Search found 698 matches

Bim

Thursday, 12th June 2014, 00:49

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 52496

Re: God: Qazlal Stormbringer

How many turns of kiting did this take? And at what point were you able to really do this, and where? Because Qaz cloud generation gets weird with walls (making it harder to dance), I assume you need enough open space to get some clouds. And that means you must've already finished the part of the l...

Bim

Wednesday, 11th June 2014, 21:09

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 52496

Re: God: Qazlal Stormbringer

Pair guards with support monsters; minor wands; give them more (or a preference for) reaching-branded items. I'm not sure how that'd work really, I mean it'd probably up the difficulty significantly for everyone who isn't Qazlal worshipping and I don't think we can fine tune spawning based on god c...

Bim

Wednesday, 11th June 2014, 19:13

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 52496

Re: God: Qazlal Stormbringer

I offed an orc warlord by just wandering around with him behind me - same with an OOD etin. As it's random elements, it also means that eventually anything will die to it eventually. ... Edit: It's never good to criticize without a suggestion, but I don't really know what to suggest. I love passive...

Bim

Wednesday, 11th June 2014, 18:43

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 52496

Re: God: Qazlal Stormbringer

So I've played a lot of Qazlal recently and although I do love him, he has a rather overly exploitable power which I definitely think needs sorting out. The storm clouds you randomly generate can be used to kite to death anything. Absolutely anything without a ranged attack can be completely killed ...

Bim

Wednesday, 11th June 2014, 10:27

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 38852

Re: Feedback on Gozag design

Well, there is always the fully charged wand of hasting/healing, or a powerful rod if you have high evoc investment. Duplicating one of the wands, fully charged, is around 3 recharge scrolls. Of course, without scroll flammability now, you can just carry your recharge scrolls around with you. Even ...

Bim

Tuesday, 10th June 2014, 23:01

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8313

Re: Make Ash more consistent

Why not take simplification a step further, and have ash curse any and all items on equip. For a medium piety cost, you can remove an item. Remove curse scrolls make ash very angry, and are verboten, so you don't need to worry about balancing those. That seems a bit 'easy' for a god whose supposed ...

Bim

Tuesday, 10th June 2014, 22:57

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 38852

Re: Feedback on Gozag design

With the changes to corrosion, weapon and armour duplication is now less useful unless we're talking 1) give to an ally 2) dupe a +9/+9 and use a scroll of branding on the dupe for swapping. I hadn't thought of those, but both are kinda outlying cases -there's not many players who would have a perm...

Bim

Tuesday, 10th June 2014, 18:11

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 38852

Re: Feedback on Gozag design

To be honest I haven't found Gozag very helpful and is probably the least useful god to choose after Xom. This would be fine if his abilities were fun, but just hoping for a good shop is kinda not that great. However, I love the theme and I'd really like to see him built on. Without wanting to sound...

Bim

Monday, 9th June 2014, 23:13

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 52496

Re: God: Qazlal Stormbringer

One more suggestion: I think that, just like Kiku, Qazlal's 6 star gift should include the alternate possibility of gifting the Book of Clouds. This would make that god more appealing to spellcasters. Alternatively, instead of a full book, one spell from the book of clouds could be gifted the same ...

Bim

Monday, 9th June 2014, 23:11

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5236

Re: There is something blocking the doorway

I have yet to see somebody articulate a good reason to do this, even though it's probably the most common suggestion recently. I don't deny one might exist, but nobody has made a good argument. This is still true. There have been a few hints at reasons - descriptions of the current situation such a...

Bim

Sunday, 8th June 2014, 21:58

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 18273

Re: Chunkless experimental branch playable on CSZO and CBRO

My suggestion for hunger looks like this: New bar: Energy, it starts maxed lowers with actions taken (various energy costs for various abilities), it restores itself when you kill stuff, or explore new territory, *not* when you rest (you lose a little energy when you rest), if it gets to 0 you die ...

Bim

Sunday, 8th June 2014, 21:44

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5236

Re: There is something blocking the doorway

I have yet to see somebody articulate a good reason to do this, even though it's probably the most common suggestion recently. I don't deny one might exist, but nobody has made a good argument. A good reason to do this: It's annoying. It boils down to corpses not being able to be moved any more and...

Bim

Sunday, 8th June 2014, 12:48

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8313

Re: Make Ash more consistent

Definitely agree with Hirsch's idea, it makes a lot of sense and would eliminate the early tedium which is so off putting with Ash. I don't think it needs the stipulations of 2/3 curse scrolls or praying over it or anything really, although it could cost a minor bit of piety I suppose. I can't imagi...

Bim

Saturday, 7th June 2014, 17:33

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8313

Re: Make Ash more consistent

I think it's a fair trade off, as it's the one gamble you have with Ash whose other abilities are completely RNG based. I wouldn't mind if he got an extra 'scroll shuffle' ability though, which costed a chunk of piety (no need for MP or hunger as you'd only do it somewhere safe) and shuffled all you...

Bim

Saturday, 7th June 2014, 14:13

Forum: Crazy Yiuf's Corner

Topic: Cursed Puzzle Box Item

Replies: 13

Views: 3801

Re: Cursed Puzzle Box Item

The idea of self-banishment as a good thing is covered by weapons of distortion (which are sometimes used for this purpose) and the Lugonu Invocation "Enter the Abyss" (which is this ability except reusable if you keep your piety up.) Those mine this design vein enough a third item is com...

Bim

Saturday, 7th June 2014, 11:22

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

My suggestion: Two new status effects, for lack of a better name call them NoRead and NoDrink. They range in % from 0 to 100. -snip- Although I think it's an interesting idea, it seems too complicated for implementation. That's not to say it is, just that I know from past experience here that propo...

Bim

Friday, 6th June 2014, 14:13

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

My suggestion: Two new status effects, for lack of a better name call them NoRead and NoDrink. They range in % from 0 to 100. -snip- Although I think it's an interesting idea, it seems too complicated for implementation. That's not to say it is, just that I know from past experience here that propo...

Bim

Thursday, 5th June 2014, 16:23

Forum: Game Design Discussion

Topic: Please, sir, I want a pre-expiration warning for Stoneskin

Replies: 18

Views: 5099

Re: Please, sir, I want a pre-expiration warning for Stonesk

The only way I see this working is permanent buffs - it's the single most needed thing for DCSS. Everyone moans about all the other 'tedious' aspects, but having to continually do z-b, z-d every 20 turns is much, much more annoying.

Bim

Thursday, 5th June 2014, 16:20

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

What about a preventable item destruction? Like, if you get hit by a fire attack, there's a chance one of your scrolls lights on fire. Now you can spend a turn putting out the fire, or ignore it, letting the scroll be destroyed, or simply read the scroll, using it before it's destroyed. That makes ...

Bim

Thursday, 5th June 2014, 15:44

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

Again, I'm not debating the tedium/annoyance of the tactic, just that it was a tactic. You had to survey your surroundings and see 'can anything destroy my scrolls/potions - if so - drop them' - admittedly, not great fun, but still a tactic. That's a big chunk of tactical thinking taken out, regard...

Bim

Thursday, 5th June 2014, 15:03

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19056

Re: Proposal: Mummy Improvement

I know, my proposal has a lot of problems, unless it was somewhat targetted to give you actually usable skills. Having your Cj suddenly have tons of transmutation skill wouldn't do you any good. At least you'd be able to run away,but then, why even bother messing with the skills... What if confusio...

Bim

Thursday, 5th June 2014, 15:01

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

The new corrosion is MUCH more tactically important than the old corrosion. The old one wasn't really likely to cause you a problem in any given fight, it just meant you needed a backup weapon early on for slimes, and you couldn't go into the slime pits without a special set of gear. The new one do...

Bim

Thursday, 5th June 2014, 13:51

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

Crawl adds a bunch of new mechanics every version, with few exceptions. It hasn't added a new weight mechanic or a new item destruction mechanic, but it's adding other mechanics at a breakneck pace (gods...) and removing very few. I agree that 0.15 is actually easier than the previous version right...

Bim

Thursday, 5th June 2014, 13:13

Forum: Game Design Discussion

Topic: Sparkling fountain message timing

Replies: 36

Views: 10824

Re: Sparkling fountain message timing

For the love of beogh, we don't need to get rid of everything that's slightly superfluous to hacking and blasting - some of us find the atmospheric/random stuff FUN. I enjoy fountains, they're a random source of fun/interest, and one of the last true gambles in DCSS. More than that, I've found fount...

Bim

Thursday, 5th June 2014, 13:06

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19056

Re: Proposal: Mummy Improvement

Well intrinsic clarity would reverse one of their biggest weaknesses. Along those lines of thought, what if confusion somehow wasn't completely bad on a mummy? Like, when confused, the mummy's memories of its past life come to the surface, and the mummy temporarily has its skills randomly shuffled ...

Bim

Thursday, 5th June 2014, 12:59

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

Re: New mechanics.

*less dangerous to your scrolls and potions. You probably mean not dangerous to them at all. Enemies did not become less dangerous, though. We have now more consumables throughout the game, that's true, but it was clearly stated that if necessary, item drops will be adjusted to deal with overabunda...

Bim

Thursday, 5th June 2014, 10:38

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19056

Re: Proposal: Mummy Improvement

You guys seem to have driven off the main topic and over-analyze some non-related issue. If you have problems with mummies, let's make it clear. OP's proposal WILL NOT SOLVE your problems. Instead it's fun, has flavor behind it and I do not see a clear reason why it couldn't be implemented. Let's h...

Bim

Thursday, 5th June 2014, 10:31

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 9033

New mechanics.

For better or worse, item destruction seems to have finally been gotten rid of. While I know there are two distinct camps on this issue, I think it's fair to say that a lot of previous mechanics and monsters have become a lot less dangerous. Specifically, things like fire/ice giants, fire drakes, or...

Bim

Tuesday, 27th May 2014, 15:07

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 21147

Re: Weightless experimental branch playable on CSZO

It isn't about the worst player or punishing players, it's basic RPG common sense - think about it the way a standard RPG fan would come to it: 'fire kills hydra heads/plants, I need to carry around a flame weapon', 'holy for demons/undead', 'freeze for cold blooded' - that's already 3 weapons, and ...

Bim

Tuesday, 27th May 2014, 13:47

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 21147

Re: Weightless experimental branch playable on CSZO

You don't need to carry more than a few weapons ever, and carrying a few weapons was quite possible when we had inventory weight. It's easier to do that now, but the 'difficulty' that was removed was really just hassle balancing out excess consumable and didn't involve much strategic thinking you w...

Bim

Tuesday, 27th May 2014, 11:52

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 21147

Re: Weightless experimental branch playable on CSZO

I get that this is going in the direction of simplification that crawl is going in at the moment, but I really think that removing weight completely is a step in the wrong direction. While weight can become tedious for certain aspects (dropping that one scroll to be below burdened), it certainly add...

Bim

Saturday, 1st February 2014, 12:07

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34305

Re: All scrolls auto-ID on pick up

So the responses to this thread show that people are pretty strongly divided on the issue. I'd say that making Identify scrolls auto-ID'd would be a good compromise. They are by their very nature an object of identification, so it seems weird that you need to identify the indentifyer. Remove curse s...

Bim

Friday, 31st January 2014, 21:15

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 26784

Re: Nemelex reform

To be honest, I haven't read through all the responses. This is because I think the initial proposal is fantastic.
I find Nem tedious for exactly the reasons outlined, and this would help significantly without changing the flavour of the god too much.

Bim

Tuesday, 28th January 2014, 00:27

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

As far as Dith being overpowered goes: is he really stronger than Makhleb? Would a Deep Elf Conjurer really want to use him over Vehumet? Would a MiGl really want him over Okawaru, or a Mummy Summoner over Sif Muna? Specialization is important in Crawl. You've picked very strong and specialised exa...

Bim

Monday, 27th January 2014, 19:09

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

If Dith stays as is, I don't know if I'd ever use any other god. I think that's a definite indicator that he's too strong at the moment. Making shadow action melee only would nerf him considerably, but only blasters would really suffer (who aren't really aligned with him much anyway). If this was f...

Bim

Monday, 27th January 2014, 14:25

Forum: Game Design Discussion

Topic: New Background: Beastmaster

Replies: 26

Views: 7089

Re: New Background: Beastmaster

Having a one-off pet doesn't sound great as you'd probably want to basically grind it up until it reaches a useful form, but it'll probably get stomped pretty quickly. However, giving a beastmaster a summoning item (much like sack of spiders) which only spawns one animal (like the spirit animal prop...

Bim

Monday, 20th January 2014, 23:53

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10680

Re: Autoexplore improvement

Not to throw on problems, but my biggest problem with autoexplore is with electric eels. If you use autoexplore, you can often end up with an eel being able to get one hit in, which can be quite deadly for fragile chars.
I know the idea is not to use AE as much, but it still annoys me somewhat.

Bim

Monday, 20th January 2014, 14:49

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 14498

Re: Brainstorm permanent ally god

A mercenary shop seems like a great idea!! I do wonder about the balance aspects of it though, I feel it would be a fiendish task as, unlike shops - most types of allies would be useful for anyone. By this, I just mean that if having an ally is desirable for everyone so set quite low level, they'd n...

Bim

Sunday, 19th January 2014, 21:34

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

After more play (and reading others replies), I think it might be better to make shadow action a melee only attack, which could scale in power with the player, but not precisely mimic it's attacks. This might push the god further into melee focussing, but I don't think that's particularly terrible r...

Bim

Sunday, 19th January 2014, 15:01

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

Just got down to late lair with a SpAs playing a traditional stealth based play through, just thought I'd give some feedback: For one, I think this God really does fill a gap which needed filling. Not because its an easy choice or OP'd or anything, just because its a god which is tailored to a steal...

Bim

Wednesday, 8th January 2014, 10:53

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

I find the Shadowport ability a bit odd, tactics wise. It seems to encourage camping near doors/statues, or keeping a weak monster alive and having it follow you around so that you can stand in its shadow and use the ability. It would probably work better if the "you have to stand in a shadow&...

Bim

Sunday, 5th January 2014, 22:51

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

Seth seems like a defense/escape god more than a stealth god. That would be an apt description for the 3/5 of its abilities that aren't Shadow action (which I admittedly still don't fully understand) and Umbra. I now realize why mikee used the peculiar phrase "what could be seen as a 'stealth ...

Bim

Friday, 3rd January 2014, 15:27

Forum: Game Design Discussion

Topic: Shorten/Portalize? Forest

Replies: 31

Views: 8594

Re: Shorten/Portalize? Forest

I realise one of the goals of crawl is to make it lean and without clutter/annoyance, but I really don't think there is any need to remove branches/cut the levels down just because they're currently boring/difficult. I agree it needs a bit of work, but branches are what makes the game fun/gives an e...

Bim

Friday, 3rd January 2014, 15:14

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

However, regarding this proposal (Seth), I would expect more stealth-related abilities for a stealth deity, and I don't find the "shadow" theme (as it's realized) strategically compelling. I think the problem (which has been pointed out on this thread and the threat you linked too) is tha...

Bim

Thursday, 2nd January 2014, 20:08

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 83441

Re: New God: Seth, the Shadow King

Definitely think this is the best stealth god proposal I've heard. Ideas on abilities: Umbra: As long as it's a lesser version of umbra (possibly just called darkness or something) then I think this makes a lot of sense as a passive ability. Possibly a shuffle around of Yred and Seth would work a bi...

Bim

Sunday, 28th July 2013, 12:06

Forum: Crazy Yiuf's Corner

Topic: Proposal: The raw flesh tastes terrible!

Replies: 38

Views: 11837

Re: Proposal: The raw flesh tastes terrible!

I completely agree, the message makes it sound as though there's some sort of penalty attached to it. However, 'choke down' sounds equally as negative as 'the raw flesh tastes terrible' - possibly more so in fact. I would change it too: "The raw flesh is just edible." - it certainly makes ...

Bim

Tuesday, 23rd July 2013, 18:52

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 8708

Re: Locks on Doors

Oh god no. I hate those things whenever I run into them in role-playing books. It will be either too spoilery or too tedious, IMO - either you know which switch unlocks which feature, or you'd have to comb previous levels to find what changed. I'd rather have a bunch of switches right next to the l...

Bim

Monday, 22nd July 2013, 06:29

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 8708

Re: Locks on Doors

It would be ultra tedious to have lots of locks and doors, especially when this is a more 'tactical' RL rather than an 'adventure' RL. However, I would love to see more ' mechanisms/puzzles' in crawl, even if they were only a few multilevel puzzles (you have to turn a bronze statue on level 14 to op...

Bim

Saturday, 20th July 2013, 18:59

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12773

Re: Do the Trunk Races really fit within Crawl?

After playing the new races pretty much exclusively, I have to say that Gargoyles seem pretty good - they're different, fit into a niche that isn't filled - whilst not being too strange mechanically. I'd be annoyed if they were taken out - I've been wanting to play a heavy armour caster for a long t...

Bim

Friday, 19th July 2013, 16:21

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 68795

Re: Proposal: Rework Item Destruction

It seems that everyone agrees that item 'destruction' should either make items temporarily unavailable (this doesn't need to be a completely insignificant amount of time) or that on using items they have a chance to be destroyed. I'd say combine both. Some items are coloured red/blue (for firey/froz...
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