Search found 193 matches

Wednesday, 14th January 2015, 13:04

Forum: Game Design Discussion

Topic: Add one to all displayed aptitudes (visual only)

Replies: 36

Views: 9036

Re: Add one to all displayed aptitudes (visual only)

It's really not all that hard to figure it out. Relative to skill level 0 we get: -5: 42.0% as fast -4: 50.0% as fast -3: 59.5% as fast -2: 70.7% as fast -1: 84.1% as fast 0: 100% as fast 1: 118.9% as fast 2: 141.4% as fast 3: 168.2% as fast 4: 200.0% as fast 5: 237.8% as fast Is there a logical re...

Wednesday, 24th December 2014, 22:55

Forum: Game Design Discussion

Topic: Why can't all weapons roll all egos?

Replies: 19

Views: 5478

Re: Why can't all weapons roll all egos?

don't take vampirism away from swords
muh flavour.

Monday, 22nd December 2014, 17:30

Forum: Game Design Discussion

Topic: Weapon auto-id tweak

Replies: 7

Views: 2369

Re: Weapon auto-id tweak

just a little offtopic: Why aren't magical staves auto-id'd on pickup/sight? It's quite irritating having to try each and every one of them on before finding the one you want to use. Especially when 99% of the time they don't generate before curses are completely meaningless. (At least on trunk this...

Monday, 22nd December 2014, 15:23

Forum: Game Design Discussion

Topic: Scorpions

Replies: 9

Views: 2759

Re: Scorpions

how about giving them reach? with the tail n all

Sunday, 26th October 2014, 10:32

Forum: Game Design Discussion

Topic: Limit ammo brands by ammo type (Further)

Replies: 14

Views: 3663

Re: Limit ammo brands by ammo type (Further)

I'd be fine with poisoned projectiles (with the exception of needles) being gone altogether. And the "returning"-brand isn't all that interesting either. i would make arrows have "flame" and "dispersal" bolts have "penetration", "steel" and "fro...

Friday, 3rd October 2014, 17:07

Forum: Game Design Discussion

Topic: "cursed" items

Replies: 5

Views: 2023

Re: "cursed" items

Imho curses fine as a mechanic but ?remove curse should be rarer

Sunday, 14th September 2014, 14:12

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 29765

Re: Bring itemdest back (and corrosion, maybe)

imho the only reasonable way to implement item destruction back is making it not random, and more controllable. -attacks themselves do not destroy items, but can inflict a "on fire/freezing" -effect on the player (this applies to standing on fire/ice clouds as well) -while player has this ...

Friday, 12th September 2014, 17:39

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 16452

Re: Mutations

imho you should never get more than 1 type of scales mutations, because
1) they clunk up the mutation list
2) almost none of the level 1 scales are interesting, since most of them only give you AC (and a unnoticeable boost in some other thing, like -1dex or 2SH)

Sunday, 7th September 2014, 08:01

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 16452

Re: Mutations

I don't think eating mutagenic corpses and drinking !mutation and then drinking !cure mutation to maintain a laundry list of intrinsics on your A page sounds very fun. That's my point. The interface is much worse and clunkier than (e.g.) armor, for one thing, and I don't see how it confronts the pl...

Saturday, 30th August 2014, 16:19

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 16452

Re: Mutations

I like this idea.
currently mutations and "managing" them is boring.
and you hardly ever get any before Zot/Pan

Saturday, 2nd August 2014, 22:12

Forum: Crazy Yiuf's Corner

Topic: Remove death ;-)

Replies: 14

Views: 3388

Re: Remove death ;-)

What's the point of score if you can create orb of zot (I think?) on the first turn and just ascend? You're free to mess up your scoreboard that way. Wizmode is a decent learning tool for the less experienced players imo. (allowing you to continue when you die)(that is, if you don't abuse the other...

Saturday, 2nd August 2014, 21:00

Forum: Crazy Yiuf's Corner

Topic: Remove death ;-)

Replies: 14

Views: 3388

Re: Remove death ;-)

It would be cool if Wizmode registered scores in a different scoreboard or just labeled them as Wizmode scores.

Sunday, 13th July 2014, 09:24

Forum: Game Design Discussion

Topic: New Race: Gnome

Replies: 24

Views: 8349

Re: New Race: Gnome

Why would you ever quaff potions when there is only like 20% chance they will help you, and the same chance to kill you

Sunday, 13th July 2014, 09:16

Forum: Game Design Discussion

Topic: evocable consumables

Replies: 18

Views: 4636

Re: evocable consumables

I don't see why recharging should be lowered. They are very rare anyways. I usually find 1-3 in the main dungeon (D,L+branches,V,Depths,Z)
you would always just stash/use them anyways the moment you found them cause they are so powerful and you don't want them destroyed.

Saturday, 5th July 2014, 12:30

Forum: Crazy Yiuf's Corner

Topic: Roguelike(likes) in Steam Summer Sale

Replies: 33

Views: 10536

Re: Roguelike(likes) in Steam Summer Sale

yeah you'll easily sink 10-20h into One way heroics.
I bought it a way back when it first came out and saw it on reddit, and now installed it again when i noticed they gave steam keys for earlier purchases. And sunk another good 10 hours on it.

Thursday, 3rd July 2014, 23:40

Forum: Crazy Yiuf's Corner

Topic: Vagante (DCSS inspired rogue-lite in open alpha)

Replies: 16

Views: 5057

Re: Vagante (DCSS inspired rogue-lite in open alpha)

Steel Neuron wrote:The spelunky influence IMO is on the shop mechanics (you can also attack the shopkeeper) and some platforming elements.

I think those platforming elements have been around since the 90's

Thursday, 3rd July 2014, 14:51

Forum: Crazy Yiuf's Corner

Topic: Vagante (DCSS inspired rogue-lite in open alpha)

Replies: 16

Views: 5057

Re: Vagante (DCSS inspired rogue-lite in open alpha)

Looks cool.
I'll probably try it out and keep an eye on it, for a while at least.

Tuesday, 1st July 2014, 13:48

Forum: Crazy Yiuf's Corner

Topic: Conflicting Rules

Replies: 17

Views: 3743

Re: Conflicting Rules

Ballistomycetes create interesting scenarios especially when Uniques have spawned on the same level.

There is no reason for not being able to autotarget them with spells though.

Thursday, 26th June 2014, 22:18

Forum: Crazy Yiuf's Corner

Topic: Roguelike(likes) in Steam Summer Sale

Replies: 33

Views: 10536

Re: Roguelike(likes) in Steam Summer Sale

Magicite http://store.steampowered.com/app/268750/ (I have heard from a reliable source that this is a roguelike, but it looks more like off-brand Terraria to me, so ok) This one is more of a Spelunky-like and very shitty one at that. I advise against buying it. You just chop trees every game for t...

Monday, 23rd June 2014, 18:17

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 12088

Re: Food proposal

Glaciate does poor damage as a long range, which is why you invest in level 9s in the first place, it's a nerfed version of ice storm. are you serious? :D but by then most characters casting heavy conjurations will have a staff of energy or amulet of the gourmand anyway, so hunger isn't serving to ...

Monday, 23rd June 2014, 11:21

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 12088

Re: Food proposal

Imo hasting should use up ~the same satiation as berserk (maybe 500 or so), in addition to the +5 hunger/turn it already gives.

Sunday, 22nd June 2014, 19:59

Forum: Crazy Yiuf's Corner

Topic: Deep Elf Priests of Exactly What?

Replies: 22

Views: 5311

Re: Deep Elf Priests of Exactly What?

I always imagined elves being demon worshippers so Mkahleb could be another choice.

Saturday, 21st June 2014, 23:55

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 12088

Re: Food proposal

You only hunger frequently if you don't eat past "full" or even up to that point, You will notice that a full four fifths of all the races can't do this without finding equipment or wasting resources. Yes, if you eat chunks. Permafood, not so much, and permafood is quite plenty. You won't...

Saturday, 21st June 2014, 22:31

Forum: Game Design Discussion

Topic: Food proposal

Replies: 39

Views: 12088

Re: Food proposal

Food is an inconvenience because currently, you hunger quite frequently Yeah no. You only hunger frequently if you don't eat past "full" or even up to that point, or constantly spam high level spells/god abilities. That is if you don't play fast metabolism species. I also think that most ...

Thursday, 19th June 2014, 23:52

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 9514

Re: Holy Enemies

I would like to see someone explain how turning holy monsters always hostile decreases tedium.
All it does is remove a shitton of flavor, for no other reason than "muh streamlined as possible gaem"

Thursday, 19th June 2014, 22:17

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 9514

Re: Holy Enemies

Velikolepni wrote:Having neutral monsters in no way ever took away from my enjoyment of the game and in some cases greatly contributed to it.

This.

Wednesday, 18th June 2014, 22:55

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 19525

Re: What is the viability of a no-reading race?

tasonir wrote: breaking the weak, pathetic heart of the player with the possibility of what could have been each and every time.

That is what i aimed for.

Wednesday, 18th June 2014, 21:52

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 19525

Re: What is the viability of a no-reading race?

Cursed equipment breaks on equip.

Wednesday, 18th June 2014, 21:42

Forum: Game Design Discussion

Topic: Remove Dragon Slaying brand

Replies: 30

Views: 9599

Re: Remove Dragon Slaying brand

@Kittenz: You should play a draconian some time: https://crawl.develz.org/mantis/view.php?id=6856 Ouch. I don't like draconians because their mutation are somewhat boring compared to Ds & i like muh body armour :mrgreen: Also a randomization between 1% and 150% bonus damage seems incredibly ret...

Wednesday, 18th June 2014, 21:34

Forum: Game Design Discussion

Topic: Remove Dragon Slaying brand

Replies: 30

Views: 9599

Re: Remove Dragon Slaying brand

Does the dragon-slaying brand even exist in any other weapons than the Wyrmbane? If it's generated on enemies it's kinda stupid and only shits on Draconians while everyone else is unaffected. (EDIT: forgot dragon form takes the extra damage as well) I don't think i've seen any dragon-slaying branded...

Wednesday, 18th June 2014, 10:37

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 9514

Re: Holy Enemies

I just entered the holy pan as a TSO-worshipper and slaughtered everything :/ Didn't feel right. Also with most of the monsters removed from holy pan (/abilities removed), it was quite boring. I also missed phoenixes :( Imo they were the coolest holy enemy, but i admit they were kinda problematic. B...

Thursday, 12th June 2014, 08:18

Forum: Game Design Discussion

Topic: Making +acc more useful

Replies: 49

Views: 13747

Re: Making +acc more useful

What about a GDR-like effect, where high acc doesn't increase max damage but just makes it less likely to hit at the low end of the damage range the weapon has already achieved through base type, enchantment, skill, etc.? Like GDR, it would reduce swinginess. This makes sense to me because increasi...

Wednesday, 11th June 2014, 14:03

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8344

Re: Make Ash more consistent

What about just giving the player the ability to curse equipment by (p)raying over it? It'd be thematic, and it would be easily counterbalanced by simply reducing the number of remove curse scrolls in the game. At least in my humble opinion, the need to have a glut of these things for Ash worshippe...

Wednesday, 11th June 2014, 08:12

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8344

Re: Make Ash more consistent

How about everything curses on equip, but you have a high piety cost ability that makes Ash remove the autocurse from one equipment slot. (could also be used to apply the autocurse back to said equipment slot) (could also be limited to 1 slot at a time)
And removing the curse scrolls.

Tuesday, 10th June 2014, 09:23

Forum: Crazy Yiuf's Corner

Topic: Post here when you go dith and don't use Shadow Form

Replies: 36

Views: 9114

Re: Post here when you go dith and don't use Shadow Form

I've played him twice and only used the Shadow Step. Both died because of boredom. I just don't get what I'm supposed to achieve with Shadow Form.

Saturday, 7th June 2014, 22:19

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8344

Re: Make Ash more consistent

rchandra wrote:Cursing all the items you're wearing when you join Ash for the first time would solve that and not be intrusive.

This is something i would absolutely love.

Saturday, 7th June 2014, 22:12

Forum: Game Design Discussion

Topic: Spell proposal: Multicast

Replies: 6

Views: 1977

Re: Spell proposal: Multicast

lvl 4 is far too low, especially in a single school. nagdon's propositions are more like it, and even those are quite powerful.

Thursday, 5th June 2014, 21:37

Forum: Game Design Discussion

Topic: Okawaru tweak: Dedicate Battle

Replies: 1

Views: 978

Re: Okawaru tweak: Dedicate Battle

Some toggleable auto-sacrifice when walking over corpses would be cool. I don't like the other things you suggested though.
But i hear they are removing chunks, so corpse saccing might be gone anyways and replaced with a better mechanic.

Thursday, 5th June 2014, 21:22

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19117

Re: Proposal: Mummy Improvement

Is stat recovery based on time or exp gained like drain? it seems like this has come up before but didn't find a clear answer by searching.
It could be a good idea to give mummies a tick or a half or Sustain abilities.

Thursday, 5th June 2014, 20:35

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19117

Re: Proposal: Mummy Improvement

confuse is not big reason for mummy early game deaths, where they are very very fragile, so i have no idea why you people keep obsessing over, making it sound like some huge flaw that needs immediate fixing.

Wednesday, 4th June 2014, 08:50

Forum: Game Design Discussion

Topic: Starting Combos with Equipment Screws

Replies: 15

Views: 4036

Re: Demigod Monks

They could start with a potion of berserk rage. or might.
Or a ring of sustenance.

Wednesday, 4th June 2014, 08:45

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19117

Re: Proposal: Mummy Improvement

I think the main point was to make mummies more interesting, not to make then significantly more powerful.
And auto-id would accomplish that quite well imho.

Tuesday, 3rd June 2014, 22:06

Forum: Crazy Yiuf's Corner

Topic: Contam and "try to see" problem

Replies: 4

Views: 1665

Re: Contam and "try to see" problem

How would a person know how well he can dodge/cast spells in an armor he has never used?

I don't see a reason for this to be implemented. It would be a whole different deal if equipment could have +10 dex or something crazy like that.

Tuesday, 3rd June 2014, 21:54

Forum: Game Design Discussion

Topic: Proposal: Mummy Improvement

Replies: 70

Views: 19117

Re: Proposal: Mummy Improvement

This would be quite cool actually. The identification could be limited to non-artifact items only though.

Sunday, 1st June 2014, 09:11

Forum: Crazy Yiuf's Corner

Topic: What is wrong with Crawl

Replies: 23

Views: 6941

Re: What is wrong with Crawl

Ghouls are a cool and unique race, and i dont think anything is wrong with them past the "wait for your food to rot & you need to eat all the time" - problem. I'm all for Demigod rework and a slight buff to Mummies Torment gets overused a lot. I do not think its a bad mechanic by itsel...

Monday, 26th May 2014, 08:15

Forum: Crazy Yiuf's Corner

Topic: Proposal: Better Background Names

Replies: 70

Views: 18510

Re: Proposal: Better Background Names

NessOnett wrote:But Pyromancer sounds far better.

It does not sound any better than Fire Elementalist, especially when all the other spell schools follow the same simplified naming. (and/or the naming changes on those would be far worse then the current ones.)

Sunday, 25th May 2014, 16:50

Forum: Game Design Discussion

Topic: Acidic Dissolution Expansion

Replies: 19

Views: 6535

Re: Acidic Dissolution Expansion

Notably, however; where currently anything enchanted to +5 or higher becomes corrosion immune, making it completely non-noticeable to most games, the system is instead changed so that items become more likely to corrode the nicer they are. this would just be retarded. The acid pool spell would be a...

Saturday, 24th May 2014, 07:38

Forum: Game Design Discussion

Topic: Smoothen Cheibriados' progression

Replies: 11

Views: 3082

Re: Smoothen Cheibriados' progression

Can we do this and set the passive to the highest piety you've had, instead of fluctuating on invos? I mean, suddenly speeding up a bit and losing two points in all my stats because I used slouch is annoying. Especially if it leaves to being encumbered (Yes, I know item weights may be leaving, so t...

Saturday, 24th May 2014, 07:36

Forum: Crazy Yiuf's Corner

Topic: Proposal: Better Background Names

Replies: 70

Views: 18510

Re: Proposal: Better Background Names

Fighter -> Knight (Kn)
Skald -> Battle Mage (BM)
Artificer -> Evoker (Ev)

these would be fine.

Friday, 23rd May 2014, 08:25

Forum: Crazy Yiuf's Corner

Topic: Nessos vs. Cheibriados

Replies: 67

Views: 23163

Re: Nessos vs. Cheibriados

I like this.
PreviousNext

Return to advanced search

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