Search found 300 matches

Sunday, 4th June 2017, 07:51

Forum: Game Design Discussion

Topic: Idea: Distinguish stairs

Replies: 27

Views: 11160

Re: Idea: Distinguish stairs

Stairs are bad, but I think the degree of their badness is being exaggerated in this thread. If the effect of stairs is to be able reduce any encounter to a few enemies at a time, this effect can replicated without stairs using basic luring once you've cleared some of a level. Hellcrawl is a better ...

Friday, 24th February 2017, 07:19

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 11081

Re: @dev team: if you had a time machine

not a dev, but: 1. Persistent floors are a bad idea. 2. Roguelikes should be linear. (Branching paths are ok, but not going back and completing the initially unchosen path.) 3. Roguelikes can't both be long and have strategic (rather than tactical) depth. 4. You should avoid having multiple systems ...

Friday, 24th February 2017, 07:03

Forum: Crazy Yiuf's Corner

Topic: free games 2

Replies: 29

Views: 16881

Re: free games 2

sil

Friday, 11th November 2016, 06:37

Forum: Crazy Yiuf's Corner

Topic: canada check up

Replies: 35

Views: 9524

Re: canada check up

duvessa wrote:I woke up 3 times this year to the news that one of my friends was murdered for being LGBT.


jesus. hope you're ok.

Tuesday, 27th September 2016, 17:50

Forum: Crazy Yiuf's Corner

Topic: DCSS played with sound in WebTiles on CWZ

Replies: 10

Views: 4691

Re: DCSS played with sound in WebTiles on CWZ

1 and 2 sound like great additions to webtiles. Would be great if they made their way to other servers.

Monday, 19th September 2016, 04:43

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25156

Re: Faded altar improvements

faded altars wouldn't be as terrible if there were no chance of getting a god that actively made it more difficult for you to win (xom, chei, qaz).

Monday, 19th September 2016, 04:41

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 448576

Re: [proclick] new fork, hellcrawl

1 s-branch/game (or only 2 runes for the win, one of which must be non-S)

Saturday, 20th August 2016, 01:46

Forum: Crazy Yiuf's Corner

Topic: what are some good games

Replies: 117

Views: 52381

Re: what are some good games

for phones, and also just good in general: downwell, hoplite

Tuesday, 26th July 2016, 09:38

Forum: Dungeon Crawling Advice

Topic: Good weapon to brand with distortion?

Replies: 19

Views: 4950

Re: Good weapon to brand with distortion?

I'd generally put it on the highest damaging weapon I have, because if tele or banish don't trigger, I'd prefer the monster to be dead.

Monday, 25th July 2016, 03:43

Forum: Game Design Discussion

Topic: remove Burn Book

Replies: 17

Views: 5675

Re: remove Burn Book

i'd be alright with trog burning all books immediately, even after you abandon him.

Saturday, 23rd July 2016, 02:52

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40254

Re: Terrible design choice and service

Getting shafted to V:5 is a problem because of crawl's branch layout, not because of shafts. The fact that V:5 should be completed after U:5 is completely counter-intuitive to a new player.

Thursday, 21st July 2016, 16:52

Forum: Dungeon Crawling Advice

Topic: How to stat increase?

Replies: 19

Views: 5331

Re: How to stat increase?

The fact that most players don't know what stats do is a good indication that they're poorly designed.

Thursday, 21st July 2016, 16:45

Forum: Dungeon Crawling Advice

Topic: Trying to win a DD

Replies: 76

Views: 18822

Re: Trying to win a DD

Crawl is too random to make replaying levels much of a learning experience. Monsters that get good damage rolls against you one time won't the next, for example. To get better you have to think about what the possibilities could occur in an encounter and prepare for them, even if they're unlikely. S...

Wednesday, 13th July 2016, 11:18

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

I think we basically agree; I just don't think religion has to be categorically different than race/background. Obviously, if everyone wanted the highest chance to win every game, they'd just choose Tr/Mi/GrBe every time. But the game finds ways to communicate that choosing race/background isn't par...

Wednesday, 13th July 2016, 08:18

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

i mean, that's not really the point, but you can re-roll random selections at the start screen, where it doesn't have any in-game consequences, unlike waiting another few floors for a non-annoying god.

Wednesday, 13th July 2016, 07:36

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

crate: Huh. I can’t see how choosing the first altar you find increases variability any more than worshipping at one of those random-god altars once you got to an all-inclusive Temple, or choosing random god at the start screen, would. The current situation certainly decreases choice, though, since ...

Wednesday, 13th July 2016, 05:47

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

I assume the point of spreading out altars across the dungeon is to create the sense of a strategic choice. Do you want this god now, or will you hold out for a more suitable god later? That would be ok if the gods were better balanced, or the game placed better gods at lower depths, or in some othe...

Wednesday, 13th July 2016, 02:40

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

It's a subjective decision whether the game should make gods like backgrounds and races (no attempt at balance) or like weapon classes and S-branches (which at least theoretically should be balanced, even if the game currently fails to do so). Crate really enjoys finding altars in different orders, ...

Wednesday, 13th July 2016, 01:01

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28606

Re: Let us choose gods from the start

Duvessa is right. It doesn't make sense for gods to be both a strategic decision and a difficulty setting. Making a version of crawl where the gods were balanced would be a massive undertaking. On the other hand, owning up to the fact that gods aren't supposed to be balanced and removing the strateg...

Tuesday, 21st June 2016, 18:27

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 18042

Re: Remove stairway up

dpeg: i like your idea 5!

Tuesday, 21st June 2016, 18:25

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 18042

Re: Remove stairway up

Having all monsters, awake or in los, follow you upstairs is bad because it doesn't allow you to use stairs to escape from non-adjacent monsters (what I called function 2 above). The idea that "you don't have to fight all encounters" is pretty fundamental to crawl.

Tuesday, 21st June 2016, 01:53

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 18042

Re: Remove stairway up

I don't like stairs as they exist currently, because they are nearly always the best place to fight from and so encourage lots of luring and eliminate having to choose the best place to battle. But it's hard to change stairs because they perform multiple functions. Here are some things that stairs l...

Monday, 20th June 2016, 22:04

Forum: Game Design Discussion

Topic: Are Shoals/Nest Intentionally Much Harder?

Replies: 29

Views: 10571

Re: Are Shoals/Nest Intentionally Much Harder?

If the point of having multiple S branches is that the player make a choice between them, then having one branch be significantly harder doesn't help that.

Wednesday, 15th June 2016, 20:20

Forum: Game Design Discussion

Topic: Brand Adjustment: Improving On Protection

Replies: 37

Views: 12487

Re: Brand Adjustment: Improving On Protection

The problem with luring as it exists is that good tactics are also boring tactics. It's true that luring is a fundamental part of crawl in the sense that being aware of noise, choosing good terrain, and deciding whether to engage or escape are all deeply ingrained elements of crawl's tactical system...

Wednesday, 15th June 2016, 19:58

Forum: Dungeon Crawling Advice

Topic: Suggest easy combos

Replies: 110

Views: 25827

Re: Suggest easy combos

Crawl's species, backgrounds, and gods are its difficulty levels. Devs have said they have no interest in balancing them with one another.

Sidenote: This is also why having altars appear on different levels is a bad idea. A difficulty-level choice shouldn't be a strategic choice.

Tuesday, 14th June 2016, 08:16

Forum: Game Design Discussion

Topic: Luring nerf

Replies: 25

Views: 7291

Re: Luring nerf

s25, ydeve and i are both saying you can lure any non-fast monster while it is still 2 squares away from you back to the stairs. Then rest off the penalty, go back down, and fight.

Tuesday, 14th June 2016, 08:13

Forum: Crazy Yiuf's Corner

Topic: No amulet of CLARITY??!! No amulet of resist mutation??!!

Replies: 27

Views: 9213

Re: No amulet of CLARITY??!! No amulet of resist mutation??!

You can't think of any country where men enjoy wearing dresses...seriously? I hope all of them!

Tuesday, 14th June 2016, 01:19

Forum: Game Design Discussion

Topic: Luring nerf

Replies: 25

Views: 7291

Re: Luring nerf

Ah ok, I misunderstood the OP. Wouldn't this idea encourage the player to lure any slightly dangerous monster back to a stairwell before engaging, then go up and rest off the penalty, then return back to fight? This reinforces my belief that something needs to change about stairs for any luring refo...

Tuesday, 14th June 2016, 01:13

Forum: Dungeon Crawling Advice

Topic: Lair change?

Replies: 16

Views: 4872

Re: Lair change?

commit log wrote:Total experience in Lair changes from ~63k to ~53k, which isn't actually a very substantial drop - it should generally result in characters still leaving the Lair at XL14 on average, just slightly further from XL15.

Monday, 13th June 2016, 18:46

Forum: Game Design Discussion

Topic: Luring nerf

Replies: 25

Views: 7291

Re: Luring nerf

Making monsters faster than the player would result in more frequent luring. I believe the same is true of sandman25's proposal, though I haven't thought about it enough to be absolutely sure. Here's my explanation from an older thread: I could be wrong here, but it seems like speed-11 monsters woul...

Sunday, 12th June 2016, 01:35

Forum: Game Design Discussion

Topic: discuss simple clocks

Replies: 10

Views: 2824

Re: discuss simple clocks

I'd be down with a food clock like in Rogue (no corpses), that gave sufficient nutrition you'd only have to hit 'e' once in a great while, and no interaction with abilities or spells.

Monday, 6th June 2016, 23:59

Forum: Game Design Discussion

Topic: Why no more random deck generation?

Replies: 55

Views: 16347

Re: Why no more random deck generation?

andreas wrote:Off the top of my head, a while ago someone suggested merging the two sorts of bardings, and the argument seemed to entirely be that it would be simpler.

andreas from that thread wrote:Is there a reason to reduce item base types, besides trying to reduce this kind of cognitive load and avoid player confusion?

Monday, 6th June 2016, 23:03

Forum: Game Design Discussion

Topic: Why no more random deck generation?

Replies: 55

Views: 16347

Re: Why no more random deck generation?

I don't think I've ever seen anyone advocate "removal and simplification for its own sake," and the opposition between adding good content and removing bad or extraneous content is a false one. If anything, there is a fetishization for adding or retaining bad features due to a sunk cost fa...

Monday, 6th June 2016, 19:53

Forum: Game Design Discussion

Topic: Why no more random deck generation?

Replies: 55

Views: 16347

Re: Why no more random deck generation?

I don't really have an issue with decks so much as much as deck and card identification. If the design goal of decks is to provide random but useful effects in certain tactical situations, then identification is directly counter to that goal. In other words, I think it would be fine if decks remaine...

Friday, 3rd June 2016, 21:24

Forum: Crazy Yiuf's Corner

Topic: remove turns spent resting from turncount

Replies: 18

Views: 4007

Re: remove turns spent resting from turncount

I disagree with dpeg's argument because: 1) There are already more intuitive ways to differentiate lost games: depth reached and, later, runes acquired. (This is how I assessed my progress when I was learning, and still is how I measure how "good" a lost game was. Out of curiosity, did/doe...

Wednesday, 25th May 2016, 23:22

Forum: Crazy Yiuf's Corner

Topic: Hepliaklqana and cats

Replies: 78

Views: 20408

Re: Hepliaklqana and cats

I don't know if you realise this, but you are not entitled to a reply. Beogh is the orc god because we like it. What else do you want? A developer that doesn't troll the player community. As I said above, if this is how you feel, I'm not sure why you post in this forum. Devs have the right to make ...

Wednesday, 25th May 2016, 18:06

Forum: Crazy Yiuf's Corner

Topic: Hepliaklqana and cats

Replies: 78

Views: 20408

Re: Hepliaklqana and cats

dpeg: this is a meta-discussion, but I find it frustrating the number of your posts that feature phrases like "I don't think I can convince you," "it's purely subjective," "this is no longer worth discussing," "this idea is pure flavor [ie. bad design] but I don't ...

Sunday, 22nd May 2016, 23:42

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44816

Re: Remove either orb run or digging

Flavor-wise, I'd much prefer the game to end after I surmount one of its most difficult challenges than after a lot of tedious walking and avoiding battles. If it's really desirable for the game to end where it began, I suggest placing the Zot entrance next to the entrance to D with a runelock. Desi...

Thursday, 19th May 2016, 03:01

Forum: Game Design Discussion

Topic: Allow Vehumet spell gifts to stack

Replies: 30

Views: 10237

Re: Allow Vehumet spell gifts to stack

"there are a lot of new players who find spell selection intimidating" seems like a good reason to let Veh spell gifts stack. Justified or not, many newer players worship Veh over Sif when playing conj, and those players should be encouraged to try out spells with little risk, as there are...

Monday, 16th May 2016, 07:18

Forum: Crazy Yiuf's Corner

Topic: on finite, unlimited resources + ranged is untactical

Replies: 26

Views: 7596

Re: on finite, unlimited resources (arrows)

Crawl already has a relatively well-designed ranged attack with tactical limitations (conjurations) and a relatively well-designed ranged attack with strategic limitations (evocables, assuming we forget rods exist for the moment). That doesn't leave much space for ranged weapons to be interesting. C...

Monday, 16th May 2016, 02:11

Forum: Game Design Discussion

Topic: Proposal: Remove identification

Replies: 50

Views: 12967

Re: Proposal: Remove identification

dpeg: I think you're misunderstanding what I'm saying. I'm not disagreeing with your claim that "whether, when and what to scroll-id or use-id" can be a meaningful set of decisions. I hold no opinion on that. I'm saying that you need to compare that set of decisions with the decisions that...

Sunday, 15th May 2016, 23:26

Forum: Game Design Discussion

Topic: Proposal: Remove identification

Replies: 50

Views: 12967

Re: Proposal: Remove identification

People defending the id game don't need to show the id game can be interesting. People defending the id game need to show the id game is *more interesting* than choosing how to use consumables in the early game. What decision would you rather make? 1) choosing what to id from a list of unknown items...

Friday, 13th May 2016, 22:50

Forum: Dungeon Crawling Advice

Topic: Does intellect have diminishing returns?

Replies: 5

Views: 1946

Re: Does intellect have diminishing returns?

like, in crawl or in general?

Friday, 15th April 2016, 18:27

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 34116

Re: The overall difficulty of the game is fine.

what does doomrl do?

Friday, 15th April 2016, 15:05

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 34116

Re: The overall difficulty of the game is fine.

Getting rid of permafloors would be pretty difficult so long as branches exist. Also, you could keep replaying easy floors to scum for items, though that could be fixed with a mindepth timer like in Sil. I think some kind of stair reform + smaller levels would be the way to prevent the easily known ...

Friday, 8th April 2016, 18:34

Forum: Game Design Discussion

Topic: Race proposal: Homunculus

Replies: 35

Views: 10971

Re: Race proposal: Homunculus

would you worship a skill cap god if its altar appeared on d:7?

Wednesday, 30th March 2016, 14:30

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 15773

Re: Remove Rings: rFire, rCold, rPoi, etc.

I agree with duvessa. Swapping rings is nearly never an interesting decision.

Bringing fun play and optimal play as close to coincidence as possible is one of crawl's design goals.

Tuesday, 29th March 2016, 18:36

Forum: Suggestions & Criticism

Topic: Proposal: Tavern Reorganization

Replies: 60

Views: 56807

Re: Proposal: Tavern Reorganization

I'm undecided about this proposal, but I wanted to point out that this change isn't really about organization but moderation. Prior to this thread, I've never seen anyone complain about the tavern's organization making it difficult to find posts they're interested in. I've instead seen two kinds of ...

Tuesday, 22nd March 2016, 12:52

Forum: Crazy Yiuf's Corner

Topic: top 10 feature requests

Replies: 15

Views: 4484

Re: top 10 feature requests

No particular order: 1. Smaller Floors 2. Fewer floors (L, M, V, and U 4 floors; E, Z, and all S branches two floors.) 3. One S branch and one non-S branch rune to win. 4. Turn stairs into hatches. 5. Hellify non-D loot (ie. no floor drops; food, consumables, and gear appear in vaults at branch ends...

Saturday, 19th March 2016, 12:30

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 15800

Re: Inventory expansion feature for the dcss-ca fork

Or juggle items by picking them up, dropping others, then after a bit picking up the others and dropping the originals. It'd introduce a lot of tedious workarounds.
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