Search found 1735 matches

Saturday, 16th November 2019, 23:10

Forum: Game Design Discussion

Topic: Visible items in deep water

Replies: 25

Views: 1920

Re: Visible items in deep water

If you thought about it, I think you would find you agree with my other arguments in this thread as well. Yes, of course. Obviously, if everyone just thought about it, they would all agree with you, because your opinion is fundamentally correct and superior. I don't want to play crawl without items...

Wednesday, 2nd October 2019, 05:44

Forum: Game Design Discussion

Topic: monks being zealots

Replies: 8

Views: 1031

Re: monks being zealots

"Zealot" in crawl is not a flavor category, it's a gameplay category. It means "You will have a god from the start", which is a big deal. Not because you accumulate a bit more piety before finding altars, but because you can use god abilities to save yourself from dangerous thing...

Sunday, 22nd September 2019, 04:49

Forum: Dungeon Crawling Advice

Topic: How can I get all skills to 27

Replies: 11

Views: 1788

Re: How can I get all skills to 27

Very slowly.

You should at least do part of a Zig, early on they're not hard and can still be a good XP source.

Saturday, 21st September 2019, 05:24

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1481

Re: Demonspawn Rerolls

But it would, because it would make it a lot less random if you can veto things. You are supposed to adapt to the mutations you get, not the other way around.

Thursday, 19th September 2019, 00:48

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1481

Re: Demonspawn Rerolls

isn't literally the whole point of ds that you get mutations at random? why should the player have more control over them? if you want more control over your species traits, you can play literally every other species besides draconian

Saturday, 10th August 2019, 21:01

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 1868

Re: Refine DCSS

sardonica wrote:I think this goes too far. The many flavors of elemental damage are pretty interesting.
I don't really think "the same as non-elemental damage except sometimes there's an enemy it doesn't work on so you end up using non-elemental damage anyways" is that interesting.

Saturday, 27th July 2019, 03:42

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 48

Views: 4486

Re: Difficulty vs XL

Not directed at one specific person-if you mean "difficult" to only mean "difficult for the best players", you're talking about something which is not what most people think of when they hear the word "difficult". Normally when people say something is difficult they mea...

Monday, 15th April 2019, 22:40

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 9028

Re: Shafts - Too common now?

My memory may be failing me but I'm pretty sure that part of the reason I started this thread was because I got shafted three floors on swamp:1 despite having boots of flying active and died a few turns later to a pack of Hydras/Blink Frogs I got landed next to. So While I like your idea, flying, s...

Monday, 15th April 2019, 22:34

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 1859

Re: Cool, good, swamp rework

If swamp drakes don't get removed, I would love for something to be done about how you basically just cannot take beogh orcs into swamp because if they ever get confused(highly likely) they will probably wander into water and instantly die

Thursday, 21st February 2019, 21:22

Forum: Game Design Discussion

Topic: Thanks Devs for the Gauntlet!

Replies: 17

Views: 1972

Re: Thanks Devs for the Gauntlet!

the maze was boring and tedious. you just walk around, it's pure trial and error. all that the minivaults mean is sometimes there are hungry ghosts or redbacks but who cares?

Sunday, 10th February 2019, 22:59

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 2354

Re: New type of tournament ?

The idea is not to let this kind of challenge very long, @VeryAngryFelid, to avoid this kind of behaviour. Maybe we could change the rule a bit to avoid this. 1 : You can try the map 1,2 or 3 times, and after X people have tried the map (whether they have won or not), race/specie/map combo change. ...

Sunday, 3rd February 2019, 02:31

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 5662

Re: New launcher system

Constantly switching weapons gets really tedious. While not optimal, a distance damage penalty would be preferable to forcing a weapon swap to attack adjacent creatures. This is from a fan of non-optimal, lazy play-style (autoexplore, tab, cleaving, etc). I would probably never use ranged if no adj...

Sunday, 3rd February 2019, 02:26

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 8522

Re: Remove 3rd pip of fire/cold resistance

Scuka wrote:"Players don't know what a particular game mechanic does, so let's remove the game mechanic". Is this for real?

Clarity is one of the most important aspects of game design, and often that means paring things down from where you started to communicate more efficiently.

Friday, 1st February 2019, 04:41

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 5662

Re: New launcher system

I'm not sure how anything changes from a UI perspective,The squares closer to you that aren't targetable are just like the squares that are too far away, and if something is in the way but too close, your shot just doesn't hit anything (I guess 'shooting past' something at something else might be i...

Monday, 21st January 2019, 06:38

Forum: Crazy Yiuf's Corner

Topic: Thoughts on Fedhas

Replies: 4

Views: 693

Re: Thoughts on Fedhas

(2) Apart from / instead of corpse rotting, followers of Fedhas gain piety from 'the spreading of vegetation' (after all Fedhas is the god of plant, not the god of rotting :D ). Fedhas is not the god of plants, they are the god of the natural order of life and death-which is to say, the circle of l...

Thursday, 17th January 2019, 02:23

Forum: Game Design Discussion

Topic: Add function to prevent accidental pressing both < and >

Replies: 13

Views: 1192

Re: Add function to prevent accidental pressing both < and >

How would you automatically path to up or down staircases from the X view then?

Also I'm curious in what situation people are running into this happening, I don't think it's ever happened to me.

Saturday, 12th January 2019, 07:48

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2840

Views: 399872

Re: Best/Worst Artifacts

  Code:
a - the +9 lajatang of the Other Side (weapon) {freeze, *Drain rPois rF+++ Dex+7}.

Yeah, I'll swap to staves for that one.

Monday, 7th January 2019, 21:27

Forum: Crazy Yiuf's Corner

Topic: Hot DCSS Spell Poll Results

Replies: 30

Views: 6075

Re: Hot DCSS Spell Poll Results

I never would have guessed that Regeneration would place so highly here. This is not surprising to me, but dialogue is different on tavern than other places. Regeneration is a spell that lots of people like to get because it makes you at least feel a lot safer to have a form of healing. It's a spel...

Saturday, 5th January 2019, 23:24

Forum: Game Design Discussion

Topic: Remove clubs

Replies: 17

Views: 2124

Re: Remove clubs

There were also a lot of dumb extra armor types like banded mail(fuck you, Samuel Rush Meyrick!), often bad as well. I agree that having bad items is not fundamentally a bad thing though. And I also do not agree with the idea that everything needs to be designed around avoiding "no-brainers&quo...

Thursday, 27th December 2018, 21:21

Forum: Game Design Discussion

Topic: Remove clubs

Replies: 17

Views: 2124

Re: Remove clubs

I may use club instead of dagger.

Monday, 17th December 2018, 21:31

Forum: Game Design Discussion

Topic: Power spiral

Replies: 23

Views: 3057

Re: Power spiral

Huge agree on portal entrance vaults upon announcement. I think this will shrink the gap between weak and strong characters in finding the portals hugely, and I'm very over trying to find these based on the messages.

Friday, 7th December 2018, 00:45

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 3541

Re: Change manuals for gnolls

In the 2nd case the manual isn't interesting - at most the char may train some point extra of that skill, or earlier, because it is cheaper, but that will change almost nothing. But it feels good. Not everything needs to be a decision, sometimes it's just nice to find stuff which helps you in a str...

Friday, 16th November 2018, 16:53

Forum: Game Design Discussion

Topic: rework Beogh

Replies: 23

Views: 2830

Re: rework Beogh

I personally find that item gifting with beogh is very onenote once you understand how monster attacking works, because you always want to give your orcs fast polearms if they don't have them. I would definitely be in favor of choosing who to promote though. Or anything that makes orc filtering less...

Sunday, 11th November 2018, 01:46

Forum: Crazy Yiuf's Corner

Topic: Skill titles thread

Replies: 6

Views: 858

Re: Skill titles thread

a lot of people dislike "merry" because it's not badass but that's actually what makes it good

Thursday, 8th November 2018, 02:17

Forum: Crazy Yiuf's Corner

Topic: I object!

Replies: 7

Views: 1091

Re: I object!

draining resistance might be ok.

Tuesday, 30th October 2018, 04:15

Forum: Game Design Discussion

Topic: melee and missile noise

Replies: 13

Views: 1760

Re: melee and missile noise

I think that ranged noise should definitely happen at the attacker's tile, not where it hits. It's better for gameplay and the flavor can be argued either way just fine(some weapons it makes more sense for most of the noise to happen at the attacker, like shooting a crossbow, others more sense at wh...

Friday, 19th October 2018, 00:49

Forum: Game Design Discussion

Topic: Ancestor not blocking or being blocked with line of sight

Replies: 6

Views: 949

Re: Ancestor not blocking or being blocked with line of sigh

This is the first I've heard of Hep being considered weak.

Wednesday, 3rd October 2018, 03:56

Forum: Dungeon Crawling Advice

Topic: Ashenzari, equipment slots, and general advice (GnWz)

Replies: 22

Views: 2105

Re: Ashenzari, equipment slots, and general advice (GnWz)

I don't think I would describe that as interface screw, just doing a couple different actions instead of one action. Maybe my standards are weird though.

Tuesday, 2nd October 2018, 00:07

Forum: Dungeon Crawling Advice

Topic: Ashenzari, equipment slots, and general advice (GnWz)

Replies: 22

Views: 2105

Re: Ashenzari, equipment slots, and general advice (GnWz)

Of your spelllibrary animate dead\skeletons are the only spells really good but allies interact badly with ranged combat - at best, they are an annoying interface screws You could get portal projectile, though. And there's nothing wrong with standing back as zombies melee things, and then start sho...

Tuesday, 2nd October 2018, 00:02

Forum: Crazy Yiuf's Corner

Topic: Idea: Higher chance of unique monsters and random portals

Replies: 7

Views: 1178

Re: Idea: Higher chance of unique monsters and random portal

This is true. Sometimes randomly getting very strong is a big part of what makes roguelikes popular, it scratches a skinner-box esque itch. There's always(or often) a feeling you could find something awesome that makes you really powerful, and for a lot of people, that is the main draw.

Thursday, 27th September 2018, 22:11

Forum: Crazy Yiuf's Corner

Topic: how to open doors

Replies: 9

Views: 1300

Re: how to open doors

Aren't ugly things fast

Thursday, 27th September 2018, 21:08

Forum: Dungeon Crawling Advice

Topic: Deadliest unique per floor

Replies: 11

Views: 1471

Re: Deadliest unique per floor

By that logic Lernaean hydra ought to be nerfed because it has huge kill rate, but that kinda ignores all the things that are good at killing lerny and how most people who die to it are just tabbing around through swamp

Thursday, 27th September 2018, 04:29

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 5054

Re: Species Proposal: Yokkaso

What's the value in replacing "dryad" with "dryad, except most people won't recognize it"?

There are reasons people commonly crib from certain fantasy archetypes.

Saturday, 22nd September 2018, 00:12

Forum: Dungeon Crawling Advice

Topic: DsTm of Okawaru, 3rd rune advice

Replies: 16

Views: 1726

Re: DsTm of Okawaru, 3rd rune advice

duvessa wrote:If you think this was wack, you really don't understand how much non-buckler shields sucked in old versions.
It stuck around longer than that though. People were saying not to use shields as late as 0.14 in some places.

Friday, 21st September 2018, 20:25

Forum: Crazy Yiuf's Corner

Topic: New Crawl players will never get to experience...

Replies: 57

Views: 7331

Re: New Crawl players will never get to experience...

You super do not need to stash in this game anymore.

Friday, 21st September 2018, 20:24

Forum: Dungeon Crawling Advice

Topic: DsTm of Okawaru, 3rd rune advice

Replies: 16

Views: 1726

Re: DsTm of Okawaru, 3rd rune advice

There was also a period where it was "conventional wisdom" to never use shields which was pretty wack

Thursday, 20th September 2018, 03:08

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 5054

Re: Species Proposal: Yokkaso

pointedly not mentioning conjurations

Tuesday, 11th September 2018, 22:29

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 4361

Re: Remove Summoner Kill Experience Penalty

Is "pure summoner" an archetype that should be supported in Crawl? Is standing back and summoning waves of creatures for every fight interesting gameplay? Crawl doesn't have pure invokers, pure charmers, pure translocators, or pure evokers to name a few despite these being very strong sch...

Wednesday, 5th September 2018, 22:04

Forum: Game Design Discussion

Topic: No Potion Petition for mummies

Replies: 25

Views: 2720

Re: No Potion Petition for mummies

No potions is what makes mummies interesting. And to some extent bad apts putting them lower than normal on the skill curve, but that's not as big of a deal.

Thursday, 23rd August 2018, 18:04

Forum: Game Design Discussion

Topic: Bring back player ghosts

Replies: 10

Views: 1101

Re: Bring back player ghosts

Please don't, ghosts are stairdance city.

Thursday, 23rd August 2018, 18:03

Forum: Game Design Discussion

Topic: Classify backgrounds into difficulty

Replies: 54

Views: 5683

Re: Classify backgrounds into difficulty

Doing this thing where you brush aside anyone else's opinion when they don't have "evidence" when anyone who knows anything about statistics knows your evidence is clearly flawed and not something to make assumptions based on isn't doing you any favors

Monday, 20th August 2018, 01:00

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 8284

Re: Tournament rules can cause health problems

I have largely stopped playing DCSS but I feel I ought to chime in and say that tournaments in the past have been not only bad for my sleep schedule, but also my participation in college. I would be highly in favor of limiting time allotted towards tournament games per day, and maybe over the course...

Wednesday, 1st August 2018, 19:53

Forum: Dungeon Crawling Advice

Topic: Why do monsters sometimes shout when they wake up...

Replies: 7

Views: 1026

Re: Why do monsters sometimes shout when they wake up...

Must have been the wind.

Wednesday, 27th June 2018, 23:34

Forum: Dungeon Crawling Advice

Topic: Got Sent to Abyss. Need Help.

Replies: 18

Views: 1872

Re: Got Sent to Abyss. Need Help.

Abyss is easy to escape from for high level characters like yours ever since they made the change that makes an exit portal pop up once you kill enough stuff.

Wednesday, 27th June 2018, 23:32

Forum: Game Design Discussion

Topic: ogre magic testing

Replies: 37

Views: 4745

Re: ogre magic testing

I always think of ogres as being at least twice as tall as a normal person.

Friday, 22nd June 2018, 20:57

Forum: Game Design Discussion

Topic: ogre magic testing

Replies: 37

Views: 4745

Re: ogre magic testing

aren't oni supposed to be huge

Sunday, 17th June 2018, 01:33

Forum: Game Design Discussion

Topic: Am I the only one who gets disorientated in Shoals?

Replies: 4

Views: 892

Re: Am I the only one who gets disorientated in Shoals?

I definitely think that the amount of bright background tiles in shoals is not good. I often look at the screen for a bit before locating things, my eyes don't focus well on enemies there.

Sunday, 17th June 2018, 01:31

Forum: Dungeon Crawling Advice

Topic: How can I survive this?

Replies: 8

Views: 1336

Re: How can I survive this?

Why wouldn't you just play a normal RPG instead, then? So much of games like this is based around the concept of permadeath.

Friday, 1st June 2018, 02:14

Forum: Crazy Yiuf's Corner

Topic: New realtime speedrun WR: 26:44 by p0werm0de

Replies: 5

Views: 971

Re: New realtime speedrun WR: 26:44 by p0werm0de

I actually think it's gonna take years for anyone to get a run good enough to beat this.

Friday, 1st June 2018, 01:37

Forum: Crazy Yiuf's Corner

Topic: New realtime speedrun WR: 26:44 by p0werm0de

Replies: 5

Views: 971

Re: New realtime speedrun WR: 26:44 by p0werm0de

Hell yeah. I knew it could be done, it was just a question of when.

I was considering doing some speedruns again but now it's gonna be purely for fun because I'm not putting in the time to try and get the rng required to beat that lmao
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