Search found 29 matches

Thursday, 8th May 2014, 19:38

Forum: Game Design Discussion

Topic: Mummy Death Curse Rework

Replies: 34

Views: 5779

Re: Mummy Death Curse Rework

Please no. Tomb is already a place of retreating and resting. Delayed death curses would add to that problem and make Tomb even more of a stair dancing and resting thing. However more variety in them would be indeed good. As it is they mostly put your life directly in danger and decay you but don't...

Tuesday, 29th April 2014, 12:34

Forum: Game Design Discussion

Topic: Species Concept: "Homophant"

Replies: 28

Views: 3309

Re: Species Concept: "Homophant"

Friday, 7th March 2014, 12:10

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 18859

Re: Proposal: Make monster mer* more gender-equitable

I sometimes wonder if GDD is some kind of secret scientific study on Poe's Law.

Monday, 24th February 2014, 12:40

Forum: Game Design Discussion

Topic: Remove chunks and butchering, have corpses act as chunks

Replies: 68

Views: 17523

Re: Remove chunks and butchering, have corpses act as chunks

Suggestion: remove death from starvation, have 'starving' status add to (say, double) attack delay, prevent HP regeneration and reduce EV. Not being able to cast spells is already deadly enough for some characters, and if melee characters have a big penalty, that they can't use abilities to get arou...

Saturday, 18th January 2014, 21:42

Forum: Game Design Discussion

Topic: Proposal: Spice up/update Yred's ally gift list

Replies: 29

Views: 5821

Re: Proposal: Spice up/update Yred's ally gift list

Ancient Champions aren't happening unless they lose Haunt (as they really should... Crypt has enough popcorn factories). They'd be great then, though, and more than make up for the 3 dragons/servitors nerf, although they might make things too Beoghy. Guardian mummies lack that problem, at least, but...

Thursday, 16th January 2014, 20:24

Forum: YASD! YAVP! and characters in progress too

Topic: HaBe - bizarrely easy

Replies: 2

Views: 683

HaBe - bizarrely easy

http://pastebin.com/Bb8Xk2wL My first 'completely clean' win (I've won before on a game for which I made saves but never loaded them) - I think Slime and Abyss at least would have been purely formalities, but I wanted to get it over with. Extremely easy compared to my other games, probably because o...

Friday, 10th January 2014, 19:56

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 44342

Re: New God: Seth, the Shadow King

Dso Meth Ing :P (TSO is also 3 words, Fedhas, Nem, Sif have 2 words in their names. The middle name of Meth is sort of similar to mikee's original name in the proposal.) Dso the Toothless, god of Meth *: Swiftness, slow metabolism, immunity to Sleep **: Can pray over Potions of Remove Cold to creat...

Tuesday, 7th January 2014, 10:24

Forum: Dungeon Crawling Advice

Topic: Trog and magic...

Replies: 23

Views: 2176

Re: Trog and magic...

I stuck with antimagic/freezing bardiches, since I had decent elemental resists and no shields skill, and then got an annoying paralysis death in the Depths when Frances opened a door with a sphinx behind her.

Wednesday, 1st January 2014, 17:18

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2853

Views: 500628

Re: Best/Worst Artifacts

The +5, +11 Demon Trident "Killer Klown's Foe" {Pain, rPois, rF+, rC+, SInv} I'm even using polearms! ... but I'm a troglodyte . Yes, what's the problem ? Cannot train Necromancy... The weapon is good anyway... Can't get necromancy for the brand - the enchantments and resistances are good...

Tuesday, 31st December 2013, 12:26

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2853

Views: 500628

Re: Best/Worst Artifacts

The +5, +11 Demon Trident "Killer Klown's Foe" {Pain, rPois, rF+, rC+, SInv}

I'm even using polearms!

...but I'm a troglodyte.

Saturday, 28th December 2013, 17:30

Forum: Game Design Discussion

Topic: Curio shop vault

Replies: 20

Views: 3764

Re: Curio shop vault

These shops (with high prices), particularly if they generate reasonably in Pan (for the blink-and-you'll-miss-it factor) would be good for giving extended players something to do with all that gold now that zigs no longer charge fees.

Thursday, 21st November 2013, 19:19

Forum: Game Design Discussion

Topic: Summons abjured when summoner dies (split from poison effect)

Replies: 26

Views: 5065

Re: Summons abjured when summoner dies (split from poison ef

or just make miasma not rot you, what's wrong with that? You can remove the poison since it doesn't do anything, or you can leave it in I guess because it doesn't do anything. i'm also pretty firmly against item destruction of any sort btw. Well, it's clearly a popular opinion, but I personally bel...

Wednesday, 20th November 2013, 19:15

Forum: Game Design Discussion

Topic: Summons abjured when summoner dies (split from poison effect)

Replies: 26

Views: 5065

Re: Summons abjured when summoner dies (split from poison ef

Well death drakes are actually much more threatening than basically all dragons when you fight draconian callers. The real problem is that miasma does things that it doesn't have to do that are annoying (rotting, poison) instead of just doing the things it should do (slowing). I'd really like it if...

Monday, 18th November 2013, 21:37

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 18805

Re: Poison effect

The change to mephitic cloud would also turn venom mages basically into hybrids/debuffers, which could be interesting and even provide material for bringing back stalkers as hex/poisoners. However, something should be done to avoid riskless sting + polearm kiting, which would be horrible. I'm aware ...

Monday, 18th November 2013, 20:53

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 18805

Re: Poison effect

Doesn't the slowness idea just change poison from "ubiquitous and annoying" to "ubiquitous, annoying, and also randomly fatal"? The chance of poison being fatal at the moment is also mostly random. I'd rather have that randomness be a matter of tactical constraints instead of in...

Saturday, 16th November 2013, 22:33

Forum: Game Design Discussion

Topic: Yredelemnul's Death Cobs

Replies: 25

Views: 3530

Re: Yredelemnul's Death Cobs

Draconians score 13% of all recent zot deaths (92, not including tiamat), they're pretty strong imo. Is that all draconians? Because that includes shifters, zealots, callers (...death drakes), and so on. Besides, draconians' strength isn't a function of their ability to go 'oh, no cloak of cons/for...

Saturday, 16th November 2013, 19:16

Forum: Game Design Discussion

Topic: Yredelemnul's Death Cobs

Replies: 25

Views: 3530

Re: Yredelemnul's Death Cobs

the point is to make players not want to get hit by death cobs without making them into a high-level threat "This enemy can't kill you but is a huge annoyance" is not very enjoyable enemy design. I'm not normally a fan of that sort of thing, but Zot does quite a bit of that and it makes m...

Saturday, 16th November 2013, 18:53

Forum: Game Design Discussion

Topic: Yredelemnul's Death Cobs

Replies: 25

Views: 3530

Re: Yredelemnul's Death Cobs

Does anybody else think that sixfirhy movement would be interesting for death cobs? It fits the 'horror movie scarecrow' thing quite well. Perhaps also give them a scarier melee effect? A chance of rot, like necrophages, may be good, seeing as Zot is big on depleting your strategic resources anyway ...

Saturday, 16th November 2013, 16:59

Forum: Game Design Discussion

Topic: Yredelemnul's Death Cobs

Replies: 25

Views: 3530

Re: Yredelemnul's Death Cobs

I guess if Zot ever gets a theme change from 'lel so random', a more sombre death cob tile might be in order. Death cobs are a bit crap anyway - their only meaningful role is as yred gifts; they're just tab fodder in Z - so perhaps we should do something more interesting with them.

Friday, 15th November 2013, 22:10

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 6574

Re: Depths and boggarts.

So either make DD enemies into a different kind of dwarf, or do something interesting with their healing (e.g. a DD healer working like deep troll shaman, DDDK getting much more out of drain life and using it more at range, a DD which gets more dangerous as its health gets lower, DDBes using Trog's ...

Saturday, 9th November 2013, 14:55

Forum: Game Design Discussion

Topic: Interface - Extra encumberance-causing inventory slots

Replies: 4

Views: 1047

Re: Interface - Extra encumberance-causing inventory slots

Encumberance needs a much bigger reform than just this. A quick bandaid would be to allow the player to read scrolls, drink potions, and ID books on the ground, just like we can already eat food off the floor.

Thursday, 7th November 2013, 13:07

Forum: Game Design Discussion

Topic: Deep Dwarfs A Little OP?

Replies: 44

Views: 4931

Re: Deep Dwarfs A Little OP?

Well, we can't just bring back MD if we want a dwarf other than DD... If you want new dwarfs, start brainstorming until you come up with something that might work. It's not difficult and the only risk is going off to CYC (Dwarvenspawn - their beard mutates as they level up?): Unborn dwarf: Undead wi...

Wednesday, 30th October 2013, 15:44

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 14289

Re: Alternative to the Runelock

I'd count myself a supporter of the runelock, although I think it'll have to be coupled with improvements to swamp/snake/spider to be enjoyable as well as challenging. Perhaps it may be a good idea in the long run to expand the pre-D:15 midgame, say with an additional rotating rune branch coming off...

Friday, 20th September 2013, 18:05

Forum: Dungeon Crawling Advice

Topic: Trolls

Replies: 44

Views: 6277

Re:

they're easy at the start, Agreed. fragile in the early-mid game, Partially agreed. Main problem is in my opinion mid game when yaktaurs appear. then strong again by the end Agreed. and quite limited in the extended endgame. Get a troll to the extended with UC 27, statue form and stone claws - and ...

Friday, 20th September 2013, 15:32

Forum: Dungeon Crawling Advice

Topic: Trolls

Replies: 44

Views: 6277

Re: Trolls

The problem with trolls as they stand is that they have too big of a hump around Lair when enemies like hydrae start to hit hard, but they don't yet have a dragon armour. Perhaps after an item destruction nerf we can move mottled dragons higher in the Dungeon/Lair. Or give troll leather from the Min...

Friday, 20th September 2013, 15:25

Forum: Game Design Discussion

Topic: Hooray for the new scroll of immolation!

Replies: 25

Views: 4311

Re: Hooray for the new scroll of immolation!

Vaults:$ + Immolation + Shatter/Tornado = "Xom roars with laughter"

Friday, 20th September 2013, 15:23

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 7517

Re: Banish Demons from the Abyss

Is there any momentum behind the idea of un-demonizing chaos spawn? And possibly giving them a bit of a buff? The name and flavour text strike me as fitting better in the Abyss than in Pandemonium, and while their chaos attack and cloud of chaos upon death seem kind of neat on paper, they're remark...

Friday, 20th September 2013, 15:20

Forum: Game Design Discussion

Topic: Player Race Proposal: Phantasm

Replies: 10

Views: 1119

Re: Player Race Proposal: Phantasm

I think the apts are too one-dimensional, and too close to Spriggans. Giving them invis for free at level 12 does not help in this regard. Yes, having stabber aptitudes and then getting free invis (which I'm guessing is pretty much the point of this proposed race) is way too good (not to mention Gr...

Friday, 20th September 2013, 13:40

Forum: Game Design Discussion

Topic: Player Race Proposal: Phantasm

Replies: 10

Views: 1119

Re: Player Race Proposal: Phantasm

I like the idea of allowing/disallowing items based on weight. Perhaps the phantasm should only be allowed to wear armour/wield weapons with evp/weight less than, say, XL/2? I don't think perma-evolution is necessarily the best way to go about changing the phantasm. Perhaps give phantasms a 0 hp apt...

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