Search found 1746 matches

Tuesday, 22nd December 2015, 19:46

Forum: Game Design Discussion

Topic: Some Ideas on Ways to Fix Beogh

Replies: 32

Views: 8169

Re: Some Ideas on Ways to Fix Beogh

Alternatively generating a set of known rewards and asking for specific types of orc sacrifices (possibly generated semi-randomly?) more like ru's sacrifice, where it would tell you what to give up and the returns would be known when you choose to accept the sacrifice or not? Request Healing: Sacri...

Saturday, 19th December 2015, 15:07

Forum: Game Design Discussion

Topic: Some Ideas on Ways to Fix Beogh

Replies: 32

Views: 8169

Re: Some Ideas on Ways to Fix Beogh

Tiktacy wrote:This is a nice simple way to fix the clutter issue, but it would still be extremely tedious to have to sacrifice an entire branch of orcs.
You wouldn't need to sacrifice all of orc, you'd tell them to wait, recall a few, and sacrifice any of those few who you didn't want so you could level up the ones you did.
kroki wrote:why limit it to healing?
Simplicity's sake, mostly.

Friday, 18th December 2015, 23:57

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 21024

Re: Death Cobs in .17

The reason you need to eat so much is because you have 5 skill in dodging and you are wearing GDA. No, I actually have never worn anything heavier than plate anytime recently and I always get a bare minimum of 10-15 dodging usually by the end of lair. If you get bad rolls they'll force you to repea...

Friday, 18th December 2015, 18:07

Forum: Game Design Discussion

Topic: Some Ideas on Ways to Fix Beogh

Replies: 32

Views: 8169

Re: Some Ideas on Ways to Fix Beogh

If Beogh had an ability which let you sacrifice an orc(maybe to give your other orcs healing based on the HD of the orc you sacrificed? beogh's already flavored as an evil god anyways)it would basically solve all my problems with the god because I could just sacrifice the ones I don't want.

Friday, 18th December 2015, 18:01

Forum: Game Design Discussion

Topic: Gourmand buff: rFaint

Replies: 15

Views: 4508

Re: Gourmand buff: rFaint

Anyone with an Amulet of Rage could just use it on ever single fight, as with no food you can wait out the debuff between every activation. You can already berserk in virtually every fight in anywhere with chunks(most of the game). Just barely got Fireball online? Spam away who cares if it should b...

Friday, 18th December 2015, 17:52

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 21024

Re: Death Cobs in .17

I've never died to a death cob, but I am still going to complain because I think as a melee dude having to eat to get off starving, take a swing, eat to get off starving, take a swing, eat to get off starving, take a swing, etc., is fucking ridiculous and annoying.

Friday, 18th December 2015, 05:21

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 21024

Re: Death Cobs in .17

They should be treated like they are serious threats. They shouldn't, actually, because the whole point of death cobs was that they're a goofy "popcorn" enemy design. Hence their old "we're sorry about this one" description. Making them actually dangerous ruins the joke. At the ...

Thursday, 17th December 2015, 20:05

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 76025

Re: Incoming Amulet Reform Discussion

You've never had both a frost giant and a fire giant in LoS in depths, where they're both common? I've never chosen to fight both a frost giant and a fire giant simultaneously when they were so dangerous I would need two resistances, no. You've never met a draconian pack? Never encountered a situat...

Thursday, 17th December 2015, 19:15

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 76025

Re: Incoming Amulet Reform Discussion

I wasn't thinking as much about multiples of the same resistance as being able to cover two resistances, though you could make the argument that very few monsters can attack more than one resistance at a time and players shouldn't have more than one monster able to attack them at a time. yes, that'...

Thursday, 17th December 2015, 17:57

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 76025

Re: Incoming Amulet Reform Discussion

I'm gonna wait until I've put more time into playing on trunk to totally pass judgement, but I have to say that I don't understand why tactical swapping of amulets should be discouraged in the first place. I don't think the advantages given by amulets being more gamechanging should mean that you're ...

Thursday, 17th December 2015, 17:34

Forum: Game Design Discussion

Topic: Some Ideas on Ways to Fix Beogh

Replies: 32

Views: 8169

Re: Some Ideas on Ways to Fix Beogh

My #1 problem with Beogh is still that I can't choose specifically what type of orcs are currently following me without going through a lot of hassle. Long story short, I just want a small group of beefy orc warriors with polearms that I'll train into warlords, I don't care about wizards or priests....

Monday, 30th November 2015, 15:44

Forum: Game Design Discussion

Topic: Race proposal: Hill Goblin

Replies: 4

Views: 1996

Re: Race proposal: Hill Goblin

Why do they have both very bad weapon skills and very bad spellcasting? I don't fancy a species which can basically do nothing but evo/invo, there are species which are fine at that and also fine at other things already.

Friday, 27th November 2015, 23:43

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 19927

Re: HD and polymorph

MainiacJoe wrote:Observations:
1) Gastronok can now turn into a juggernaut, how's that for a nasty surprise!
This actually happened to me a bit back.
Image
how does a juggernaut "slosh around", anyway

Friday, 27th November 2015, 23:14

Forum: Game Design Discussion

Topic: Okawaru gifts

Replies: 13

Views: 3475

Re: Okawaru gifts

0 skill throwing is still decent for a chunk of the game with needles and nets.

Friday, 27th November 2015, 23:12

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 6622

Re: Display "nettability" in monster description

For reference, the current unnettables are: ⋅  Giant creatures (X is too large for the net to hold!) This is maybe the most confusing one. Without trying, I would have assumed that, for example, ogres would be unnettable, because they're really big dudes. But when you try it on them, it w...

Friday, 11th September 2015, 03:45

Forum: Game Design Discussion

Topic: Powered By Death as a Top Tier DS Mut

Replies: 11

Views: 3492

Re: Powered By Death as a Top Tier DS Mut

This is a bit old now, but honestly I really strongly agree with it. Once you get powered by death it completely changes how you play and what you are capable of, so many dangerous situations become simple if there are weak enemies around to get crazy regen off of.

Wednesday, 29th April 2015, 00:11

Forum: Game Design Discussion

Topic: SquareLOS experimental branch on CBRO

Replies: 81

Views: 26716

Re: SquareLOS experimental branch on CBRO

I dont really see the reason for the change: what is it supposed to fix? http://i.imgur.com/pG47V8e.png With circle LOS, you can see almost twice as far at 90 degree angles as you can diagonally. This means that if you approach monsters from diagonals, they have way less time to react to you(which ...

Monday, 27th April 2015, 14:51

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 8558

Re: Abyss and the gods

You could just eat fruit though.

Monday, 27th April 2015, 14:44

Forum: Game Design Discussion

Topic: Feedback on Undead expiring

Replies: 66

Views: 17457

Re: Feedback on Undead expiring

I don't recall the last time I had a gigantic zombie horde and needed to cast a bunch of conjurations on *top* of all having an army of undead. Generally my magic-focused necromancers need to blast things a lot when they don't have an army to speak of. Well, that's you. I've had many games where I ...

Wednesday, 22nd April 2015, 00:40

Forum: Game Design Discussion

Topic: Mummies can be confused by Tarantellas

Replies: 21

Views: 7405

Re: Mummies can be confused by Tarantellas

hahaha you actually thought poison immunity would make you immune to poisons? what a dumbass! tarantella A small but greatly-feared spider whose attacks cause victims to break into a frenzied dance. /poison Pattern not found (press RETURN) (If anyone has better wording suggestions, I'd certainly ap...

Wednesday, 22nd April 2015, 00:35

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 42831

Re: Feedback on Gozag design

I would follow Gozag now and again if he made shops appear where you're standing all the time instead of only once you've explored all areas that can have shops.

Monday, 30th March 2015, 03:28

Forum: Game Design Discussion

Topic: What if shields were armour?

Replies: 20

Views: 5660

Re: What if shields were armour?

That's a pretty easy question to answer considering shields don't walk on bolt spells. This is still possibly my biggest pet peeve regarding shields. I don't see why attacks that go through enemies when they hit them couldn't be stopped by a shield, considering when you block something it just does...

Saturday, 28th March 2015, 05:53

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 25934

Re: No, but seriously, remove Ballistomycetes

Giant spores are not Ballistomycetes everyone, why is there this confusion? You're telling me you've never died or even been hit while cleaning up Ballistos? Had the active one spawn on you at close range? ...seriously? I cannot remember a ballistomycete ever spawning a giant spore in LoS, much les...

Friday, 27th March 2015, 07:53

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 25934

Re: No, but seriously, remove Ballistomycetes

I did like the XP-pinatas that shrooms were before. They were changed because I guess of a theoretical very small minority playing in a way that was tedious, but ever since the change ballistomycetes are tedious for everyone.

Thursday, 26th March 2015, 16:52

Forum: Game Design Discussion

Topic: Remove or nerf Nergalle's DDoor

Replies: 21

Views: 6756

Re: Remove or nerf Nergalle's DDoor

There definitely is in tiles, a purple mark appears on the top right of her.

Thursday, 26th March 2015, 08:17

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 25934

Re: No, but seriously, remove Ballistomycetes

I would be alright with single blastomycelles which acted more like non-reproducing turret statues than the HP-clumps they are now.

Monday, 23rd March 2015, 01:16

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 42831

Re: Feedback on Gozag design

I don't like how once you have explored all shop-spawnable areas, shops you create will just plop down at your feet-it's weird how the ability gets more convenient once you run out of unexplored floors, instead of less. I really would prefer gozag if either ⋅ Shops could only be created on...

Monday, 23rd March 2015, 01:05

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 68094

Re: Unique proposal: Pyriformis, Champion of Formicids

Shouldn't it be "She has been sent to get the Orb for the formicid queen."? The only male ants are drones, aka the winged ones which look sorta like wasps and just live to mate and then die after a very short life-cycle. All worker/soldier ants are female.

I blame Bug's Life for this.

Monday, 23rd March 2015, 00:55

Forum: Game Design Discussion

Topic: Buff Beogh

Replies: 40

Views: 12434

Re: Buff Beogh

Beogh is definitely strong, but I absolutely hate managing my orcs and the changes a while ago did nothing to fix that. I still want a little pack of orc warriors to train into warlords, and because of how the XP system works for them you only wanna train up a small number at a time so they grow qui...

Monday, 23rd March 2015, 00:47

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 14724

Re: A New Angelic Branch

What on earth would even be the point of an angelic branch in the first place beyond flavor? The game has only a couple places you can encounter angels: a rare floor type in Pandemonium, and an occasional floor in a Ziggurat. That's about it. There's also only a couple places you can encounter great...

Wednesday, 4th February 2015, 01:39

Forum: Game Design Discussion

Topic: Ratskin cloak

Replies: 46

Views: 12564

Re: Ratskin cloak

I think it's 100% fine for unrands to not have flashy gimmicks. I agree, but here's the argument against it. If an unrand is merely a good item that could plausibly be generated by other means, then it's not bringing anything new to the table, thus you might as well remove it and let random generat...

Saturday, 31st January 2015, 13:22

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 50207

Re: Shadow Traps

Having the summons vanish on killing the monster that stepped on it was already mentioned(wrt death scarabs), but that doesn't do anything to fix the other kind of trap Tomb 2 is filled with. How exactly are you supposed to deal with a death scarab randomly moving at high speed unto tiles which very...

Saturday, 31st January 2015, 12:53

Forum: Game Design Discussion

Topic: Ratskin cloak

Replies: 46

Views: 12564

Re: Ratskin cloak

I think it's 100% fine for unrands to not have flashy gimmicks.

Monday, 15th September 2014, 19:54

Forum: Game Design Discussion

Topic: Proposal:Alternative dragon armour buffs

Replies: 39

Views: 10294

Proposal:Alternative dragon armour buffs

⋅  Swamp dragon armour nows gives rRot. Normally SDA is a waste by the time the player gets to swamp or anywhere else swamp dragons show up, since rPois is fairly common and not worth the enchant scroll. This way, SDA is a more enticing option to enchant up for players who already have rF...

Tuesday, 22nd July 2014, 04:18

Forum: Game Design Discussion

Topic: Monsters picking up items

Replies: 15

Views: 5521

Re: Monsters picking up items

I'm relatively sure that third choice was a joke option

Wednesday, 16th April 2014, 19:22

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 47089

Re: Equipment god

dpeg wrote:morbid weapon (an enemy weapon hitting you has a chance to become free (spectral weapon) and attacks its owner; once the owner is dead, the weapon drops to the ground)
Tiny thing here: wouldn't it make more sense if this was a dancing weapon, not a spectral one?

Thursday, 10th April 2014, 21:36

Forum: Game Design Discussion

Topic: Proposal: Let Felids use Rods

Replies: 8

Views: 2634

Re: Proposal: Let Felids use Rods

I believe it's currently not possible to be wielding a weapon-type-thing (this includes rods) while having the game treat it as not a weapon when you try to attack things. Meleeing with a rod is treated the same as meleeing with other weapons. Possibly if rods turn into a thing you cannot melee wit...

Thursday, 10th April 2014, 21:27

Forum: Game Design Discussion

Topic: Proposal: Let Felids use Rods

Replies: 8

Views: 2634

Proposal: Let Felids use Rods

This is a short one: Felids are already capable of using/aiming wands just fine, and can wield arrows in their mouths for the purposes of sticks into snakes as well. The balance reasons and also flavor behind no weapons is obvious, but at this point, why not rods? It'd make felids a little more viab...

Friday, 4th April 2014, 00:07

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 25794

Re: God Proposal: Griggy the Thorned

Udzu appreciates it when devotees make room for bramble infestation (killing things). This is the only thing out of that post which I don't like 100%, if only because it seems like there's not a super strong connection there. That's mostly a flavor thing, though. Perhaps if killing more and more en...

Wednesday, 2nd April 2014, 16:47

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 25794

Re: God Proposal: Griggy the Thorned

Quick suggestion: I really like the idea of this god as a cruel, vicious-nature counterpart to Fedhas, but right now it seems like it's exclusively a thorns thing. Nature's got more to offer than that, why not get some animals in the mix? As it stands many of the proposed passive abilities are retal...

Wednesday, 29th January 2014, 12:49

Forum: Game Design Discussion

Topic: Weapon delay/Weapon skill training is unintuitive

Replies: 26

Views: 7236

Re: Weapon delay/Weapon skill training is unintuitive

Well, you're gonna hate Crawl, because it hides numbers intentionally, as a design decision. Except it only hides some numbers. I'd be more willing to just take this as an answer and leave it if the decision wasn't made relatively recently to directly show base/min delay in a weapon's description(w...

Wednesday, 29th January 2014, 11:12

Forum: Game Design Discussion

Topic: Weapon delay/Weapon skill training is unintuitive

Replies: 26

Views: 7236

Re: Weapon delay/Weapon skill training is unintuitive

Sure, but it's vague what exactly 'quite fast' or whatever means, and unclear when you've reached the cap. I feel like adding what speed you're at, specifically stated instead of just described is a pretty logical evolution given the change to see base/min delay in a weapon's description. It's not r...

Wednesday, 29th January 2014, 10:27

Forum: Game Design Discussion

Topic: Weapon delay/Weapon skill training is unintuitive

Replies: 26

Views: 7236

Weapon delay/Weapon skill training is unintuitive

I'm going to keep this short, because I don't think it needs to be long. I spent around a year or so of playing this game not understanding how weapon delay worked with weapon skill at all, and not really knowing when I should go for beefier weapons and when I should stop training weapon skill. It i...

Monday, 13th January 2014, 12:01

Forum: Technical Support

Topic: Save issue

Replies: 1

Views: 940

Save issue

I feel like this has happened to me before, but...
Image
What causes this, and what do I do? Will I get my save back if I wait?

Monday, 13th January 2014, 00:27

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 92313

Re: New God: Seth, the Shadow King

Not sure Dithmengos should be Evil. I think a neutral god of shadows would be more interesting. I agree. Having shadows always=evil is a little dull, and it seems to me that a shadowy God favored by assassins would always be trying to do whatever is most profitable, not whatever is most evil-much l...

Monday, 14th October 2013, 01:10

Forum: Technical Support

Topic: Locked out of save?

Replies: 0

Views: 974

Locked out of save?

Hey, so while I was in the middle of a game on CSZO getting through shoals, having a lot of lag, the game seemed to completely freeze up. So I refreshed the page to see if that would help, and I got some screen saying that it would end unneeded processes(or something like that) in 10 seconds unless ...
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