Search found 193 matches

Sunday, 19th April 2015, 11:32

Forum: Game Design Discussion

Topic: fr: recolor downstairs on minimap

Replies: 10

Views: 3322

Re: fr: recolor downstairs on minimap

edit: nevermind gray blends with the explored too much

Sunday, 19th April 2015, 11:08

Forum: Game Design Discussion

Topic: Bring back poisonous chunks

Replies: 88

Views: 24883

Re: Bring back poisonous chunks

B-b-b-but all those characters have way too high investment on spellcasting so they can't really be counted
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

And here i was under the impression that magic is balanced around foodcost of the spells but hurr durr i can't speedrun blasting lvl 6 spells with 5 levels in spellcasting so MORE PERMAFOOD PLZ

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

However, I still think that the behavior I propose is better in a great majority of situations. If a player is advanced enough to grasp these fine details, he won't have a problem with deactivating auto pickup for that particular turn. In the rest of situations, the usability is improved, in my opi...

Saturday, 18th April 2015, 01:19

Forum: Game Design Discussion

Topic: Mummies can be confused by Tarantellas

Replies: 21

Views: 6729

Re: Mummies can be confused by Tarantellas

Give them Confusing Touch

Tuesday, 14th April 2015, 21:46

Forum: Game Design Discussion

Topic: Deep Dwarves

Replies: 14

Views: 4250

Re: Deep Dwarves

Just remove Deep dwarves from Tournament play or something, but removing them from the whole game would just be idiotic; They are a unique race, and many people actually enjoy playing them as they are. (+ they are a gateway to many first wins/learning the game)

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

Mummies are OP anyways. Good to see some monsters make them less so.

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

Sounds extremely cool, and I'd love to see it added.

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

The joining fee is completely pointless and largely detrimental - it's perfectly realistic to run into a situation where you plan to join Gozag all along only to find out you can't. At best Gozag gives you a shot at getting additional bling for your atheist-ish character . That's pretty much it. So...

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

I would sometimes pick this armor just to make spider far less annoying, even if i lost some ac doing so.

Saturday, 11th April 2015, 16:40

Forum: Game Design Discussion

Topic: Two-Handed Throwing?

Replies: 7

Views: 1871

Re: Two-Handed Throwing?

Throwing (with maybe the exception of large rocks) isn't overpowered, and neither is shields. (especially on small species, which this change would affect dramatically) You would nerf both of them by a lot, with your reasoning being flavor? Also, it would just be another interface screw, and i doubt...

Wednesday, 8th April 2015, 10:30

Forum: Game Design Discussion

Topic: Weapon choice for Monk

Replies: 40

Views: 10279

Re: Weapon choice for Monk

what if they started with an amulet of clarity?

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

Fortress, portals, randomly on the ground, etc. What I have in mind for a "fortress" branch would be something like four floors of bailey and gnoll-castle-ish layouts with a moat/cavern area around it, monsters a mix of what you expect in orcish mines and baileys, with stairs down going i...

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

each lair branch should have a chance of spawning as a Abyssified/(or&)cryptified version of itself. like 1/4 or so of the tiles and monsters would be from those places, with the monster strength being adjusted accordingly so it isn't impossible to clear them. (no tier 1 demons for example) Eldr...

Wednesday, 1st April 2015, 10:43

Forum: Game Design Discussion

Topic: Weapon choice for Monk

Replies: 40

Views: 10279

Re: Weapon choice for Monk

I like the idea of Monk being able to start with a low tier starting weapon. Seems like a good way to balance some of the Zealot background removals and it favours all temple gods equally unlike those backgrounds. Should be probably renamed to Priest though Priest implies that you're trying to spre...

Saturday, 28th March 2015, 19:48

Forum: Game Design Discussion

Topic: Fedhas and Recall

Replies: 1

Views: 894

Re: Fedhas and Recall

Make mushrooms not able to Go up/down stairs.

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

Fast swapping is needed because one pip of resistance can cut damage by 50%. If it weren't possible to swap to your ring of fire when you see a fire giant, it would instead be optimal to retreat back to the stairs, go up, then swap to your ring of fire, then come back down to fight it. Talk about t...

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

Just make Swapping take 10 auts for all items.
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?

Torment doesn't exist, why is this a problem?
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

I don't see the overlap between these 2 backgrounds at all. Only thing they have in common is that they have a way to deal ranged damage, and both the damage type and the way they deal it is different. I Play my assassins as stealth stabbers that use their needles as a panic button/use them on tough...

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? :P

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

Should there only be one catholic church? Having two altars near each other clearly shows that this god has a strong following in the area, and enough supporters to require two churches. Which is why any god altar besides Jiyva in lair makes me laugh - this god is very popular with the frogs! But g...

Sunday, 1st March 2015, 11:29

Forum: Game Design Discussion

Topic: Merge Assassin into Hunter

Replies: 59

Views: 16326

Re: Merge Assassin into Hunter

Sleep/para needle assassin would be the same thing - those needles are extremely rare, at present, and unless that was changed, focusing on stealth/throwing to be a needle-based stabbing character would be a very bad idea. (But, again, one that's implied to be a good idea by assassin's starting ski...

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

how about a new property, *slow (though it's probably a positive one)
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

Sheep should stay just because of that Xom vault.

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

More stuff = more choices = more fun. For spells I'll set aside the "learning cost". Assuming that some spells are better-designed than others, then with a fixed spellbook generation rate and fixed average book size adding more spells makes it less likely to get those well-designed spells...

Saturday, 21st February 2015, 06:11

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14867

Re: Monster gimmick usage

duvessa wrote:
Sandman25 wrote:I don't think we should limit number of gimmicks. 60 good gimmicks is better than 20 good gimmicks.
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?

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?

I think that abyss already has it's fill of gimmicky monsters, without even counting the fact that every monster can generate there (except pan and hell stuff i guess)
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

I don't think anyone would ever play Ash after this.
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

It would be fine for it to give base 2 accuracy and that would increase the longer you have it on, to max 4-7? would reset back to 2 every time you remove it.

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

Re: Unique weapon idea: 'Ataxia'

I LIKE THAT IDEA

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

Does it need to calculate all of your resistances and GDR etc?
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

I personally would be interested to see more optional extended (mostly because i find Zigs very unfun, haven't even beaten one fully yet), but i don't think it should be anywhere near top priority in the "to do"-list.

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

Losing characters to overuse of the teleport ring like you mention isn't really what the ring is about. The scrolls and wand+recharge make teleport from other sources plentiful and equally potentially fatal. I think the ring is more about having the ring identification game and access to remove cur...

Thursday, 5th February 2015, 16:53

Forum: Game Design Discussion

Topic: Spell proposal: Stasis field

Replies: 21

Views: 7360

Re: Spell proposal: Stasis field

What if it blocked smithing from sources outside the field? Or even those inside it?
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

Evocations should reduce rod hunger more than it currently does. spriggans need to be quite conservative of rod usage, even though they have one of the best apts for it. also compared to spells and their hunger (that can be reduced to 0 by 2 ways) you don't get your guaranteed spell from the rod and...

Saturday, 31st January 2015, 21:30

Forum: Crazy Yiuf's Corner

Topic: Abyss Scumming

Replies: 3

Views: 1349

Re: Abyss Scumming

I do not get the point of this thread.
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

I think it's 100% fine for unrands to not have flashy gimmicks. This And some of them have some rally nice flavor so it's always sad to see them removed. One of the things is enjoyed the most as a new player were the flavor text related to items/unrands and unique monsters. I will always much rathe...

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

Why exactly was the rune-lock even implemented? It's basically nothing but an annoyance to the few characters that are strong enough to go straight for vaults, skipping the annoyance that is the S branches (spider webs/deep&shallow water/snakes) And to other characters, it holds no meaning since...

Tuesday, 20th January 2015, 00:08

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 45592

Re: Shadow Traps

Actually a time-bomb version would be really neat and interesting, although fairly similar to an alarm trap, Or perhaps the trap could summon one critter at a time at short intervals for a period of time, this would let you run away without requiring you fight everything, and allow some positioning...

Sunday, 18th January 2015, 22:34

Forum: Game Design Discussion

Topic: Skill training restrictions

Replies: 20

Views: 6517

Re: Skill training restrictions

Just like with shields, you should be allowed to train magic schools if you have a book in your inventory, which has spells from those schools in it.

Thursday, 15th January 2015, 07:31

Forum: Game Design Discussion

Topic: Jiyva and transmuters.

Replies: 34

Views: 9583

Re: Jiyva and transmuters.

Maybe there should be an god-ability that lets you negate the whole stat-shuffle at will, but it would reduce your piety gain. So either you let your stats shuffle or you may not be able to cure all the bad muts you get from jiyva and mutating monsters. I mean the stat-shuffle fits the flavor and al...

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)

The way it is, an aptitude difference of 1 always means the same thing, in a certain sense. The way you suggest is just completely arbitrary. Yes, the percentage numbers are prettier, but that doesn't matter because they are not shown anywhere. But they are shown, inside the game, as numbers. And i...
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