Search found 698 matches

Bim

Sunday, 30th June 2013, 20:32

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 77310

Re: Discussion: Improving Skalds

What if infusion had an equal chance of draining one hp or one mp with each hit? Then it would last longer on D1 skalds with few mp. Or instead of a coin flip, make the chance something like the ratio of the square root of hp to the square root of mp. I guess you'd use current hp and mp for that ca...

Bim

Sunday, 30th June 2013, 19:12

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 67826

Re: Proposal: Rework Item Destruction

I would say 50-60% is good to aim for (not that I've tested it extensively) to make it above a half chance that scrolls/potions won't work, but not so much higher that there is pretty much no point in even trying. In my opinion/what I would aim for is that if you have 4 teleport scrolls you should b...

Bim

Saturday, 29th June 2013, 14:20

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 67826

Re: Proposal: Rework Item Destruction

Teleport is far too strong right now so more methods of being able to nerf it is not a bad thing. "Not having an out" just means that you already screwed up and killed yourself some number of turns in the past, the actual death is just somewhat delayed. I basically agree, but it's all abo...

Bim

Saturday, 29th June 2013, 12:35

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 67826

Re: Proposal: Rework Item Destruction

Although I thoroughly welcome the idea (I just played a game this morning with few nasty fire monster spawns) I'm not so worried about too many items, rather that it might add a lot of 'unfair deaths'. In so far as, scrolls/pots are your main route of escape/recovery, and if you weren't able to use ...

Bim

Friday, 28th June 2013, 14:34

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 26598

Re: Suggestion: slightly more enemy variety in lower dungeon

I would draw a distinction between 'interesting' and 'gimmicky' - gimmicky is where after you know about the monster/conduct, the challenge is negated or lessened. Deep troll Earth mages are 'interesting' in that they can dig to get them and their horde closer to you - this is interesting, because i...

Bim

Friday, 28th June 2013, 11:33

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 26598

Re: Suggestion: slightly more enemy variety in lower dungeon

I think a big problem with the pack monsters is that they don't actually work well as a pack, so the player's impression is that multiple enemies is more a question of mashing tab for slightly longer than usual than any real tactical consideration. Yaktaurs keel over and die once you close to melee...

Bim

Friday, 28th June 2013, 09:17

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 27570

Re: Random gods revisited

For anyone in favor of random gods, I ask you to tell me something. Tell me the name of every randart you can remember. Tell me the name of that one { conservation, hunger, int+1 } amulet which made the game so much more interesting. That's right, you don't remember any of them. Random soup is neve...

Bim

Thursday, 27th June 2013, 17:33

Forum: Game Design Discussion

Topic: Balance tweaks for new elemental evokers?

Replies: 17

Views: 4725

Re: Balance tweaks for new elemental evokers?

Sorry if it wasn't clear, I meant that you have a choice/trade off of which wands to use recharging scrolls on. Yeah you might find enough to keep all 3 plentifully recharged, but it's probably not too likely (at least it shouldn't be). However, elemental items just charge up naturally over time, th...

Bim

Thursday, 27th June 2013, 16:03

Forum: Game Design Discussion

Topic: Balance tweaks for new elemental evokers?

Replies: 17

Views: 4725

Re: Balance tweaks for new elemental evokers?

Regardless of metaphysical discussion, they are awesome. However, although recharge scrolls are plentiful yadadada, you still have to make a choice with them and if you have haste, tele and heal wands, you're going to have to choose which one to use the scroll/s on. Therefore, I would perhaps like t...

Bim

Thursday, 27th June 2013, 15:57

Forum: Game Design Discussion

Topic: New L1 Tloc spell for Warpers

Replies: 48

Views: 27635

Re: New L1 Tloc spell for Warpers

HOW DARE YOU SUGGEST THAT APPORTATION ISN'T THE GREATEST SPELL EVER!!! - You will be getting a lot of this. I actually think this is a good/the best implementation of this idea (which has been made a lot, so it must have some worth). This doesn't seem too overpowered if you give the chance of inflic...

Bim

Thursday, 27th June 2013, 15:50

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 26598

Re: Suggestion: slightly more enemy variety in lower dungeon

As everyone else agrees, endless yataur packs and stone giants don't make for much fun, but I wouldn't want to see too many 'gimmicky' monsters pop up in D just for the sake of differentiation. As I see it (and I think it's quite good this way) D monsters tend, for the most part, to be standard mele...

Bim

Thursday, 27th June 2013, 15:31

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 77310

Re: Discussion: Improving Skalds

I've played a few games trying to use song of slaying more and I have to say the loudness is a pretty big tradeoff. This would be fine/great for melee heavy chars, but as skalds are sort of in between (and rely on dragging monsters away in small groups) it quickly became a death sentence for anythin...

Bim

Thursday, 27th June 2013, 11:51

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 77310

Re: Discussion: Improving Skalds

Even though infusion is weak, (nearly) free damage is (nearly) free damage, it needs something, but I think a bigger flat mp (either in percentage or just number) cost would be too severe - unsure what to suggest though. Please, please, please let Skalds start with long blades, it's tedious having t...

Bim

Wednesday, 26th June 2013, 21:08

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 77310

Re: Discussion: Improving Skalds

My feedback after about 10 games, 5 getting past lair, 2 getting to vaults (and then dying due to immense stupidity on my part both times): FLAWLESS VICTORY - it's awesome. A few points though: -Infusion is awesome, but it almost feels like too much of a straight buff. As in, there are practically n...

Bim

Wednesday, 26th June 2013, 17:18

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Formicids (Was: Dwants)

Have to agree with Wark, Tengu already have a lot of myth behind them, it seems pointless to tack on more. I realise the birds <-> insects thing and I like it in theory, but perhaps making it more one sided (that they just fear and hate them) would mean that Tengus wouldn't also need to be messed wi...

Bim

Tuesday, 25th June 2013, 15:45

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 27570

Re: Random gods revisited

Some *really* good ideas Randomentity - I think all of them fit and I can't see any major balancing issues.

Bim

Tuesday, 25th June 2013, 07:14

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants - Reflavour in progress

Most people who speak English are familiar with "feline" meaning cat. Many people, particularly those familiar with fantasy or science fiction or biology have heard the latin "id" ending designating individuals of a species. Given that, I suspect that most people probably unders...

Bim

Monday, 24th June 2013, 19:06

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants - Reflavour in progress

@bim felis is Latin for cat. Felix the cat was also a very famous cartoon (named as such due to felis I assume). Agreed, and I don't think that things need to be reduced to such things as 'dragon-men' and 'cats' but I doubt many people would get what a Felid is from the name alone (to me it sounds ...

Bim

Monday, 24th June 2013, 13:39

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants - Reflavour in progress

I didn't really care for any of the names in the survey, so consider this a write-in for "Emmet," and anarchic noun meaning ant. I think it's important to look at the precedents of "Octopode," "Draconian," and "Felid" here - all of them manage to convey their...

Bim

Sunday, 23rd June 2013, 18:12

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16639

Re: Proposal: Improve Box of Beasts

+1 to Zin hating box of beasts, chimeras seem like things he would hate.

Bim

Sunday, 23rd June 2013, 18:10

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants - Reflavour in progress

Still, lets say you start as a fighter (and want to play as a fighter, hence why you chose it) and then it decides to give you caste F, you'd just not be able to be a fighter. The caste couldn't be shown at the start (or too near it) as otherwise players would just scum till they got the caste they ...

Bim

Sunday, 23rd June 2013, 16:31

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants - Reflavour in progress

I have to say I think I'd find involuntary stat shuffling annoying, unless it could be somehow directed (which I think was shot down by devs a while ago with other forms of shuffling). Unlike with Draconians/demonspawn, getting negatively changed stats would completely ruin some chars - going from h...

Bim

Sunday, 23rd June 2013, 07:53

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants (dwarfs + ants)

Although I normally like to keep things simple (calling them insectoids or hivelings or something obviously insecty) I do think that Myrmex is very awesome. For my vote then, Myrmex or insectoid. Also, the jumping ability is very cool, I like it a lot as an ability, and that combined with dig would ...

Bim

Saturday, 22nd June 2013, 22:25

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16639

Re: Proposal: Improve Box of Beasts

Just tried this out with an artifacter (obtained via wiz mode on D1), and I think these chimera work fantastically, It plays well to have one chimera support you for quite a few battles, feeling different enough to summoner or orc priest, a few queries however: Thanks for the feedback! I'm thinking...

Bim

Saturday, 22nd June 2013, 22:18

Forum: Game Design Discussion

Topic: Trowel card's portals.

Replies: 10

Views: 2801

Re: Trowel card's portals.

Couldn't agree more with all points made. I don't think a gateway out of abyss/pan is a bad use of the card (it might become the only use later on) and wouldn't be too overpowered by the time you get it. I like the idea of after giving you the usual places, it starts spawning a random portal. Howeve...

Bim

Saturday, 22nd June 2013, 16:56

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5493

Re: Proposal: Altars stay relevant

I like the idea of keeping them floor relevant, although it'd be a bit useless if you found them right at the end/after you'd done a lot of clearing so possibly just turn based would be better. I think aligning the bonuses to their respective gods would be good, with a pool of random bonuses that co...

Bim

Saturday, 22nd June 2013, 13:41

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5493

Re: Proposal: Altars stay relevant

I've always thought a one off temporary boost from altars (as in, after you use it the altar crumbles away) would make them a more interesting sight to see further down the dungeon. This could be themed, but ultimately nothing too big (an example would be temporarily gaining a random resistance or ...

Bim

Saturday, 22nd June 2013, 13:38

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants (dwarfs + ants)

I'm sure that once the other additions are decided on/polished then there will be time to test this idea, as at the moment I do admit it's a bit crowded with features that are still being worked on.I don't think there needs/should be a big system of priorities and queueing. Having it on a webtiles s...

Bim

Saturday, 22nd June 2013, 09:12

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 19929

Re: Proposal: Make Str better

'Well, I sat down and did some charts on how Str effects casting and EV for given suit of armor in increments of 5 from 5 to 40.' - Ladies, I have arrived. In all seriousness though, this would be a welcome improvement in making strength matter, and it makes sense that strength should confer better ...

Bim

Saturday, 22nd June 2013, 09:06

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5493

Re: Proposal: Altars stay relevant

I've always thought a one off temporary boost from altars (as in, after you use it the altar crumbles away) would make them a more interesting sight to see further down the dungeon. This could be themed, but ultimately nothing too big (an example would be temporarily gaining a random resistance or t...

Bim

Friday, 21st June 2013, 12:41

Forum: Crazy Yiuf's Corner

Topic: Has anybody else seen this shit?

Replies: 8

Views: 2568

Re: Has anybody else seen this shit?

theglow - Thank you. Just thank you.

Bim

Friday, 21st June 2013, 11:24

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants (dwarfs + ants)

I've had a longer play and reached some conclusions which are mainly flavour based: Firstly, (as mentioned by kilobyte on Mantis) the flavour needs to be changed. I'd have them just as a (slightly plain) insectoid species. I don't think there is any harm in it as it's less confusing and we don't cur...

Bim

Friday, 21st June 2013, 06:25

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants (dwarfs + ants)

Perhaps shafting should take longer than one turn and not speed up OOD on the floor below? Speeding up OOD seems a bit of a strange mechanic (which isn't used else where I don't think) and shafting in one turn is pretty fast for an escape ability.

Has anyone else had a go?

Bim

Thursday, 20th June 2013, 13:48

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

I like this idea as stones quickly become useless later on (their only real use being sandblast and early sling use) and it is a novel way to differentiate. However, I guess some players might get annoyed with having to carry stones around with them for spells (especially as they can be quite heavy)...

Bim

Thursday, 20th June 2013, 11:10

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4878

Re: New background: Noble

New ability: 'get the hell off your call of crawl or whatever'
Deals irresistible torment damage. Roll for 'just one more game' counter attack, fails instantly if you've used that line before and had to sleep on the sofa.

Bim

Thursday, 20th June 2013, 11:04

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

Perhaps all/half was too strong, but I feel that it should take off a significant chunk, so as to change up the situation sufficiently instead of just the '2mp and small food cost' of most abilities. I'm sure there are other better costs, but I'd much prefer the ability to be a meaningful choice.

Bim

Thursday, 20th June 2013, 07:00

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

The benefits aren't going to be earth shattering and it's encouraging you to fight in an otherwise non-ideal location. I SEE WHAT YOU DID THERE. I suppose it could have a high MP/food cost - I really do think that even with a small damage/accuracy bonus you'd be making gargoyles into a 'wander back...

Bim

Thursday, 20th June 2013, 06:52

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4878

Re: New background: Noble

WOMEN!? ON CRAWL!?!?! I REFUSE TO BELIEVE IT. GET OUT DPEG, BE GONE WITH YOU! I do really like the idea of a class that starts with some utilities instead of stats/abilities (although this could be said to be too similar to an artificer really). The only problem with this approach is that I feel (un...

Bim

Wednesday, 19th June 2013, 20:43

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12580

Re: Do the Trunk Races really fit within Crawl?

I have to agree that as a non-Multiplayer game, I feel that more is better (as long as it's not broken or hideously unbalanced) as far as races go. There have been some good proposals/patches that have fallen by the way side over the years and I'd much prefer to see a few slightly less polished 'exo...

Bim

Wednesday, 19th June 2013, 20:40

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

Thanks for the clarification - and I love the idea - but to me it seems a little bit confusing to work out where you get the bonus/can attack without a diagram/a lot of explanation (sorry if I'm just being dense). Perhaps there could be markers/shaded tiles where you could attack when anchored to he...

Bim

Wednesday, 19th June 2013, 20:29

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4878

Re: New background: Noble

Random items at start has been discussed before (under a different name) and was completely cut down by devs due to players being able to just quit and restart until they get the 'best' items (even if they were balanced, you'd probably roll a few times to get the selection you wanted). There is prac...

Bim

Wednesday, 19th June 2013, 15:21

Forum: Game Design Discussion

Topic: Proposal: allow for a customizable Species

Replies: 9

Views: 2710

Re: Proposal: allow for a customizable Species

I principle, I love the idea. It'd fit with random gods and allow for interesting combinations. If nothing else it'd mean a lot less 'I want this species' discussions and arguments whilst allowing players to prototype their ideas before asking for them to be added to the 'preset' list. However, a lo...

Bim

Wednesday, 19th June 2013, 15:14

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

To clarify, would being in anchored in a corridor give you a bonus in front and behind? As most of crawl tends to be in corridor fighting, it'd give you a boost for a great deal of your fights/I don't see why you wouldn't use it as soon as you see an enemy in a corridor. I guess it makes fighting in...

Bim

Wednesday, 19th June 2013, 15:09

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12580

Re: Do the Trunk Races really fit within Crawl?

I think gargoyles fit (or will fit eventually), but I'm undecided on LO and Djinn. Lava Orc is an extremely weird flavour, and their mechanic seems unavoidably gamey and odd - but I'm sure I could be convinced. As has been mentioned Djinn seem as though they'll never reach a good balance (although t...

Bim

Wednesday, 19th June 2013, 15:03

Forum: Game Design Discussion

Topic: Why a Background (Class) System?

Replies: 14

Views: 4837

Re: Why a Background (Class) System?

There was some talk at one point about having a point based system to buy items and skills, but it was felt that it would be impossible to balance it well enough. I'm not quite sure why this was the case, but I think it was because there are something's you'd always want to choose over others, and t...

Bim

Tuesday, 18th June 2013, 12:25

Forum: Game Design Discussion

Topic: Proposal: Improve Box of Beasts

Replies: 56

Views: 16639

Re: Proposal: Improve Box of Beasts

I've always liked the idea of evocable items charging up based on what creatures are killed. Maybe the BoB recharge based on how many animal/beast genome monsters are killed (scaled for things like rats)? Admittedly, there is the problem that players could not clear the lair, and just keep going bac...

Bim

Tuesday, 18th June 2013, 12:10

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102206

Re: Dwants (dwarfs + ants)

I've never been a fan of shafting - it always seems like a tedious escape option (you have to either claw your way up through levels or you end up surrounded on an unexplored level). This seems as though it would be exacerbated by being a physically weak/non-fast species and not having any other via...

Bim

Tuesday, 18th June 2013, 12:06

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 60507

Re: New Species: Gargoyle

Brainstorming a new self petrification ability for gargoyles: Goals of being interesting (and something you'd actually want to use), improving as you level up (ie, reusing the petrified 1/2/3 mutation) Although that is a lot more useful and flexible, it does overlap heavily with stoneform (although...

Bim

Sunday, 16th June 2013, 18:26

Forum: Game Design Discussion

Topic: Suggestion: mini-quests/more flavour

Replies: 16

Views: 4493

Re: Suggestion: mini-quests/more flavour

Quest was certainly the wrong word - I didn't mean RPG style questing with a whole system, fetch quests and multi-level npc tomfoolery - just interactive flavour. My bad for not clarifying - quests is the wrong word. As has been mentioned, the hungry kobolds and the Kirke are examples of sort of 'ac...

Bim

Saturday, 15th June 2013, 07:58

Forum: Game Design Discussion

Topic: Suggestion: mini-quests/more flavour

Replies: 16

Views: 4493

Suggestion: mini-quests/more flavour

This isn't so much a suggestion as a request for more ideas. By mini-quests, I mean things like Duvessa and Dowan going berserk if you kill the other one, Boris reanimating (there was previous discussion about him) a few times as a sort of quest to finally kill him, and even the (removed) draining f...
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