Search found 50 matches

Monday, 4th November 2013, 02:03

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10056

Re: Demigod Idea

Well, I like the idea of differentiating demigods by god parent. It would be /similar/ to choosing a god from the start, but severely lacking in the godly benefits and later choice of switching. For instance: a child of Trog can berserk, but gets no weapon gifts or summonable allies. HOWEVER this is...

Wednesday, 30th October 2013, 03:47

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 37571

Re: Alternative to the Runelock

@and into: Yes, the disadvantage should not push the choice aspect into the everything-will-fail why-even-try difficulty. It needs to hit the sweet-spot between too trivial and too impossible. (Also, part of Crawl's depth of choices relies on the arbitrary aka random generation of the game; arbitrar...

Wednesday, 30th October 2013, 02:40

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 37571

Re: Alternative to the Runelock

Tiktacy wrote: The idea of all improvements in the game is to make it more enjoyable, right? Well, disadvantages =\= fun Well, actually, that is not quite true. The entire mechanism behind game theory is that one is given to choices to make that will influence (not necessarily guarantee) an outcome...

Sunday, 27th October 2013, 00:05

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 37571

Re: Alternative to the Runelock

I don't see how limiting the number of time one can pass without a rune would be effective. Although I have not yet won the game, I know the basic strategy seems to be to go somewhat linearly down, grabbing runes along the way, and then back up with the orb. Presumably that means that backtracking t...

Saturday, 26th October 2013, 23:37

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 37571

Re: Alternative to the Runelock

Yeah, I voted for soft lock in that choices=yay, but I really do have trouble seeing anything proposed that sounds like a workable good choice. I expected more stuff like "pay 2000 coins" or "kill/sneak past Grogzar the Gate Guardian", but all I'm sensing is stuff like "ente...

Saturday, 26th October 2013, 05:01

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4301

Re: Game Balancing (not necessarily Crawl)

Dwarves it is :P I think I'll name each initial stat spread after a race, and dwarves can be... maybe str4 int2 dex0.

Wednesday, 2nd October 2013, 04:42

Forum: Game Design Discussion

Topic: Scroll of Engrain Resistance

Replies: 23

Views: 7490

Re: Scroll of Engrain Resistance

Yeah, I'm for the symmetry, but the enchants seem a little too op and complex. I would say drop the weapon (and possibly also shield) aspect, and then simply have a random choice between the various resistances. /Maybe/ add 1 or 2 little extras for certain armors (like preservation for cloak).

Tuesday, 1st October 2013, 21:00

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4301

Re: Game Balancing (not necessarily Crawl)

No victory dancing. Each enemy has set an amount of exp (dependent on difficulty) to give out that is added to the appropriate skill upon being attacked with an attack related to that skill. Remember, the only "skills" are offensive, and melee weapons are often related to 2 or more skills ...

Tuesday, 1st October 2013, 03:26

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4301

Re: Game Balancing (not necessarily Crawl)

I've never heard of POWDER, but I should look it up. Also, yes, the formatting is terrible. I'll add recaps on relevant skills so that it is a bit better. And lastly, enchants are going to be weaker in general unless you have higher int. And 10 may be too many, I was just kinda wanting to be able to...

Tuesday, 1st October 2013, 03:21

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7272

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

For those interested, I started a new thread with the balancing I was doing.

Tuesday, 1st October 2013, 03:17

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4301

Re: Game Balancing (not necessarily Crawl)

FORMULAS Here are the basic combat formulas which virtually all range & melee will work off of. I'm still missing armor (which will be a percentage off), evasion (which will be random chance of no damage), and shields (which will be matched to average with evasion, but work based on a random dam...

Tuesday, 1st October 2013, 02:57

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4301

Game Balancing (not necessarily Crawl)

This thread is in response to some from Xua Xua's stat balancing thread wanting to see my take on balancing. Keep in mind, this is my own project, a work in progress, inspired by Crawl. I do plan to use it in my own game, so criticism would helpful, but I never expect this to actually be used in Cra...

Monday, 30th September 2013, 03:12

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7272

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

Well... I /do/ have an excel spreadsheet that I've been tweaking around for a while to balance str, dex, and int for a roguelike that I hope to make as my comp sci project this year. My goal was to make it so that each of the 3 classes, ranger, warrior, and mage, have a main stat, but still make it ...

Monday, 30th September 2013, 02:43

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 23761

Re: New mechanics for ammo destruction

What would be the problem in going the opposite way, eliminating mulching and instead reducing ammo spawns? Ammo found is thus never lost, however you will have to be ready to retrieve what you use (maybe even have some of it stick in monsters if it's sharp). Retrieval is an intuitive necessity of r...

Monday, 16th September 2013, 01:56

Forum: Game Design Discussion

Topic: Did redacted really quit because someone was mean?

Replies: 38

Views: 16525

Re: Did DracoOmega really quit because someone was mean?

I may be new, but I find this to be an amazing game with awesome community leaders, all of which is done for FREE as a VOLUNTEER. And there is massive community interaction, moreso than any other game I've seen, so its not like actual complaints with real details and reasons won't be considered. Mor...

Sunday, 15th September 2013, 21:47

Forum: Game Design Discussion

Topic: Synergistic Mutations

Replies: 4

Views: 2427

Re: Synergistic Mutations

Ok. Thanks for taking the time to explain :)

Sunday, 15th September 2013, 20:40

Forum: Game Design Discussion

Topic: Synergistic Mutations

Replies: 4

Views: 2427

Re: Synergistic Mutations

@reaver: The point was that creating enough of these "special cases" would add a new aspect to mutation, beyond the natural synergy of some mutations. It could create interesting scenarios in "I just mutated <bad mutation>; maybe I can mutate myself further to turn it into something p...

Sunday, 15th September 2013, 19:49

Forum: Game Design Discussion

Topic: Synergistic Mutations

Replies: 4

Views: 2427

Synergistic Mutations

Recently I've seen a few threads pop up about Demonspawn mutations. One thing I think is kind of missing from the mutations (and this could apply to mutations in general, not just Demonspawn) is strong synergy, on the level of "you exude baking soda" + "you exude vinegar" = "...

Friday, 13th September 2013, 02:56

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 21721

Re: Detailed description for Fighting skill

Out of curiousity, what would be the effect of adding a value to HP in addition to the percent? Something as simple as 1 more HP per level of fighting (or every other level, etc) would help to plainly show an increase when you level up, help players in the early game, and have minimal impact in the ...

Wednesday, 11th September 2013, 00:27

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 21721

Re: Detailed description for Fighting skill

I like Siegurt's idea. But otherwise, this has become fairly polarized and frowny-face, so I will put forth an as-of-yet unelucidated moderate compromise (even if my view on the matter may differ). (I prefer when more effort is put into compromise and understanding than into jabs.) Give the players ...

Tuesday, 10th September 2013, 22:22

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 21721

Re: Detailed description for Fighting skill

Calm thineself. It adds realism in that a) you know roughly what it should do (like studying for a test) thought it may differ slightly from perfect expectations b) sometimes life screws you over (aka major theme of roguelikes in general) and c) people are much less tempted to meta-game their charac...

Monday, 9th September 2013, 04:06

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 674477

Re: Generic Brainstorming!

Aura of Comfy Couch - creates an area big enough for you and up to 2 allies, giving +10 comfort for each in the area, 15 if resting; add another +5 if wearing the Pillow Hat
Pillow Hat - +6 comfort and immunity to thrown rocks

Monday, 9th September 2013, 02:41

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 674477

Re: Generic Brainstorming!

There should be a scoreboard specifically for high scores in comfortableness by the games end.

Longsword of Back-Scratching - Gain comfort proportional to damage dealt
Snuggie Cape - +3 comfort AND never needs to be removed for any reason ever

Sunday, 8th September 2013, 16:02

Forum: YASD! YAVP! and characters in progress too

Topic: YASP: DsFi

Replies: 1

Views: 767

YASP: DsFi

RIP to my DsFi who forgot that gnolls that were not the kind of enemy that make good first battles. He lived a long and fruitful life of about 3 seconds.

Sunday, 8th September 2013, 15:13

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 674477

Re: Generic Brainstorming!

Yeah, if there were a lot more completely meh enchantments, more randarts could be created without unbalancing the game. -The Boots of Static Electricity: every 600 steps lightly shocks you and surrounding enemies -The Axe of Swords: increases short and long blade aptitude while held -The Gauntlets ...

Sunday, 8th September 2013, 04:09

Forum: Crazy Yiuf's Corner

Topic: Duplicate ALL the thrown objects!

Replies: 2

Views: 1096

Duplicate ALL the thrown objects!

Anyone else think its weird that enemies throw tons of duplicates? I mean, 5 enchanted axes all with the same stats chucked at you by some orc always seemed a bit suspicious to me... feel free to post conspiracies.

Sunday, 8th September 2013, 00:03

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32373

Re: Sethygir: Sea God and Water Addition

@ dpeg: I understand that it would appeal more to other races with the set-up you described. I just think that seems counter-intuitive. A new guy like me who hasn't looked through this forum would see the god and think it would be a great choice to switch to as a merfolk, only to become confused as ...

Saturday, 7th September 2013, 23:01

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32373

Re: Sethygir: Sea God and Water Addition

I guess the only thing I still want to say right now is that merfolk counter-intuitively seem to gain the least from the form shifting. Perhaps mer-form could be implemented in such a way that it adds onto the current bonuses for a race, giving merfolk effectively double their original abilities whi...

Saturday, 7th September 2013, 03:28

Forum: Game Design Discussion

Topic: Ashenzari warns you...

Replies: 9

Views: 2965

Re: Ashenzari warns you...

I'm pretty sure 'strongest' could be approximated by finding the highest level spell they can use, and randomly choosing one in the event of a tie. Or maybe constrict the list to damaging spells if that's more what is being aimed for here.

Saturday, 7th September 2013, 03:25

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32373

Re: Sethygir: Sea God and Water Addition

A large complaint here is things like felids gaining the ability to use armor and weapons as a merfolk. What if instead of a merfolk, certain species turned into different things? For instance, maybe a felid could be a catfish (like half cat half fish, but obviously in homage to the actual catfish)....

Friday, 6th September 2013, 02:49

Forum: Crazy Yiuf's Corner

Topic: Delights gleaned from the translation project.

Replies: 85

Views: 18736

Re: Delights gleaned from the translation project.

Hey, that could be a new unique! An angsty lion angrilly sighing "You just don't understand me!", then running off in a huff.

Wednesday, 4th September 2013, 01:27

Forum: Game Design Discussion

Topic: Fedhas Improved

Replies: 25

Views: 6653

Re: Fedhas Improved

Oh, and to be clear, the seeds probably shouldn't all stack, that way they'd take some inventory space. The character would end up like Johnny Appleseed, planting things around the dungeon as inventory fills up :)

Wednesday, 4th September 2013, 01:12

Forum: Game Design Discussion

Topic: Remove slow healing from bad mutations

Replies: 13

Views: 4150

Re: Remove slow healing from bad mutations

@ Marvin: Oh right, this would be a replacement :P Sorry; wasn't thinking straight.

Wednesday, 4th September 2013, 01:09

Forum: Game Design Discussion

Topic: Fedhas Improved

Replies: 25

Views: 6653

Re: Fedhas Improved

I may be a noob who has never played Fedhas, but this whole argument here has taught me a bit on the issues at hand and has made me want to throw in my 2 cents. I feel like Fedhas should gift fruit, as giving food is a natural thing for a plant related god to do. To preserve the mechanics, however, ...

Wednesday, 4th September 2013, 00:51

Forum: Game Design Discussion

Topic: Remove slow healing from bad mutations

Replies: 13

Views: 4150

Re: Remove slow healing from bad mutations

Could it then be listed as a lvl 3 innate Deep Dwarf mutation? Because otherwise I can see deep dwarves getting it and then laughing their heads off because it does nothing (or helps them if the code is implemented as an overwrite). Perhaps there is nothing wrong with that; I just feel it would make...

Monday, 2nd September 2013, 17:36

Forum: Game Design Discussion

Topic: Singularity: L9 Tloc spell that is looking for a Coder

Replies: 50

Views: 20084

Re: New Level 9 Spell

Probably should also affect items on the ground. I can totally see this being a last-resort escape route too. Maybe it can even send those inside to different floors...

Monday, 2nd September 2013, 17:31

Forum: Dungeon Crawling Advice

Topic: Endgame Weapon?

Replies: 11

Views: 3830

Re: Endgame Weapon?

I didn't mean to be so shieldy. I just figured that if i left the skills alone they would level me decently, as opposed to me accidentally cutting out something vitally important for later in the game... I guess this raises the question of how I should focus my skills (including if I should keep fun...

Monday, 2nd September 2013, 15:19

Forum: Dungeon Crawling Advice

Topic: Endgame Weapon?

Replies: 11

Views: 3830

Re: Endgame Weapon?

I also have stashed (all from Oka) a shield of protection (but I thought it didn't stack up to the big shield), and 2 morningstars (protection/flame). And I have at least a whip of venom, a whip of flame, and great maces of protection & holy wrath. I also left some confuse and paralyze wands in ...

Monday, 2nd September 2013, 15:03

Forum: Dungeon Crawling Advice

Topic: Endgame Weapon?

Replies: 11

Views: 3830

Endgame Weapon?

So, my current game being the farthest I've gotten, I'm starting to think about endgame gear. However, I'm a little unsure exactly what I should be aiming for with the stats of an endgame weapon. I currently have a +3 +4 flail of protection (I keep one handed for my awesome shield), and since flails...

Saturday, 31st August 2013, 23:55

Forum: Dungeon Crawling Advice

Topic: Extended?

Replies: 11

Views: 3284

Re: Extended?

Ok, so its not like there are things to do after getting the orb then, right? Just ascension?

Saturday, 31st August 2013, 21:17

Forum: Dungeon Crawling Advice

Topic: Extended?

Replies: 11

Views: 3284

Extended?

Being rather new, the only concept I have of this game is that I need to get 3 of 15 runes, get the orb, and escape. However, on the forums, every now and then someone mentions playing 'extended', which from what I understand is different, but I am not quite sure what it entails. Is it like trying t...

Saturday, 31st August 2013, 01:32

Forum: Crazy Yiuf's Corner

Topic: Thank you!

Replies: 252

Views: 646019

Re: Thank you!

Well, I have to say that I too would like to thank all the devs for making one of the best made games I've ever played. Even thought I am a total noob at it (I literally discovered roguelikes about 2 weeks ago when the yogscast did a play through of Wazhack) DCSS has gained a special place up in the...

Friday, 30th August 2013, 12:46

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MfFi questions

Replies: 4

Views: 1209

Re: CiP MfFi questions

Thanks! I didn't realize the armor aptitude either. Too bad this character has turned in to YASD :( I got to a labyrinth and thought I would have an easier time with the minotaur, and then an orc zombie also popped up. However, now I learned some good stuff for next time.

Friday, 30th August 2013, 05:51

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MfFi questions

Replies: 4

Views: 1209

Re: CiP MfFi questions

Well, I couldn't help myself and ate the meat anyway, though forgetting to remove the amulet, got only one mutation of heat resistance, so that was a good go :) And here is the current morgue(idk how to put it in a nice scrolly thing): Daggtex the Spear-Bearer (Merfolk Fighter) Turns: 9549, Time: 00...

Friday, 30th August 2013, 04:37

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MfFi questions

Replies: 4

Views: 1209

CiP MfFi questions

So I'm rather new to Crawl, and normally I depend upon the wiki to get a feel for things, but apparently that is down for me. SO I was hoping that the wisdom of all you guys could help me out. It would probably be more useful than the wiki anyway. As to my character specifics, I have a major focus o...

Wednesday, 28th August 2013, 18:49

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32373

Re: Sethygir: Sea God and Water Addition

I feel like killing land-based enemies for piety and then using their blood to create a small pool of water around their corpse could fit in well.

Wednesday, 28th August 2013, 18:27

Forum: Game Design Discussion

Topic: new race idea: Automatons

Replies: 6

Views: 2424

Re: new race idea: Automatons

@Drache: That sounds cool. It fits great with lack of innate magic. And it certainly can still have organic components and fulfill the theme quite well. Also, to explain installing better, it would give an extra armor bonus on top of the armor itself, but take longer than normal to change (or have s...

Tuesday, 27th August 2013, 19:00

Forum: Game Design Discussion

Topic: Species idea: Construct

Replies: 37

Views: 9847

Re: Species idea: Construct

Wow, I can't believe I missed this when searching for similar ideas. I just posted a similar proposal for Automatons. I totally support the idea (though I prefer it to be less magical), and probably have some ideas for it that could be useful/interesting in my proposal. Hope something good come out ...

Tuesday, 27th August 2013, 17:54

Forum: Game Design Discussion

Topic: new race idea: Automatons

Replies: 6

Views: 2424

Re: new race idea: Automatons

That's too bad. And thanks for naming Yredelemnul, the god who got me thinking of this in the first place.

Tuesday, 27th August 2013, 17:36

Forum: Game Design Discussion

Topic: new race idea: Automatons

Replies: 6

Views: 2424

new race idea: Automatons

At one point I remember seeing some mention of automatons in game, but never came across any. Then it struck me that it might be cool to actually play as one, especially considering it would be the first non-biological/non-magical species available, and as such open to tons of unique features. I am ...

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