Search found 61 matches

Wednesday, 9th July 2014, 10:35

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 21548

Re: Korean feedback

You can drop all your scrolls on the floor every time you see a mottled dragon if you want to continue to experience all the excitement of item destruction. For me item dest was more like "hmm, got banished to abyss just when I found nice bunch of blink scrolls. Hope I don't get set on fire by...

Wednesday, 9th July 2014, 07:24

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 21548

Re: Korean feedback

Well, maybe you shouldn't play simple combos like GrBe without setting up your own challenges (like speedrunning?), because it sounds to me like it was a fairly simple combo before weight changes and it is a fairly simple combo after weight changes (meaning, you will encounter life-or-death situati...

Tuesday, 8th July 2014, 14:18

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 21548

Re: Korean feedback

But new mechanics are being added all the time... Just a few examples from recent versions include transient mutations (wretched stars), flaying (flayed ghosts), marking (vault sentinels/alarm traps), shadow step and shadow mimic (Dith), jump attacks (felids)... and I could go on. Not even to menti...

Friday, 13th June 2014, 18:03

Forum: Game Design Discussion

Topic: Buff spells drain mp while active

Replies: 121

Views: 38495

Re: Buff spells drain mp while active

Flight, Cure Poison, and Control Teleport are all AWFUL spells, that yes, absolutely should be removed with extreme prejudice. I just can't help thinking that if controlled teleport is awful it is the games fault and not the effects. It has been a great tool in every single game that has it, both i...

Saturday, 7th June 2014, 07:46

Forum: Game Design Discussion

Topic: Buff spells drain mp while active

Replies: 121

Views: 38495

Re: Buff spells drain mp while active

I do like the idea of buffs draining MP's. The buffs should still have maximum duration based on spellpower. So the buff wears off when duration is over or if you ran out of MP. I think this would encourage people to plan more carefully when using buffs. ps. And since this is sliding to be another h...

Monday, 2nd June 2014, 03:47

Forum: Game Design Discussion

Topic: Stabbing extension

Replies: 22

Views: 6955

Re: Stabbing extension

Patashu wrote:Crawl doesn't need critical hits, and I enjoy that there's no such thing.


Crawl already has crits due to high damage variations (damage spikes). They just aren't called crits. And didn't you just said in that other thread that you like your crawl spiky?

Tuesday, 27th May 2014, 15:36

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20422

Re: Weightless experimental branch playable on CSZO

duvessa wrote:bad features are improved by removing them


No, bad features are removed by removing them. Improving them might result in a good deature. But that requires a lot of work and know-how. Easier just to remove them.

Sunday, 18th May 2014, 08:50

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20422

Re: Weightless experimental branch playable on CSZO

Removing item destruction is something that many people would like to do, and removing item weight really needs to be done alongside it. Item weight's benefits are also extremely questionable (possibly nonexistent), whereas removing the 52 item limit would have some immediate, obvious, really bad c...

Sunday, 18th May 2014, 07:35

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20422

Re: Weightless experimental branch playable on CSZO

Most of us who've played crawl for any length of time have spent many hours messing around with inventory (and "stashes") because of item weights ... Actually at least I've spend time with stashes and and messing with inventory because of 52 item limit and item destruction. Rarely because...

Tuesday, 6th May 2014, 07:08

Forum: Game Design Discussion

Topic: Bad Mutation Proposals

Replies: 24

Views: 6215

Re: Bad Mutation Proposals

reaver wrote:It is true that there is a lack of bad mutations. Sometime in the next couple weeks I'm going to make Vinestalker's no device heal mutation a normal bad mutation with 2 levels.


This is so going to rock if you get it while playing a deep dwarf.

Saturday, 22nd March 2014, 06:19

Forum: Game Design Discussion

Topic: Combining elemental evokers

Replies: 29

Views: 6459

Re: Combining elemental evokers

Except that this different method would eliminate the many, many undesirable things the current system does. That might be, but I see it causing new problems aswell. How many large rocks you can carry, how many javelins, how many potions... You would need to set a limit based on str for each item t...

Saturday, 22nd March 2014, 05:19

Forum: Game Design Discussion

Topic: Combining elemental evokers

Replies: 29

Views: 6459

Re: Combining elemental evokers

There could just be cap on the number of large rocks you can carry, maybe make it strength dependent. So before you could carry only x stones because they weight so much and now you could carry only x stones because you have high enough str. In other words get rid of item weight and them mimic the ...

Wednesday, 19th March 2014, 16:53

Forum: Game Design Discussion

Topic: Improved Odds on Successful Enchant Weapon

Replies: 19

Views: 5377

Re: Improved Odds on Successful Enchant Weapon

I believe the reason that success rates are set as they are is to encourage people to possibly enchant multiple weapons, either in sequence (enchant a trident even though you know you will replace it) or in parallel (enchanting both a antimagic and a freezing great mace in the endgame). The only se...

Sunday, 9th March 2014, 05:43

Forum: Game Design Discussion

Topic: New Djinn

Replies: 21

Views: 6853

Re: New Djinn

Djinn had it's chance and failed at it. Just let it rest in peace. This is a bad attitude. What if claws had abandoned the Vaults:5 layout change after the initial negative feedback? What if Gargoyles had been abandoned after the failure of the self-petrification ability? What if the rune lock was ...

Saturday, 8th March 2014, 18:12

Forum: Game Design Discussion

Topic: New Djinn

Replies: 21

Views: 6853

Re: New Djinn

Djinn had it's chance and failed at it. Just let it rest in peace.

Wednesday, 12th February 2014, 18:37

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33536

Re: Vaults:5, the rim, and subvaults

duvessa wrote:
Zammy wrote:
duvessa wrote:You're ready for new V:5 if you have ctele or shatter, otherwise you're not, pretty simple.


So you say it's impossible for FoBe to be ready ever since it can't use either.
That sounds about right, yeah.


Poor FoBe :(
The only Fo I've won with.

Wednesday, 12th February 2014, 18:15

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 23016

Re: Proposal: Remove Ecumenical Temple

2) The temple is an important milestone yes, but so is joining a religion. You can just replace your "I found the temple" milestone with "I joined a religion." Just as meaningful, but actually quite more meaningful. If someone needs to see a yellow greater-than symbol to feel a ...

Wednesday, 12th February 2014, 16:39

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 23016

Re: Proposal: Remove Ecumenical Temple

What is so important in a 'milestone' if you reached it several hundred times? I'd rather call a milestone a moment you receive first piety star, which is much more meaningful than finding some creepy place of worship. Well we all have different definitions for milestones. For me they are, for exam...

Wednesday, 12th February 2014, 11:58

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33536

Re: Vaults:5, the rim, and subvaults

Sprucery wrote:
Zammy wrote:
duvessa wrote:You're ready for new V:5 if you have ctele or shatter, otherwise you're not, pretty simple.


So you say it's impossible for FoBe to be ready ever since it can't use either.


No, FoBe just has the additional requirement to be able to deal with Trog's wrath :)


I stand corrected.

Wednesday, 12th February 2014, 11:25

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33536

Re: Vaults:5, the rim, and subvaults

duvessa wrote:You're ready for new V:5 if you have ctele or shatter, otherwise you're not, pretty simple.


So you say it's impossible for FoBe to be ready ever since it can't use either.

Wednesday, 12th February 2014, 11:17

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 23016

Re: Proposal: Remove Ecumenical Temple

It annoys me when I find the temple, but it is guarded by OOD monsters and/or uniques and I do not even want to come nearby. Not always I can find easily the temple, which sometimes leads to boring autoexplore just to find the entrance on the last uncovered tile of D4-D7. With overflow altars I sti...

Sunday, 2nd February 2014, 17:34

Forum: Game Design Discussion

Topic: Sticky flame is too good at annihilating scrolls

Replies: 33

Views: 12964

Re: Sticky flame is too good at annihilating scrolls

I wrote a branch that did something like this. Fire effects gave the Scroll- status and ice gave Potion-. If you tried using the items, it carried a 50% chance of destruction. I don't recall anyone liking it. Might be because of the 50% chance. At least I don't like playing 50/50 roulette on item t...

Saturday, 1st February 2014, 21:45

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21178

Re: Please bring back Lamia

duvessa wrote:
Zammy wrote:If you really want to take all elements of surprise from crawl I just ask what will you have left?
A test of actual player skill.


In a game much less fun. Don't know about you, but I play for fun.
Dude, this is not chess.

Saturday, 1st February 2014, 21:05

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21178

Re: Please bring back Lamia

Uniques being spoilery can be an issue, but taking 80dam in one turn for no reason other than the fact that you didn't read spoilers is fine uh What does it take for something to be a problem? Does it have to kill players in real life, like some kind of bad horror movie? It surely is not a problem ...

Thursday, 30th January 2014, 18:13

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21178

Re: Please bring back Lamia

I certainly don't agree that branches need their own uniques (in fact I would like to get rid of all three of Arachne, Polyphemus, and the Lernaean Hydra, I find them completely uninteresting). Do you want to add special uniques for Depths, Lair, Orc, Elf, Crypt, Tomb, Temple, Vaults, Blade, and Ab...

Thursday, 30th January 2014, 17:09

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21178

Re: Please bring back Lamia

But uh, Lamia was basically just a greater naga except more boring. So now there are only greater nagas. That's way more boring than having Lamia around. At least I'd welcome more specials even if they are boring/too similar to eachother/weak/whatever. To me they bring up the flawour in the middle ...

Tuesday, 21st January 2014, 09:54

Forum: Game Design Discussion

Topic: Portalize Pan

Replies: 15

Views: 4980

Re: Portalize Pan

As I see it, this proposal would just make pan more safe and much quicker to go through. Now, when I'm wandering in pan I need to spend some resources and might even find something worthwhile. And every time I enter a new pan level I'm hoping not to drop straight into lesser pan lords lair filled wi...

Monday, 20th January 2014, 20:15

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80530

Re: New God: Seth, the Shadow King

Just out of curiosity, what happens if a demonspawn gets ignite blood mutation?
And also Dithmengos didn't mind at all that I summoned several fire-breathing dragons to light up the dungeon. Quite inconsistent from our new god.

Saturday, 18th January 2014, 09:07

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13701

Re: god of insane killers (split from Seth, the Shadow King)

I don't know why you think I'm mad. I just think that mental illness stigmatization is a big problem in North America and the OP's proposal is emblematic of that. Surely I can think these things, and have a reasoned discussion about these things, without being angry, can't I? I think this is just u...

Friday, 17th January 2014, 12:08

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13701

Re: god of insane killers (split from Seth, the Shadow King)

You're missing a lot of the subtleties of the situation. For example, the Gods of Lovecraft's works are usually metaphors for some other, more tangible concepts, like guilt, mortality, knowledge, or science. In that light, his works become more like parables against becoming obsessed with those ide...

Thursday, 16th January 2014, 14:21

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 376459

Re: I don't love it when...

My very first crawl game.
I had no clue that felids are a challenge race so I ventured forth with my felid necromancer.
I encounter a rat which I valiantly triumphed.
Second monster was a goblin, he had a +2+2 shortsword of electorcution...

Thursday, 16th January 2014, 13:08

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13701

Re: god of insane killers (split from Seth, the Shadow King)

I know, if you re-read my reply you'll notice that I never mentioned they were the same in your description. Rather, I'm objecting to the fact that you've created an evil god who only evil people will worship that gives you schizophrenia (and makes you self harm). That is, you're tacitly insinuatin...

Wednesday, 15th January 2014, 20:10

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12630

Re: Toxic feedback

This sums up the situation pretty well:
http://www.penny-arcade.com/comic/2004/03/19

Wednesday, 15th January 2014, 10:07

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13701

Re: god of insane killers (split from Seth, the Shadow King)

This just comes off as tasteless, frankly. Well don't know about that. In my last orc game I did so many things the proposed god likes. I ate fellow orcs, I killed monsters of my kind, I used poisons, drained life from my enemies, and generally just insanely hacked every singe living or undead bein...

Wednesday, 8th January 2014, 08:48

Forum: Game Design Discussion

Topic: make a melee attack always be 1 turn

Replies: 18

Views: 4421

Re: make a melee attack always be 1 turn

I must say I really don't get why OP thinks it's bad to be able to kite with melee attacks. Tedious? So how is it any less tedious than kiting with magic/ranged? And there have been several occasions where I want to distribute the fast attacks to several monsters and not all to just one. Like hittin...

Friday, 27th December 2013, 11:22

Forum: Crazy Yiuf's Corner

Topic: Crazy proposal: a species who doesn't train skills

Replies: 17

Views: 5060

Re: Crazy proposal: a species who doesn't train skills

It's somewhat interesting mathematically, but how would you justify a percentage-based creature existing in a fantasy world that at least tries to be convincing? Just how does crawl try to be convincing? There is zero backstory on anything. Someone has hidden runes that no-one actually needs to get...

Thursday, 26th December 2013, 10:31

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11249

Re: Unfair Death (Drowning)

You wash up on the last tile of shallow water or dry land that you visited. Alternatively, you could wash up on the closest tile of shallow water or dry land. Isn't that much obvious? It obvious that you'll sink like a rock because all the stuff you are carrying. But hey, maybe that would be an opt...

Saturday, 21st December 2013, 17:20

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32462

Re: Make Haste similar to new Swiftness

I find it rather disrespectful and obnoxious that you take the possibility of replacing Fo stasis by -Tele an experienced player brought up and for which he gave good arguments and then twist it into this nonsense because you somehow feel like people won't get how good haste is without being just t...

Saturday, 21st December 2013, 15:16

Forum: Game Design Discussion

Topic: Proposal: potion to remove Drainedstatus

Replies: 26

Views: 7422

Re: Proposal: potion to remove Drainedstatus

I like the new drain; it's a bad, noticeable effect which you have to earn your recovery. If there was a potion for it, you can bypass the earning part of it, which seems a bit cheaty to me. I hate the new drain. But I feel that it now works as it should. Draining is something that should be feared...

Saturday, 21st December 2013, 15:11

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32462

Re: Make Haste similar to new Swiftness

Well this has quickly turned into comparing haste with swiftness. I don't get why shuch a comparison is needed in the first place, haste can be perfectly well be viewed on its own. I totally agree with Sandmans original post that haste would deserve the "swiftness treatment". Furthermore I...

Thursday, 12th December 2013, 21:00

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34868

Re: MR

Zammy: But you want is not "Your precise MR value is 35" but rather "The Ogre Mage's banishment has a 35% chance to succeed." The latter information is definitely valuable, the former not at all without further knowledge. (Of course, I am against either number, but the percentag...

Thursday, 12th December 2013, 20:47

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34868

Re: MR

You've been arguing that MR should be numerical because AC/EV are numerical. Yet, this reasoning doesn't apply to XP. Because it's flawed. Well you really can't compare all values in the game and argue that if value A is reasonable to represent as a bar/numer/whatever then value B should too. When ...

Thursday, 5th December 2013, 13:49

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9250

Re: Breaking the Pinata

2. It removes a historical source of tedium that has spawned multiple kludges to fix. You think killing monsters is tedious? But then, what isn't? What's the meat of the game if it isn't killing monsters? Yeah, I bet I'm not the only one who likes to see chunks of meat fly around when I blast the p...

Monday, 2nd December 2013, 20:36

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67440

Re: Rune lock

Yeah, that was the other approach. We did consider and discuss it, you know? But we think the rune lock is better. Runes are already keys, I don't see what's clunky kludge about locking the Vaults entry. Crawl is all about safety, and to entice players into doing a dangerous vault at XL15 when they...

Sunday, 1st December 2013, 10:20

Forum: Game Design Discussion

Topic: Remove fleeing

Replies: 27

Views: 7672

Re: Remove fleeing

We could write an AI you couldn't beat. It would be really no fun. ... This game would bear no resemblance to anything you'd enjoy playing. Surely there must be something between "incredibly stupid drooling blob" and "super smart and unbeatable". I feel it's rather weird that ev...

Monday, 25th November 2013, 15:10

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 16811

Re: Let fighters start with a buckler

What I don't understand here, is that so many claim that every backround should (or even must) branch into magic. And the whole point for OP seemed to be to make the use of magic easier for fighters. Is there really so severe imbalance between non-casters and casters? The better players tend to adv...

Monday, 25th November 2013, 11:09

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100118

Re: Formicids (Was: Dwants)

I lost two great Fo (Fi and VM) in Shoals:2 and Snakes:5 in a very stupid way, so I can't comment properly yet about end-game and so on, but my impression too is that -2 hp is quite too rough combined with the statis thing - removing teleport and especially haste is probably the harshest thing in t...

Sunday, 24th November 2013, 19:42

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100118

Re: Formicids (Was: Dwants)

Gr is a good comparision, since they too are in the -2 Hp category - except they are intentionally fragile because they are so indestructible. Formicids have none of that, and they also have stasis and rPois- slapped into the mix. Sure, they can wield twohanders with shields - but how often do you ...

Sunday, 24th November 2013, 13:04

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 16811

Re: Let fighters start with a buckler

What I don't understand here, is that so many claim that every backround should (or even must) branch into magic. And the whole point for OP seemed to be to make the use of magic easier for fighters. Is there really so severe imbalance between non-casters and casters? Fighter might be a bit of an un...

Friday, 22nd November 2013, 17:34

Forum: Crazy Yiuf's Corner

Topic: New Spell - Blessed Aura - Level 8

Replies: 27

Views: 7375

Re: New Spell - Blessed Aura - Level 8

Holy effects come from good gods, not magic. A Holy spell or spell school doesn't make sense. In the same manner you could argue that some unholy effect, such as transforming yourself into a lich, should be effects of evil gods only. The problem isn't, as I see it, that holy effects could not exist...
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