Search found 27 matches

Tuesday, 24th March 2015, 03:45

Forum: Crazy Yiuf's Corner

Topic: Display player damage

Replies: 88

Views: 25229

Re: Display player damage

If damage varies insignificantly by weapon type why are there so many types of weapons? You coul really prune things down and the only thing you would lose would be the illusion of choice.

Thursday, 19th February 2015, 19:21

Forum: Game Design Discussion

Topic: Guaranteed Damage Reduction Documentation

Replies: 48

Views: 14887

Re: Gauranteed Damage Reduction Documentation

One of the design goals of crawl is to obfuscate information to prevent this sort of analysis. You are meant to make decisions through intuition rather than reasoning.

Tuesday, 17th June 2014, 19:19

Forum: Game Design Discussion

Topic: Proposal - New Nemelex

Replies: 9

Views: 3433

Re: Proposal - New Nemelex

I don't know if I agree on you 100%. It seems to me that OPs proposal is long not because it is complicated but because it is extremely detailed. You could probably summarize the idea in a few sentences. Actually to quote jabberwock: "The core of the concept is a static virtual deck, and the ab...

Monday, 16th June 2014, 00:25

Forum: Game Design Discussion

Topic: Proposal - New Nemelex

Replies: 9

Views: 3433

Re: Proposal - New Nemelex

I really like this idea. Granted I'm a new player, just got my first 3 rune win with a Gargoyle Fighter of Okawaru. Nemelex seems pretty complicated to me and I've always avoided using him because of this. A more simplified structure (such as this one) while still keeping the gambling feel seems pre...

Saturday, 7th June 2014, 06:06

Forum: Crazy Yiuf's Corner

Topic: Cursed Puzzle Box Item

Replies: 13

Views: 3808

Re: Cursed Puzzle Box Item

You wanna know the crazy part... I've never seen this 'hellraiser' movie. I just found this weird puzzle box in the attic. I can't quite seem to figure out how it opens. I'll let you know when I get it.

Thursday, 5th June 2014, 18:43

Forum: Crazy Yiuf's Corner

Topic: Cursed Puzzle Box Item

Replies: 13

Views: 3808

Cursed Puzzle Box Item

Here's an idea for an item that would probably be more malicious than beneficial, but could open up the door to some tactical decision making. The item is a cursed puzzle box - by solving and opening this accursed item (simply by pressing the 'v' key) you will be whisked off to the abyss to be tortu...

Thursday, 5th June 2014, 18:28

Forum: Game Design Discussion

Topic: Walking at the pace of your minions shouldn't screw you

Replies: 19

Views: 7283

Re: Walking at the pace of your minions shouldn't screw you

Instead of slowing your speed when walking with slow allies you could keep your original speed, but sometimes wait, as in spend a turn resting instead of moving, to let them catch up.

Friday, 9th May 2014, 19:51

Forum: Game Design Discussion

Topic: Mummy Death Curse Rework

Replies: 34

Views: 11145

Re: Mummy Death Curse Rework

What if curses were only removed when you pick up a rune and got more dangerous the more you have

Wednesday, 30th April 2014, 20:44

Forum: Game Design Discussion

Topic: Blink Other Close/Reverse Force Lance

Replies: 17

Views: 4871

Re: Blink Other Close/Reverse Force Lance

Cigotuvi's Scrabbling Grasp

Wednesday, 30th April 2014, 20:38

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 15207

Re: Removal of low level branding spells.

Why not have them last for an unlimited duration until you switch weapons? Or if you want to be weird have the necromancy brand also curse your weapon when you cast it.

Tuesday, 28th January 2014, 05:07

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 13132

Re: Things in Crawl that are confusing

many mechanics in crawl are complex and poorly communicated.

Wednesday, 1st January 2014, 20:30

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 51105

Re: Vine Stalkers.

What about the name Stalker Vine? Vine Stalker sounds like someone who stalks vines rather than a vine which stalks.

Thursday, 19th December 2013, 17:38

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 10223

Re: Healing from resting

A more radical idea would be giving the player a full heal and MP after resting 20 turns or so, but no regeneration otherwise. However, this would break a lot of things so consider it only as food for thought.

Thursday, 19th December 2013, 04:48

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 10223

Re: Christmas present for dpeg

I'll have to try these. They seem quite helpful!

Thursday, 19th December 2013, 04:16

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 10223

Re: Christmas present for dpeg

Wouldn't this let you pop around a corner any full heal in one turn?

IMO resting is annoying because it is interrupted by filling mp... then getting hungry... then HP is full and you're ready to go. It takes a lot of fives.

Thursday, 19th December 2013, 04:14

Forum: Game Design Discussion

Topic: Make hexes show failure chance

Replies: 18

Views: 5246

Re: Make hexes show failure chance

A calculator and the wiki open: that's the real way to crawl

Tuesday, 19th November 2013, 18:28

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 35650

Re: Poison effect

What if it completely stopped regen but dealt no damage.

Saturday, 14th September 2013, 04:39

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

I think I've actually thought of a solution for this whole issue. Just update the wiki to say that fighting increases your max HP by about 2.2% per skill level. This should allow people who want to know the rough effect of the skill to find this information without having to jump through the obvious...

Friday, 13th September 2013, 22:17

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

I understand that you want to have complete information about everything that has or could happen, but the difference in outcomes between the "optimized" version where you look through every number and calculate every advantage and squeeze the most statistical benefit out of every point o...

Friday, 13th September 2013, 08:03

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

There are also people who, lacking good arguments, insult the person they were speaking to. I just want to say that I do enjoy crawl, and I appreciate all of the work the devteam does for it, despite slightly disagreeing with some of the design philosophy that informs the mechanics.

Friday, 13th September 2013, 05:46

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

If you think you need to know these equations (hint: you don't), then you'd better be prepared to deal with complex integer arithmetic. DCSS calculates everything important using integers -- "2.2" isn't a thing. First you say you don't need a spreadsheet to do the math, its a linear 2.2% ...

Friday, 13th September 2013, 01:23

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

((XP level × Fighting) / 8) x Species Modifier has to be the most complicated way of saying 2.2% per skill level ever. No wonder people have such a hard time judging the effect, even after looking at the wiki. I understand that flooding players with numbers can lead to confusion, but obfuscating the...

Thursday, 12th September 2013, 16:43

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

Why not have fighting give you a 2% boost to max HP per skill level. It could say this in the description. Then everyone would know exactly what it does and the formula is easy enough that you wouldn't need an excel sheet to get to the bottom of it. The description could also say "and at your c...

Wednesday, 11th September 2013, 18:45

Forum: Game Design Discussion

Topic: Rename Fighting

Replies: 8

Views: 2435

Re: Rename Fighting

Yeah I guess its all right, I pretty much forgot about the attack bonuses.

Wednesday, 11th September 2013, 18:36

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22510

Re: Detailed description for Fighting skill

I think one of the problems with the black box mentality is that it is difficult to make an informed decision if you cannot judge the effect that your choices make.

Wednesday, 11th September 2013, 18:16

Forum: Game Design Discussion

Topic: Rename Fighting

Replies: 8

Views: 2435

Rename Fighting

Currently the fighting skill mainly adds hit points. Why not rename it toughness or something similar to reduce new player confusion?

Wednesday, 28th August 2013, 18:40

Forum: Game Design Discussion

Topic: Disarm

Replies: 33

Views: 9564

Re: Disarm

What if this were a whip ability? It would be clear which monsters could disarm, wouldn't be too common, and makes flavor sense. Also it wouldn't make sense if it activated with much frequency, because it could obviously become annoying if it happened too often, but I think it would be interesting i...

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