Search found 1599 matches

Sunday, 2nd October 2016, 04:16

Forum: Dungeon Crawling Advice

Topic: Butterfly hp?

Replies: 4

Views: 2002

Re: Butterfly hp?

They survive with 0 HP until something actually looks at their HP totals?

Sunday, 2nd October 2016, 02:50

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 38060

Re: Make Yara's a Monster Spell; End Charms Reform

I'm guessing by "system knowledge" he means "my heavy armor wearing melee brute really ought to learn some charms" which I imagine many players find highly nonobvious.

Saturday, 1st October 2016, 21:03

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 38060

Re: Make Yara's a Monster Spell; End Charms Reform

This seems like more of an interface problem than balance problem tho. Solution is to just rMsl ify all the charms spells and maybe give them a constant max mp drain equivalent to casting cost to maintain current balance. We can't do that either. Devs don't like the idea that you can raise AC by tr...

Thursday, 29th September 2016, 23:39

Forum: Game Design Discussion

Topic: Autoexplore, exclusions, and transparent walls

Replies: 7

Views: 4006

Re: Autoexplore, exclusions, and transparent walls

If I had to guess based on your description and the screenshots: ⋅  When you initially spotted a sleeping Psyche, she woke up when you stepped out of view ⋅  Autoexplore went as far down that middle path as it was allowed, which includes that tile next to the glass ⋅  W...

Thursday, 29th September 2016, 22:26

Forum: Game Design Discussion

Topic: Autoexplore, exclusions, and transparent walls

Replies: 7

Views: 4006

Re: Autoexplore, exclusions, and transparent walls

I don't understand the issue; where in the images are there not exclusions that you think should be? Everywhere you could be seen from the exclusion appears to have an X on it.

Thursday, 29th September 2016, 22:22

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26403

Re: New hosted branch: haste reform

Now, I did use desperate haste intelligently (perhaps more tactfully than a new player could) but it seemed clear to me nonetheless that this feature overwhelms other tactics and items/consumables you would have to use. Would your consumables have gotten you out of those same jams? With the MiFi, h...

Tuesday, 27th September 2016, 23:00

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26403

Re: New hosted branch: haste reform

Sprucery wrote:So you just get a free pass from the first of such situations. Not good imo.

Agree. But it's a net benefit if it means that the difficulty can be cranked up so that you typically get at least two more interesting situations.

Tuesday, 27th September 2016, 01:08

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26403

Re: New hosted branch: haste reform

Im autistic so its hard for me to tell, but is this sarcasm? No, I'm serious. I want more dangerous situations where I can barely survive by using all my knowledge. Make up your mind; do you want unavoidable deaths, or situations where you can barely survive by using all your knowledge? :P I unders...

Tuesday, 13th September 2016, 08:11

Forum: Game Design Discussion

Topic: Riposte on block for short blades

Replies: 15

Views: 5829

Re: Riposte on block for short blades

Maybe riposte-stabs?

Friday, 9th September 2016, 01:05

Forum: Game Design Discussion

Topic: Remove accuracy numbers from weapon description

Replies: 38

Views: 13905

Re: Remove accuracy numbers from weapon description

(Edit: no, actually checking the average is not enough, probably need to brute-force it, or do something tricky with math. Any statisticians in here?) I think the brute force is pretty cheap here; it's a computer science problem to do it right, not a math problem. e.g. to get the odds for rolling a...

Wednesday, 7th September 2016, 19:51

Forum: Game Design Discussion

Topic: Destroy doors after using them a few time

Replies: 10

Views: 3320

Re: Destroy doors after using them a few time

It currently can fail by energy randomization. The monster will eventually get a turn and step in the door.

Tuesday, 6th September 2016, 21:50

Forum: Game Design Discussion

Topic: Remove accuracy numbers from weapon description

Replies: 38

Views: 13905

Re: Remove accuracy numbers from weapon description

Ideally you might have a corresponding sentence in the manual to say what it is. But even seeing the number at least gives you an idea if other factors are influencing it besides the weapon. The manual will say something like "Helps you hit unpleasant things (but does not affect the damage you...

Tuesday, 6th September 2016, 01:33

Forum: Game Design Discussion

Topic: Remove accuracy numbers from weapon description

Replies: 38

Views: 13905

Re: Remove accuracy numbers from weapon description

Chicken wrote:Better solution would be to display what the character's accuracy is, maybe on the @ printout. Then it's not a contextless number any more.

Okay, say your accuracy is 13. What does that tell you?

Monday, 22nd August 2016, 16:54

Forum: Game Design Discussion

Topic: Better display of regen rate

Replies: 9

Views: 3225

Re: Better display of regen rate

chequers wrote:The only quibble is how to deal with sub-1.0 fractions (since those randomly round to 0 or 1).

I don't think there are sub-1.0 fractions here -- e.g. the amulet of regeneration gives you 40 points per 1.0 aut, and each 100 points gives you a HP.

Monday, 22nd August 2016, 16:50

Forum: Game Design Discussion

Topic: Skill training vs. inventory content

Replies: 23

Views: 7150

Re: Skill training vs. inventory content

Gongclonker wrote:So... you're okay with players picking up a shield and being able to attain master level with shields, despite having never actually used one?

You train as needed between fights, the game just lets that happen implicitly rather than force you to go through the motions.

Monday, 15th August 2016, 07:59

Forum: Dungeon Crawling Advice

Topic: SpEn^Ash: hexes petering out when?

Replies: 15

Views: 4571

Re: SpEn^Ash: hexes petering out when?

goodcoolguy wrote:You're making skilling decisions based on spells you don't have and won't be able to cast for a long time?

My early game SpEns are usually far less worried about the things I encounter now that are trivialized by hex-stabs than the things way off in the future that are not.

Friday, 12th August 2016, 16:48

Forum: Dungeon Crawling Advice

Topic: Do Any Brands Give Bad fsim Results?

Replies: 3

Views: 1497

Re: Do Any Brands Give Bad fsim Results?

Sacred scourges get bad results too -- but that's because they don't automatically get holy wrath: you have to remember to add it in.

Friday, 12th August 2016, 00:32

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 23004

Re: Can we brainstorm a way to shorten pandemonium?

There is a suggestion that seemed to get a lot of support: roulette between Hell and Pan. For this, Pan should become finite (like Hell is). Minor obstacle: what to do with the fifth rune? (Each extended branch should have the same number of runes.) FWIW, there is some flavor in having the three br...

Thursday, 11th August 2016, 15:06

Forum: Dungeon Crawling Advice

Topic: Holy pan

Replies: 27

Views: 7526

Re: Holy pan

Sar wrote:angels are a good enemy, just fast melee with a dash of self-heal, daevas are okay,

And the AC and the large shield! It takes a ridiculously long time for my quick blade users to kill them.

Friday, 29th July 2016, 23:20

Forum: Dungeon Crawling Advice

Topic: SpEn + Sif Muna = Love

Replies: 19

Views: 6159

Re: SpEn + Sif Muna = Love

Damage decreases with distance, due to how the bouncing mechanic works.

Friday, 29th July 2016, 01:49

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 6914

Re: merge elemental mages into one background

It was incidental to my example that it used a dropdown menu. Last night I installed an operating system. The console-based installer walked me through the process bit by bit, asking me to decide among few options at every turn. It did not ask me to simply choose a point directly out of all the pos...

Thursday, 28th July 2016, 23:41

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 6914

Re: merge elemental mages into one background

Yes. I am thinking about how gui's organize menus in general. Imagine hitting alt-F in your browser and seeing 27 options. It is way too many. Even if the power users complain about the extra keypress because they already know exactly what they want, it is a bad design if te browser is to be used b...

Monday, 25th July 2016, 13:59

Forum: Game Design Discussion

Topic: replace health bar

Replies: 35

Views: 11922

Re: replace health bar

As I said, I am against green-red combos because they aren't visible to everyone (like, 8% of men would see them wrong or not perceive the difference at all). If you really want to use a red-green scheme, make sure the red and the green have a strong difference in brightness. This isn't much of an ...

Wednesday, 20th July 2016, 16:49

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 27398

Re: mild alt to abstracting weapons

Appealing towards more people is not inherently better, and I think I've already explained why-the strongest experiences in games usually happen when something is made with a specific goal and audience in mind to focus on. While I agree with the spirit of this statement, I disagree with the letter....

Wednesday, 20th July 2016, 04:37

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 27398

Re: mild alt to abstracting weapons

I see you've tangled my words somewhat. Or a lot, rather. 'Making the game terrible' IS NOT AN OPTION. It doesn't even register on the list. It's always an option. And more to the point, to varying degrees it's almost always already on the list , but couched in different terms. It appears in a wide...

Tuesday, 19th July 2016, 11:01

Forum: Game Design Discussion

Topic: make all partially resistible damage 50% resistible

Replies: 18

Views: 4861

Re: make all partially resistible damage 50% resistible

I think noticing something is different is quite likely. What is unlikely is pinning the difference down to something more specific than "the game in harder/easier than I remember".

Tuesday, 19th July 2016, 08:47

Forum: Dungeon Crawling Advice

Topic: GSC and GC as Ogre?

Replies: 31

Views: 7699

Re: GSC and GC as Ogre?

There was a time where the forum was fanatical about getting weapon delay to 1.0.

Monday, 18th July 2016, 04:46

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 27398

Re: mild alt to abstracting weapons

Haelyn wrote:In general, I think removal should be the last option;

"Make the game terrible and unfun" is an option. If you think removal should be the last option, that means you are putting "terrible and unfun" ahead of "removing things".

Sunday, 17th July 2016, 12:32

Forum: Dungeon Crawling Advice

Topic: Lair Stash?

Replies: 25

Views: 9046

Re: Lair Stash?

Like Sar, if I am going for more than three runes I usually do make a stash with books and ?recharging, etc., but I don't bother even picking up ?remove curse and the like after a certain point, whether I make a stash or not. And I just make the stash wherever, no reason to put in Lair particularly...

Sunday, 17th July 2016, 11:33

Forum: Game Design Discussion

Topic: make all partially resistible damage 50% resistible

Replies: 18

Views: 4861

Re: make all partially resistible damage 50% resistible

I'm not sure doing 25% more damage counts as "really small". (60% vs 50% resistible vs immune monsters)

Sunday, 17th July 2016, 09:55

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 27398

Re: mild alt to abstracting weapons

monsters used to trade up weapons and it was fine and cool Except, of course, that it was a good idea to hoover up all of the dangerous weapons so that Wiglaf doesn't perforate you with that crossbow the yaktaurs left behind (ranged weapons back then were incredibly powerful in the hands of monster...

Friday, 15th July 2016, 20:05

Forum: Dungeon Crawling Advice

Topic: I have a tabbing problem, help.

Replies: 22

Views: 6765

Re: I have a tabbing problem, help.

Add a force_more pattern to pause whenever a new creature comes into view.

This isn't foolproof, though, since a monster you've seen before coming into view won't make a message. (unless that's changed?)

Thursday, 14th July 2016, 21:20

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 17799

Re: Make /digging temporary

elmdor wrote:I also don't see how this would work with tunnels designed to connect disconnected levels, such as Orc:1.

Or some other annoying dungeon layouts with really long paths between points of interest that are amenable to digging major shortcuts.

Thursday, 14th July 2016, 08:33

Forum: YASD! YAVP! and characters in progress too

Topic: CIP SpEn of Dith, new to online, Extended?

Replies: 7

Views: 2236

Re: CIP SpEn of Dith, new to online, Extended?

Note: I was training up Longblades for the possible use of a Falchion instead of the +9 Holy Rapier, Since I wasn't quite sure which would have been better, meh.. Also, I probably should have turned off Spellcasting at 26, I just kind of forgot about it at the end there. IMO, Falchion is horrible f...

Friday, 8th July 2016, 03:24

Forum: Game Design Discussion

Topic: passify Sif Muna

Replies: 10

Views: 3239

Re: passify Sif Muna

Another option is to play up the miscast protection and additionally reduce in time and/or MP cost of a miscast.

Friday, 1st July 2016, 22:00

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - TrBe - Very lucky start

Replies: 7

Views: 2405

Re: TrBe - Very lucky start

rchandra wrote:If you find a bunch of scrolls ... even then it's hard for GDA to beat +9 PDA. I'd probably try to just get by with resistance potions.

GDA doesn't have to beat +9 PDA -- it's GDA + free ring slot that has to beat +9 PDA.

Thursday, 30th June 2016, 12:20

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 16246

Re: Hydra head chopping (was: Riposte)

But realistically, the number of solutions to hydras is probably well over 75% of the methods available to deal damage. It's not forcing you to carry around otherwise useless hydra repellent. It simply forces you to have more than a single solitary method for dealing damage. It forces you to think ...

Saturday, 25th June 2016, 08:25

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP] MuIE - so I've found this crossbow....

Replies: 4

Views: 1501

Re: [CIP] MuIE - so I've found this crossbow....

I always find IE weird. It's amusing to pick up a spear on D:1 so you can use it for ranged damage while you rely on spells for melee damage.

Friday, 24th June 2016, 20:49

Forum: Dungeon Crawling Advice

Topic: Advice on skill training

Replies: 29

Views: 8455

Re: Advice on skill training

So throughout the entire game, just train a skill until it reaches a whole number value, and usual the one that will benefit me the most at this time as well as cost the least? This pretty much destroys every thin I thought about skilling Make sure you don't misunderstand; the training comes in sma...

Friday, 24th June 2016, 20:41

Forum: Dungeon Crawling Advice

Topic: AC vs elemental attacks?

Replies: 20

Views: 5946

Re: AC vs elemental attacks?

Just curious, why does everyone want GDR removed? It doesn't seem like a problematic mechanic to me. Because 30 AC offers a lot less protection than 30 AC. no fair, I clicked the thank button before you edited it to say "a lot". sure i could retract the thank but its the principle of the ...

Friday, 24th June 2016, 03:30

Forum: Dungeon Crawling Advice

Topic: AC vs elemental attacks?

Replies: 20

Views: 5946

Re: AC vs elemental attacks?

Laraso wrote:Just curious, why does everyone want GDR removed? It doesn't seem like a problematic mechanic to me.

Because 30 AC offers less protection than 30 AC.

Thursday, 23rd June 2016, 07:22

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

Most things die to a single cast of tornado. Although it helps to know it does more damage to enemies near you and in an open area.

I'm not sure I've seen anything survive two full tornados -- I know that's enough to kill TRJ, even with relatively low spellpower.

Thursday, 23rd June 2016, 04:32

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

It's much better to get Tornado to lower failure rate instead. The biggest advantage weapons have over Tornado is that melee doesn't invite the rest of the level to come play. Fortunately, Spriggans have one of the best defenses against the rest of the level coming to play: be somewhere else after ...

Wednesday, 22nd June 2016, 19:08

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

Frankly, the excessive investment in air is wasteful enough that the redirect suggested up thread might actually be warranted. Don't think I've ever said that about an Ash character before. Not excessive if you want to play a heavy air mage. Having Tornado ready for the third rune with the help of ...

Wednesday, 22nd June 2016, 07:35

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

Given that you've invested a lot in Air, the Staff of Air would do excellent damage against things that don't resist electric.

Tuesday, 21st June 2016, 22:29

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

I currently have one alive and kicking with 2 runes that I'd love to have some feedback on, primarily on how I should build/have built differently to not be a total blank against golden dragons and titans. This character looks like it wouldn't have any trouble killing a golden dragon with tornado i...

Tuesday, 21st June 2016, 21:59

Forum: Dungeon Crawling Advice

Topic: SpEn mid/late game problems

Replies: 41

Views: 12855

Re: SpEn mid/late game problems

Vaults 5 is much harder than both Slime Pits 6 and Abyss 3 for the character, get one of those runes instead. For TRJ you can quaff a potion of brilliance and cast Tornado. You can skip all Zot if you like, should be easy with Haste and Ash though I would probably stab all those draconians for XP. ...

Monday, 20th June 2016, 00:30

Forum: Game Design Discussion

Topic: Add a runed door to Crazy Yiuf's hut

Replies: 19

Views: 6232

Re: Add a runed door to Crazy Yiuf's hut

Rast wrote:But it's fun if he hears your loud noise and comes looking.

What the game needs is a special tile that stops autoexplore.

But then you can't use autoexplore anymore because it will keep trying to go back to Yiuf's hut.

You need autoexplore to ignore the area.

Saturday, 11th June 2016, 10:28

Forum: Game Design Discussion

Topic: I had an idea about melee weapons.

Replies: 19

Views: 4735

Re: I had an idea about melee weapons.

Glancing is a free but tedious win against any melee monster you're faster than.

I suppose that's already true with a ranged weapon, though, so I dunno how to think about it.

Thursday, 9th June 2016, 15:07

Forum: Dungeon Crawling Advice

Topic: SpEn vs Juggernaut?

Replies: 11

Views: 3987

Re: SpEn vs Juggernaut?

You could always ninja the loot.
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