Search found 4224 matches

Wednesday, 23rd June 2021, 18:47

Forum: Game Design Discussion

Topic: Deep Dwarf Mini-Rework Proposal

Replies: 14

Views: 1455

Re: Deep Dwarf Mini-Rework Proposal

I think the fundamental problem with strategic HP is that it encourages you to do what you can to not take damage, ever, and that encourages degenerate gameplay. I'm not really sure how the OP's proposal would work — if Mak doesn't really heal you but instead increases damage shaving, you still need...

Wednesday, 29th April 2020, 22:21

Forum: Dungeon Crawling Advice

Topic: How can I get all skills to 27

Replies: 18

Views: 5949

Re: How can I get all skills to 27

FR: Dragonform gets cleave

Wednesday, 29th April 2020, 20:30

Forum: Game Design Discussion

Topic: Issue: Flying and Shafts

Replies: 7

Views: 1695

Re: Issue: Flying and Shafts

The term "shaft" is probably not great, considering how they actually work now. "Level teleporter?"

Monday, 13th April 2020, 21:09

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 3995

Re: New Leech

Eos is a reasonable weapon. It's like an elec broadaxe w/o the cleave effect. You will do better with +9 eveningstar or a good demon whip brand The other important difference between Eos and a +9 branded eveningstar is that the OP actually has Eos Anyhow my take is that Leech is the stronger weapon...

Monday, 13th April 2020, 16:33

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6342

Re: Miscast Simplification

Also, if miscasts are going to use tactical effects, it might make sense to go for ones that can't be rested off — maybe instead of dimension anchor, word of recall or teleport to monsters? I'm not sure what you'd swap in for slow, though... Also, a new monster introduced just for summoning miscasts...

Monday, 13th April 2020, 16:24

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6342

Re: Miscast Simplification

Having looked at the commit messages here (and tried source-diving, but Crawl's code is generally quite mysterious to me) I don't see how the miscast effects as described are particularly confusing. Fire miscasts do fire damage. Summoning miscasts can summon a hostile monster. Charm and hex miscasts...

Tuesday, 10th March 2020, 16:00

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 4563

Re: Name 10-aut units, or do away with them and just count a

You're right, I am totally misinterpreting how monster energy works. Gak.

Thursday, 5th March 2020, 15:45

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 4563

Re: Name 10-aut units, or do away with them and just count a

For one single little anecdote: I've been playing on and off for a long time, and this thread was the first time I realized that weapon delay is just the number of ten-aut-units it takes to use the weapon. (God, I hope this is actually correct.) I'd always thought "oh, 0.6 is just some unitless...

Thursday, 16th January 2020, 02:10

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 2118

Re: Necromancy school suggestion: -MaxHP costs

In Crawl, allies are pretty strong. Necro gets you lots of allies, for cheap, that scale with monster strength. Also borg's and ddoor are pretty good. Having Animate Dead cause a little bit of rot (healed by XP) would still lead to me raising some zombies, but I'd need to think a bit about when to u...

Wednesday, 15th January 2020, 17:08

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 2118

Re: Necromancy school suggestion: -MaxHP costs

Hellmonk wrote:xp-gated rot sounds a lot better than rot that you cure with a common potion, or xp-gated skill drain for that matter. Perhaps the time has come to merge these mechanics.

Oh my goodness if Ru could literally rot you to death it would be amazing

Wednesday, 4th September 2019, 21:18

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 10631

Re: Formicids should not get swift

Walk in shallow water: slowing in shallow water is ok, as it is a physical barrier that slows you down. The description of Swiftness: Calls forth winds to greatly increase the caster's movement speed. After the effect ends, the caster's movements will be sluggish for a time. suggests Swiftness shou...

Friday, 2nd August 2019, 18:53

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 6502

Re: High Level Necro Spells

svendre wrote:The only serious argument for a necromancy spell that towers over the rest is vile clutch, by no small margin.

Animate Skeleton

Friday, 26th July 2019, 20:26

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 3025

Re: Giving Stories to Uniques through Multiple Encounters

My take is that the stocastic approach sounds more crawl-like than the same-game approach, and as others have pointed out, it's not super different than the existing uniques mechanic. There's some complexity in this approach (you probably shouldn't be able to meet two asterions in the same game, but...

Friday, 26th July 2019, 18:55

Forum: Dungeon Crawling Advice

Topic: should I train a melee weapon on a vinestalker with an xbow?

Replies: 7

Views: 1967

Re: should I train a melee weapon on a vinestalker with an x

Ah... if it's a bcrawl mod, I'm betting they don't do 100% ammo mulch. Mixing that with *Curse sounds super frustrating.

Thursday, 25th July 2019, 19:28

Forum: Dungeon Crawling Advice

Topic: should I train a melee weapon on a vinestalker with an xbow?

Replies: 7

Views: 1967

Re: should I train a melee weapon on a vinestalker with an x

Wait, did Damnation always have *Curse?

Thursday, 25th July 2019, 19:24

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 6502

Re: High Level Necro Spells

IMO necromutation gets a little too much hate just because it's so much worse than other necro spells close to it in level I think it's mainly because it's double-school with tmut, so you need to dump a ton of XP into a spell school you (almost certainly) aren't otherwise using just so you can be i...

Thursday, 18th July 2019, 18:52

Forum: Game Design Discussion

Topic: Ring of Anatomical Improbability

Replies: 4

Views: 1251

Re: Ring of Anatomical Improbability

make it the Amulet of Anatomical Improbability, which has only the effect of letting the wearer wear two amulets, one of which is this amulet

have Xom gift it every once in a while

Thursday, 18th July 2019, 13:56

Forum: Game Design Discussion

Topic: Spellbinder + Okawaru = Tragedy

Replies: 2

Views: 972

Re: Spellbinder + Okawaru = Tragedy

IMO attacking allies should neither anger them nor cause penance. Hurting your ally is already penalized by you hurting your allies... and there are so many weird edge cases like this one where you should probably get warned or explosions should be disabled or your ally should escape damage or somet...

Friday, 7th June 2019, 19:29

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger question 12 which to use??

Replies: 7

Views: 1931

Re: Dumb AM ranger question 12 which to use??

If you use Sniper, remember that it'll give monsters a bunch of time to do stuff before you get a chance to act again. Also remember that you have Oka's heroism which will make it take less time to fire. Personally, I'm of the "if I find an unrand and it looks fun, use it unless it is abjectly ...

Thursday, 6th June 2019, 16:10

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 14669

Re: Throwing Brand Removals thread

TheMeInTeam wrote:stones (inexpensive item to throw to aggro with minimal noise, though the monster will still make noise).


There's still magic missile...

Friday, 12th April 2019, 15:42

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 3684

Re: Cool, good, swamp rework

most of the problems of water What's wrong with shallow water? * flying negates it * it debuffs non-aquatic monsters (unless they're above some size I forget or probably some other edge case) so if you're fighting a vulnerable monster, flying is very strong * for some reason hydras (and... only hyd...

Monday, 1st April 2019, 14:49

Forum: Dungeon Crawling Advice

Topic: endgame weapon choice for CeGl^Gozag

Replies: 4

Views: 1259

Re: endgame weapon choice for CeGl^Gozag

I guess: Do you want to win, or have fun? If you want to win, svendre has good advice. If you want to have fun, grab the plutonium sword because it is fun and when are are you going to see it again on a character that can even arguably use it?

Friday, 29th March 2019, 18:41

Forum: Game Design Discussion

Topic: engorged

Replies: 13

Views: 2787

Re: engorged

If you're engorged, you can hit 5 until you aren't engorged anymore. And you can always... not eat until engorged. There's no reason to do it except "I'm wearing gourmand and it is convenient to eat all the chunks." It's not like you're gonna be cramming down rations in dangerous areas.

Friday, 29th March 2019, 13:51

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 9380

Re: Is this supposed to be fun?

The big problem with disappearing imps is that strong characters would get the XP from them and get stronger, while weak characters don't. Crawl doesn't need Mario Kart-style rubber banding to make weak characters stronger, but it's probably best if the game tries to limit the ways strong characters...

Wednesday, 27th March 2019, 13:20

Forum: Dungeon Crawling Advice

Topic: Advice for melee extended

Replies: 11

Views: 2435

Re: Advice for melee extended

If you have zephyr, you should definitely not be a pure melee character. It's one of the very best weapons in the game. Also you have portal projectile which makes it even more great; basically you have an LCS-class attack, except smite-targeted and at full LOS range. Dunno about new singing sword b...

Tuesday, 26th March 2019, 17:21

Forum: Game Design Discussion

Topic: DCSS on NINTENDO SWITCH?

Replies: 4

Views: 1827

Re: DCSS on NINTENDO SWITCH?

Crawl's UI does not seem like something that would work very well on a console. It'd be hard to play well without a keyboard, I think.

Friday, 22nd March 2019, 17:51

Forum: Dungeon Crawling Advice

Topic: -4 slaying for +8 Str?

Replies: 13

Views: 2878

Re: -4 slaying for +8 Str?

Frostbite is a special case; it puts freezing clouds on targets and freezing cloud does a ton of damage over time.

My guess is that even without that, though, the war axe will not shine. A +8 exe axe is pretty boss if you can skill up for it, which as an MiBe you absolutely can.

Wednesday, 20th March 2019, 21:07

Forum: Dungeon Crawling Advice

Topic: Factors in 3rd rune choice

Replies: 30

Views: 4847

Re: Factors in 3rd rune choice

Abyss is "walk around for 20 min+ and then find a lightning-themed rune vault and you don't have rElec but you're so frustrated you try for the rune anyway" except very rarely you get pulled somewhere in abyss and then there's the rune

Monday, 18th March 2019, 15:39

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 6365

Re: New unrandart: Alchemist's Stone

it'd fit thematically as a Maxwell item

...which I guess are also a real-world reference so

Thursday, 14th March 2019, 13:18

Forum: Dungeon Crawling Advice

Topic: What's the optimal way to use Animate Skeleton?

Replies: 6

Views: 1614

Re: What's the optimal way to use Animate Skeleton?

IIRC, ally AI is kind of counterintuitive. I haven't played much with allies in a while, but generally I remember that you want to give them commands fairly often. They don't always just go and attack stuff, but going 'ta' will let you choose a target and 'tg' basically lets them off their leash to ...

Tuesday, 12th March 2019, 17:37

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 9380

Re: Is this supposed to be fun?

byrel wrote:phantoms (which are actually a good monster for teaching EV starts about parking, since they can kill you.)

Phantoms seem more like a monster who teaches you to reset fights over and over until things go well — I think they have many of the same design problems as crimson imps.

Tuesday, 12th March 2019, 16:10

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 9380

Re: Is this supposed to be fun?

Giving call imp to imps who can call imps who may in turn have call imp could make... a lot of imps

Monday, 11th March 2019, 12:51

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 9380

Re: Is this supposed to be fun?

svendre wrote:3) The percentage of the game where a character isn't able to immediately splatter them like popcorn is very small.

The thing that sucks here is that during that percentage of the game, they're worth a fair chunk of XP and are definitely worth plinking to death.

Monday, 11th March 2019, 00:24

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 9380

Re: Is this supposed to be fun?

There will always be cases where your damage output exactly matches some monster's regeneration rate... That said... monster regen+ is really annoying for low-damage characters and might be replaced by more HP or AC or additional damage or something. Melee-only monsters with Blink can also be pretty...

Thursday, 7th March 2019, 15:24

Forum: Crazy Yiuf's Corner

Topic: Merge DD and Vampire

Replies: 5

Views: 1453

Re: Merge DD and Vampire

I would not make Drain Life an ability, because spamming abilities to heal sounds terrible. I'd just make them heal on kills.

In general, I think making DD into an undead-ish species that heals this way makes sense.

Tuesday, 5th March 2019, 20:22

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 3089

Re: Vampire rework proposal

IMO current Vine Stalker is a pretty good example of a good Crawl vampire-like species

Monday, 4th March 2019, 19:58

Forum: Dungeon Crawling Advice

Topic: How often should you berserk with Trog?

Replies: 6

Views: 1623

How often should you berserk with Trog?

Just had a mini-optimization problem in my brain here: Let's say you're playing Be. Considering piety decay, recovering from berserk, and the time it takes to lure monsters to safe places, how often should you be killing things with zerk? * In basically every fight? * In every fight that'll take mor...

Monday, 4th March 2019, 19:41

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 3673

Re: Monsters and alarm traps

For what it's worth: I was not trying to be a jackass with my answer. I interpreted the OP's question as "why does something bad happen to me when a monster steps on the trap, what if something good happened to me instead?" and I thought saying the design intent of traps was to harm the pl...

Monday, 4th March 2019, 14:36

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 6419

Re: Why isn't DD ability just a regeneration rate?

1) It's an arbitrary breakpoint, one which makes fights occurring at 99% XP significantly different from those occurring at 1% XP. I'm guessing that by "healing on experience" they meant "healing on experience", not "healing on level up". Oh true. The problem of wasted...

Thursday, 28th February 2019, 20:28

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 6419

Re: Why isn't DD ability just a regeneration rate?

In my opinion, DD should be a totally no-healing species. So max HP = current HP. The problem with this approach is that it means playing DD becomes an exercise in "avoid taking damage at all cost because every single HP you lose is one you've lost forever" and Crawl gives you a lot of wa...

Friday, 22nd February 2019, 15:33

Forum: Dungeon Crawling Advice

Topic: Demon Trident vs Great Mace

Replies: 12

Views: 2316

Re: Demon Trident vs Great Mace

VeryAngryFelid wrote:It depends. For character in CPA it is almost always optimal to train weapon/shield to min delay even with Oka.

Why?

Thursday, 21st February 2019, 01:42

Forum: Game Design Discussion

Topic: Thanks Devs for the Gauntlet!

Replies: 17

Views: 3727

Re: Thanks Devs for the Gauntlet!

labs were the only thing that kept the 'o' key from wearing out

Monday, 18th February 2019, 18:51

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2859

Views: 623194

Re: Best/Worst Artifacts

I am trying to find something bad to say about that armour but I am coming up blank

Sunday, 17th February 2019, 16:59

Forum: YASD! YAVP! and characters in progress too

Topic: Complete N00b's Journey Character #4: Keamos, the DgFi

Replies: 35

Views: 5457

Re: Complete N00b's Journey Character #4: Keamos, the DgFi

I actually like chaos brand. It can do some dangerous stuff (hasting/berserking/duplicating monsters) but it also does a ton of damage and also does things like slow and paralyze monsters.

Saturday, 16th February 2019, 15:09

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 3673

Re: Monsters and alarm traps

kcfos wrote:Why does an enemy walking over the trap put a mark on me?

Because traps are designed to be harmful to the player.

Friday, 15th February 2019, 16:05

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 5779

Re: Faith and Vehumet

Right... you don't want to waste invocations on popcorn. But in general, it's much much better to open strong than finish strong — if you're going to need to quaff !might, it's way better to do it before you start the fight than after you've realized regular melee won't work. You don't need to spend...

Friday, 15th February 2019, 15:17

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 5779

Re: Faith and Vehumet

The short version of it is that I generally reserve mana for spells before invocations. I use invocations which pull a substantial amount of piety as a last resort, and that isn't so frequent, therefore there is often enough piety without the need to boost it. If a lot of the invocations that spend...

Thursday, 14th February 2019, 15:33

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 16500

Re: Remove 3rd pip of fire/cold resistance

Hey folks, if you have more discussion on how much damage various monsters can do and how best to deal with them, that's probably a good topic for Advice. I'd split the thread and move the posts but it's pretty messy.

Wednesday, 13th February 2019, 22:37

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 16500

Re: Remove 3rd pip of fire/cold resistance

If changing the way player resistances works makes a single monster too dangerous, it is also possible to rebalance that monster. I think the "please consider OOF damage if rF changes" point has been pretty well covered in this thread.
Next

Return to advanced search

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