Search found 193 matches
Sunday, 19th April 2015, 11:32
Forum: Game Design Discussion
Topic: fr: recolor downstairs on minimap
Replies: 10
Views: 3322
Sunday, 19th April 2015, 11:08
Forum: Game Design Discussion
Topic: Bring back poisonous chunks
Replies: 88
Views: 24883
Re: Bring back poisonous chunks
I mean, with 12 spellcasting you use so much less food than with 5 it's just blatantly skewed.
Saturday, 18th April 2015, 19:26
Forum: Game Design Discussion
Topic: Bring back poisonous chunks
Replies: 88
Views: 24883
Re: Bring back poisonous chunks
Berder wrote: It's also bad to arbitrariliy penalize magic-centered characters, who are more interesting and diverse than simple melee bashers.
>It's also bad to arbitrarily penalize characters that blast through the game with overpowered ranged combat and solid escape options than simple melee bashers.
Saturday, 18th April 2015, 18:12
Forum: Game Design Discussion
Topic: Bring back poisonous chunks
Replies: 88
Views: 24883
Re: Bring back poisonous chunks
Saturday, 18th April 2015, 08:58
Forum: Game Design Discussion
Topic: Auto pickup in combat when resting for one turn
Replies: 11
Views: 2653
Re: Auto pickup in combat when pressing 5
Saturday, 18th April 2015, 01:19
Forum: Game Design Discussion
Topic: Mummies can be confused by Tarantellas
Replies: 21
Views: 6729
Tuesday, 14th April 2015, 21:46
Forum: Game Design Discussion
Topic: Deep Dwarves
Replies: 14
Views: 4250
Re: Deep Dwarves
Tuesday, 14th April 2015, 21:28
Forum: Game Design Discussion
Topic: Mummies can be confused by Tarantellas
Replies: 21
Views: 6729
Re: Mummies can be confused by Tarantellas
Tuesday, 14th April 2015, 21:25
Forum: Game Design Discussion
Topic: Unique Proposal: Sabin, card shark (playable implementation)
Replies: 18
Views: 4947
Re: Unique Proposal: Sabin, card shark (playable implementat
Goodplayers would probably always avoid it, but i don't see it as a problem since most uniques are that way anyways.
Tuesday, 14th April 2015, 21:13
Forum: Game Design Discussion
Topic: Feedback on Gozag design
Replies: 116
Views: 38948
Re: Feedback on Gozag design
Tuesday, 14th April 2015, 19:51
Forum: Game Design Discussion
Topic: Make mottled dragon hide/armor and rSticky resist webs
Replies: 9
Views: 3995
Re: Make mottled dragon hide/armor and rSticky resist webs
Saturday, 11th April 2015, 16:40
Forum: Game Design Discussion
Topic: Two-Handed Throwing?
Replies: 7
Views: 1871
Re: Two-Handed Throwing?
Thursday, 9th April 2015, 17:09
Forum: Game Design Discussion
Topic: Zot Traps should not be triggered by enemies
Replies: 6
Views: 2033
Wednesday, 8th April 2015, 10:30
Forum: Game Design Discussion
Topic: Weapon choice for Monk
Replies: 40
Views: 10279
Tuesday, 7th April 2015, 07:55
Forum: Game Design Discussion
Topic: More Lair branch types needed
Replies: 28
Views: 7066
Re: More Lair branch types needed
Monday, 6th April 2015, 19:28
Forum: Game Design Discussion
Topic: More Lair branch types needed
Replies: 28
Views: 7066
Re: More Lair branch types needed
mps wrote: Remove orc, make elf a dungeon branch.
But where does one get a plate and $ then
Sunday, 5th April 2015, 10:43
Forum: Game Design Discussion
Topic: More Lair branch types needed
Replies: 28
Views: 7066
Re: More Lair branch types needed
Wednesday, 1st April 2015, 10:43
Forum: Game Design Discussion
Topic: Weapon choice for Monk
Replies: 40
Views: 10279
Re: Weapon choice for Monk
Saturday, 28th March 2015, 19:48
Forum: Game Design Discussion
Topic: Fedhas and Recall
Replies: 1
Views: 894
Saturday, 28th March 2015, 18:27
Forum: Game Design Discussion
Topic: Remove -Tele from Randart Armor Generation
Replies: 17
Views: 5638
Re: Remove -Tele from Randart Armor Generation
Saturday, 28th March 2015, 17:56
Forum: Game Design Discussion
Topic: Remove -Tele from Randart Armor Generation
Replies: 17
Views: 5638
Re: Remove -Tele from Randart Armor Generation
It's boring, tedious, and yet optimal.
I have yet to come across a good reason why 1aut swapping should exist.
Thursday, 26th March 2015, 21:38
Forum: Game Design Discussion
Topic: Make the Robe of Misfortune not unambiguously bad?
Replies: 25
Views: 7047
Re: Make the Robe of Misfortune not unambiguously bad?
Shitton of things are unbalanced in the post-game, and trading most of you ac + other stuff for rTorment is a very interesting tradeoff (though most characters would never use it)
Thursday, 5th March 2015, 23:45
Forum: Game Design Discussion
Topic: Merge Assassin into Hunter
Replies: 59
Views: 16326
Re: Merge Assassin into Hunter
Thursday, 5th March 2015, 15:34
Forum: Game Design Discussion
Topic: New Species: Imp (playable implementation)
Replies: 35
Views: 17493
Re: New Species: Imp (playable implementation)
xentronium wrote:Sandman25 wrote:No, berserkitis is not fun for me, it leads to unavoidable deaths.
And teleportitis doesn't?
Less so than berserkitis, imo. I've had many characters survive with a cursed tele ring on for many floors; It still allows you to run away from fights.
Tuesday, 3rd March 2015, 08:36
Forum: Game Design Discussion
Topic: Problem with "gourm
Replies: 52
Views: 14200
Re: Problem with "gourm
mechanicalmaniac wrote: That's a lot of equipment juggling..
Yeah no.
What would be a lot of equipment juggling, is if it worked like normal amulets.
Sunday, 1st March 2015, 20:47
Forum: Crazy Yiuf's Corner
Topic: Duplicate altar vaults
Replies: 8
Views: 2517
Re: Duplicate altar vaults
Sunday, 1st March 2015, 11:29
Forum: Game Design Discussion
Topic: Merge Assassin into Hunter
Replies: 59
Views: 16326
Re: Merge Assassin into Hunter
Friday, 27th February 2015, 22:26
Forum: Game Design Discussion
Topic: Cloak of Flash, Cloak of Starlight
Replies: 10
Views: 3660
Re: Cloak of Flash, Cloak of Starlight
jejorda2 wrote:Cloak of flash should randomly emit a flash of light that wakes up everything in LOS and has a chance to blind everything that was already awake.
yeah let's add more stuff that can instakill you based on randomness.
Friday, 27th February 2015, 22:22
Forum: Game Design Discussion
Topic: New randart negative properties
Replies: 69
Views: 19432
Re: New randart negative properties
works like torpor snails slow, on you and everything in your los.
or could be evoked for the effect on everything in your los.
can't be blocked by stasis, and the slow lingers after removing the artefact.
Monday, 23rd February 2015, 18:48
Forum: Game Design Discussion
Topic: Major Background Trimming
Replies: 90
Views: 24699
Re: Major Background Trimming
Komodo dragons have no reason to exist now that their gimmick has been removed.
Saturday, 21st February 2015, 11:41
Forum: Game Design Discussion
Topic: Monster gimmick usage
Replies: 54
Views: 14867
Re: Monster gimmick usage
Saturday, 21st February 2015, 06:11
Forum: Game Design Discussion
Topic: Monster gimmick usage
Replies: 54
Views: 14867
Re: Monster gimmick usage
duvessa wrote:I don't agree with this. Do you think Crawl would be better if it had, say, 100 more spells, even if they were as good as the existing ones?Sandman25 wrote:I don't think we should limit number of gimmicks. 60 good gimmicks is better than 20 good gimmicks.
I very much think so.
More stuff = more choices = more fun.
Saturday, 21st February 2015, 06:09
Forum: Crazy Yiuf's Corner
Topic: Proposal: randomized super-abomination for the abyss?
Replies: 17
Views: 4728
Re: Proposal: randomized super-abomination for the abyss?
Having to examine every abomination for optimal play would just be really tedious.
Saturday, 14th February 2015, 15:11
Forum: Game Design Discussion
Topic: Making Curses Interesting
Replies: 25
Views: 6730
Re: Making Curses Interesting
Also i don't see how this would make curses interesting in any way. It would only make you not equip 95% of the stuff you find, cause they might be cursed, and you don't have enough ?identify and/or ?rc.
Saturday, 14th February 2015, 15:02
Forum: Game Design Discussion
Topic: Why is LRD 5 level only?
Replies: 12
Views: 3593
Re: Why is LRD 5 level only?
kuniqs wrote:I still think being able to deal 2d20 damage, 3 tiles away from you for 1 mp, minimal skill investment and a common item is a little ridiculous.
I think that this post is ridiculous.
Thursday, 12th February 2015, 10:22
Forum: Game Design Discussion
Topic: Amulet of accuracy
Replies: 7
Views: 3761
Re: Amulet of accuracy
Wednesday, 11th February 2015, 19:19
Forum: Crazy Yiuf's Corner
Topic: Scroll of Brand Accessory
Replies: 18
Views: 4880
Re: Scroll of Brand Accessory
eharper256 wrote:The +4 Helm of the Knights of Nii:Evoked to cause terror and confusion (Nii!). Plants (Shrubberries) become friendly to you.
this would actually be a cool addition to some fixedart.
Wednesday, 11th February 2015, 18:54
Forum: Crazy Yiuf's Corner
Topic: Unique weapon idea: 'Ataxia'
Replies: 23
Views: 6243
Friday, 6th February 2015, 20:21
Forum: Game Design Discussion
Topic: Display max damage in xv
Replies: 11
Views: 2590
Re: Display max damage in xv
Why not simply show monsters maxdamage to a no resistances 0 GDR character.
One value for ranged damage (spell, projectile, smite)
One value for melee.
Friday, 6th February 2015, 20:13
Forum: Game Design Discussion
Topic: Changes to make Crawl harder
Replies: 146
Views: 47106
Re: Changes to make Crawl harder
Thursday, 5th February 2015, 17:10
Forum: Game Design Discussion
Topic: Changes to make Crawl harder
Replies: 146
Views: 47106
Re: Changes to make Crawl harder
Thursday, 5th February 2015, 16:53
Forum: Game Design Discussion
Topic: Spell proposal: Stasis field
Replies: 21
Views: 7360
Re: Spell proposal: Stasis field
Might be better suited for a god ability thought.
A god of time and space /translocations god.
Monday, 2nd February 2015, 11:18
Forum: Dungeon Crawling Advice
Topic: Rod hunger
Replies: 31
Views: 8198
Re: Rod hunger
Saturday, 31st January 2015, 21:30
Forum: Crazy Yiuf's Corner
Topic: Abyss Scumming
Replies: 3
Views: 1349
Re: Abyss Scumming
Yes, you can scum in both abyss and Pan, with both holding "some" risk, abyss being the less risky one.
Saturday, 31st January 2015, 18:14
Forum: Game Design Discussion
Topic: Ratskin cloak
Replies: 46
Views: 11254
Re: Ratskin cloak
Wednesday, 21st January 2015, 11:07
Forum: Game Design Discussion
Topic: Proposal: Only generate one (non-slime) S branch per game
Replies: 40
Views: 13579
Re: Proposal: Only generate one (non-slime) S branch per gam
Tuesday, 20th January 2015, 00:08
Forum: Game Design Discussion
Topic: Shadow Traps
Replies: 104
Views: 45592
Re: Shadow Traps
Sunday, 18th January 2015, 22:34
Forum: Game Design Discussion
Topic: Skill training restrictions
Replies: 20
Views: 6517
Re: Skill training restrictions
Thursday, 15th January 2015, 07:31
Forum: Game Design Discussion
Topic: Jiyva and transmuters.
Replies: 34
Views: 9583
Re: Jiyva and transmuters.
Wednesday, 14th January 2015, 14:08
Forum: Game Design Discussion
Topic: Add one to all displayed aptitudes (visual only)
Replies: 36
Views: 9034
Re: Add one to all displayed aptitudes (visual only)
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