Search found 3839 matches

Wednesday, 5th October 2016, 18:19

Forum: Crazy Yiuf's Corner

Topic: a conversation about dev/player relationships

Replies: 19

Views: 10204

Re: a conversation about dev/player relationships

Tried to have a relationship with a dev, we even went stable for a while, but then I got removed. Apparently I was "tedious, grindy, and an interface screw."

Wednesday, 5th October 2016, 00:43

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 21770

Re: A practical argument for removing (monster) invisibility

The biggest loss would be unseen horror, but I think that's salvageable as "stalking horror" that works like trapdoor spider. Could give that behavior to sky beasts and shadows too if you really wanted, but imo those are very cuttable. All the enemies that are good and have invis as a spel...

Tuesday, 4th October 2016, 23:48

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 147269

Re: God Proposal: Wiruiamesh, the Blade Collector

@ Steel Neuron: Right, kind of funny that chequers and I latched onto different aspects of the god as being "core" and thus went in rather opposite directions with our suggestions. If you want to keep the "weapon cycling" aspect, I think Psieye's approach is a better way for that...

Tuesday, 4th October 2016, 22:01

Forum: Game Design Discussion

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

Replies: 88

Views: 38777

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

Well, not my place to say, and this is all pipe-dream stuff of course, but I'll take a crack at it. If I had my druthers.... + Necromancy spell effects are moved entirely to Kiku and Yred. Yred: Passive stochastic reaping, recall, pain mirror, drain life, enslave soul. Instead of undead pet gifts yo...

Tuesday, 4th October 2016, 21:13

Forum: Suggestions & Criticism

Topic: Duvessa/Dowan incest posts are really bad and people should

Replies: 23

Views: 21728

Re: Duvessa/Dowan incest posts are really bad and people sho

For example, I find the subject of bestiality much more offensive than consensual whatever between adults, regardless of their relationship. And yet I don't ask for anyone to be banned or silenced over it, I just don't go to those threads. Cool. No one has been banned or probated for any incest jok...

Tuesday, 4th October 2016, 16:50

Forum: Suggestions & Criticism

Topic: Duvessa/Dowan incest posts are really bad and people should

Replies: 23

Views: 21728

Re: Duvessa/Dowan incest posts are really bad and people sho

Theres nothing morally wrong with brother-sister incest. Its just a weird societal stigma rooted in the fact that inbreeding leads to genetic diseases. The basis of relevance for this forum is the game DCSS, not "anything that is not morally wrong (whatever that may mean)." We have CYC fo...

Tuesday, 4th October 2016, 04:23

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 147269

Re: God Proposal: Wiruiamesh, the Blade Collector

You definitely spent some time thinking about this and writing a well put-together proposal, but my impression is that you maybe over -thought this. The god is overly complicated. While I think gods can get away with being complicated to some extent, I think the complications here are unnecessary fo...

Monday, 3rd October 2016, 17:03

Forum: Game Design Discussion

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

Replies: 88

Views: 38777

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

Trying to achieve the goals of charms reform by adding such enemies is quite simply using the wrong tool to fix the problem. I respectfully disagree. Is it actually possible to convince you otherwise? I could certainly be convinced that having some anti-buff enemies in the game could improve it. I ...

Monday, 3rd October 2016, 16:36

Forum: Game Design Discussion

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

Replies: 88

Views: 38777

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

It is far enough away from analogous that ontoclasm is correct that it "wouldn't change anything" as far fixing charms is concerned and your counterpoint is not correct. I'm agnostic about having more enemies in the game that can remove or block buffs. (I could see that as being fine or ve...

Monday, 3rd October 2016, 16:26

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 5201

Re: YAVP - vine stalker of Okawaru

+o cpa is even worse than +0 gda because it gives no resists and kills ev a bit more edit. also +0 plate becomes a bad armour before lair. +1 chain mail or +3 ring mail are much better for most characters Unless it has been changed in trunk or something, the ER of CPA and GDA are equivalent (23). O...

Monday, 3rd October 2016, 16:10

Forum: Game Design Discussion

Topic: Display a monster's HD next to its name.

Replies: 17

Views: 6600

Re: Display a monster's HD next to its name.

Unfortunately, while there is some correlation between the two I suppose (more than random), HD is not a good predictor of how dangerous an enemy is.

Monday, 3rd October 2016, 16:05

Forum: Game Design Discussion

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

Replies: 88

Views: 38777

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

Adding a few monsters that cast anti-Charms spells will not change any of this, sorry. This is not true. Invisibility's place in the game, how it is more useful in some zones and less in others, how it is more useful on some characters than others, is directly related to the frequency of monsters t...

Sunday, 2nd October 2016, 23:06

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: HoFi^Oka, no resists all game

Replies: 12

Views: 4786

Re: YAVP: HoFi^Oka, no resists all game

Winning with very low level character requires good luck, definitely, but it also requires a lot of skill, patience, and creativity (compared to a non-challenge win). Doesn't seem fair nor sporting to imply that pedritolo " just got lucky," though perhaps that is not how you intended for t...

Sunday, 2nd October 2016, 21:01

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 27179

Re: Remove hunger

Yes, and characters that are weak for whatever reason (bad item luck, poorly played, w/e) end up taking more damage than they need to and spend more turns resting. I think you could have OoD spawn get stronger over time in a way that doesn't unduly punish what I just described, but would prevent lon...

Sunday, 2nd October 2016, 20:41

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: HoFi^Oka, no resists all game

Replies: 12

Views: 4786

Re: YAVP: HoFi^Oka, no resists all game

Are you suggesting that pedritolo "just got lucky" or something? What the heck? Anyway, the point is that you don't need resists or great equipment or whatever. Of course people (rightly) still like to have those things, because they increase your chances to win and let you get away with s...

Sunday, 2nd October 2016, 20:24

Forum: Game Design Discussion

Topic: replace hunger with insanity/stress

Replies: 9

Views: 3865

Re: replace hunger with insanity/stress

*Rage probably isn't a good mutation, as it would cause a "stress spiral." It is an interesting idea, but it is a very radical change to the game. Way more radical than food removal. I think if you were going to implement something like this, you would still need to take a hard look at wha...

Sunday, 2nd October 2016, 20:00

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 27179

Re: Remove hunger

The solution was inside his proposed change. The clock would be above the average turn count. Meaning you could auto explore each level fully, and still have a big buffer of safety turns to do whatever and go down. But not enough to scum. That would be the idea. I think there is a big enough differ...

Sunday, 2nd October 2016, 17:16

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 27179

Re: Remove hunger

I agree with godzilla. Buff OoD spawns to create pressure onward. And/or stop spawns on a level after X turns, with X calibrated roughly toward being a bit longer than average turncount fully clearing a floor with autoexplore and resting. That's probably a good idea even without hunger removal, but ...

Saturday, 1st October 2016, 21:37

Forum: Dungeon Crawling Advice

Topic: Let's plays for DSCC

Replies: 12

Views: 5411

Re: Let's plays for DSCC

Hey Oliverkatt — it is true that let's plays for DCSS have not caught on here the way that let's plays for other games have in their respective fan communities. That doesn't mean that there is no interest, however. I haven't watched the whole video, but I agree that the music is a problem — at least...

Saturday, 1st October 2016, 21:32

Forum: Suggestions & Criticism

Topic: Duvessa/Dowan incest posts are really bad and people should

Replies: 23

Views: 21728

Re: Duvessa/Dowan incest posts are really bad and people sho

Here was my impromptu line in the sand that I drew in the CYC thread that prompted this one: In CYC, images must be SFW. Text can be (hard) R-rated but let's keep it this side of snuff film — cool? I really have no interest in policing this sort of thing, nor do any of the mods, but we don't want th...

Saturday, 1st October 2016, 21:08

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 31836

Re: splash screen concepts

In CYC, images must be SFW. Text can be (hard) R-rated but let's keep it this side of snuff film — cool? Thanks everyone

Friday, 30th September 2016, 22:14

Forum: Game Design Discussion

Topic: Remove butchering, exsanguination

Replies: 24

Views: 9683

Re: Remove butchering, exsanguination

Yes, animate skeleton really should be removed, but that is somewhat tangential to removing butchering.

Friday, 30th September 2016, 22:12

Forum: Game Design Discussion

Topic: Differentiate skeletons and zombies

Replies: 3

Views: 2380

Re: Differentiate skeletons and zombies

Animate skeleton is a problem spell for a number of reasons. There's a larger issue with allies and necromancy and whatnot, but removal of the spell animate skeleton would be pretty straightforward and it would improve the game. If someone wants to remove skeletons or whatever too, that's fine, but ...

Friday, 30th September 2016, 22:06

Forum: Crazy Yiuf's Corner

Topic: What do you want removed from crawl

Replies: 85

Views: 44973

Re: What do you want removed from crawl

I mean, I expect that what you describe would just be a waypoint toward the destination of removing curses and traps, and in that sense it sounds great. ;)

Friday, 30th September 2016, 20:26

Forum: Game Design Discussion

Topic: Remove butchering, exsanguination

Replies: 24

Views: 9683

Re: Remove butchering, exsanguination

@Floodkiller: I would say that, if some (brave, really cool and awesome) developer were to take the time to streamline chunks further, he or she should just make that streamlining total rather than stopping at third base. Under my proposal, chunks can be entirely automated. We should not make all no...

Friday, 30th September 2016, 17:49

Forum: Game Design Discussion

Topic: Remove butchering, exsanguination

Replies: 24

Views: 9683

Re: Remove butchering, exsanguination

Where did I say chunks replace corpses? You get corpses *and* chunks. Yes, this means you can get slightly more zombies than skeletons as a necromancer or Yred follower, but that's really a pseudo-choice anyway (as I said), because there is so much nutrition available in the game. In all cases where...

Friday, 30th September 2016, 17:22

Forum: Game Design Discussion

Topic: Remove butchering, exsanguination

Replies: 24

Views: 9683

Remove butchering, exsanguination

One glorious day we may see food/hunger removal, but that requires changing something that (however we may feel about it) does occupy a big place in the game. In the meantime, I propose a more modest change that would be a very large convenience and quality of life improvement without requiring any ...

Friday, 30th September 2016, 17:04

Forum: Dungeon Crawling Advice

Topic: FeAr^Gozag jewellery question

Replies: 46

Views: 16431

Re: FeAr^Gozag jewellery question

Wow, even developers ask for advice and then don't take it. +8 EV is always going to be better than +5 AC How do people muster enough cognitive dissonance to believe things like this? If this were true, why would anyone ever wear heavy armour? "Always" was an overstatement I guess, but I ...

Friday, 30th September 2016, 16:22

Forum: YASD! YAVP! and characters in progress too

Topic: YAVwithSDs: More felid sufferign

Replies: 25

Views: 9418

Re: YASD: More felid sufferign

Sorry, usually people bemoan lack of rF due to OoF. Fe generally means lots of jewelry swapping late in the game, one of the reasons I don't like playing them much. But if you break up groups so you aren't facing multiple elements at once, swap carefully, and use !resist when the above isn't enough,...

Friday, 30th September 2016, 16:16

Forum: Dungeon Crawling Advice

Topic: FeAr^Gozag jewellery question

Replies: 46

Views: 16431

Re: FeAr^Gozag jewellery question

Disagree. +5 ac was better than +8 ev for this character. Sorry, I hope my post didn't sound pretentious, then. I like a split of AC and EV when possible, that is, when either is very low for a character I tend to value it more. But the difference between 8 and 5 is considerable. Anyway I don't pre...

Friday, 30th September 2016, 16:01

Forum: Crazy Yiuf's Corner

Topic: What do you want removed from crawl

Replies: 85

Views: 44973

Re: What do you want removed from crawl

Yep, what archaeo said. I think you could reform Vp (I had a thread ages ago about this) and it would be, not great, but OK. Then you can limit butchering* for ghouls, "c" can exsanguinate and generate !blood for Vp, and there will be two species that can opt in to a food clock mini-game, ...

Friday, 30th September 2016, 15:51

Forum: YASD! YAVP! and characters in progress too

Topic: YAVwithSDs: More felid sufferign

Replies: 25

Views: 9418

Re: YASD: More felid sufferign

Well my FeBe still has a life left, but I feel like its basically living on borrowed time. Only source of rF is a ring of fire You have five potions of resistance in your inventory. Possibly some more you could buy, too. and having died four times already, I have only just scraped up 100 max HP. No...

Friday, 30th September 2016, 15:48

Forum: YASD! YAVP! and characters in progress too

Topic: CIP GrBe do I see what's behind the green portal?

Replies: 26

Views: 11375

Re: CIP GrBe do I see what's behind the green portal?

Agree that vamp demon whip would have been better. The cloak of the tick is bad for this character even with blurry vision 2. But as it stands this character was extremely strong; it was tactical mistakes that killed you here. Don't underestimate draconian packs! It is easy to lose track of all the ...

Friday, 30th September 2016, 15:39

Forum: Dungeon Crawling Advice

Topic: FeAr^Gozag jewellery question

Replies: 46

Views: 16431

Re: FeAr^Gozag jewellery question

+8 EV is always going to be better than +5 AC, I don't think anyone is surprised by this or would argue otherwise. Shaolin is a given. The question is whether +5 AC or +6 EV ring is better. I'm not sure which is optimal, personally I'd probably go for the AC though. So I'd go with Shaolin and +5 pro...

Friday, 30th September 2016, 15:13

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26831

Re: New hosted branch: haste reform

and into, on the MiFi, how many uses of desperate haste did you have total? I should add logging around that, as was suggested earlier. Three uses, and I believe it had recharged just before I quit, so I had a fourth. I believe I quit at level 13, so perhaps the game I played was the earlier patch ...

Thursday, 29th September 2016, 23:55

Forum: Crazy Yiuf's Corner

Topic: how can we get more girls to play

Replies: 242

Views: 88062

Re: how can we get more girls to play

twelwe wrote:i was thinking about girls today


Me too, which episode?

Thursday, 29th September 2016, 23:03

Forum: Game Design Discussion

Topic: Autoexplore, exclusions, and transparent walls

Replies: 7

Views: 4089

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. I am pretty sure autoexplore brought me back into LOS of where Psyche was sleeping, who then woke up. I will try to replic...

Thursday, 29th September 2016, 22:40

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 27875

Re: Merge High And Deep Elf

They scaled very differently. Old Sif channeling gave more MP based on invocation skill, staff of energy (formerly: channeling) gave a small amount of MP regardless of skill level, with a chance of failure that decreased with evocations skill. Can't recall exactly off the top of my head, but somethi...

Thursday, 29th September 2016, 22:36

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26831

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...

Thursday, 29th September 2016, 22:19

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26831

Re: New hosted branch: haste reform

Thanks for posting your experiences, and into! From your description, it sounds like this ability is trivializing the game and not introducing anything interesting. Was this on the branch before the nerf patches I put up above, or after? It was earlier today, so I imagine it was after the nerf. I s...

Thursday, 29th September 2016, 22:18

Forum: Game Design Discussion

Topic: Autoexplore, exclusions, and transparent walls

Replies: 7

Views: 4089

Re: Autoexplore, exclusions, and transparent walls

Shit happens bro. Sometimes ya just gotta deal. As I said, wasn't a big deal, but if we have exclusions and autoexplore in the game, they should work. Didn't know if this was a known but persistent issue, or a new(ish) bug. I think it's a bug. Would you file a report (you can link to this thread, n...

Thursday, 29th September 2016, 17:56

Forum: Game Design Discussion

Topic: Autoexplore, exclusions, and transparent walls

Replies: 7

Views: 4089

Autoexplore, exclusions, and transparent walls

So I saw Psyche, but didn't wake her up. Set an exclusion, backed away, with Psyche still asleep. Autoexplore brought me close to the explored area again from a different angle, and automatically removed the exclusions because it thought the area was safe, as a wall separated the exclusion mark. How...

Thursday, 29th September 2016, 17:40

Forum: YASD! YAVP! and characters in progress too

Topic: CIP GrBe do I see what's behind the green portal?

Replies: 26

Views: 11375

Re: CIP GrBe do I see what's behind the green portal?

but this collection of mutations is not terrible for this character tbh. Frail on a character with low HP and blurry vision on the same character with 5 scrolls of blinking? Only berserkitis and teleportitis would be worse. I would actually prefer to have teleportitis instead of those two. Especial...

Thursday, 29th September 2016, 17:31

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 26831

Re: New hosted branch: haste reform

Just gave it a spin, not full games. Some notes and impressions: I got about 3 uses of haste in 10 or 11 levels iirc, maybe could have gotten another if I knew how to time it out better. NaFi, flail. I paid attention but didn't play super carefully — intentionally played it a little bit loose and fa...

Thursday, 29th September 2016, 15:59

Forum: YASD! YAVP! and characters in progress too

Topic: CIP GrBe do I see what's behind the green portal?

Replies: 26

Views: 11375

Re: CIP GrBe do I see what's behind the green portal?

Yes, bad muts look scary when you have a bunch of red text on the A-screen, but this collection of mutations is not terrible for this character tbh. You have to use ?blinking much sooner than you otherwise would, and ?fog is probably not ever going to be worth it in practice. (Carry it around all th...

Thursday, 29th September 2016, 15:48

Forum: YASD! YAVP! and characters in progress too

Topic: CIP GrBe do I see what's behind the green portal?

Replies: 26

Views: 11375

Re: CIP GrBe do I see what's behind the green portal?

Yeah I got hit with some UGLY malmutes in Slime. Maybe a short abyss run, play mut-roulette? No, the former probably won't help, the latter could easily make this character much, much worse. The only bad muts that actually matter on this character are frail 1, blurry vision 2. MP-powered wands shou...

Thursday, 29th September 2016, 15:34

Forum: Dungeon Crawling Advice

Topic: % Chance of Elyvilon pacify success?

Replies: 15

Views: 6182

Re: % Chance of Elyvilon pacify success?

Sure, I wonder why it was tied to HP in the first place. Because it's healing, and healing heals HP and not HD. But since the average HP of a monster is now shown, why not make pacification show % chance based on that average? It already can be looked up. This would be fine if pacification success ...

Thursday, 29th September 2016, 15:28

Forum: Game Design Discussion

Topic: Accept 'e' as yes for Keep Eating?

Replies: 1

Views: 1799

Re: Accept 'e' as yes for Keep Eating?

Sounds reasonable enough to me.

Anyone see problems with this?

Thursday, 29th September 2016, 13:02

Forum: Crazy Yiuf's Corner

Topic: Oka gifting alternative

Replies: 12

Views: 5282

Re: Oka gifting alternative

ololoev wrote:
dpeg wrote:pie-in-the-sky

I like the English version of this proverb! Floating pie up there always arises in my mind!


Cake in the clouds, halva in the heavens, fa gao in the firmament....

Thursday, 29th September 2016, 12:52

Forum: Dungeon Crawling Advice

Topic: % Chance of Elyvilon pacify success?

Replies: 15

Views: 6182

Re: % Chance of Elyvilon pacify success?

I'd like to know the reason. I mean, I get that the devs don't want to show numbers everywhere (like enemy HP). But why would it be bad if the player would see that the success-% was 35 against some monster but 40 against another monster of the same type? Info leak for players who look out for that...
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