Search found 1599 matches

Friday, 5th May 2017, 18:15

Forum: Game Design Discussion

Topic: Improve Player Accuracy Calculations

Replies: 15

Views: 4604

Re: Improve Player Accuracy Calculations

I didn't play during meleebug, so I can't comment on how noticeable it was. Myself, I hadn't played crawl in some time when I played during melee bug, so it was easy to explain away that I was simply misremembering the lack of effectiveness of short blade damage. (and also misremembering the level ...

Wednesday, 3rd May 2017, 09:37

Forum: Game Design Discussion

Topic: Spellcasters and resting

Replies: 24

Views: 7997

Re: Spellcasters and resting

Right now a lot of the spellcaster game seems to be: unload MP pool at enemies; retreat to a safe location; rest to regain MP; repeat. This adds a fair amount of tedium to casters - it would be better if they only needed to disengage because they were actually in danger (like melee) and not because...

Saturday, 1st April 2017, 06:33

Forum: Game Design Discussion

Topic: Give all book backgrounds 1 starting consumable

Replies: 7

Views: 2735

Re: Give all book backgrounds 1 starting consumable

On the whole I want to play more games where my primary/initial way of killing foes is to cast spells. But my book background D:1 and D:2 life usually looks like this ...."Blast your L1 spell, burn through your 3/4/5 starting points of MP, run away and pillar dance foes until restoring some MP...

Sunday, 26th March 2017, 06:58

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 38264

Re: Don't make ogre a fat human

I always thought fantasy ogres used clubs because they're big and stupid; a large club is relatively easy to make and requires little sophistication in its use. And they were effective with large clubs simply because of their massive strength and the size of the weapon, not because they were particu...

Monday, 27th February 2017, 14:45

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 14133

Re: Playable skeleton species! (Branch inside)

Steel Neuron wrote:Reap will immediately target the next closest living creature, and it will continue to target enemies until nothing in LOS remains alive.

This sounds like it has a nasty interaction with plants, given how they tend to be distributed. Should probably exclude them too.

Thursday, 23rd February 2017, 18:39

Forum: Game Design Discussion

Topic: Make slow attacks ineffective rather than slow

Replies: 3

Views: 1538

Re: Make slow attacks ineffective rather than slow

Unless you intend to remove every > 10 aut action from the game, which I doubt. Which are left? Slow movement, actions under the effect of slow... anything else? I don't count multi-turn actions, since AFAIK those are mechanically just a sequence of several 1.0 aut actions executed with a single UI...

Thursday, 23rd February 2017, 15:36

Forum: Game Design Discussion

Topic: Make slow attacks ineffective rather than slow

Replies: 3

Views: 1538

Make slow attacks ineffective rather than slow

For example, a weapon that takes 1.4 auts to swing (after accounting for skill, of course) would now take 1.0 auts to swing, but have its damage multiplied by 10/14. This is mostly a nerf to damage output (it magnifies the effects of enemy AC), but is a buff when using speed-based effects (e.g. elec...

Saturday, 11th February 2017, 07:35

Forum: Game Design Discussion

Topic: Remove summons from Wz/Cj/IE/AE starting books

Replies: 26

Views: 12174

Re: Remove summons from Wz/Cj/IE/AE starting books

Also, in my opinion, the AE start has a distinctive feel of being fairly active and erratic; Airstrike is the epitome of everything the AE start is not.

I'm not entirely certain if that's an argument for or against including it.

Saturday, 11th February 2017, 07:26

Forum: Game Design Discussion

Topic: Remove summons from Wz/Cj/IE/AE starting books

Replies: 26

Views: 12174

Re: Remove summons from Wz/Cj/IE/AE starting books

Airstrike is a level 4 single-school spell that ignores EV. It checks rWind and does extra damage to fliers. While it's sold that way, it would be more accurate to say that Airstrike suffers a penalty against non-flying monsters. While the literally the same thing, the latter description carries th...

Sunday, 29th January 2017, 16:58

Forum: Game Design Discussion

Topic: Drowning and draining

Replies: 9

Views: 3046

Re: Drowning and draining

From an IRC conversation (I don't mean to imply that eb endorses or indeed has ever seen this idea, but it was their remarks that got me thinking): <eb> tbh I don't like newdrain or at least how it is used for everything <eb> more things that try to kill the player directly pls <eb> it makes sense ...

Monday, 19th December 2016, 15:46

Forum: Game Design Discussion

Topic: Display "damage per aut" stat

Replies: 9

Views: 3215

Re: Display "damage per aut" stat

I'm not saying "don't add something" -- I'm saying "add the better thing" or at least "add the simpler thing that tells you the same information as the thing you're suggesting in the situations it's actually accurate but is less likely to be misleading about its usefulness&q...

Monday, 19th December 2016, 13:51

Forum: Game Design Discussion

Topic: Display "damage per aut" stat

Replies: 9

Views: 3215

Re: Display "damage per aut" stat

You're right, Hurkyl, DPA wouldn't give a precise picture of how much damage you can deal based on AC. That is not the point of the feature. The idea here is to help players choose between, for instance, a broad axe and a battleaxe of different enchantment levels and brands, at a non-optimal aptitu...

Sunday, 18th December 2016, 22:24

Forum: Game Design Discussion

Topic: Display "damage per aut" stat

Replies: 9

Views: 3215

Re: Display "damage per aut" stat

The point of this is not to know exactly how much damage you deal, but rather comparing the relative damage of weapons you might want to wield. Knowing the average damage roll per aut is only good for comparing relative damage of two weapons of the same delay -- a quick blade suffers around twice a...

Sunday, 18th December 2016, 13:57

Forum: Game Design Discussion

Topic: Challenge Modes

Replies: 3

Views: 1572

Re: Challenge Modes

A variant I would have liked to have is that no artifacts generate.

Sunday, 4th December 2016, 09:53

Forum: Game Design Discussion

Topic: Zap bounce online vs offline

Replies: 3

Views: 2769

Re: Zap bounce online vs offline

IIRC, Zap's range is actually longer than LOS, but won't actually hit anything further from you than LOS. I wonder if something happened in the relevant handling of spell range vs. LOS which inadvertently nerfed Zap as a side effect?

Thursday, 17th November 2016, 16:25

Forum: Dungeon Crawling Advice

Topic: dealing with orbs of fire

Replies: 11

Views: 3947

Re: dealing with orbs of fire

That reminds me of my easiest Zot:5 clear ever -- I had a lot of stat rot to rest off for my mummy, so I just sat on the stairs in an open room overlooking the vault entrance and spammed tornado/OOD/chain lightning whenever something came into view. By the time the stat rot was gone, the level was b...

Monday, 14th November 2016, 08:16

Forum: YASD! YAVP! and characters in progress too

Topic: CIP -> YASD - MiBe, killed on very first time in Zot

Replies: 17

Views: 4635

Re: CIP -> YASD - MiBe, killed on very first time in Zot

Try using Axes next time, too. Moving around in combat as a MiBe is something you really shouldn't need to do a whole lot of. I really like axes, but I absolutely hate hydras. Is a MiBe strong enough to kill those without resorting to tactics like switching to a backup mace? Nothing particularly wr...

Wednesday, 9th November 2016, 16:36

Forum: Dungeon Crawling Advice

Topic: Why am I not gaining Sif piety past *****.?

Replies: 8

Views: 3103

Re: Why am I not gaining Sif piety past *****.?

IIRC, gift timeouts cause piety gain to be paused until they expire. Book gifting has been moved to 5 stars, right? That would explain why piety gain becomes very slow. I guess the intention here is to prevent casting level 9 spells like Dragoncall at 50% failure rate because old Sif used to give yo...

Monday, 7th November 2016, 02:55

Forum: Game Design Discussion

Topic: Make cursed equipment appear as glowing or enchanted

Replies: 10

Views: 3273

Re: Make cursed equipment appear as glowing or enchanted

That's a very boring safe option, though. "Use only your starting gear or risk getting stuck with something cursed" is much more interesting than "use only non-magic gear or risk getting stuck with something cursed." "Finding loot you can use on the first five floors of the...

Saturday, 5th November 2016, 11:51

Forum: Dungeon Crawling Advice

Topic: Please explain how multizap bounces affect range

Replies: 3

Views: 2326

Re: Please explain how multizap bounces affect range

Example B definitely used to multizap both locations -- have the actual mechanics changed?

Friday, 4th November 2016, 10:50

Forum: Game Design Discussion

Topic: Make charms into permanent buffs

Replies: 14

Views: 5724

Re: Make charms into permanent buffs

I don't like the idea of making charms permanent, personally. Feels like bad design, cramming a strategic advantage (such as that afforded by gear) into the spell system, which is specifically designed for tactical usage. I know people are trying to shift the design in that direction, but it looks ...

Monday, 24th October 2016, 04:14

Forum: Dungeon Crawling Advice

Topic: Hexes do not become useless late game.

Replies: 113

Views: 34029

Re: Hexes do not become useless late game.

Sprucery wrote:Note that you don't have to take down orbs of fire.

I always found the advice to avoid them odd -- if you leave them wandering around, they are far more capable than most monsters of totally ruining your day by reappearing at an inopportune moment.

Thursday, 20th October 2016, 16:34

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33223

Re: Purpose of the Charms school

Haste was bad because "no-brainer strategic decision". In other words, if the Charm is universally good for every melee character, demanding steep XP investment is not good enough for the cost. I bet that's not true. If your not zigrunning, is your CPA wearing MiFi really going to learn H...

Wednesday, 19th October 2016, 00:19

Forum: Dungeon Crawling Advice

Topic: Trying to win first 15 rune game as wizard

Replies: 42

Views: 11732

Re: Trying to win first 15 rune game as wizard

Necromutation also helps for food reasons if your character is set up to spam lvl 8/9 spells. I know I've had Spriggans spam Tornado/channeling enough in extended that I would have run out of food if I had to cover the food costs with permafood.

Tuesday, 18th October 2016, 23:34

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33223

Re: Purpose of the Charms school

Ah! I think the focus on trying to prevent people from keeping a charm active all the time is a red herring -- instead, the focus should be on the problem* that people want to use their charms every fight. I imagine if people usually want to not use a charms in fights, then it would probably follow ...

Tuesday, 18th October 2016, 22:17

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33223

Re: Purpose of the Charms school

Before we go too far down this path... is this fun? Self-inflicting temporary mutations to get various effects sounds more frustrating than enjoyable. (unless you're in the mood for randomness) Also, it doesn't sound like charms; it sounds more like chaos magic or some sort of sacrifice-flavored mag...

Monday, 17th October 2016, 20:42

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5379

Re: direct damage and crawl magic costs

I would not define "fun" == "uncomplicated" Neither would I. But more to the point, neither would I define "fun" == "complicated", nor "complicated" == "complex". I feel like we're not really talking about the original prompt "UX is e...

Monday, 17th October 2016, 19:28

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5379

Re: direct damage and crawl magic costs

An excellent game that's no fun to play is not an excellent game. Fiddly bits are only good if it's fun fiddling with them.

Saturday, 15th October 2016, 13:18

Forum: Game Design Discussion

Topic: In Defense of Haste

Replies: 14

Views: 5154

Re: In Defense of Haste

It is very hard to balance game when players can cast Haste as often as they like (80-90 times in my 3 rune games). Contamination does not matter with enough patience as Haste itself gives you a way to escape from 99% fights and then you press 5 several times. No it's not; for starters you could ju...

Thursday, 13th October 2016, 16:41

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33223

Re: Purpose of the Charms school

In my opinion, the concept of charms is primarily interesting in the form a strategic choice. If you find a book on D:3, the decision to be a charm user comes at the cost of wearing lighter armor and spending XP on the Charm skill (and relevant secondary spell skills) rather than on things like impr...

Thursday, 13th October 2016, 14:13

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33223

Re: Purpose of the Charms school

What does gameplay with good charms look like? --- I think that's the most important question to get a handle on; it doesn't make sense trying to design charms if you don't know what result you want! (I have my own vision, but I'm pretty sure it's diametrically opposed to what dpeg wants to see in g...

Tuesday, 11th October 2016, 17:37

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19283

Re: defense of hidden numbers

Seriously, I just want to have the upper bound of damage for a given weapon shown to me. Or at least give me the formula here, because AFAIK the damage formula is a simple 1dX matter that grows linearly. It's not! In the simplest case, the damage roll for your weapon is (1d(X * (1 + (2/39) * 1dY)) ...

Tuesday, 11th October 2016, 07:29

Forum: Dungeon Crawling Advice

Topic: TRJ stretegy for "casters"?

Replies: 20

Views: 5213

Re: TRJ stretegy for "casters"?

Two shots of tornado in the open will kill TRJ and most/all of his splits; all you have to do is stay nearby not die. Mainly, that boils down to having a decent EV score, Deflect Missiles and knowing how to move in a Tornado to keep from being surrounded. (the main danger source with this approach i...

Monday, 10th October 2016, 11:22

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25033

Re: Idea: Make charms tactical rather than strategic

Remove Charms. Add "Alchemy" skill that functions as a crafting system, and strew aroud herbs in the dungeon that PC can collect. This way we'll have a truly strategic buff system. And introduce herb seeds and Gardening skill and make herb growth follow the rules of Conway's Game of Life....

Monday, 10th October 2016, 07:28

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

Won't trying to make tactical decisions with extremely incomplete information based on small sample sizes induce a much larger cognitive load than doing so with more known information? Let's pretend you are a player who has never used Sequell data or the wiki in your life. I think the point is supp...

Sunday, 9th October 2016, 01:16

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 3889

Re: Draconian: Change Mottled to Shadow

Big LOS is better when things are only scary nearby. Small LOS is better when distant things are scary.

Sunday, 9th October 2016, 00:50

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

To be clear, that post was addressing hurkyl only, and only because he felt he knew the dev team's motivations better than members of that team do. The motivations don't really matter so much to me, it's the actions. I don't think the the devs intend to be ideologues -- I think it's an emergent pro...

Saturday, 8th October 2016, 15:27

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

But listen to what I'm saying: no one is starting from "let's hide all the numbars!" People are trying to determine as best they can which numbers to show directly and which to show as ballparks and which to not show at all. It's not evident to me. But, admittedly, after being told so man...

Saturday, 8th October 2016, 14:19

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

As for the science behind this, this discussion isn't about science. It's about user experience, and how to present information to a player in the ideal way to allow them to best interact with the game. AFAIK, no one is obscuring the numbers just for the sake of obscuring them. The question is &quo...

Saturday, 8th October 2016, 09:24

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

AC also matters to characters prone to firing around magic darts and hitting things with poorly enchanted short blades.

Friday, 7th October 2016, 10:22

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

The ballpark feedback the game gives you is enough to make good decisions in most cases. How much science is behind this? While I recognize the noble intent, my impression of the actual execution is that obfuscation is done for the sake of having obfuscation rather than being tuned for usefulness -...

Friday, 7th October 2016, 03:56

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25033

Re: Idea: Make charms tactical rather than strategic

I personally find playing centaurs interminably boring due to the constant kiting and ammo retrieval, but I accept that they are objectively a powerful race. I'd rather think of this as a difference in taste rather than a failure in game design. It's not really the same thing. Choosing a game varia...

Thursday, 6th October 2016, 23:53

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18078

Re: A practical argument for removing (monster) invisibility

duvessa wrote:That sounds awfully complicated.

Although the mechanic looks complicated, it's not obvious to me that the gameplay effect is complicated.

Wednesday, 5th October 2016, 07:09

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18078

Re: A practical argument for removing (monster) invisibility

I started with SpEn, so unseen horrors were just a large pink chunk of exp with no danger attached.

Tuesday, 4th October 2016, 22:45

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25033

Re: Idea: Make charms tactical rather than strategic

For non-permanent charms that augment melee damage, at first glance there are two viable main categories: ⋅  Charms that ultimately outdamage a single casting of a comparable conjuration, but this is balanced by the fact you only get the damage if you spend the next X turns doing melee &sd...

Tuesday, 4th October 2016, 20:50

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

duvessa wrote:Uh, no. Monster AC and player AC have the same effect. If you were talking about EV or SH, sure, that would be a good argument.

But the qualitative features of the player damage roll are different than the monster damage roll.

(also, do monsters get GDR? I don't know)

Tuesday, 4th October 2016, 20:22

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25033

Re: Idea: Make charms tactical rather than strategic

It is obvious to me that Swiftness is the best-designed charm spell in the game right now: It's a powerful short-duration buff immediately followed by a powerful short-duration debuff. You can't have it up all the time (non-passive), you can't cast it multiple times in a row (non-spammy), and you h...

Tuesday, 4th October 2016, 20:00

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38387

Re: Display monster AC as range

I met a player ghost on Vaults 1 and it had "AC ********" What does it mean? Please display it as "AC 40-45" so I can compare it to my own AC and monsters with AC 10-15 which I was fighting before. Comparison to your own AC is not helpful, because the mechanics of PC hitting mon...

Monday, 3rd October 2016, 18:56

Forum: Game Design Discussion

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

Replies: 88

Views: 30827

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

My instincts are that for this line of thought to work well, we have to get to a point where players are expected to have charms up which, while I think is a good place to be, is currently an anathema to the dev position.

Monday, 3rd October 2016, 03:50

Forum: Dungeon Crawling Advice

Topic: Brands on Floor weapons?

Replies: 7

Views: 2361

Re: Brands on Floor weapons?

CypherZel wrote:
duvessa wrote:
nago wrote:I think duvessa posted long time ago a full spoilery list of what brand are elegible for each weapon, but I can't find it.
It's here, but it's out of date. The silly monster equipment cases are still a thing, though.


Wtf is a hammer

Only crazy people collect them.
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