Search found 1567 matches

Thursday, 14th April 2011, 15:48

Forum: Game Design Discussion

Topic: Hexes and Charms

Replies: 15

Views: 3915

Re: Hexes and Charms

It's magic.

Maybe it projects an image of you not being there into the mind of all who see you. And boom, it's a hex.

Thursday, 14th April 2011, 15:44

Forum: Game Design Discussion

Topic: Xom specific spells

Replies: 5

Views: 1765

Re: Xom specific spells

I love the idea of the random resistance shield and could totally see it added as a normal Xom effect. I thought exactly the same thing. Then I realized the proposed effect would unfortunately be useless in 99% of all situations. Usually I try to fight 1v1, especially dangerous enemies, and I need ...

Thursday, 14th April 2011, 15:18

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 23176

Re: Cross-school spellcasting is too easy

I want a system where: (a) the order in which you learn the spells does not matter (same total slot cost) (b) sticking to two skills gets no penalties (c) the more schools you take up beyond two, the bigger the penalty gets Proposal: A spell you want to learn costs (level + max(0,schools-2)) slots,...

Friday, 8th April 2011, 15:02

Forum: Game Design Discussion

Topic: Diversifying Conjurations

Replies: 11

Views: 2890

Diversifying Conjurations

Conjurations is the school of hitting things with projectiles. This is boring, and thus bad. But IIRC the flavor is creating something from nothing, which is infinitely more diverse. I think keeping conjurations focused on damage is fine, but the ways of causing damage with it could be more diverse....

Friday, 8th April 2011, 13:46

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 23176

Re: Cross-school spellcasting is too easy

The real problem isn't cross-school casting being too easy, it's that there are lots of low level spells that stay useful even in extended endgame. Sure, being able to pick those up pretty much for free later on makes this problem a lot bigger, but if my EE had to train air to level 5 (compared to t...

Thursday, 7th April 2011, 17:05

Forum: Game Design Discussion

Topic: Don't punish the player for having more skills

Replies: 10

Views: 2946

Re: Don't punish the player for having more skills

AFAIK training cost depends on amount of exp spent on skills, so it doesn't punish you for learning more (different) skills. It just slows down skill learning as the game progresses. This happens no matter where your skill points go, so you might as well just ignore it. A system like this is necessa...

Wednesday, 6th April 2011, 09:54

Forum: Game Design Discussion

Topic: Giant spiked club

Replies: 7

Views: 3084

Re: Giant spiked club

No it wouldn't, but introducing silly special cases for no reason would.

Monday, 4th April 2011, 09:16

Forum: Game Design Discussion

Topic: Fighting Skill

Replies: 9

Views: 2450

Re: Fighting Skill

Wouldn't this give melee fighters with xp to burn on fighting a lot more HP late game? Especially since those are often played with races with good racial HP growth.

Friday, 1st April 2011, 13:28

Forum: Game Design Discussion

Topic: Sif Muna suggestions.

Replies: 30

Views: 7144

Re: Sif Muna suggestions.

While it is true that Sif doesn't change gameplay a lot Sif is actually a pretty powerful god. Not overpowered, but powerful. In other words, yes, Sif has Okawaru syndrome, but I don't see people talking about buffing Okawaru. Also Okawaru syndrome is not necessarily bad. Not every god needs to prov...

Sunday, 27th March 2011, 09:59

Forum: Game Design Discussion

Topic: Portal Short Timer Announcements

Replies: 21

Views: 5947

Re: Portal Short Timer Announcements

I thought that the short timer starts when you see any tile from the entry vault, but it turns out this was a hallucination; it only starts when you see the portal itself. I modified the wiki page in question.. https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults&#timer...

Thursday, 24th March 2011, 11:25

Forum: Game Design Discussion

Topic: Heart of Zot proposal

Replies: 9

Views: 2840

Re: Heart of Zot proposal

I'm not digging the timed runes and the acid and mutations. There are problems with the changing level, but it could be fun. The black monolith and megabeasts sound awesome. Megabeasts sound extremely awesome, but are probably a lot of work to implement, especially if they are supposed to look good ...

Thursday, 24th March 2011, 02:18

Forum: Game Design Discussion

Topic: New Spell: Ice Wall

Replies: 12

Views: 3386

Re: New Spell: Ice Wall

I doubt it would be as overpowered as most people who posted here think. Conjure Flame does exactly this in the early game, and has the added bonus of killing most things that actually do step into it if you can tank them for a few rounds. Mephitic Cloud has close to the same effect the proposed ice...

Thursday, 24th March 2011, 01:45

Forum: Game Design Discussion

Topic: "Heaven"?

Replies: 7

Views: 2124

Re: "Heaven"?

Recently more holy monsters were added, but afaik these are only in ZotDef for now. I saw someone suggest a divine bureaucracy area, possibly in some pan or abyss related thread. That wouldn't exactly be heaven though, the idea was to have rapidly changing conducts. There was no discussion about it ...

Thursday, 24th March 2011, 00:54

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31753

Re: Anything changing with circular LoS vs. diagonal movemen

A quick recap: the only real problem with the current system is the diagonal range vs movement difference. If you're ranged you want to approach melee enemies straight, if you're melee you want to approach ranged enemies diagonally, if you're a stabber you want to approach sleeping enemies diagonall...

Wednesday, 23rd March 2011, 17:51

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9657

Re: Arena Portal

Some suggestions for the different gods: In a Xom arena things could just be more random than usual, with monsters being drawn randomly from all arena moblists. So while in a Beogh arena you might get something like three orc knights, in a Xom arena you could get an Orc, an ynoxinul and two yaks. I ...

Saturday, 22nd January 2011, 14:12

Forum: Dungeon Crawling Advice

Topic: Which weapon should I use?

Replies: 144

Views: 47070

Re: Which weapon should I use?

Stick with the whip of pain against enemies vulnerable to pain. Use the flaming demon whip against everything else. Also you want to get your m&f skill to 12 for minimum delay with whips/demon whips.

Friday, 21st January 2011, 23:23

Forum: Dungeon Crawling Advice

Topic: Demonspawn berserker

Replies: 8

Views: 3409

Re: Demonspawn berserker

Necromutation is really not for you at this point. It's easier to sustain with Extension because you only need to get it to Fair that way, but that's still a long way off and not worth it for you (you already got 60% Torment resistance. Torment immunity is not the only benefit of Necromutation, but ...
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