Search found 746 matches

Tuesday, 28th November 2017, 07:04

Forum: Game Design Discussion

Topic: Should Spell-books take up inventory slots still?

Replies: 29

Views: 7907

Re: Should Spell-books take up inventory slots still?

But that would remove their use as a weapon. Not that that is really very useful after the very early game. I don't think that's a big loss. I might even consider it a positive, personally. The mechanic is really clunky (it's a lot of inventory management and key presses), uninteresting from a game...

Monday, 20th November 2017, 04:03

Forum: Game Design Discussion

Topic: Don't offer to wear a ring in the same slot as the same ring

Replies: 7

Views: 2456

Re: Don't offer to wear a ring in the same slot as the same

In any scenario where the new ring is curse, you can still just swap the old ring out for the other ring you were wearing. So this makes the scenario where you want to equip a second identical ring slightly more convenient, but makes the scenario where you want to check if a ring is curse or not by ...

Tuesday, 14th November 2017, 08:56

Forum: Game Design Discussion

Topic: Wand Autopickup Suggestion

Replies: 3

Views: 1607

Re: Wand Autopickup Suggestion

I think they've discussed having a general rule that anything you drop automatically has autopickup turned off. I'm not sure if it's on the "to do" list or has been rejected for some reason.

Sunday, 12th November 2017, 00:57

Forum: Game Design Discussion

Topic: Remove hidden malus from dodging/shields

Replies: 6

Views: 2440

Re: Remove hidden malus from dodging/shields

The shield malus against multiple enemies also is one of the 3 or 4 situations that try to give some tactical depth to Crawl, I wouldn't remove it for this. But getting attacked by multiple enemies at once is already penalized by the fact that you're getting attacked by multiple enemies at once. Sh...

Sunday, 12th November 2017, 00:54

Forum: Game Design Discussion

Topic: Make food take 0 auts to eat.

Replies: 6

Views: 2594

Re: Make food take 0 auts to eat.

Some time ago I thought of something related, that imho is the prosecution of your proposal. Right now, there is a division between food and hunger: you have the food in your inventory and your hunger metre. I think that this division should be deleted. Have food take no room in the inventory, and ...

Friday, 10th November 2017, 06:10

Forum: Game Design Discussion

Topic: Wands

Replies: 2

Views: 1503

Re: Wands

How about instead of having a bunch of different wand types, potentially stacked as proposed, we just carry one wand. Turn all wand drops into charge packs for your wand. Sounds like this essentially is the same as just making wands not take up inventory space. Which would be convenient, whether it...

Tuesday, 29th August 2017, 08:28

Forum: Game Design Discussion

Topic: Remove Dexterity

Replies: 65

Views: 22954

Re: Remove Dexterity

Another idea might be to include a dex-based play style in the game that does not render itself obsolete on reaching the late game. The stabber play style is no good in Crawl, as no matter how much DEX you have, your stealth will always be ripped from you when approaching more than one monster, and...

Sunday, 4th June 2017, 08:39

Forum: Game Design Discussion

Topic: helmets suck

Replies: 8

Views: 4090

Re: helmets suck

I think that it's random transient mutations that suck. Mutations rarely do something that inventory items don't. Elemental and magic resists, AC, SH, Gourmet, regeneration, EV, flight all do something that non-artifact items do. If your mutations are stable, you can count on them and select which ...

Sunday, 28th May 2017, 08:27

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41451

Re: Remove Beogh

@Implojin: DCSS is not a commercial title. It can never have the kind of brand that carefully planned and marketed games like the AAA titles you mention have. Undertale isn't exactly a big-budget AAA title. There are plenty of small indie games that have good stories without huge budgets or marketi...

Saturday, 27th May 2017, 06:08

Forum: Game Design Discussion

Topic: Add an inscription for not picking up an item

Replies: 1

Views: 1047

Re: Add an inscription for not picking up an item

or I found it in a vault where I know there's degeneration I'd say such vaults just shouldn't exist. It's pure spoileriness with no redeeming quality. Vaults that are guaranteed (or even just more likely) to have a specific unidentified item shouldn't exist. If an item in a vault is guaranteed to h...

Wednesday, 10th May 2017, 09:47

Forum: Game Design Discussion

Topic: Let spells use the ranged weapon/quiver interface

Replies: 16

Views: 5398

Re: Let spells use the ranged weapon/quiver interface

I think option 1 of the OP's suggestion might work, actually. There might be some way to select some conjurations to be your "quiver list" (a screen like the autopickup screen) and then, with autofight_throw and autofight_throw_nomove, you could spam your "quivered" spell with t...

Tuesday, 9th May 2017, 09:07

Forum: Game Design Discussion

Topic: Let spells use the ranged weapon/quiver interface

Replies: 16

Views: 5398

Re: Let spells use the ranged weapon/quiver interface

Is this necessary? I usually macro "/" to the spell I typically spam as a conjurer-style character. Or "F1", "F2" or "1", "2" etc. work well too. Having a macro for your main spell that you change every time you switch to a new main spell is basical...

Tuesday, 9th May 2017, 04:50

Forum: Game Design Discussion

Topic: Let spells use the ranged weapon/quiver interface

Replies: 16

Views: 5398

Let spells use the ranged weapon/quiver interface

The quiver interface is really nice for making ranged weapons with multiple ammo types be a lot less clunky. When you want to shoot a bunch of poison needles at an enemy, instead of the game prompting you for what type of needle you want to use every single shot, you just quiver your poison needles ...

Sunday, 30th April 2017, 08:11

Forum: Game Design Discussion

Topic: The definitive flying/drowning/terrain reform thread

Replies: 22

Views: 7161

Re: The definitive flying/drowning/terrain reform thread

I agree with all of this for the most part. The much lesser-known interaction of frost breath knocking back flying players should also be removed for the same reason as Airstrike. Overall, flying is too situational to need downsides to balance it, and removing the downsides has the added benefit of ...

Thursday, 27th April 2017, 03:18

Forum: Game Design Discussion

Topic: Is there a reason for vamp weapons to require Full?

Replies: 21

Views: 6963

Re: Is there a reason for vamp weapons to require Full?

Or, if there really needs to be something against swapping in-combat, make vamp weapons like gourmand: they require some time for attunement before the vamp effect starts kicking in. This really could be applied to all brands, with a gradual build-up towards a greater final result. Depends on wheth...

Thursday, 27th April 2017, 03:16

Forum: Game Design Discussion

Topic: Should late-switch gods partially protect against wrath?

Replies: 14

Views: 5230

Re: Should late-switch gods partially protect against wrath?

Add a new zealot background- the Jelly Knight (JK). New players can experiment with Jiyva and everyone can have fun with Jiyva from the start. I think that also falls into the "pointless half-compromise" category. Either there's a concrete reason to keep Jiyva away from new characters out...

Wednesday, 26th April 2017, 00:32

Forum: Game Design Discussion

Topic: Should late-switch gods partially protect against wrath?

Replies: 14

Views: 5230

Re: Should late-switch gods partially protect against wrath?

One good reason is that new players might be tricked into playing Jivya. As it stands now I'd rather see him removed than put in Temple. Chei, Qazlal, and Xom are temple gods. If the goal is to keep new players away from gods that are weird or challenging, then Jiyva isn't the only one who shouldn'...

Monday, 24th April 2017, 03:28

Forum: Game Design Discussion

Topic: Should late-switch gods partially protect against wrath?

Replies: 14

Views: 5230

Re: Should late-switch gods partially protect against wrath?

I'd rather just make Jiyva a temple god, personally, but I guess making Jiyva easier to switch to would be an alternative. It still feels kind of like a pointless compromise to me, though. But I guess I also don't understand why Jiyva isn't a temple god in the first place. I get the impression that ...

Saturday, 22nd April 2017, 19:46

Forum: Game Design Discussion

Topic: Proposal: simplify needles

Replies: 7

Views: 2775

Re: Proposal: simplify needles

Shard1697 wrote:I still think that distraction+unaware/confusion should be shown by white/yellow ???'s, and sleep/paralysis should be shown by white/yellow zzz's, respectively


That would be an improvement, but I think new symbols entirely would be better.

Friday, 21st April 2017, 00:37

Forum: Game Design Discussion

Topic: Unify commands for picking up items

Replies: 15

Views: 3987

Re: Unify commands for picking up items

Not to beat a dead tavern horse, but this problem is also solved if you remove food or at least remove chunk eating. The suggestion here is ok as a band-aid fix but the long term solution to chunk management is to remove chunks. There's also always the "goldify food" option that came up r...

Thursday, 20th April 2017, 00:53

Forum: Game Design Discussion

Topic: Proposal: simplify needles

Replies: 7

Views: 2775

Re: Proposal: simplify needles

I imagine part of the confusion between paralysis and sleep comes from the fact that paralysis is, like sleep, represented by several Z's in tiles, despite being a very different effect. It would be nice to change that.

Sunday, 9th April 2017, 07:31

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 44745

Re: Real-world references

A pretty trivial reflavor of Beogh would be to change "messiah" to "chosen one." "Chosen One" is basically the exact same concept as a messiah, it's just a generic term mostly associated with prophecies in fantasy settings, rather than Abrahamic religions. Cut out water...

Sunday, 26th March 2017, 07:10

Forum: Game Design Discussion

Topic: "squelch" monster gear (was: Trim pointless monster gear)

Replies: 27

Views: 8021

Re: Trim pointless monster gear

While I think item squelching in general is a good idea, there are some weird cases that could make it complicated. For example, the existence of brand weapon scrolls can make duplicate weapons not necessarily worthless in some weird cases. It's rare, but still worth considering whether it is litera...

Monday, 20th March 2017, 01:14

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7421

Re: A nice change of pace.

It's an interesting balance. I don't like monolithic vaults too much because of duvessa's point, but I like when the entire level is linked together mechanically. Maybe there could be some middle ground with a set of themed vaults that have to appear in sets, but are still subject to some randomisa...

Saturday, 18th March 2017, 21:36

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38982

Re: Balancing the Council God

This god is no longer a "combo god", which was the original aim of the god The original aim of the god was the god of floating weapons and weapon swapping, with the "attacking while moving" mechanic being there to promote weapon swapping. Then it became just the god of attacking...

Saturday, 18th March 2017, 20:59

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 16631

Re: Replace permafood with a single generic food item

I believe they tried an experimental branch in the past where chunks were removed but enemies had a chance to drop permafood and it was rejected. I don't know all the details of why, just that it's been tried and the devs decided it didn't work.

Saturday, 18th March 2017, 20:57

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38982

Re: Balancing the Council God

This god is no longer a "combo god", which was the original aim of the god The original aim of the god was the god of floating weapons and weapon swapping, with the "attacking while moving" mechanic being there to promote weapon swapping. Then it became just the god of attacking...

Friday, 17th March 2017, 22:54

Forum: Game Design Discussion

Topic: You can't see any monster there!

Replies: 1

Views: 1085

Re: You can't see any monster there!

It would also be nice if tab would work in these situations. Overall the game pretending you can't actually see a monster in this case feels more like an interface screw than a mechanic.

Friday, 17th March 2017, 08:55

Forum: Game Design Discussion

Topic: Ring of flight

Replies: 6

Views: 2185

Re: Ring of flight

Shard1697 wrote:can't you cancel boots of flight flying whenever you want?

also enemy airstrike flying interaction is stupid


Yes to both.

Monday, 13th March 2017, 20:52

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 16631

Re: Replace permafood with a single generic food item

If food's being condensed to two just chunks and rations, is there any chance it could be goldified and not exist in your inventory? Most characters would just always carry around rations so that does nothing but just give you one less inventory slot. Meanwhile, the decision of whether to leave an i...

Sunday, 26th February 2017, 19:12

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 14127

Re: Playable skeleton species! (Branch inside)

I'll also chime in against the slash/blunt resistances/weakness. A few reasons why: ⋅  It's a distinction that's otherwise ignored by the game, besides hydras. While it's generally pretty intuitive to know whether something is slashing or blunt, I agree with nago that the cognitive load it...

Friday, 24th February 2017, 20:12

Forum: Game Design Discussion

Topic: Item (unrandart) proposal: Lash of the Scorpion

Replies: 8

Views: 3050

Re: Item (unrandart) proposal: Lash of the Scorpion

If it's "of the scorpion" then the brand should be venom. I'm assuming the item was meant to refer to the Mortal Kombat character (who has a move where he shoots out a spear and pulls his enemy towards him if it hits), I would still agree that it should have poison on it to avoid confusio...

Friday, 24th February 2017, 20:08

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17632

Re: ITT: we post species organizations and argue about them

Is "Simple", "Normal", and "Complex" supposed to refer to how complex it is to learn to play the race, or how complex the race's mechanics are? I'd be in favor of going back to "Beginner", "Intermediate", and "Advanced" to avoid this confus...

Friday, 24th February 2017, 01:25

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17632

Re: ITT: we post species organizations and argue about them

I'd prefer to sort it by learning curve, which address both difficulty for new players and weirdness level without biasing newer players into thinking that hard-to-learn species are bad. I'd put most of the easy species in as "easy to learn", make a category after that for human-ish chara...

Thursday, 9th February 2017, 05:06

Forum: Game Design Discussion

Topic: God Missions

Replies: 13

Views: 4518

Re: God Missions

So essentially, some gods would give access to god-exclusive portal vaults that would give a large amount of piety on completion. It's certainly a really cool concept from a flavor standpoint, but it could be a lot of work to implement, and there's the obvious question of whether it's worth the work...

Tuesday, 7th February 2017, 06:37

Forum: Game Design Discussion

Topic: Aut scoring

Replies: 55

Views: 19624

Re: Aut scoring

Would a scaling factor really be complicated to implement? The game already notes when you become a worshipper and when/if you abandon Chei. I had in mind something like just taking the difference of the times and scaling it by some factor. Chei already does weird things like reducing monster spawn...

Monday, 6th February 2017, 23:03

Forum: Game Design Discussion

Topic: Proposal: L7/L8/L9 Poison Spell

Replies: 20

Views: 6664

Re: Proposal: L7/L8/L9 Poison Spell

IIRC, the reason poison doesn't go past level 6 is simply because it's meant to be strong early game, and weak/nonexistent late game. My impression has been that the devs (at least some of them) aren't strictly against making poison more powerful late game, so much as they're okay with it being mos...

Monday, 6th February 2017, 22:52

Forum: Game Design Discussion

Topic: Item Proposal: Crab and turtle-shell shields

Replies: 9

Views: 3322

Re: Item Proposal: Crab and turtle-shell shields

What problem are you trying to solve here? Shields are boring. Not just from the pure numbers/functionalist standpoint favored on this forum but also from a gameworld standpoint. To me the most interesting thing about these new shields is that they become something to hope for or aspire to in the g...

Sunday, 5th February 2017, 00:25

Forum: Game Design Discussion

Topic: Item Proposal: Crab and turtle-shell shields

Replies: 9

Views: 3322

Re: Item Proposal: Crab and turtle-shell shields

I initially interpreted this as an attempt to make shield choice more interesting than just "how much experience are you willing to invest into shields?" But if that's the goal, then adding four shields that are strictly better than existing ones, and in particular none of which are a bett...

Wednesday, 1st February 2017, 22:10

Forum: Crazy Yiuf's Corner

Topic: Boot/glove/Helm/Cloak spawn rate too low

Replies: 25

Views: 8194

Re: Boot/glove/Helm/Cloak spawn rate too low

Sar wrote:
Gozigzag wrote:I still prefer to take natasha and her 2 animated corpses to the exit.

I leave her alive too, she did nothing wrong.


She attacked me on sight, though.

Monday, 30th January 2017, 22:54

Forum: Game Design Discussion

Topic: Playable Species Suggestion: Slime

Replies: 10

Views: 3691

Re: Playable Species Suggestion: Slime

About the mutations: those are necessary. Without armor and jewelery, your defense would be paper thin with no mutations. Well, I was including the "no equipment" part on the list of mutations. Really, it's just that the general concept of "losing equipment slots but getting some inn...

Monday, 30th January 2017, 01:02

Forum: Game Design Discussion

Topic: Re-enable Pakellas

Replies: 11

Views: 3607

Re: Re-enable Pakellas

Which begs the question - why have wands now when all of them intrude on the design space of damage spells? The key difference between wands and conjurations is that wands use charges, a strategic resource, while spells use mana, a tactical one. This mean you can build your character around casting...

Monday, 30th January 2017, 00:22

Forum: Game Design Discussion

Topic: Drowning and draining

Replies: 9

Views: 3043

Re: Drowning and draining

Alternatively: ⋅  Make ring of flight toggle-able instead of temporary (like boots of flight). ⋅  Either remove potions of flight, or make them last until you use stairs (also add the ability to end it early from the 'a' menu). It's now impossible to get stuck anywhere with fligh...

Monday, 30th January 2017, 00:15

Forum: Game Design Discussion

Topic: Playable Species Suggestion: Slime

Replies: 10

Views: 3691

Re: Playable Species Suggestion: Slime

I think I agree with the other posters mostly, but to try to give a bit more information to the OP about the flaws of this design, since he/she is new. There are two main components to this race: The long list of innate mutations, and the gimmick of getting XP through eating instead of killing. Both...

Thursday, 26th January 2017, 02:01

Forum: Game Design Discussion

Topic: Re-enable Pakellas

Replies: 11

Views: 3607

Re: Re-enable Pakellas

With the recent changes to the game as a whole (namely the removal of Heal Wounds and the removal of rods), Pakellas isn't empowering an already powerful play style so much as offering an alternative way to approach the game, which is in line with some of the other deities of Dungeon Crawl and is w...

Wednesday, 25th January 2017, 16:46

Forum: Game Design Discussion

Topic: Minor request for the lone Wanderer

Replies: 6

Views: 2052

Re: Minor request for the lone Wanderer

Wanderers have the extreme possibility of starting with all of your points in hexes, while only being given a blowgun and a single curare needle and nothing else. Maybe they are a little *too* random. That's my feeling too. I don't think Wanderers should get any specific guaranteed weapon, but I do...

Monday, 23rd January 2017, 22:22

Forum: Game Design Discussion

Topic: Allow Octopode to wear cloaks

Replies: 8

Views: 2600

Re: Allow Octopode to wear cloaks

Elitist wrote: If Octopodes are a challenge race in the same vein of Mummy, then please ignore this request.


I was under the impression that octopodes are, indeed, considered a challenge race. Not on the level of mummy, but maybe on the level of felid or formicid.

Monday, 23rd January 2017, 21:22

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41451

Re: Remove Beogh

PowerOfKaishin wrote:Water walking is kinda cool, but that design space could be taken by another god (perhaps one that specializes in water?), I feel like.


I would say that design space is already taken by flying and swimming races (and flight evokables).

Monday, 23rd January 2017, 08:19

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13788

Re: Background idea: Archaeologist (Playable offline)

Keep in mind that archaeologist manuals are substantially smaller than normal manuals (1000 SP instead of 2500). I wasn't aware of that, it definitely helps. I could still imagine some situations where you're better off just holding off to unlock the crate later instead of rushing it, but at the ve...

Monday, 23rd January 2017, 08:17

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41451

Re: Remove Beogh

Water walking exists in other sources than the bible. Personally I can't see any problem with that kind of an ability (or raising dead or whatever). These are things that can happen in a fantasy setting. Beogh's water-walking is a direct reference to the bible and you know it. Whether it should be ...
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