream sheep can also put monsters without eyes to sleep.

Tuesday, 10th March 2020, 17:46

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 3367

Re: New Leech

So as far as I know, people generally regard vampiric as a pretty good brand, assuming it's on a good base type (demon blade is a good base type).

Leech's vampiric brand is 67% stronger than regular vampiric brand.

Factor that into your comparison.

Saturday, 7th March 2020, 03:08

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 4895

Re: What are the actually effects of +str on damage?

stormdragon wrote:Multiply by 7 for that ring and you get 4.36 extra damage, which is more damage than +4 slaying (again, considering main attack only).
This character has aux attacks, though...

Friday, 6th March 2020, 21:16

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 3367

Re: New Leech

sanka wrote:Only switch to them when you do not mind berserk? Seems really annoying to use.
This is the correct way to use *Rage items.

Tuesday, 3rd March 2020, 04:50

Forum: Game Design Discussion

Topic: Proposal: Alternative hydra head-chopping mechanic

Replies: 11

Views: 1826

Re: Proposal: Alternative hydra head-chopping mechanic

If you want to keep head growth, you can have them grow additional heads over time. 1% chance per aut for an awake hydra to grow an additional head, say. If you want to keep head growth and you additionally want to keep it as an on-damaged effect (this is not good, because it does not make the monst...

Sunday, 1st March 2020, 05:52

Forum: Game Design Discussion

Topic: Proposal: Alternative hydra head-chopping mechanic

Replies: 11

Views: 1826

Re: Proposal: Alternative hydra head-chopping mechanic

If there's a monster that gets stronger, it should get stronger even when the player runs away. Especially when the player runs away, if anything. It should not even need to stay in LOS to do so, let alone make melee attacks, otherwise good players will just never interact with the gimmick at all.

Saturday, 29th February 2020, 23:38

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 2774

Re: Rethinking orc battlecry

Hellmonk wrote:You'd probably want to reduce the number of monsters spawned to avoid xp creep while trimming the fat this way, so it's a bit of a project to get that balance right
Usually they're replaced with MONS_NO_MONSTER entries to prevent xp creep, which is no work at all.

Friday, 28th February 2020, 21:36

Forum: Dungeon Crawling Advice

Topic: Troll

Replies: 24

Views: 4671

Re: Troll

They stack multiplicatively. The effect of Fighting skill on weapons is identical to the effect of Fighting skill on unarmed combat.

Friday, 28th February 2020, 18:00

Forum: Dungeon Crawling Advice

Topic: Troll

Replies: 24

Views: 4671

Re: Troll

stormdragon wrote:the bonus this gives is not multiplied by Fighting, so it is not apples-to-apples the same type of damage growth as UC
This is just a flat-out lie.

Friday, 28th February 2020, 00:04

Forum: Dungeon Crawling Advice

Topic: Troll

Replies: 24

Views: 4671

Re: Troll

Some comparisons to illustrate this: at 1 UC, your punch has a base damage of 4, like a +0 dagger - quite bad. At 10 UC, your punch has a base damage of 13, like a +0 morningstar - a bit bad for that point in the game. At 20 UC, your punch has a base damage of 23, which is literally more than any w...
Next

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.