Search found 160 matches

Tuesday, 9th May 2017, 17:24

Forum: Game Design Discussion

Topic: Let spells use the ranged weapon/quiver interface

Replies: 16

Views: 5336

Re: Let spells use the ranged weapon/quiver interface

Any time you make a macro, it is clunky.

Any time you have to edit the rcfile, it is clunky^4.

Friday, 5th May 2017, 13:40

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 9054

Re: Console altar colours

Duvessa, please stop trolling. Altar colors are a far less pressing problem than monster glyphs. It's not like you just run over to an altar and press > , Y, Y without reading. Unless you're playing drunk, which I do encourage but also recognize the risks.

Thursday, 4th May 2017, 01:19

Forum: Game Design Discussion

Topic: Improve Player Accuracy Calculations

Replies: 15

Views: 4562

Re: Improve Player Accuracy Calculations

I sort of agree that it should be redone, but as someone who undertook a similar (but much smaller/simpler) task with spell fail rates recently, I can tell you that it's really, really hard to do this kind of project well. Factors that make it hard: (i) you have to to some degree understand what th...

Thursday, 4th May 2017, 01:17

Forum: Game Design Discussion

Topic: Bring Back Haste (Spell) as Haste Other

Replies: 4

Views: 2070

Re: Bring Back Haste (Spell) as Haste Other

I believe there is a Charms spellbook in the works that includes it and several other newly brainstormed spells.

Wednesday, 3rd May 2017, 14:01

Forum: Game Design Discussion

Topic: Spellcasters and resting

Replies: 24

Views: 7960

Re: Spellcasters and resting

I believe the root of the problem is a matter of balance between casters and melee. If you don't limit casters in some way, they're inherently more powerful than melee characters. The actual problem is, in my opinion, that the current limitation of the mana pool is too harsh and it achieves the opp...

Thursday, 27th April 2017, 11:35

Forum: Game Design Discussion

Topic: Is there a reason for vamp weapons to require Full?

Replies: 21

Views: 6893

Re: Is there a reason for vamp weapons to require Full?

Sprucery wrote:Maybe the attunement should be based on experience gained instead of time. But how to balance it then between early game and late game (very long time in early game vs. immediately attuned in late game)...

There are already too many things that are experience-gated.

Saturday, 15th April 2017, 22:48

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11458

Re: Dynamic Monsters branch / bezotting update

Nobody in this thread likes 'Dynamic Monsters' except for the two devs. I went back and checked every post.

N O - B O D Y


Let it die.

Saturday, 15th April 2017, 22:28

Forum: Game Design Discussion

Topic: New monk is really hilariously bad

Replies: 31

Views: 10907

Re: New monk is really hilariously bad

On a semi-related note, why did this commit makes Monks into Adventurers instead of Zealots? The bonus piety is their defining feature

Wednesday, 12th April 2017, 23:00

Forum: Game Design Discussion

Topic: Monster Proposal: Orc Elephant-rider

Replies: 12

Views: 5169

Re: Monster Proposal: Orc Elephant-rider

There are a lot of monsters with essentially unique mechanics. Would be nice if some of them could be spread around more.

Monday, 10th April 2017, 16:08

Forum: Coding

Topic: Howto Add Spell

Replies: 2

Views: 3406

Re: Howto Add Spell

I'd also like an answer to this

Friday, 7th April 2017, 14:54

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11458

Re: Dynamic Monsters branch / bezotting update

Stair dancing is not a problem.

Thursday, 6th April 2017, 20:51

Forum: Game Design Discussion

Topic: Give Draconians elemental vulnerabilities

Replies: 26

Views: 7959

Re: Give Draconians elemental vulnerabilities

Or they could lose some other aux armor slot. I thought this could kinda be an april fool post, but as it seems not, I wonder why you're suggesting as solution for a non-existant problem one of the most annoying and bad features ever - aka inbuild elemental weakness. Duvessa's gimmick is posting so...

Wednesday, 5th April 2017, 02:48

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11458

Re: Dynamic Monsters branch / bezotting update

Nobody liked it the first time it was tried. Just let it die

Monday, 27th March 2017, 13:09

Forum: Game Design Discussion

Topic: Remove scroll of amnesia

Replies: 12

Views: 3880

Re: Remove scroll of amnesia

All the suggestions here would be worth trying out. Spell slots can be a big problem for some people, and I definitely miss being able to destroy extra books to get rid of low level spells.

Sunday, 26th March 2017, 17:44

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7333

Re: A nice change of pace.

I think there's a feel that encompass/floor vaults appear less because they're weighted to mostly appear in Depths?

Or am I wrong about that?

Sunday, 26th March 2017, 17:33

Forum: Game Design Discussion

Topic: Remove scroll of amnesia

Replies: 12

Views: 3880

Re: Remove scroll of amnesia

Matt, the problem with amnesia scrolls is they are nearly always irrelevant. Most characters never cast, or have a small number of utility spells that don't come close to the slot limit, or have a straightforward spell build that never requires forgetting spells , or are with Sif Muna. They are ess...

Wednesday, 8th March 2017, 23:39

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 37967

Re: Don't make ogre a fat human

and GC with -1 apt is almost exactly the same as GSC with +3 apt Sorry what? 3 is a lot more than -1. GC with -1 apt and GSC with +3 apt get to 0.7 delay with virtually identical XP investment, and the difference is only 9-10% base damage and 6 levels of weapon skill without impact on delay. If you...

Sunday, 19th February 2017, 18:04

Forum: Game Design Discussion

Topic: !brilliance should boost Evocations

Replies: 21

Views: 6096

Re: !brilliance should boost Evocations

Fuck praying to the RNG on valuable consumables. Just have all three activate at once.

Tuesday, 24th January 2017, 17:17

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21881

Re: Remove Regeneration

Yeah, which is why we shouldn't take it away. The game is hard enough as it is.

Tuesday, 24th January 2017, 16:17

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21881

Re: Remove Regeneration

How about we stop making the game harder by nerfing player options and instead focus on better monsters?

Wednesday, 18th January 2017, 00:53

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5347

Re: Complete mutation revamp: a plea for 0.2X

Halflings Rmut (or the Rmut mutation in general) is very accurately categorized as a bad mutation. I'm not entirely certain why a race needed this shit and frail 1 inherently. My main issue with Malmut comes from OOF's and random as fuck sniper neq's in the 3 rune game since it's pretty fucking har...

Wednesday, 11th January 2017, 01:07

Forum: Game Design Discussion

Topic: Combine !HW and !mut

Replies: 6

Views: 1840

Re: Combine !HW and !mut

How about no.

Sunday, 8th January 2017, 17:47

Forum: Dungeon Crawling Advice

Topic: Higher-Level Summoning Spells

Replies: 32

Views: 10682

Re: Higher-Level Summoning Spells

I've heard, but not had a chance to confirm, that worshiping a Good God prevents Shadow Creatures from summoning evil monsters. Which would then makes it pretty strong in Pan for spamming Angels.

Sunday, 8th January 2017, 17:44

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 7304

Re: FR: Make Abyss difficulty increase each visit

Like archaeo said, the deeper levels of Abyss exist to increase difficulty already.

I believe it's already set so you can never re-enter at a shallower level than where you've been?

Saturday, 7th January 2017, 01:51

Forum: Game Design Discussion

Topic: Race proposal: Homunculus

Replies: 35

Views: 10921

Re: Race proposal: Homunculus

For example, using your first recommended stopping point of 17, I would see bringing all skills to 15.9 to avoid triggering any flags in the code (say, first skill that breaks 16 is identified to be going to 17), thus getting a higher overall skill level for all of my skills and avoiding the pyrami...

Wednesday, 4th January 2017, 19:46

Forum: Dungeon Crawling Advice

Topic: Sword Choice for DSMo of Trog

Replies: 4

Views: 1569

Re: Sword Choice for DSMo of Trog

I'm pretty sure offhand attacks don't benefit from unarmed combat skill.

That being said, why not both?
You'll do more raw damage with the UC (at high skill). But since the Demon Blade is already probably at mindelay, then keep it around for the antimagic effect and to lean on while you train UC.

Tuesday, 3rd January 2017, 14:06

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 6476

Re: Frog Feedback

Agreed about silence & Zot being huge boons. Also, re: beckoning, it's up there with Spectral Weapon & Regeneration as a top-tier support spell. I'd rather just give the froggies good (+1-ish) ranged Apts so they can fight from afar. Edit: also, I assume that you'd rather get feedback on how...

Saturday, 31st December 2016, 14:29

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 6476

Re: Frog Feedback

I think a tongue grab would be too strong.

Just give them closer to normal stats.

Friday, 30th December 2016, 17:33

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 6476

Re: Frog Feedback

Steel Neuron wrote:Agree with the general feeling that Hop should be more precise (I think 3x3 is completely fair). Also, it feels like it's on an excessive cooldown, I would put it at the same timer as breath attacks.


I think getting the more accurate jump at xl15 would be fair. That's a nice midgame power buff.

Friday, 30th December 2016, 01:26

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 6476

Re: Frog Feedback

Got a Trog Frog through Lair with no difficulty today. Slowness feels alright (I'm a Chei lover, tho), though the low stats feel tougher. Maybe a +1 to another apt or two? Hopping felt alright, though a more accurate jump would be ~nice~. Maybe at higher XLs? Not sure what determines the cooldown, e...

Thursday, 29th December 2016, 18:26

Forum: Dungeon Crawling Advice

Topic: Servitor + Orb: Combo or Nombo?

Replies: 15

Views: 4210

Re: Servitor + Orb: Combo or Nombo?

Curse Skulls & Curse Toes are high on my danger list. Always drop your big bombs on them

Thursday, 29th December 2016, 18:17

Forum: Dungeon Crawling Advice

Topic: UC Troll vs Hydra

Replies: 18

Views: 5579

Re: UC Troll vs Hydra

If you can get even a couple of hits in before they reach melee, there's a pretty good chance you'll just strait-up outdamage them by ripping & tearing. Particularly with Heroism+Finesse.

Works better with smaller head-counts, tbf

Thursday, 29th December 2016, 18:13

Forum: Dungeon Crawling Advice

Topic: Choosing a god with an Ice Elementalist

Replies: 8

Views: 2795

Re: Choosing a god with an Ice Elementalist

Chei, of course. Always Chei for hybrids

Friday, 23rd December 2016, 17:03

Forum: Game Design Discussion

Topic: Potion of aging and scroll of screams

Replies: 12

Views: 3518

Re: Potion of aging and scroll of screams

Scroll of screams is a fine idea, nothing essentially wrong about it. The real question is whether we need to make escaping from a fight that's gone against you any harder than it already is.

I say we don't, but there are a lot of people who are into punishing the player for not being optimal

Thursday, 22nd December 2016, 15:24

Forum: Game Design Discussion

Topic: Potion of aging and scroll of screams

Replies: 12

Views: 3518

Re: Potion of aging and scroll of screams

I like your idea for Screams, but +Exp is a very rare effect that's mostly reserved as a reward for the most dangerous portals. Adding a downside to it seems counter-intuitive.

Monday, 19th December 2016, 03:14

Forum: Game Design Discussion

Topic: Storm Knights and Snail Knights

Replies: 9

Views: 3082

Re: Storm Knights and Snail Knights

AK exists because otherwise it's very unlikely to see the relevant altar. Should Jelly Knight exist? Making Slime Knights just seems like a pointless compromise. If there's a gameplay reason for early Jiyva altars to be rare, then it's also probably a reason for Slime Knights not to exist. If there...

Monday, 19th December 2016, 03:06

Forum: Game Design Discussion

Topic: Display "damage per aut" stat

Replies: 9

Views: 3187

Re: Display "damage per aut" stat

Your 'average' melee damage really doesn't mean much. The real problem is that the damage calculation for melee is much, much swingier than that for spells. You can kill a high-threat black mamba or cyclops in three hits or twelve with the same character, pretty much discounting misses AND variation...

Saturday, 17th December 2016, 17:58

Forum: Game Design Discussion

Topic: Planetarily buff passive freeze (Ds T3)

Replies: 2

Views: 1630

Re: Planetarily buff passive freeze (Ds T3)

When I hear the words Passive Freeze, I think aura, not retaliation. If that gives anyone any ideas.

Saturday, 17th December 2016, 17:36

Forum: Game Design Discussion

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

Replies: 6

Views: 2218

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

I'd be fine with a "Customize Sprite? Y/N"

Friday, 16th December 2016, 17:01

Forum: Game Design Discussion

Topic: Storm Knights and Snail Knights

Replies: 9

Views: 3082

Re: Storm Knights and Snail Knights

Chei & Qaz are both really strong.

AK exists because otherwise it's very unlikely to see the relevant altar. Should Jelly Knight exist?

Thursday, 15th December 2016, 17:41

Forum: Game Design Discussion

Topic: Blind species brainstorming

Replies: 7

Views: 2578

Re: Blind species brainstorming

Just make all the scrolls and books written in braille (IE blurry vision 3 level slowness) and focus on the nightstalker aspect

Thursday, 15th December 2016, 17:02

Forum: Game Design Discussion

Topic: Werewolf race?

Replies: 14

Views: 4847

Re: Werewolf race?

We could also modify current berserkitis to give a bite attack & fur while berserking. No new mechanics regarding ?Remove Curse instead of !Cure Mut

Thursday, 15th December 2016, 02:33

Forum: Game Design Discussion

Topic: Werewolf race?

Replies: 14

Views: 4847

Re: Werewolf race?

Re-using the Beogh code to do lycanthropy as a 'curse' would be pretty interesting, and possibly the best version. Make the "Wolfman" an orc-priest tier threat so they show up around d:5-d:10, with a Depths "Lycan" version if you feel like it's a god people might swap into. - Sha...

Thursday, 15th December 2016, 02:14

Forum: Game Design Discussion

Topic: Let Ogre inherit the will of the Basajaunak

Replies: 60

Views: 16661

Re: Let Ogre inherit the will of the Basajaunak

I'm glad this change make Og and Tr more distinct rather than adding another overlapping race. However, what about changing the +str every 3 level with +int\+str on coinflip? That would increase their definition as race more geared towards casting. (a very personal concern that is very secondary is...

Thursday, 15th December 2016, 02:06

Forum: Game Design Discussion

Topic: Remove giant spiked clubs (keep giant clubs)

Replies: 13

Views: 4766

Re: Remove giant spiked clubs (keep giant clubs)

Ogres should have +1 M&F apt anyway, I expect this to be fixed within a month.

Sunday, 11th December 2016, 17:16

Forum: Game Design Discussion

Topic: The ant vault

Replies: 4

Views: 1956

Re: The ant vault

Saturday, 10th December 2016, 18:06

Forum: Technical Support

Topic: Any 3rd alternative to keyboard movement keys for laptops?

Replies: 12

Views: 6525

Re: Any 3rd alternative to keyboard movement keys for laptop

I use the number row at the top of my laptop keyboard, + arrow keys. Very inconvenient. Someone on SA had his setup like this, to be WASD-like http://i.imgur.com/39H9wiM.png Reminder that the only reason vi keys are included is because Linley's keyboard had little arrows already drawn on the physica...

Saturday, 10th December 2016, 17:45

Forum: Game Design Discussion

Topic: Reduce inventory management for throwing weapons

Replies: 7

Views: 4023

Re: Reduce inventory management for throwing weapons

Afaik, the Returning effect occurs based on throwing skill, so it doesn't really apply to early-game ammo concerns. I've never really sucessfully used dispersal 'hawks, but mostly because I forget I have them. Feel like a keeper to me, maybe they ought to be more common? Orc packs messing with your ...

Saturday, 3rd December 2016, 19:35

Forum: Game Design Discussion

Topic: Proposal : Smith god (other aspect)

Replies: 4

Views: 2107

Re: Proposal : Smith god (other aspect)

Disarm seems very OP

Saturday, 3rd December 2016, 19:25

Forum: Game Design Discussion

Topic: Merge potions of might and potions of cure mutation

Replies: 9

Views: 3639

Re: Merge potions of might and potions of cure mutation

Alternatively, merge potions of Mutation, Cure Mutation, and Beneficial Mutation into a single "Potion of Mutability." Adds 1-5 random mutations (at least 1 good), removes 3-7 existing mutations. (Or whatever numbers seem appropriate). I buffed the "remove" side over the "a...
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