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Thursday, 14th April 2016, 11:26

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 11635

Re: Are Caustic Shrikes (And Corr in general) too strong?

And we should give credit to the crawl team too -- I think they've done a much better job with tiles (both in support from the game and the actual artwork) than other games I've played with ascii vs graphical tile options.

Thursday, 14th April 2016, 03:27

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 11635

Re: Are Caustic Shrikes (And Corr in general) too strong?

An optional graphical interface in a genre that traditionally didn't have such and used other ways of conveying information? Edit: Lets look at traditional roguelike graphics. Which looks more dangerous to you? AFAIK, we were discussing the tile interface. If you only have opinions about ascii inte...

Wednesday, 13th April 2016, 20:53

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 11635

Re: Are Caustic Shrikes (And Corr in general) too strong?

console reasons: I think the real problem is that the caustic shrike icon isnt intimidating enough for its power level. I laugh every time someone thinks that the icon of a monster is supposed to give information. Yeah. I can't believe that people would ever think a graphical user interface would u...

Wednesday, 13th April 2016, 05:17

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 11635

Re: Are Caustic Shrikes (And Corr in general) too strong?

My first shrike encounter wasn't even a live one. I thought I was attacking a zombie harpy or somesuch.

Wednesday, 13th April 2016, 04:55

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 11160

Re: Recovering from Very Heavy Draining

But after switching to +3 leather armor and a dagger, so as to fight better at my current skill levels (Staying with my war axe and plate armor almost got me killed) I'm pretty sure that, at zero skill, a war axe is a better weapon than a dagger. The only sorts things I think might be exceptions ar...

Monday, 11th April 2016, 08:45

Forum: Game Design Discussion

Topic: Potion of beneficial mutation > Potion of evolution

Replies: 6

Views: 2225

Re: Potion of beneficial mutation > Potion of evolution

blinkfrog wrote:Quaffing potion of mutation is generally a good idea.

I disagree. Maybe one can argue that you generally get good results from it, but that's not enough to make it a good idea.

Sunday, 10th April 2016, 23:37

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 11287

Re: Susceptible to X

HardboiledGargoyle wrote:Never use a pip or number when you can use a word. ;)

We should replace text descriptions with videos of someone describing/explaining things.

Sunday, 10th April 2016, 23:27

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 13207

Re: Iron Shot vs LCS

Looking at max damage skews things against spells that roll more dice. To get average damage of an XdY, you want to look at half of the sum of minimum and maximum damage. IIRC, this remains true for fractional Y as crawl interprets such. At 100 power, that's 49.5 versus 45.3. Iron shot averages over...

Sunday, 10th April 2016, 06:32

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 13207

Re: Iron Shot vs LCS

LCS is just a lvl 8 spell that fires in a line. :p

Iron Shot is distinguished from the other spells in its vicinity by the fact it does more damage by a fair amount. (with the drawback of shorter range and being single target)

(well, Poison Arrow does do more against unresisting targets)

Saturday, 9th April 2016, 20:24

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 13207

Re: Iron Shot vs LCS

Iron Shot is a level 6 spell with a range of 4, while LCS is a slightly stronger level 8 spell with a range of 3. If you were to fire both spells at a normal speed enemy approaching the player, using Iron Shot would use the same amount of MP as LCS would until the enemy was adjacent, but deal much ...

Friday, 8th April 2016, 04:49

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: Erolcha with a +9 GSC

Replies: 2

Views: 1142

Re: YASD: Erolcha with a +9 GSC

The real surprise is when Ijyb has a +12 club. :p (can that still happen?)

Thursday, 7th April 2016, 02:44

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 3262

Re: FR: ER=-MP

Lasty wrote:Mixing spells and medium armour in the midgame and even parts of the early game is a great idea, tho this proposal would probably kill that.

That... sounds really strange to me. Maybe my vague idea of "midgame" starts long before what you consider midgame.

Wednesday, 6th April 2016, 08:50

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 3262

FR: ER=-MP

Proposal: the encumbrance rating of your body armor reduces your max MP. An ER of X gives -X MP. Benefits (in no particular order) ⋅  It quickly tells newbies not to even think about whether they can mixing spells and medium armor in the early/mid game ⋅  It makes lighter armors ...

Wednesday, 6th April 2016, 08:33

Forum: Game Design Discussion

Topic: Gloves of Infusion

Replies: 6

Views: 2674

Re: Gloves of Infusion

As written in the opening post, it allows people to conserve their mana by using throwing or switching to a ranged weapon. If this is undesirable (and I think it is), it could be made to trigger on ranged attacks too.

Wednesday, 6th April 2016, 08:28

Forum: Game Design Discussion

Topic: Gloves of Infusion

Replies: 6

Views: 2674

Re: Gloves of Infusion

I'm just wary of allowing them to do too much damage; maybe I'm being overly conservative in that regard.

Monday, 4th April 2016, 17:15

Forum: Game Design Discussion

Topic: Gloves of Infusion

Replies: 6

Views: 2674

Re: Gloves of Infusion

How would this interact with AC? I envisioned either acting like a slaying bonus, or doing damage separately but ignoring AC (like brand damage). So infusion is probably not the best name and some bikeshedding would be required. If the bonus damage can be reduced by AC, it would probably need to do...

Monday, 4th April 2016, 17:10

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 8463

Re: Race proposal: golems

The formula was easy enough to empirically determine when the change went in. Technically I only checked what Spellcasting did, but IIRC the MP skills have always entered formulas by way of Max(Spellcasting, Invocations/2, Evocations/2).

Monday, 4th April 2016, 04:19

Forum: Game Design Discussion

Topic: Remove Potions of Mutation

Replies: 33

Views: 11956

Re: Remove Potions of Mutation

it's *supposed* to be hard. "Hard" comes in different flavors. "You have to choose between missing fun and randomizing the difficulty level" is of the bitter variety. I appreciate some people like gambling and gratuitous randomness, but it's rather grating when it's forced onto ...

Monday, 4th April 2016, 04:05

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 8463

Re: Race proposal: golems

The MP aptitudes are now just flat bonuses -- you get -1 max MP, not -10% max MP. (you could use the low MP 1 mutation, but you'd need a good reason to make this race work differently, IMO) Where did you see this? Where do I read more about this? Is this -1 max MP per level or at lvl 1 only? or at ...

Sunday, 3rd April 2016, 22:40

Forum: Game Design Discussion

Topic: Gloves of Infusion

Replies: 6

Views: 2674

Gloves of Infusion

Infusion is a glove ego which has the following effects. When equipped or unequipped, your MP is drained to zero. On every melee attack, roll Y = Min(1dX, CurrentMP) You lose Y MP, and your attack does Yd3 additional damage. The value X is computed by X = ExperienceLevel * WeaponMinDelay * 0.25 and ...

Sunday, 3rd April 2016, 22:08

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 8463

Re: Race proposal: golems

The MP aptitudes are now just flat bonuses -- you get -1 max MP, not -10% max MP.

(you could use the low MP 1 mutation, but you'd need a good reason to make this race work differently, IMO)

Sunday, 3rd April 2016, 03:49

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 18615

Re: Remove Rings: rFire, rCold, rPoi, etc.

Sar wrote:
Hurkyl wrote:Breaks the visual flow of the game

dude what

I'm assuming we're talking about a "I put on my ring of protection of fire and charge/lure the fire giant" scenario, not a "Hrm, let me peruse my options and deliberate on how to proceed" scenario.

Sunday, 3rd April 2016, 03:43

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 18615

Re: Remove Rings: rFire, rCold, rPoi, etc.

I'm not convinced that that swapping rings is all that tedious. It's just a couple of key inputs that don't take much time at all. Also: ⋅  Breaks the visual flow of the game with an inventory popup ⋅  You need to scan the list to locate the item you're equipping (especially if ...

Sunday, 3rd April 2016, 00:17

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

If you want to train one skill to 10, and another skill to 15, increasing the second skill's aptitude will ALWAYS make you reach these targets faster than increasing the first skill's aptitude. This is basic arithmetic. It's more that I passed basic logic, and realized that there are more options t...

Saturday, 2nd April 2016, 23:07

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

How high do the aptitudes need to be before pushing for a level 9 spell in a 3 rune isn't an awful idea? I'm not sure. I don't frown on it as much as most, but my current opinion is that getting a level 9 spell really is worth the expense in a 3 rune game on the occasional character -- the problem ...

Saturday, 2nd April 2016, 23:02

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

Increasing aptitudes is just a matter of getting more skill points. Allowing the player to stack the aptitudes just means that the size of the skill point bonus increases as the player plays a more narrow game. Fundamentally this idea is about 1) have more skill points, and 2) rewarding players for...

Saturday, 2nd April 2016, 22:32

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

Here are some other scenarios I imagine can arise that I would want to go differently with the tail mechanic. You've spent tails on your KiFe so that fire/conjuration magic have reasonable aptitude and have just gotten sticky flame available. Do you: ⋅  Train up to be a reasonable tank tha...

Saturday, 2nd April 2016, 22:31

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

If you want to train one skill to 10, and another skill to 15, increasing the second skill's aptitude will ALWAYS make you reach these targets faster than increasing the first skill's aptitude. This is basic arithmetic. It's more that I passed basic logic, and realized that there are more options t...

Saturday, 2nd April 2016, 21:32

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

So the upside of this species is that it encourages you not to branch out and instead be as narrow and limited as possible, and if you do so you can, say, get a +5 aptitude to UC and get extremely cheap guaranteed access to the game's best weapon, or into Air get Tornado castable at XL 14? Both the...

Saturday, 2nd April 2016, 21:05

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

so the more skill points you save in one skill, the more skill points you have to distribute to other skills. For that reason I don't think this would make for an interesting species. Like I said to Wahaha, the point is to affect your skill targets. If you pretend your a human, then sure, you just ...

Saturday, 2nd April 2016, 20:53

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

If they have -2 apts everywhere and gain +2 every 3 skill levels, at lvl 12 they can have an aptitude of 0 in 4 skills which equates them to humans. Only to humans that concentrate their training to four skills. And the numbers can still be tweaked. But in practice you would do something like +4 to...

Saturday, 2nd April 2016, 18:36

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

An already existing race that allows specialized characters without pigeonholing them into a particular spec is Human. Sure, in the same sense that choosing Minotaur allows you to play a blaster mage. :P I'm pretty sure the idea here is that the kitsune's aptitudes would actually support the chosen...

Saturday, 2nd April 2016, 09:49

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

I don't think gaining aptitudes from leveling is interesting. I don't think it affects skill training decisions at all. It only means gaining exp faster. Also the 1st biggest problem is real. I think it's quite a bit different. Its features include: ⋅  It allows a race to have specialized...

Saturday, 2nd April 2016, 09:24

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

I think the first thing I'd do if playing the current version of KiFe is shift to fox form, to take advantage of speed/stealth/EV with no downside. I'm not sure if that counts as a good or bad thing. Maybe allowing this (or even starting them in fox form) would be enough compensation for them to ha...

Saturday, 2nd April 2016, 09:15

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

I can understand not liking the mechanic, but the hyperbole is ridiculous. On the flavor aspect, I'll presume it's just a lack of knowledge so I'll explain. Whereas a vampire is humanoid and in the occasional mythos has the ability to turn into a bat, a kitsune is first and foremost a fox, usually w...

Friday, 1st April 2016, 20:33

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

I think the first thing I'd do if playing the current version of KiFe is shift to fox form, to take advantage of speed/stealth/EV with no downside. I'm not sure if that counts as a good or bad thing. Maybe allowing this (or even starting them in fox form) would be enough compensation for them to hav...

Friday, 1st April 2016, 16:53

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 15888

Re: New Race: Kitsune

My inclination would be to stick to nine tails, and at level three your first tail becomes magical.

Thursday, 31st March 2016, 15:20

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 18615

Re: Remove Rings: rFire, rCold, rPoi, etc.

God forbid players should actually pay attention to their inventory and monsters in the game. Other tedious things that force me to pay attention: 1. HP levels: forcing me to pay attention to these numbers is tedious and the optimal decision is to keep them high. Replace with a one-hit-kill system....

Thursday, 31st March 2016, 14:06

Forum: Game Design Discussion

Topic: Race Proposal: Slimelings

Replies: 8

Views: 2953

Re: Race Proposal: Slimelings

rElec- sounds really painful to deal with. The Eels in Lair, oh my gosh. You have to exclude any water you see just to be on the safe side. I think Eels could easily one-shot a lot of characters before they could even react. And there are still daggers of electrocution, sky beasts, wands of lightni...

Thursday, 31st March 2016, 03:20

Forum: Game Design Discussion

Topic: Race Proposal: Slimelings

Replies: 8

Views: 2953

Re: Race Proposal: Slimelings

rElec- sounds really painful to deal with.

Thursday, 31st March 2016, 03:15

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 18615

Re: Remove Rings: rFire, rCold, rPoi, etc.

paying tedious attention to make a no-brainer command is annoying and adds nothing to tactical depth. And not having to pay attention to the game adds tactical depth how again? It doesn't. But it isn't tedious and annoying. The presumption is that tactical depth is the rationale for having this fea...

Wednesday, 30th March 2016, 03:12

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 18615

Re: Remove Rings: rFire, rCold, rPoi, etc.

Go play ADOM and its corpse hunting minigame. See how interesting it is to have a goal of "eat a spider corpse" and then completely forget there's something like poison in the game. I don't know ADOM, but it's interesting enough in nethack. Poison in particular, has the feature that most ...

Wednesday, 30th March 2016, 02:49

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: TeHu of Gozag, got PDA but dived into Abyss for bolts

Replies: 11

Views: 3241

Re: YAVP: TeHu of Gozag, got PDA but dived into Abyss for bo

I think the brief history is ⋅  Dungeon used to be 27 floors, no depths ⋅  Vault was deep ⋅  Dungeon got split into dungeon and depths. Vault placed in depths. ⋅  People didn't like Vault in depths. Vault got moved up to dungeon ⋅  That was too early...

Monday, 28th March 2016, 22:02

Forum: Game Design Discussion

Topic: Should rElec be more easily available to players?

Replies: 11

Views: 3594

Re: Should rElec be more easily available to players?

Even if rElec is rare, I sort of dislike the fact it is basically an artifact-only property. A cloak ego has the nice property that it's most likely to show up around when you have to start dealing with electric golems.

And has the chance of making Nikola slightly more dangerous.

Sunday, 27th March 2016, 22:23

Forum: Dungeon Crawling Advice

Topic: Am I missing something, or does tornado suck?

Replies: 25

Views: 7304

Re: Am I missing something, or does tornado suck?

Tornado requires little MP to do damage; nearly everything dies in one casting. TRJ dies in two. You can spend the time Tornado is doing damage to do other things, such as bash things with your (extremely powerful) staff of air, cast more direct damage spells, or use consumables. An option I use a l...

Sunday, 27th March 2016, 00:31

Forum: Dungeon Crawling Advice

Topic: Best axe?

Replies: 24

Views: 8699

Re: Best axe?

Shields are great against orb guardians. Apparently some people have problems with those?

Friday, 25th March 2016, 17:58

Forum: Dungeon Crawling Advice

Topic: How long does it take for calcifying dust to petrify you?

Replies: 20

Views: 5844

Re: How long does it take for calcifying dust to petrify you

IS there ever a situation where you can't step out of the cloud? I can't remember that ever happening to me. I thought the game was rigged so that you always had one square open you can move to. There is (or used to be, at least) an abyss rune vault that deliberately sets up a long hallway (over de...

Sunday, 20th March 2016, 13:51

Forum: Game Design Discussion

Topic: Discussion: Food and Its Positives/Negatives

Replies: 29

Views: 7909

Re: Discussion: Food and Its Positives/Negatives

I can't help but point out that both of these solutions follow permafood-only iterations of the mechanic down the slippery slope of simplifying food to the point that it will inevitably be automated away, at which point the whole "food" flavor stops being purposeful. One of the first gene...

Wednesday, 16th March 2016, 17:46

Forum: Dungeon Crawling Advice

Topic: How long does it take for calcifying dust to petrify you?

Replies: 20

Views: 5844

Re: How long does it take for calcifying dust to petrify you

It can't petrify you at all if you step out of it. (AFAIK)

Tuesday, 15th March 2016, 18:50

Forum: Game Design Discussion

Topic: Make the Stat Screen Show X's in Stealth

Replies: 13

Views: 3359

Re: Make the Stat Screen Show X's in Stealth

It concisely gives the player a basis for comparison. So does a numerical quantity. The number is even more concise and easier to read; if nothing else, I'd even prefer '7' or '7/10' over '+++++++...'. I'm guessing that the display is non-linear (i.e. ++++++.... is more than twice as much stealth a...
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