Search found 76 matches

Saturday, 1st July 2023, 22:23

Forum: Game Design Discussion

Topic: Pakellas Reborn

Replies: 0

Views: 6041

Pakellas Reborn

Burn twice as bright. Burn half as long. Description Pakellas was once a minor god of invention. However, not so long ago, followers of Pakellas attempted a blasphemous experiment: tried to supercharge their god with faith. The result almost destroyed their god, transforming Pakellas into an explos...

Saturday, 22nd July 2017, 11:07

Forum: Game Design Discussion

Topic: Remove rPois

Replies: 17

Views: 7352

Re: Remove rPois

I don't think poison needs buffing or poison resistance needs nerfing. Poison is highly capable of being dangerous without poison resistance, and still manages to play a role in combat even with poison resistance. True, the threat of poison tapers off as the game goes on, but that seems like a delib...

Monday, 17th July 2017, 15:18

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 13866

Re: Player ghosts are still a bad game mechanic

I'm going to side with the camp that opposes player ghosts. They just seem like a holdover from a time when the design philosophy of DCSS was less established, back when item destruction seemed like a good idea. I mean, if player ghosts didn't exist and someone suggested an idea for a unique that ha...

Sunday, 16th July 2017, 16:11

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12048

Re: rename/reflavor demigods to something awesomer

The obvious mythological creatures to fill the godless niche are fomorians, jotunn or titans. I guess "demigiants" would work if you wanted to keep the "Dg" thing going. Alternatively, if you want to make Crawl even zanier than it already is, making them aliens with no concept of...

Thursday, 1st June 2017, 00:18

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41265

Re: Remove Beogh

I'm not really much of a Beogh player, but here's my provervial two pieces of gold. Flavour: Whilst I can see the whole "haha, evil Jesus" thing being... well... immature and silly, I think it's possible to still have that but not in a mean-spirited kind of way. Mythology, fantasy and RPGs...

Thursday, 27th April 2017, 22:50

Forum: Crazy Yiuf's Corner

Topic: Time for the biennial tasonir edits the wiki thread

Replies: 101

Views: 34529

Re: Time for the biennial tasonir edits the wiki thread

I'm fairly sure Ballistomycetes were removed in 0.17, though maybe they're still in the game under a Fedhas Madash ability? I dunno. If not, the entry for Fedhas Madash needs updating. As does the entry for Giant Spore, regardless. Also the List of Plants too, I guess, whilst we're at it.

Thursday, 27th April 2017, 21:36

Forum: Game Design Discussion

Topic: Reflavor formicid arms

Replies: 5

Views: 2397

Re: Reflavor formicid arms

Wait. That's the part of formicid lore that confuses people. Let's recap. They're burrowing ant people (because, you know, that's the first animal you think of when you think of a digging animal; not moles or badgers or anything sensible like that, but ants) with a stasis effect applied to them beca...

Sunday, 23rd April 2017, 12:05

Forum: Game Design Discussion

Topic: Deep Dwarf vampiricism should heal MP not HP

Replies: 20

Views: 6947

Re: Deep Dwarf vampiricism should heal MP not HP

I don't want to be the guy who says this in every DD thread, but their main gimmick is bad and we should all feel bad. I should probably post this in another thread but, seeing as though we're all hating on Deep Dwarves anyway, I thought I might as well propose my DD-fix. My view is that we already...

Monday, 17th April 2017, 00:47

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 44124

Re: Real-world references

Re: Eurocentrism I think it's pretty clear that a lot of Crawl is based on Western Culture or, more specifically, Western Pop Culture. I mean, most examples of exoticism are either things Crawl cribbed from D&D, or stuff that's vaguely entered into the Western collective consciousness. Stuff li...

Monday, 4th April 2016, 10:52

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7123

Re: Race proposal: golems

Whilst there are certain details about this proposal that might need to be worked on, I think the concept of it is a great one. A race designed to allow you to play a streamlined version of Crawl? There's definitely a certain appeal to it, so long as it doesn't make everything too streamlined.

Monday, 4th April 2016, 10:48

Forum: Game Design Discussion

Topic: God Proposal: Udums, the God of Improbability

Replies: 15

Views: 4493

Re: God Proposal: Udums, the God of Improbability

Edited my orginal post. Decided to move away from anything resembling savescumming. The idea is neat, but doesn't really match with the design principles of Dungeon Crawl, so far as I understand them, anyway. That said, I am a little concerned that the alternate suggestions open up the door to a com...

Friday, 25th March 2016, 22:12

Forum: Game Design Discussion

Topic: God Proposal: Udums, the God of Improbability

Replies: 15

Views: 4493

Re: God Proposal: Udums, the God of Improbability

I feared that this idea would be impossible to implement. I assume it's basically Undo and Redo that get in the way of everything. With Undo, I suppose you could change the nature of it slightly. Instead of recording and undoing a set amount of turns, it instead keeps a tally of how much damage each...

Monday, 21st March 2016, 21:00

Forum: Game Design Discussion

Topic: God Proposal: Udums, the God of Improbability

Replies: 15

Views: 4493

God Proposal: Udums, the God of Improbability

The Random Number God. Udums was once the god of cause and effect. But Udums grew tired of one thing leading to the other, with no room for randomness or chance. So Udums shattered causality into a thousand shards, each shard splintering a thousand more times; actuality giving way to possibility. U...

Wednesday, 25th November 2015, 12:40

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Scrollless Species (Now With Spellcastin

It's not even that defensive bonuses are necessarily bad, but your original concept seems to basically just mash up a bunch of defensive bonuses front other races. A defensive bonus that's more novel and feels different from a Gargoyle or Deep Dwarf would be fine. At first I wasn't sure what you've...

Saturday, 21st November 2015, 12:31

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Scrollless Species (Now With Spellcastin

Anyway, even if a scroll-less species doesn't require a bonus as superficially exciting as 8 rings or 2-handers with shields, there's still a problem with the high innate defeses proposed by the OP: it's been done before. Multiple times. Deep Dwarves and Naga both have major downsides with great de...

Tuesday, 10th November 2015, 10:53

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Scrollless Species (Now With Spellcastin

In other words, DD is composed of two things: their healing/d-shaving mechanics, and everything else. We can isolate the latter as the basis for a new species, and the former is better removed or relegated to a God anyway. Wow. I've never really thought about it before but, now that you mention it,...

Wednesday, 4th November 2015, 23:49

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Spellless and Scrollless Species

Why "spells are treated as being one level higher" rather than just giving them -Wiz? Mainly because I wanted the increase in difficulty of casting spells to rise exponentially with spell level. And the simplest way to do that was to tie it in with the pre-existing mechanics relating to s...

Wednesday, 4th November 2015, 20:20

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Spellless and Scrollless Species

So, there's been several people saying that the idea of not being able to cast spells is too limiting from the perspective of enjoyability. I tend to agree with them. In fact, as I've said, it was one of my biggest concerns with this species. They are too niche. However, I also didn't want to abando...

Tuesday, 3rd November 2015, 10:55

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Spellless and Scrollless Species

@dpeg Cheers. I think I agree with you about the species being potentially uninteresting to players, in fact that's one of my biggest problems with them. That's probably the reason behind the overpoweredness you noticed. It didn't entirely stem from me trying to compensate for lack of spellcasting....

Monday, 2nd November 2015, 09:26

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Spellless and Scrollless Species

Oh, there are also a couple more ideas that I've been going back and forth on, unsure if they'll make the cut. Wand Recharging Basically, I've been contemplating the idea of giving iron dwarves the ability to recharge wands, just like deep dwarves. It seems like a good idea, considering how dependen...

Monday, 2nd November 2015, 09:24

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Iron Dwarf, the Scrollless Species (Now With Spellcasting)

These dwarves are said to have once mined so deep that they unearthed the Iron City of Dis. The legends say that they managed to escape from the demonic hordes, collapsing the mine after them, but their bodies were tainted with demonic iron magic. Over the next several generations, their bodies sta...

Friday, 30th October 2015, 22:20

Forum: Game Design Discussion

Topic: New Race Idea: Salamander

Replies: 9

Views: 2737

Re: New Race Idea: Salamander

I tend to agree that a less fancy race suggestion for fiery dudes would be a bad idea. Sure, the idea of a new race that's similar to any number of pre-existing races appeals to me from the perspective of novelty. But it's really only the novelty of it that appeals to me. On the subject of novelty, ...

Friday, 30th October 2015, 00:03

Forum: Game Design Discussion

Topic: Remove amulet of rMut

Replies: 45

Views: 13814

Re: Remove amulet of rMut

I like Pollen_Golem's idea of changing the way malmutators work. The contamination idea is one I've even considered suggesting before. It makes a lot of sense as it utilises a system that already exists. Even if contamination isn't a good way to go with it, for whatever reason, it could still involv...

Sunday, 3rd May 2015, 07:12

Forum: Game Design Discussion

Topic: Abyss refactor suggestion

Replies: 7

Views: 2008

Re: Abyss refactor suggestion

@Wahaha That's basically pretty similar to ideas I've been dwelling on for a while. I like the idea of the difficulty of the Abyss increasing more gradually. It allows for a more interesting set-up in terms of depth mattering. For example, it allows for depth-of-banishment to be more callibrated to ...

Friday, 1st May 2015, 18:38

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 37368

Re: Feedback on Gozag design

Why god of gold and greed gives effects of a potions directly? This ability belongs in the arsenal of not-yet-existent Alchemy god. See, it's funny, ever since I first saw people complain about the potion thing not really fitting with the theme of a gold god, I thought that Gozag would work better ...

Monday, 27th April 2015, 21:22

Forum: Game Design Discussion

Topic: God idea: Jorgrhiss, demonic serpent

Replies: 60

Views: 21724

Re: God idea: Jorgrhiss, demonic serpent

Hmm... I feel I have little to add other than seconding the views of others. This is an interesting idea. Though there'd probably need to be some divine ability to stop players from dying of their own poison. Possibly at the cost of piety, or just an ability that players may take for granted. Err......

Monday, 27th April 2015, 20:46

Forum: Crazy Yiuf's Corner

Topic: How would you sex the gods?

Replies: 51

Views: 17736

Re: How would you sex the gods?

I made my own interpretation with Paint. Can you recognize them all? :p http://imgur.com/hzBFUHX Lemme see... (spoilered because it's quite long) Veiled Lady... Lugonu Big Brute... Beogh Crying Child... Xom Bound Blonde... Ash Dark Thingy... Dith Armoured Guy... Okawaru Slime... Jiyva Throned Skeli...

Sunday, 26th April 2015, 21:30

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MiFi^Makh, First 15 Rune Ascension

Replies: 1

Views: 1055

YAVP: MiFi^Makh, First 15 Rune Ascension

Dungeon Crawl Stone Soup version 0.16.1 (console) character file. 13015883 Bob the Skullcrusher (level 27, 216/243 (245) HPs) Began as a Minotaur Fighter on Apr 26, 2015. Was the Champion of Makhleb. Escaped with the Orb ... and 15 runes! The game lasted 08:43:51 (124044 turns). Bob the Skullcrushe...

Friday, 24th April 2015, 21:21

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 7356

Re: Abyss and the gods

Banishment — should take severity/power of the banishment source into account: early banishment (distortion weapon on D:4) should send characters to Abyss:1, Elf:3 banishment to Abyss:3. Can either use absdepth of the banishment source, or player XL, or banisher HD, or perhaps another scale. [Ratio...

Saturday, 18th April 2015, 14:53

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 654353

Re: Generic Brainstorming!

Unwanted Unrands Arbablade: An impracticle weapon for an improbable hero. When wielded normally it behaves as a great sword, but it can also fire bolts as an arbalest. Miror Shield: A large shield with a reflective surface. Has the reflection ego, but also causes Stlth-- due to it constantly reflec...

Thursday, 16th April 2015, 22:03

Forum: Game Design Discussion

Topic: New Portal: Dwarven Factory

Replies: 12

Views: 3426

Re: New Portal: Dwarven Factory

I'm always a sucker for portals that are a little gimmicky. I love wizlabs and have probably put an ungodly amount of time into trying to think up interesting ideas for late-game portals that make use of seldom-used mechanics. Now, if I were to implement an idea based around the rotunda concept, I'd...

Thursday, 16th April 2015, 20:54

Forum: Game Design Discussion

Topic: Deep Dwarves

Replies: 14

Views: 4090

Re: Deep Dwarves

Hmm... I've seen a lot of stuff relating to deep dwarves lately. I think a problem might be that, as crawl has changed, the whole "no natural healing" thing has gradually become a bit redundant for deep dwarves. One of the best solutions I've seen is to completely remove any form of healin...

Monday, 6th April 2015, 12:42

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 37368

Re: Feedback on Gozag design

In my mind, at least initially, Gilding was a multiple time deal that cost gold. However, I started to err on it being a big one-time thing, when I realised that the alternative might make it into a glorified version of enchanting equipment. I know that mechanically it would be quite different, but ...

Thursday, 2nd April 2015, 20:24

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 37368

Re: Feedback on Gozag design

Random Unwarranted Gozag Suggestions. Replace "Call Merchant" with "Stock Shuffle". Instead of creating a new shop, using Stock Shuffle will alter the inventory within a pre-existing shop. They'll still be the same type of item (weapons will change to other types of weapons, wand...

Tuesday, 24th March 2015, 23:55

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12936

Re: A New Angelic Branch

The game has only a couple places you can encounter angels: a rare floor type in Pandemonium, and an occasional floor in a Ziggurat. That's about it. There's also only a couple places you can encounter greater mummies, and that's more than enough of them already. I think the issue of developing thi...

Tuesday, 24th March 2015, 23:42

Forum: Crazy Yiuf's Corner

Topic: Iron Dragon Armour

Replies: 11

Views: 2888

Re: Iron Dragon Armour

...or maybe armour that lets you evoke a metal splinters-style attack?

Thursday, 19th March 2015, 12:55

Forum: Crazy Yiuf's Corner

Topic: Iron Dragon Armour

Replies: 11

Views: 2888

Re: Iron Dragon Armour

I like the idea of iron dragon armour but, as you point out, ponderousness might not be the best thing for it. Here are some alternative suggestions: ⋅ As gold dragon armour but in place of resistances it grants rCorr, rRot or rMut. ⋅ As gold dragon armour but in place of resista...

Thursday, 19th March 2015, 11:24

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12936

Re: A New Angelic Branch

Hmm... some more thoughts on how this could work. Let's say we go with the Temple/Cathedral theme. I picture a bunch of rooms connected by doors. No narrow passages/places to fight enemies one-on-one. Enemies would be found in clusters, but each individual cluster would be spread out. As for enemies...

Tuesday, 17th March 2015, 12:21

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12936

Re: A New Angelic Branch

I've thought this before. I'm sure many people have. The problem is that holy enemies aren't developed enough to have a dedicated branch. And people see little reason to develop them as a group, as they're so rare. Kind of a cyclical problem there. At first, I was frustrated with it. Then I realised...

Thursday, 26th February 2015, 17:45

Forum: Crazy Yiuf's Corner

Topic: Additional Branches to the Crypt

Replies: 12

Views: 3332

Additional Branches to the Crypt

In my opinion, the Crypt lacks options. Once you've cleared it out, there's nowhere to go but the Tomb. Compare this to the Lair (three branches coming off it), the Depths (lots of portals coming off it), or even the Vault (has the Crypt, its own rune, and the bottom level plays very differently to ...

Tuesday, 24th February 2015, 22:15

Forum: Crazy Yiuf's Corner

Topic: Mo' Dragons Mo' Problems

Replies: 18

Views: 5106

Mo' Dragons Mo' Problems

So... with the long-anticipated addition of shadow and quicksilver dragon armours set for 0.16, I started thinking about hypothetical Iron Dragon armour, which led me to thinking about other types of metal-based dragons I wanted to see. Platinum Dragon Breath Attack: Same breath attacks as the Fire,...

Sunday, 22nd February 2015, 14:24

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14140

Re: Monster gimmick usage

I'm definitely in favour of reusing gimmicks. Most gimmicks seem interesting but as they're rare or only found in a select few branches, we seldom get to see the full range of tactical dilemmas that those gimmicks offer. With regards to adding in more monsters or taking them out, an important part o...

Monday, 16th February 2015, 11:32

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 654353

Re: Generic Brainstorming!

Pretty Plausible Portal Proposals Cloud Canyons Wide, winding passages made of cloud walls. What are cloud walls, you ask. Why, they are like ordinary rock walls. Except... you can't dig through them. Or shatter them. And lightning goes straight through them. Oh, and fire causes them to evapourate ...

Monday, 16th February 2015, 10:12

Forum: Game Design Discussion

Topic: Deep Dwarfs (was: Elyvilon Reform)

Replies: 55

Views: 17090

Re: Deep Dwarfs (was: Elyvilon Reform)

Whilst giving them a straight rip of Makhleb's healing sounds pretty good, it also feels pretty cheap. However, giving them health for killing enemies does seem pretty straightforward. Perhaps give them innate vampiric abilities, or maybe let them heal "naturally" based on an XP-timer (1 H...

Saturday, 31st January 2015, 16:13

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 44979

Re: Changes to make Crawl harder

Gosh, it sems like crawl's difficulty is a hot issue. Personally, I think increases to difficulty should try to be implemented in a way that is as top down as possible. By which I mean, they should affect the better players more than they should affect the less experienced players. This is already i...

Saturday, 31st January 2015, 00:21

Forum: Game Design Discussion

Topic: Ratskin cloak

Replies: 46

Views: 10776

Re: Ratskin cloak

1. Make it a +3 cloak. 2. Give it the property Smelly: makes you smell like an animal. +Stealth in Lair, -Stealth everywhere else. Heh. My mind went to almost the exact same places as you, though in completely different ways. I also thought of just improving it slightly. Though, in my mind it would...

Friday, 30th January 2015, 10:56

Forum: Game Design Discussion

Topic: God Proposal: The Union

Replies: 12

Views: 3943

Re: God Proposal: The Union

[PROPOSAL UPDATE... IN THEORY, ANYWAY. IN ACTUALITY IT'S JUST ME RAMBLING ON INDECISIVELY ABOUT OPTIONS.] Alright, so the way I see it, there are three directions this proposal can be taken in, each with possible variations. The Union of Stability The idea here is for there to be less chaos and shi...

Tuesday, 27th January 2015, 12:46

Forum: Game Design Discussion

Topic: God Proposal: The Union

Replies: 12

Views: 3943

Re: God Proposal: The Union

Hmm... Aean... looking at it now, probably six abilities could be too much. I like the idea of each new ability coming with some kind of code of behaviour that the player was forced to stick to. For example, gaining resistance to confusion, for example, means you're not allowed to enslave or confuse...

Tuesday, 27th January 2015, 00:53

Forum: Game Design Discussion

Topic: God Proposal: The Union

Replies: 12

Views: 3943

Re: God Proposal: The Union

I see what you mean XuaXua. The reasoning behind letting them be replaceable was that locking players into their choices felt like it'd push players towards a gameplan, trying to optimise their god's build right off the bat. That said, I didn't think of forcing them to only choose from the first opt...

Monday, 26th January 2015, 21:45

Forum: Game Design Discussion

Topic: God Proposal: The Union

Replies: 12

Views: 3943

God Proposal: The Union

Forgotten gods do not truly die. The Union is proof of this. A hundred gods who cling to the fraying edges of reality, pooling their powers to tempt new worshippers. Those brave or foolish enough to worship this mass of half-formed deities report hearing the voices of the gods that make up the Union...
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