Search found 698 matches

Bim

Wednesday, 2nd July 2014, 00:14

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

I guess I'm completely at odds with the direction DCSS is going these days so I'll not bother posting anything further. I will say though that the attitudes of people on this forum are extremely off putting - I've seen the state of this community complained about on other forums, and its really not ...

Bim

Monday, 30th June 2014, 23:44

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

I completely agree, they weren't serious suggestions for implementations, just ideas of non-item based conducts/flavor. Making gods less mechanical is what I'm wanting really. They currently just give piety for something simple and then give you rewards triggered by pressing a. I don't feel that go...

Bim

Monday, 30th June 2014, 14:27

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

I completely agree, they weren't serious suggestions for implementations, just ideas of non-item based conducts/flavor. Making gods less mechanical is what I'm wanting really. They currently just give piety for something simple and then give you rewards triggered by pressing a. I don't feel that god...

Bim

Monday, 30th June 2014, 13:50

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

It's nothing to do with tedium, and more that tacking conducts onto gods doesn't really do anything other than reduce player build choice or annoy the player. For example your Kiku proposal just means that you can't have a Ds of Kiku, while the other two are just very minor nerfs that make the play...

Bim

Sunday, 29th June 2014, 22:58

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6854

Re: Kikubaaqudgha Just Doesn't Care

At the moment, DCSS seems to be going in a direction of simplification and getting rid of anything that can be seen as tedious or annoying and I think god conduct is seen as one of those things that is 'tedious'. I do believe the gods need more flavor and differentiation however, because they've bec...

Bim

Sunday, 29th June 2014, 12:09

Forum: Game Design Discussion

Topic: Problems with recent Beogh changes

Replies: 35

Views: 20650

Re: Why do not you communicate with the user?

Just chiming in to say I've played a few games with 'new' Beogh and it's much better - great work!! As always, a few things...I'd prefer the giving of items to be smite targeted instead if possible. I know it breaks the 'reality' barrier a bit in terms of giving items, but its just a pain when your ...

Bim

Saturday, 28th June 2014, 11:17

Forum: Game Design Discussion

Topic: Please remove hatches that lead into death

Replies: 13

Views: 4192

Re: Please remove hatches that lead into death

Yeah, that sounds like a bug. The lesson learnt is sound though, hatches should only be for emergencies really.

Bim

Friday, 27th June 2014, 21:27

Forum: Game Design Discussion

Topic: Treasure Trove Improvements

Replies: 9

Views: 3003

Re: Treasure Trove Improvements

Duvessa, play some trunk and re-evaluate.

Bim

Friday, 27th June 2014, 20:55

Forum: Game Design Discussion

Topic: Treasure Trove Improvements

Replies: 9

Views: 3003

Treasure Trove Improvements

I really enjoy the treasure trove item hunt. Having to find a good item(s) and sacrifice it for the possibility of better treasure is a great mechanic. However, there are three major problem areas: 1: The item you need to give is not related to your character, so you if you need a +5 great mace of f...

Bim

Friday, 27th June 2014, 16:20

Forum: Crazy Yiuf's Corner

Topic: Why don't Enchant Weapon Scrolls work on Enhancer Staves?

Replies: 40

Views: 8464

Re: Why don't Enchant Weapon Scrolls work on Enhancer Staves

Rods can be increased to increase their recharge rates.

I definitely support allowing enhancer staves to be improved with enchant weapon scrolls as long as it was just a pure addition to their melee capabilities before the additional effects.

Bim

Friday, 27th June 2014, 15:39

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2586

Re: Enemy AI/abilities that cause bad interactions as allies

I've just tried it out in Wizmode. They do seem to stay pretty close to you, but their AI/ability is a death sentence regardless.

(As an aside bribe branch didn't seem to do anything noticeable, so I ended up having to enslave a few instead.)

Bim

Friday, 27th June 2014, 10:53

Forum: Game Design Discussion

Topic: Merge enchant weapon and enchant armor scrolls

Replies: 12

Views: 2940

Re: Merge enchant weapon and enchant armor scrolls

Also, on topic: ALL characters have use for a weapon, except (mostly) unarmed characters, and then those favour light and medium armor, so their armor is less of an enchant scroll sink. I agree, although as a magic user I never really bother enchanting anything because if I need to bash popcorn I c...

Bim

Friday, 27th June 2014, 10:27

Forum: Game Design Discussion

Topic: Merge enchant weapon and enchant armor scrolls

Replies: 12

Views: 2940

Re: Merge enchant weapon and enchant armor scrolls

For once I actually agree with Duvessa, it'd be a big buff to magic/unarmed characters which don't really need it, and I don't see any other good reasons for it.

Bim

Friday, 27th June 2014, 10:24

Forum: Game Design Discussion

Topic: Suggestions for the design of Gozag's bribe branch

Replies: 8

Views: 3635

Re: Suggestions for the design of Gozag's bribe branch

I posted on the other thread about the problems with bribe branch enemies before, but I'd like to make my own suggestion here. How about Gozag allowing you to put a bounty on a creature? This would turn everything hostile against it rather than make it an ally. It would be single target, and probabl...

Bim

Friday, 27th June 2014, 10:18

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2586

Re: Enemy AI/abilities that cause bad interactions as allies

This is a big problem with bribe branch in general, and I have to say I'm really not keen on the mechanic at all. Too many monsters make terrible allies (all the ones youve mentioned, as well as various other randomly annoying ones) and I've often found myself just leaving things where they are or d...

Bim

Thursday, 26th June 2014, 21:54

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 6157

Re: Beogh Suggestions

I'm not sure I understand how god swapping is seen as undesirable or why the gods all need to be equally balanced in level of power. You're over-reading what I've put - I completely understand and agree that they don't need to be equally balanced, I just don't believe that any should get to a point...

Bim

Thursday, 26th June 2014, 21:20

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 6157

Re: Beogh Suggestions

Frankly I think it is much worse that TSO is really bad except in extended, as that's much more limiting. But that's only one god. A major point (IMO) that wasn't brought up, is this: If you are planning to go extended, you almost certainly have the means and opportunity to switch to some other god...

Bim

Thursday, 26th June 2014, 19:35

Forum: Game Design Discussion

Topic: Make suggested HP warning default

Replies: 34

Views: 7981

Re: Make suggested HP warning default

if I haven't grasped the reality of the threat I think this is the strongest argument for setting warnings at higher HP. Less experienced players are more likely to underestimate or be totally clueless about threats, especially as they encounter them for the first time. Coincidentally, these are al...

Bim

Thursday, 26th June 2014, 18:56

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 6157

Re: Beogh Suggestions

I know most of you are laser-focused on the 3 rune win, but what about beoghites that want to do a 15 rune? Warlords don't die from getting hit in melee in the late game; they die from getting trashed by hellfire/torment/etc.. being thrown out all over the place. I think there should be high piety ...

Bim

Thursday, 26th June 2014, 18:49

Forum: Game Design Discussion

Topic: Make suggested HP warning default

Replies: 34

Views: 7981

Re: Make suggested HP warning default

Re: the oft-suggested advice of editing one's init.txt file to lower the "low HP" warning threshold, so that it triggers at ~75% HP, rather than 50%... Just wondering why every piece of (really sensible) advice on the subject contradicts the default settings, in-game? I have never heard t...

Bim

Thursday, 26th June 2014, 16:26

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10577

Re: do not generate enchanted plain equipment.

Having poison resist in an area you know you probably won't need it, or a +2/3/4 is an interesting decision. I don't see the interesting decision, you take the AC. Maybe if you know you need it it becomes interesting, but if you probably don't? Well lets say you have +4 plate armor and a +0 plate o...

Bim

Thursday, 26th June 2014, 16:21

Forum: Game Design Discussion

Topic: Make suggested HP warning default

Replies: 34

Views: 7981

Re: Make suggested HP warning default

Semantics guys. Not married to the numbers, 75% is just what works for me. [Er, actually 50% is my text prompt, 75% is the initial HP-bar colour change. My bad.] The gist is the proposed lowering of the default threshold. I can definitely support HP color change at 75, but low hp/hp warning at half...

Bim

Thursday, 26th June 2014, 15:36

Forum: Game Design Discussion

Topic: Make suggested HP warning default

Replies: 34

Views: 7981

Re: Make suggested HP warning default

Yeah I can't really agree that it should be 75% by default. Sure it's handy for most players, but it isn't really 'low' in a normal sense.

The problem is that we have wayyyy too much autofighting.

Bim

Thursday, 26th June 2014, 15:35

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10577

Re: do not generate enchanted plain equipment.

don't think generating everything plain as being +0 is too bad, especially with the big buffs we've had recently, however I agree with Leafsnail that non ego +1/2 (and upwards) can make for an interesting decision. Having poison resist in an area you know you probably won't need it, or a +2/3/4 is a...

Bim

Monday, 23rd June 2014, 18:41

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 11629

Re: Food proposal

I assure you, you don't cast nothing but Xstorm once you've become able to. I can assure you I've done precisely that! I'm not saying that the other balances don't exist, or that they're not on the same level/more important balances than food, just that food could be made relevant again. Giving all...

Bim

Monday, 23rd June 2014, 17:28

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 6157

Re: Beogh Suggestions

Responding to the OP: suggestion 3 is done, suggestion 1 is probably not going to happen, suggestion 2 is interesting and warrants more thought. It feels good that the player can limit the number of allies wandering around with them, but it is weird that the only way you can get more allies (when y...

Bim

Monday, 23rd June 2014, 12:12

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10577

Re: do not generate enchanted plain equipment.

It's mainly a problem early on and it's probably one of those things that you should ignore and just wait for a runed/glowing one anyway, but it's tempting to get an extra 2-3 AC out of things if you can (especially as a squishy caster) and so I inevitably just end up going through all the robes/lea...

Bim

Monday, 23rd June 2014, 11:02

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 11629

Re: Food proposal

These things don't actually need to be balanced by high hunger cost and a tight hunger clock in addition to the XP barrier and tactical costs. I'm really not sure that's enough, or rather, I don't think having another balancing cost is a bad thing. Currently, once you've gotten the XP (which is ver...

Bim

Monday, 23rd June 2014, 10:56

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10577

Re: do not generate enchanted plain equipment.

Different markings meaning different things is something I'd definitely like to see.

Enchanted should mean just a simple + or - as it mirrors enchant weapon/armor scrolls, whilst runed, glowing or shiny should mean anything with a brand or ego.

Bim

Monday, 23rd June 2014, 09:45

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10577

Re: do not generate enchanted plain equipment.

Agreed, i'd prefer anything with a plus or minus to be enchanted.

Bim

Sunday, 22nd June 2014, 23:10

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 11629

Re: Food proposal

I believe tightening it up radically enough may improve crawl in general. If all spells/abilities (as well as things like hasting, invis, might) had a high food cost but nothing else did, then food would become a vital limiter in spamming firestorm or haste. I know we have contamination as well, but...

Bim

Sunday, 22nd June 2014, 23:04

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

We know that ranged attacks is a property that can make pond monsters meaningful. I have already stated that I do not believe this. And no, I cannot come up with something that makes water monsters meaningful, short of something like a water monster that instantly kills you as soon as it enters LOS...

Bim

Sunday, 22nd June 2014, 21:18

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

Duvessa, tone it down a bit - there's no need to be snarky with every comment. The main complaint with water creatures is that you can attack and retreat at leisure and the proposal of both ranged and constricting monsters counters that directly. If you think they're harmless, why not suggest some i...

Bim

Sunday, 22nd June 2014, 19:53

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

A monster that works in the same way as a kraken, but with much less HD (I'm thinking lair depth) and damage, and (say) two tentacles, could fulfill a role similar to Electric Eels but with physical damage, and prepare players for an eventual kraken / tentacled starspawn encounter. The question abo...

Bim

Sunday, 22nd June 2014, 19:30

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

Letting more water monsters constrict / give held status (constriction without damage, like inept mimics) would be a good change, as it would block the hit and run tactic. Adding a weak mesmerizing monster could also work, but it would make Shoals less unique. Other suggestions: ⋅  Venoms...

Bim

Sunday, 22nd June 2014, 17:54

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 11629

Re: Food proposal

If the worry is that food acts to push things on, then I think just stopping spawns after generation (or a small cap) is fine. XP is ridiculously plentiful in crawl so there's never a need to scum, and it shouldn't be encouraged in the first place. Permafood could be just reduced in general though, ...

Bim

Sunday, 22nd June 2014, 16:53

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

Mini-kraken? Sort of, I was just thinking something with snake-like constriction to stop you moving away and sort of doing a risk-free attack cycle. All sorts of other mechanics could be added like Barbs (like the manticore ones, which hurt you if you move) and ink which blinds(confuses? stuns?) yo...

Bim

Sunday, 22nd June 2014, 16:33

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

Yeah, they're definitely XP bags in most situations, especially when they spawn later on. I'm sure it should be possible to create better water enemies. I've been thinking about this, and I think a giant squid type monster would be good. With constriction to stop you moving away from the water it'd ...

Bim

Sunday, 22nd June 2014, 15:04

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12335

Re: Removal: Fish ponds

Having some sort of area denial water monsters are good and can be interesting. Admittedly sharks on their own present very little danger, but getting stuck between them to one side and an enemy on another can make things interesting, this is especially true on the 'walkways' map with a single path ...

Bim

Friday, 20th June 2014, 11:14

Forum: Technical Support

Topic: offline CSZO

Replies: 2

Views: 1199

offline CSZO

Is there away to download CSZO versions for offline play? I'm sorry if this has been asked before - I did do a search but couldn't find anything useful.

Bim

Friday, 20th June 2014, 11:13

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29574

Re: Equipment god

Not sure if this has already been noticed but a recent commit makes all enchant scrolls guaranteed to work but rarer. This takes out a big chunk of the original god performance and might need to be rethought, especially in terms of piety gain. With anything past a certain point in rarity we can't gu...

Bim

Friday, 20th June 2014, 10:58

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 11629

Re: Food proposal

A simpler and less radical proposal would be to remove hunger from travelling/resting and at least halving the amount of permafood around. This, combined with stat loss/whatever for starving would allow hunger to keep spells/abilities balanced whilst removing frustration from travelling and resting....

Bim

Friday, 20th June 2014, 00:34

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8943

Re: Holy Enemies

I'm not continuing this as it's a complete derail, but my point was Drain and corrosion used to be a lot more permanent, along with things like item destruction. Holy Enemies being neutral was a completely inoffensive mechanic that gave Holy followers a chance to avoid some nasty fights and made log...

Bim

Friday, 20th June 2014, 00:29

Forum: Game Design Discussion

Topic: Reinstating Dragon Slaying Brand

Replies: 34

Views: 11019

Re: Reinstating Dragon Slaying Brand

That makes a lot of sense. I just felt that it could be a case that we could change the brand to make it better rather than just removing it it outright as dragon slaying has always had a nice feel to it.

No great ideas or ways to improve on it have come up it seems, so I'm happy to just let it die.

Bim

Friday, 20th June 2014, 00:17

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 244133

Re: Proposal: Iashol, God of balance and sacrifice

Most bad mutations aren't that bad, yes, but some of them (teleportitis, berserkitis, especially blurry vision) are. There aren't any good mutations which have an impact that comes close to these 3. Yeah blurry vision and teleportitis might need to be taken off the list as they'd be a bit too harsh...

Bim

Friday, 20th June 2014, 00:14

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8943

Re: Holy Enemies

Getting rid of things that are tedious is a great goal, but this has been conflated to mean 'anything which is permanent' (drain, corrosion, some forms of mutation, etc) and anything which is flavor and not immediately stabbing/shooting.

Bim

Friday, 20th June 2014, 00:12

Forum: Game Design Discussion

Topic: Reinstating Dragon Slaying Brand

Replies: 34

Views: 11019

Re: Reinstating Dragon Slaying Brand

I did try to address it here: Could draconians not be damaged by it until they took on full form? By that point you're not often going to get oneshotted by it, and if we made it clear to the player that it was a weapon of dragon slaying it'd make it sensible to avoid (hasted reapers are still a prob...

Bim

Thursday, 19th June 2014, 23:32

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 244133

Re: Proposal: Iashol, God of balance and sacrifice

I'd use it in a flash! Having the ability to get some good mutations at the cost of a few sacrifices seems pretty beneficial considering the good mutations you can get and the generally harmless bad ones. Granted, you'd have to work on the weighting between good and bad (60-40? 70-30?) but I think i...

Bim

Thursday, 19th June 2014, 23:27

Forum: Game Design Discussion

Topic: Reinstating Dragon Slaying Brand

Replies: 34

Views: 11019

Re: Reinstating Dragon Slaying Brand

All very valid points. I mainly like the idea of giving the player the decision of what the right tool for the job is - I find it very satisfying to use a freezing weapon against something vulnerable to it or burning up a mummy, and I just feel that expanding that can only add more fun. Expanding th...

Bim

Thursday, 19th June 2014, 23:16

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8943

Re: Holy Enemies

If this trend of streamlining fetishism continues unchecked, at some point in the future DCSS's main competitor will be Progress Quest. This is a common complaint I see, but it's a big strawman. Devs are never going to make orc priests smite less, gnolls less likely to annihilate you in packs with ...
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