Search found 851 matches

Monday, 24th June 2019, 18:58

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 7

Views: 2806

Re: Remove spell hunger

It's fine to have a game-timer forcing you to go forward. It's also fine to have a resource that's spent to cast spells, that you can choose to consume extra of to have more of a buffer at key moments. It's not really very good for those to be the same resource. Separate "food-as-clock" an...

Monday, 10th June 2019, 16:19

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 14352

Re: As a new player, dungeon feels too long

Randomly dying to grinder and not being able to do anything about it isn't very interesting. It's frustrating. I have been through this feeling, as I guess most other crawl players. So it is a natural feeling. But it is wrong. You do not "randomly" die to grinder, you die because you play...

Thursday, 23rd May 2019, 20:37

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 14352

Re: As a new player, dungeon feels too long

Oh man - it is too long, but the beginning is perfect. Floors 1-8 *are* the the interesting part of DCSS if you wanna be reductive about it. They're when tactics matter most, every consumable counts, and the ratio of hard fights to trivial fights is pretty high. I fully 100% agree that the game shou...

Friday, 26th April 2019, 20:15

Forum: Crazy Yiuf's Corner

Topic: Make IOOD go backwards

Replies: 4

Views: 2053

Re: Make IOOD go backwards

You have to write the new orb spider ai.

Monday, 22nd April 2019, 21:58

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26466

Re: Experimental branch: two state vampires

ebering wrote:The rc option is vampire_rest_alive set it to false to manually manage your blood.

I didn't say it in my post but I think it should set you back to bloodless once you're full if you started bloodless.

Sunday, 21st April 2019, 16:53

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26466

Re: Experimental branch: two state vampires

Can't you fix the keypress issue by having '5' automatically switch you? Would you ever not want that?

Thursday, 7th February 2019, 18:53

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28414

Re: Remove 3rd pip of fire/cold resistance

I'm afraid this will make the game more difficult. Not everyone plays games like you play chess. Not everyone cares about the winning rate and the winning streak. Even now, DCSS is difficult. Don't make it any more difficult. Always be mindful of newbies. I don't think this is the right attitude - ...

Wednesday, 5th December 2018, 18:47

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 10457

Re: Change manuals for gnolls

You could make any manual work for all skills, but have the same capped amount of skill XP so it expires in the same time and raises each skill less than a manual normally would raise one skill. Reading a manual of axes and getting a new perspective on summoning seems pretty gnoll-ish.

Monday, 22nd October 2018, 18:41

Forum: Crazy Yiuf's Corner

Topic: the worst thing ive done to crawl

Replies: 11

Views: 4778

Re: the worst thing ive done to crawl

I got the "blurry vision makes scrolls take longer to read" thing put back in trunk...I'm sorry. I died in zot to it but a week later and realized what I had done, but it was too late.

Thursday, 26th July 2018, 21:43

Forum: Game Design Discussion

Topic: Make transporter vaults have transparent walls

Replies: 45

Views: 10780

Re: Make transporter vaults have transparent walls

What if the bad thing is not that the player can't run away here, but that they can run away elsewhere ??

Monday, 23rd July 2018, 22:02

Forum: Game Design Discussion

Topic: Make transporter vaults have transparent walls

Replies: 45

Views: 10780

Re: Make transporter vaults have transparent walls

I don't know how I feel about your proposal. Are you familiar with hellcrawl and how it doesn't have upstairs? I think it's pretty fun and good to not have upstairs, but it means that every floor has this exact issue - you don't know the risk of going to the next floor and you can't get out without ...

Friday, 25th May 2018, 20:33

Forum: Crazy Yiuf's Corner

Topic: Heal Wounds and Cure potions ought to be evil

Replies: 9

Views: 3711

Re: Heal Wounds and Cure potions ought to be evil

Necromancy is obviously god power stolen from the good gods by Kiku and bestowed upon mortals in spell form, that's why it's "Evil" (Where the crawl definition of "Evil" is "Something that TSO doesn't like") Yeah - the issue isn't healing, it's that you're messing with...

Wednesday, 23rd May 2018, 23:18

Forum: Game Design Discussion

Topic: Give the player a message when death is imminent

Replies: 16

Views: 6138

Re: Give the player a message when death is imminent

Show the whole damage distribution or nothing at all.

Wednesday, 23rd May 2018, 18:32

Forum: Crazy Yiuf's Corner

Topic: Heal Wounds and Cure potions ought to be evil

Replies: 9

Views: 3711

Heal Wounds and Cure potions ought to be evil

If regeneration is evil necromancy, healing potions should also be evil necromancy. It's a bizarre inconsistency. TSO characters can take the hit.

Monday, 21st May 2018, 17:56

Forum: Game Design Discussion

Topic: Combine Centaur and Naga barding into a single item

Replies: 20

Views: 7814

Re: Combine Centaur and Naga barding into a single item

I think adjusting the probability of finding a barding at all should be a separate conversation from combining the two items. I think combining them is good either way but if you do it without discussion of said probability, you should take the item weight of one barding or the other rather than the...

Friday, 4th May 2018, 17:48

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 30

Views: 9434

Re: Remove spell hunger

Even if you think there should be something forcing you to thoughtfully choose when to cast higher level spells, it should not be the same as the turn clock. (Call this theoretical second timer thirst instead of hunger if you want.) This discussion might be more productive if it's focused around sep...

Tuesday, 1st May 2018, 22:58

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 30

Views: 9434

Re: Remove spell hunger

I want the complexity to be in places that crawl focuses on purpose, such as choosing where to move, using consumables wisely, and attacking. Not hitting tediously hitting c on every corpse after the fight is over.

Monday, 9th April 2018, 21:13

Forum: Crazy Yiuf's Corner

Topic: Replace labyrinth with a pac-man level

Replies: 11

Views: 3488

Re: Replace labyrinth with a pac-man level

maybe each god could have its own minigame, labyrinth sounds like ashenzari

Monday, 9th April 2018, 21:12

Forum: Crazy Yiuf's Corner

Topic: Replace labyrinth with a pac-man level

Replies: 11

Views: 3488

Re: Replace labyrinth with a pac-man level

nemelex players get to play mtg with their decks instead

Wednesday, 14th March 2018, 19:45

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 65173

Re: Species Proposal - Faerie Dragon

You can rename deep elf to fairy if you want. DCSS has a long history of getting rid of elves. Image

Monday, 26th February 2018, 20:45

Forum: Crazy Yiuf's Corner

Topic: new forum game

Replies: 14

Views: 4232

Re: new forum game

I cast suggestion and suggest the goat give my a sweet bassline with its hooves while I drop rhymes.

Thursday, 22nd February 2018, 15:55

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 6971

Re: Redesign Makhleb's active abilities


Wow....embarrassing....guess I ain't been paying attention.

I would have rather folded the two failure chances together than eliminated the random portion but...I'll take it.

Wednesday, 21st February 2018, 22:37

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 6971

Re: Redesign Makhleb's active abilities

One thing that annoys me in RPGs, both crpgs and tabletops, is effects where you gotta roll dice/rng, and your choices are "thing you want" or "nothing happens". "Nothing happens" sucks all around. It should be interesting success, or interesting failure, not nothing. I...

Tuesday, 13th February 2018, 00:06

Forum: Game Design Discussion

Topic: Toggling, duplication, grinding and other stuff

Replies: 10

Views: 3102

Re: Toggling, duplication, grinding and other stuff

Can we work on getting rid of "easy" XP instead? I mean obviously it's a relative term but if a monster poses no threat, it should not give XP.

Friday, 24th November 2017, 06:39

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 20565

Re: Remove shafts

I would argue that a feature that unavoidably makes an already difficult game harder for the sole purpose of entertaining experts is a bad feature to require. In roguelikes, I'm a big fan of optional difficulty. If "streaking" is too easy, try streaking as a TrEn where you can't use unarm...

Tuesday, 21st November 2017, 18:53

Forum: Crazy Yiuf's Corner

Topic: Does anyone enjoy the "you fall through 3 floors" thing?

Replies: 31

Views: 11016

Re: Does anyone enjoy the "you fall through 3 floors" thing?

I like them a lot. If I survive I'm a lot more attached to my character, if I don't I make a new one because it's crawl.

Monday, 20th November 2017, 22:20

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 20565

Re: Remove shafts

To quote an earlier post: Shafts rule and my most memorable crawl characters are ones I survived very tense situations with. Exploring a new level with monsters that are often too strong to fight head-on, desperately searching and "diving" upward is something you don't get in any other par...

Friday, 17th November 2017, 06:31

Forum: Game Design Discussion

Topic: One Fly for All Bardings plz!

Replies: 8

Views: 2994

Re: One Fly for All Bardings plz!

Script git to randomly permute which items give permaflight and which ones give temporary flight every hour to keep the player on their toes. EDIT: For serious though, changing what items do randomly per-character doesn't seem like a half-bad idea offhand. Maybe in this one some potions are randomly...

Wednesday, 27th September 2017, 16:12

Forum: Crazy Yiuf's Corner

Topic: dcss mechanics tier list

Replies: 52

Views: 17424

Re: dcss mechanics tier list

SS: pressing directional buttons to move on the grid while monsters are present, and pressing directional buttons or tab to attack monsters S: pressing o to autoexplore A: pressing a to use cool god abilities B: pressing z to cast spells C: pressing f to fire ranged weapons D: pressing anything to l...

Tuesday, 26th September 2017, 18:02

Forum: Suggestions & Criticism

Topic: Untapatalk?

Replies: 8

Views: 15906

Re: Untapatalk?

Apparently there's an open source tapatalk clone that can use tapatalk forums:
http://www.siilihai.com/

I haven't tried it yet and tapatalk is still annoying but at least with that it's offensive.

Wednesday, 20th September 2017, 20:46

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 26212

Re: remove mummies and vampires (or let them starve)

I'd like to note that if autotravel cannot be interrupted, it does not make any sense - just instantly teleport the character from Lair:6 to entrance to Orc:1 or that shop on D:3 I'm confused as to what you're getting at here. Yes, this is what autotravel does currently if there are no interruption...

Wednesday, 13th September 2017, 21:31

Forum: Crazy Yiuf's Corner

Topic: Ease of use improvements needed in .21

Replies: 66

Views: 26149

Re: Ease of use improvements needed in .21

There is maintained ui code that only functions in one of the three uis already. I think having the options editor in webtiles is probably good enough. I play console exclusively but I still go on webtiles when I want to edit my rcfile, that's really not bad. Maybe a validator for the existing one w...

Tuesday, 12th September 2017, 18:20

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 26212

Re: remove mummies and vampires (or let them starve)

Bring back the ood timer and monsters, with two differences. 1. They can't traverse stairs 2. They spawn with and pick up no items 3. They can't be killed. I think this would require them to not surround the player which is weird but yeah. Durable summons that you get no XP for would work as well I ...

Wednesday, 23rd August 2017, 15:13

Forum: Game Design Discussion

Topic: Regarding Natasha

Replies: 13

Views: 4589

Re: Regarding Natasha

You could also make her spawn a random number of times instead of a fixed 3.

I always kinda wished she got stronger each time she spawned instead of weaker though I guess that's not how felids work.

Thursday, 17th August 2017, 16:25

Forum: Game Design Discussion

Topic: Overflow Altars before D:4

Replies: 16

Views: 5159

Re: Overflow Altars before D:4

Doesn't playing to win compromise novelty in almost every sense, not just god choice? If you're using optimal tactics, if you want to play to win you have to just keep using them. You're generally punished for novel branch order, tactics, skilling, etc. I think god selection is one of the cases wher...

Wednesday, 2nd August 2017, 15:49

Forum: Game Design Discussion

Topic: Don't spawn literal trash monsters

Replies: 15

Views: 5978

Re: Don't spawn literal trash monsters

Replace all the orcs in orc with orc warriors.

Monday, 31st July 2017, 14:54

Forum: Game Design Discussion

Topic: Chei and potions of haste

Replies: 9

Views: 3815

Re: Chei and potions of haste

If penance weren't meant to ever be triggered by choice, why would it even be in the game outside of switching gods?

Thursday, 27th July 2017, 21:06

Forum: Crazy Yiuf's Corner

Topic: Ease of use improvements needed in .21

Replies: 66

Views: 26149

Re: Ease of use improvements needed in .21

I don't see how removing food/hunger could be a net win for the game. At that point the only thing pushing the player forward would be the OOD timer. http://crawl.chaosforge.org/Scumming Why not just nerf scumming tactics instead? Food's entirely ineffective as a clock for any competent player who ...

Wednesday, 26th July 2017, 15:51

Forum: Game Design Discussion

Topic: Divine powers & species restrictions

Replies: 23

Views: 7268

Re: Divine powers & species restrictions

Let gargoyles worship Yred.

Friday, 7th July 2017, 21:05

Forum: Game Design Discussion

Topic: Fr: Disintegrate Useless Items

Replies: 18

Views: 5434

Re: Fr: Disintegrate Useless Items

That's a pretty good counterexample. I guess just letting jellies eat even things that are not displayed to you would address it though - you still don't have to be able to see the items or pick them up. I don't think not being able to place junk for intentional jiyva healing would be a bad change -...

Friday, 7th July 2017, 18:30

Forum: Game Design Discussion

Topic: Fr: Disintegrate Useless Items

Replies: 18

Views: 5434

Re: Fr: Disintegrate Useless Items

What it comes down to for me is, with the current state of Crawl, I don't want the game deciding what's completely useless for my character. The underlying problems (the ID and curse minigames) require more drastic steps than this band-aid to alter. The game has already decided some things are comp...

Friday, 7th July 2017, 16:29

Forum: Game Design Discussion

Topic: Fr: Disintegrate Useless Items

Replies: 18

Views: 5434

Re: Fr: Disintegrate Useless Items

I would go further and not even spawn things are are identifiably useless as you go through the dungeon. Why should a felid have to ever read lines of text like "you see a broad axe here"? Don't display or allow the player to interact with stuff their character can never use. I realize thi...

Friday, 7th July 2017, 15:39

Forum: Game Design Discussion

Topic: Better recognition of dungeon features after mapping

Replies: 12

Views: 3878

Re: Better recognition of dungeon features after mapping

iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime. Yeah this should be fixed IMO. Either give shops their own, distinct ...

Tuesday, 20th June 2017, 21:05

Forum: Crazy Yiuf's Corner

Topic: Hey guys, Tapatalk sucks

Replies: 22

Views: 6249

Re: Hey guys, Tapatalk sucks

It'd be good if tapatalk support would be removed from the forums so that 1. I don't have to see annoying popup advertisements for tapatalk, and 2. No one else is conned into giving them money. They should be paying the forums staff for the free advertising, if they aren't, cut them loose.

Thursday, 15th June 2017, 18:50

Forum: Bulletin Board

Topic: Welcome advil to the dev team

Replies: 5

Views: 5261

Re: Welcome advil to the dev team

Did you add "armor"? End of an era...

Friday, 9th June 2017, 16:31

Forum: Game Design Discussion

Topic: Make +Flying grant immunity to shafts

Replies: 3

Views: 1718

Re: Make +Flying grant immunity to shafts

This introduces tedious behavior in that I have to toggle flying on and off based on whether the level has water/lava or not. Obviously leaving flying on and never getting shafted isn't an option since it'd eliminate some of the most tense, fun moments the game has to offer.

Friday, 2nd June 2017, 21:37

Forum: Game Design Discussion

Topic: Stop Conjure Flame autotargeting monsters

Replies: 8

Views: 3439

Re: Stop Conjure Flame autotargeting monsters

This has been discussed before, and it turned out that it's pretty hard to find a better targeting system for Conjure Flame. While you are correct that Conjure Flame targets are empty squares, the current behaviour has one, huge advantage: it is predictable. If you can come up with a system/procedu...

Friday, 26th May 2017, 14:56

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41257

Re: Remove Beogh

Thursday, 25th May 2017, 21:13

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41257

Re: Remove Beogh

Am I the only one who kinda likes getting high priests/sorcerers? Maybe another tier of those is justified but they summon demons and smite and stuff, I like them.

Wednesday, 24th May 2017, 17:42

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 437802

Re: [proclick] new fork, hellcrawl

This fork rules, thank you for doing all the things I want crawl to do.

Feature Request: Djinni
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.