Search found 375 matches

Saturday, 8th April 2017, 19:24

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 48239

Re: Real-world references

I'm kind of ambivalent on whether or not the Abrahamic aspects of Zin, TSO and Beogh should stay, but I feel I should point out that Beogh is really easy to change. At least, Beogh is "easy" to change in that all you need to change is flavor text - mechanically (apart from water walking, w...

Friday, 7th April 2017, 22:52

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 48239

Re: Real-world references

Revising TSO/Beogh/Zin might be a bit more work, but sounds good to me. Beogh at least should be easy. Just reflavor Beoghites as being favored up-and-coming leaders of the orcish hordes, a la Warhammer or Warcraft. Derivative, yes, but no longer carries any religious implications. Water walking ca...

Thursday, 6th April 2017, 23:24

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 12297

Re: Dynamic Monsters branch / bezotting update

I am very positive that players who grasp more than two dozen species, backgrounds, gods, spells and status effects will be able to deal with another set of monster properties. Kind of expanding on duvessa's point: in order to play Crawl, you *don't* have to grasp more than two dozens species/backg...

Monday, 3rd April 2017, 04:13

Forum: Game Design Discussion

Topic: Demonspawn Mutations

Replies: 18

Views: 5589

Re: Demonspawn Mutations

Crawl does not cater to completionists. No game should cater to completionists.

If you care that much about winning with every mutation combination, I'm pretty sure there are wizard mode commands for that.

Sunday, 2nd April 2017, 18:53

Forum: Game Design Discussion

Topic: Demonspawn Mutations

Replies: 18

Views: 5589

Re: Demonspawn Mutations

The game's supposed to be about fun This seriously is not how DCSS' development works. While fun should be the overall goal, making individual decisions based on "this would be fun" is a great way to make a game that just collapses under its own weight. Allowing people to choose Ds mutati...

Wednesday, 29th March 2017, 05:35

Forum: Game Design Discussion

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

Replies: 27

Views: 8395

Re: "squelch" monster gear (was: Trim pointless monster gear

while having a "pick up which item" menu would entirely solve the second problem. I wasn't referring to a stash tracker, but rather allowing more than one item on a square, and displaying a "pick up which item" menu when there is more than one item on a square. Although even Lar...

Wednesday, 29th March 2017, 04:56

Forum: Game Design Discussion

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

Replies: 27

Views: 8395

Re: "squelch" monster gear (was: Trim pointless monster gear

Brogue's inventory management is tedious to the extent that you're greedy. Since you have a very small inventory size (21-26), you are forced to continually juggle stuff (if you want to carry all you want). There are ways to get around the inventory limit, like throwing items down chasms, or throwi...

Tuesday, 28th March 2017, 02:24

Forum: Game Design Discussion

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

Replies: 27

Views: 8395

Re: "squelch" monster gear (was: Trim pointless monster gear

It's been mentioned before, but item splashing to prevent piles from forming on monster deaths would massively improve item management gameplay, preventing many trips to the item search and pile pickup menus. Piles are bad. If anyone wants to try a roguelike that has a one item per square limit to ...

Sunday, 26th March 2017, 20:08

Forum: Game Design Discussion

Topic: Remove scroll of amnesia

Replies: 12

Views: 4061

Re: Remove scroll of amnesia

Matt, the problem with amnesia scrolls is they are nearly always irrelevant. Most characters never cast, or have a small number of utility spells that don't come close to the slot limit, or have a straightforward spell build that never requires forgetting spells , or are with Sif Muna. They are ess...

Wednesday, 22nd March 2017, 04:52

Forum: Game Design Discussion

Topic: Have shops show how many matching items are in inventory

Replies: 7

Views: 2411

Re: Have shops show how many matching items are in inventory

duvessa wrote:Also warn the player if another shop is offering the same item for cheaper


How about just removing shopkeeper greed entirely? I seriously can't fathom what purpose it serves other than to encourage tedious behavior like this.

Wednesday, 15th March 2017, 12:49

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 11005

Re: Skill locked chests (a more palatable Archaeologist)

Provided the cursed items are no longer negatively enchanted junk, I like that idea a lot. I don't think curses would have to be less frequent, provided the player is always warned that they're a possibility (i.e. cursed items are always marked as ego items). Pretty sure you'd want to get rid of act...

Wednesday, 15th March 2017, 00:36

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 11005

Re: Skill locked chests (a more palatable Archaeologist)

Perhaps make the locked chest transparent, so you can see what's inside. It would remove spoilers and reduce the gambling aspect, while introducing a greed aspect (similar to many vaults). All the rest of the listed advantages in the OP remain. How is this different from just generating the item(s)...

Monday, 13th March 2017, 22:23

Forum: Game Design Discussion

Topic: Trim pointless monster gear

Replies: 22

Views: 8787

Re: Trim pointless monster gear

This is basically a milder version of something I suggested about nine months ago - milder since it's not doing away with the mechanics of monster weapon use, just restricting it to a few interesting monsters. I thought it was a good idea then and still think it's a good idea now, in some for anothe...

Friday, 10th March 2017, 14:11

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 11005

Re: Skill locked chests (a more palatable Archaeologist)

Gambling mechanics are fun, but dying before you get to open the chest would not be. If it's to be found on D:1-7, that will be reasonably frequent. So here's my suggestion: You can immediately evoke the chest to open it. However, doing so will cause at least 50% of your incoming XP to be diverted t...

Friday, 10th March 2017, 02:30

Forum: Game Design Discussion

Topic: New Species: Bodarch

Replies: 9

Views: 3143

Re: New Species: Bodarch

Bodarch cannot wield branded weapons or magical staves. Please just make branded weapons turn mundane when wielded. There's no obvious reason to cut off a LOT of good loot for this species. Good weapons are rare enough, and they are found branded with reasonable regularity. As for artefact weapons,...

Tuesday, 21st February 2017, 11:16

Forum: Game Design Discussion

Topic: Give warning for Net carrying

Replies: 5

Views: 2114

Re: Give warning for Net carrying

I don't remember if we can check whether a monster carries a throwable item before it throws the item. A warning when a monster carries a distortion/whatever weapon is basically a "quality-of-life"-type thing since we can check it ourselves. But a warning for nets would be a straight buff...

Saturday, 18th February 2017, 15:30

Forum: Crazy Yiuf's Corner

Topic: playing optimally: definition

Replies: 23

Views: 10283

Re: playing optimally: definition

what if there's a branch with 2 OKs but 10^100 non-OKs and another branch that has no sub-branches and is OK, is it still optimal to take the branch with 2 OKs (e.g. if you have the orb of zot and you're on the exit, is it more optimal to do random things since it can generate more OK branches inst...

Saturday, 18th February 2017, 15:12

Forum: Crazy Yiuf's Corner

Topic: playing optimally: definition

Replies: 23

Views: 10283

Re: playing optimally: definition

My brain is hurting from imagining the processing power required to actually calculate even a single decision tree. (...) You are weirdly overestimating the whole thing. You don't want to calculate every possible future event, that is both impossible and impractical. You only calculate the current ...

Saturday, 18th February 2017, 12:09

Forum: Crazy Yiuf's Corner

Topic: playing optimally: definition

Replies: 23

Views: 10283

Re: playing optimally: definition

My brain is hurting from imagining the processing power required to actually calculate even a single decision tree. Since monster generation will eventually stop, that means that a mummy can survive the anti-scumming police and literally make random moves for ~200000000 turns before going for the or...

Wednesday, 15th February 2017, 11:38

Forum: Game Design Discussion

Topic: God Missions

Replies: 13

Views: 4663

Re: God Missions

The simple version of this proposal is just to add a portal vault - those are fine and you could certainly add one which has various god's flavors. They're generally pretty quick and don't really increase your power level much, although you have a chance of finding good loot. Something like a "...

Monday, 13th February 2017, 06:16

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10832

Re: mutated Zin-ites lose mutations instead of earning piety

I second the idea of using the gift timeout. It uses existing mechanics, and can easily be phrased in such a way as to make that clear ("Zin will gift his followers with purity of body" or something similar). IMO it's almost always preferable to use existing mechanics if possible, in order...

Thursday, 9th February 2017, 21:12

Forum: Game Design Discussion

Topic: Proposal: L7/L8/L9 Poison Spell

Replies: 20

Views: 7071

Re: Proposal: L7/L8/L9 Poison Spell

I've never understood why people say "poison needs a high-level spell" but not "staves need something bigger than a lajatang" Because lajatangs are not completely ineffective against large swathes of monsters in Extended. Using a lajatang as your main offensive weapon in Pandemo...

Tuesday, 7th February 2017, 05:03

Forum: Game Design Discussion

Topic: Allow Octopodes to wear scarves

Replies: 18

Views: 6854

Re: Allow Octopodes to wear scarves

Silliness aside, this is a good suggestion. It buffs two races that are, by most measures, quite difficult to play, all while preserving one of their central challenges (little to no AC). As a bonus it makes sense thematically.

Monday, 6th February 2017, 09:45

Forum: Game Design Discussion

Topic: Item Proposal: Crab and turtle-shell shields

Replies: 9

Views: 3485

Re: Item Proposal: Crab and turtle-shell shields

Has the idea of giving shields counterattacks ever been brought up? If your SH blocks a melee attack, you (have a chance to) make a counterattack with your weapon. The extra damage might give shields a chance of competing with 2H weapons, and the SH-blocking could encourage people to go for larger s...

Saturday, 4th February 2017, 00:00

Forum: Game Design Discussion

Topic: Remove fast regen from Crimson Imp

Replies: 11

Views: 4499

Re: Remove fast regen from Crimson Imp

"Just walk away" is precisely equivalent to "park them up a level," unless you want to have to deal with autoexplore and autotravel being broken all the time. These aren't oklob plants - they're speed 10 monsters that will attempt to follow you. Even if their habit of blinking me...

Thursday, 2nd February 2017, 22:20

Forum: Game Design Discussion

Topic: Why is the Seraph so pathetic?

Replies: 21

Views: 8004

Re: Why is the Seraph so pathetic?

The unique Pan lords are meant to be singularly nasty bosses. Seraphs are kind of "boss monsters", but they are still generic monsters. It's like comparing an orc warlord to Saint Roka. You could definitely make an argument that holy pan should have a unique boss monster like the other lev...

Thursday, 2nd February 2017, 13:55

Forum: Game Design Discussion

Topic: Rework bad potion effects

Replies: 22

Views: 6035

Re: Rework bad potion effects

Or another idea: now that Haste only exists for the player as a potion, how about buffing the speed up to 2x or more, increasing the duration, removing the contam, and giving it degeneration as a side effect? Alternately this could exist alongside the current potion. Either way, I like the idea of t...

Wednesday, 1st February 2017, 05:51

Forum: Crazy Yiuf's Corner

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

Replies: 25

Views: 8496

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

The item spawn rate of boots/gloves/helm/cloak is too low now. Through many versions it was far too high so it is good that it was reduced, but in many runs now I am reaching D10 (clearing full levels) and still not having seen a single boot/glove/helm. I usually find a cloak somewhere by then, and...

Sunday, 29th January 2017, 06:54

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 7650

Re: FR: Make Abyss difficulty increase each visit

Yeah, my point is if you're willing to go through that to improve your winrate, you're welcome to as far as I'm concerned. You know, people said that for decades about pudding farming in NetHack. Yet when the devteam awoke from their slumber a couple years back, they did in fact remove it (or rathe...

Wednesday, 25th January 2017, 02:14

Forum: Game Design Discussion

Topic: Reflavour Minotaurs

Replies: 13

Views: 4076

Re: Reflavour Minotaurs

It's funny how close Crawl's minotaurs are to the opposite of the mythological minotaur. The Greek minotaur was an unintelligent monster, Crawl's minotaurs are basically human. Yeah, minotaurs in crawl are one of the best spellcasters in the game! Wait a sec... His point is that the mythological mo...

Tuesday, 24th January 2017, 20:49

Forum: Crazy Yiuf's Corner

Topic: Bugreport: chunks rot away too fast

Replies: 2

Views: 1015

Re: Bugreport: chunks rot away too fast

Um yeah, go play NetHack if you want that type of mechanic.

Monday, 23rd January 2017, 22:54

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 27660

Re: Remove Regeneration

it might also make sense to have the effect be a redirection of mp regen to health regen, but I wouldn't want to get into a situation where you want to toggle it on and off a lot. Making it so you have to recast the spell during battle is a pretty elegant way to do this IMO. The player is effective...

Monday, 23rd January 2017, 20:21

Forum: Game Design Discussion

Topic: Reflavour Minotaurs

Replies: 13

Views: 4076

Re: Reflavour Minotaurs

if you want a warrior in full armour, you can go Orc. Well, personally I also think Beogh should be removed, and Hill Orcs along with him. The reasons given for removing Beogh are fairly convincing, and the devs more or less explicitly stated that Beogh was the only reason they didn't remove HO (wa...

Monday, 23rd January 2017, 13:21

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 27660

Re: Remove Regeneration

Make Regeneration always heal you to full health and then end. However, if you take a certain amount of spellpower-dependent damage while it's active, the spell ends prematurely. It cannot be recast while active. This gets rid of the tedium of casting it multiple times. It's still optimal to cast wh...

Monday, 23rd January 2017, 08:23

Forum: Game Design Discussion

Topic: Reflavour Minotaurs

Replies: 13

Views: 4076

Re: Reflavour Minotaurs

I might be wrong, but I was under the impression that the dislike the developers had expressed for Tolkien had more to do with it being overdone than it being too new. Well, DCSS' interpretation of the Minotaur is also fairly overdone, being one of the oldest creatures in D&D . They're also fou...

Monday, 23rd January 2017, 07:50

Forum: Game Design Discussion

Topic: Reflavour Minotaurs

Replies: 13

Views: 4076

Reflavour Minotaurs

Minotaurs have very little correspondence to their mythological counterpart. From the lead section on their Wikipedia article: The use of "minotaur" as a common noun to refer to members of a generic species of bull-headed creatures developed much later, in 20th-century fantasy genre fictio...

Wednesday, 18th January 2017, 06:10

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 3589

Re: Let players fly at will without +Fly

It shouldn't need to be said that "if you get into a place that requires you burn a consumable, you might have to burn one to get out." Do we really need to warn people that lava is bad? One of the problems is that there's already been an incomplete effort to make the game not have this. ...

Tuesday, 17th January 2017, 12:31

Forum: Game Design Discussion

Topic: multi gods, corrupt and destroy

Replies: 5

Views: 2994

Re: multi gods, corrupt and destroy

This is pretty emphatically on the devs' "won't do" list: Two-headed player species. In particular, no to two-headed playable ogres, double no to wearing two amulets at once and double double no to simultaneous religions. There are literally hundreds of possible god combinations. Can you i...

Monday, 16th January 2017, 12:38

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5553

Re: Complete mutation revamp: a plea for 0.2X

Quick way to improve the "good mutations are useless until level 2/3" problem: Every random mutation source has a 50% of acting as before, and a 50% chance of increasing the level of an existing mutation. This creates an interesting game where the risk/reward involved in quaffing a potion ...

Sunday, 15th January 2017, 13:27

Forum: Game Design Discussion

Topic: Why do monsters' names start with an undercase letter?

Replies: 11

Views: 3637

Re: Why do monsters' names start with an undercase letter?

So I did a quick survey of the roguelikes on my current PC and ones I could find dumplogs for: Sil: Capitalizes everything everywhere Brogue: Works as you say, capitalizes the first letter CDDA: Works like DCSS, only capitalizes proper nouns Nethack: Like DCSS TGGW: Doesn't capitalize, no singular p...

Thursday, 12th January 2017, 16:05

Forum: Game Design Discussion

Topic: How come amulets of rage are still swappable?

Replies: 21

Views: 6659

Re: How come amulets of rage are still swappable?

Seconded on adding it as a (body) armour ego. That removes tactical swapping, while also making the choice of body armour more interesting.

Wednesday, 11th January 2017, 21:20

Forum: Game Design Discussion

Topic: New background idea: "Disciple"

Replies: 10

Views: 2849

Re: New background idea: "Disciple"

This is essentially a zealot background for a god of your choosing. Weren't devs against more zealots? Weren't most zealots removed? It's more like "slighty nerfed Wanderer with a god." I'd say take a cue from the other class proposal up right now (Archaeologist) and just make the start r...

Saturday, 7th January 2017, 12:10

Forum: Game Design Discussion

Topic: Why is extended still a thing?

Replies: 13

Views: 4070

Re: Why is extended still a thing?

So you are saying that an infinite branch with random floors and with randomized enemies (pan lords) and one with random effects offer to randomness. Okay. Um, yes. Have you ever played Oblivion? Dungeons are constantly repopulated with "random" enemies, who all genuinely have random spel...

Thursday, 5th January 2017, 20:27

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 2845

Re: Make divine protection non-exploitable

I vote for a color-changing status light when protection is active, showing whether or not it's certain to save you (maybe green and yellow, or blue and cyan).

Friday, 30th December 2016, 06:30

Forum: Game Design Discussion

Topic: Buff or remove Silence, completely remove it from enemies

Replies: 13

Views: 3356

Re: Buff or remove Silence, completely remove it from enemie

I gather suppression was disliked as a monster effect, but what about bringing it back as a player effect, accompanying the total silence spell suggested above? That strikes me as more interesting than straight-up HP damage. It's also very thematic.

Wednesday, 28th December 2016, 09:17

Forum: Game Design Discussion

Topic: DCSS has a power creep problem

Replies: 93

Views: 51291

Re: DCSS has a power creep problem

the fact that it is insanely hard to win means no undesirable power creep (aka power creep problem) happened. Not commenting on duvessa's sarcasm, but this still doesn't follow. If power creeps up for monsters as well as players, then you can have power creep without necessarily making the game eas...

Wednesday, 21st December 2016, 02:33

Forum: Game Design Discussion

Topic: Announce sufficiently out of depth spawns to the player

Replies: 5

Views: 2052

Re: Announce sufficiently out of depth spawns to the player

This is actually a really nice idea, since it gives the player a choice: continue exploring this level despite the risk of encountering a nasty OOD monster, or forgo the XP and items from doing so. Right now, the player has no way of making that choice, which is actually less interesting, not more. ...

Tuesday, 20th December 2016, 04:31

Forum: Game Design Discussion

Topic: Erica issues(Erissues)

Replies: 3

Views: 1388

Re: Erica issues(Erissues)

#consolereasons All kidding aside, I favor option one. Monsters with "signature weapons" should just hold on to them. In addition to being good flavor, it gets around having to give them generic tiles - don't forget, using the same graphic for Erica's scimitar as for that of a random orc s...

Friday, 16th December 2016, 20:47

Forum: Game Design Discussion

Topic: Remove giant spiked clubs (keep giant clubs)

Replies: 13

Views: 4913

Re: Remove giant spiked clubs (keep giant clubs)

Can we seriously remove weapon accuracy? It seems like everyone agrees it has little effect, and it's great at confusing players. I've actually had to unlearn what DCSS "taught" me about weapon accuracy for games like CDDA, where a weapon with -1 accuracy is *much* worse than one with +2 a...

Friday, 16th December 2016, 01:22

Forum: Game Design Discussion

Topic: Show how much "damage" Flay is currently applying

Replies: 9

Views: 3238

Re: Show how much "damage" Flay is currently applying

I think it should be displayed on the status line like Flay(XXX), where XXX is the amount of HP you get back when the flay ends But I don't wanna do math. Actually both options sound like a good way to get the information across. Though for the Flay(XXX) option, I'd suggest also turning the player'...
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