Search found 375 matches

Thursday, 14th April 2016, 10:51

Forum: Game Design Discussion

Topic: Are Caustic Shrikes (And Corr in general) too strong?

Replies: 42

Views: 10089

Re: Are Caustic Shrikes (And Corr in general) too strong?

For the record: console glyphs can most definitely give information about a monster's danger level. Crawl, for example, tends to have the "dangerous" variant of a monster have a lighter-colored glyph: orc warrior -> orc knight, lich -> ancient lich, centaur/orc -> centaur warrior/orc warri...

Tuesday, 12th April 2016, 21:37

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 9808

Re: Recovering from Very Heavy Draining

The question isn't what the OP should or could have done to avoid heavy draining, or how rare this level of draining is. The issue is this: if extremely heavy draining (i.e. all skills to zero, like the OP) is basically just a protracted death sentence, that's unfun and should be changed. I don't kn...

Tuesday, 12th April 2016, 21:23

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7980

Re: Stairdancing nerf proposal

Denying stair use while monsters are visible would greatly increase the power of wands/spells of Invis. So just restrict those to the player and possibly their allies. Seriously, could there ever be any non-degenerate reason for players to make hostile monsters invisible? I'm sure someone could com...

Sunday, 10th April 2016, 23:07

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7980

Re: Stairdancing nerf proposal

Why not just go full Brogue and make *all* monsters have infallible cross-level radar?

Sunday, 10th April 2016, 22:50

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9962

Re: Susceptible to X

The descriptions for positive resistance are fine as-is, in my opinion - there's no need for perfect symmetry. "It is resistant to X" conveys both the decreased damage and potential resistance to status effects. The problem is that there's no similar word that works well for negative resis...

Friday, 8th April 2016, 22:21

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 6255

Re: Scroll of Noise > Scroll of Flash

If scroll of noise became scroll of flash as proposed, encounters like these would cease to be interesting, because you could just blow the consumable and light up the invisible monster. It would be easy, automatic, optimal, and boring. Think about it, how many times per game is monster invisibilit...

Wednesday, 30th March 2016, 22:39

Forum: Game Design Discussion

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

Replies: 68

Views: 16211

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

Remove wearing rings. Rings have their effect just by being in inventory. Multiple rings of the same type don't stack unless you're an octopode. Larn does this. It works pretty well there, but it would be a *huge* player buff in DCSS. Perhaps if it were accompanied by making rings much, much rarer ...

Wednesday, 30th March 2016, 05:10

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 13623

Re: New Race: Kitsune

Serious question: what do you think Fox Form adds to this? Of course it's very thematic, but the only real advantage they get from it is Fast 1. Even before the aptitude increases this isn't a particularly weak race, especially since (past the very early game) they will have a lot more ready access ...

Tuesday, 29th March 2016, 09:38

Forum: Game Design Discussion

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

Replies: 68

Views: 16211

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

Having resistances not be swappable is far more interesting in my opinion, and it makes way for potential design space based on creating more enemies that increase the importance of resistances. This design space is already occupied by AC/EV and earth casters/melee monsters. It's one huge resistanc...

Tuesday, 22nd March 2016, 22:04

Forum: Game Design Discussion

Topic: High Five For Less 5 Press: 'o' = rest and auto

Replies: 6

Views: 1750

Re: High Five For Less 5 Press: 'o' = rest and auto

99% of the time the player is going to want to rest until full health before exploring, so why not cut out the extra tedium? That's really not true. A lot of trivial encounters might leave you at >80% HP. Many players would gladly accept the marginally increased danger in exchange for shaving off a...

Tuesday, 22nd March 2016, 10:38

Forum: Game Design Discussion

Topic: A way to avoid accidental starvation

Replies: 24

Views: 7171

Re: A way to avoid accidental starvation

Another option would be to rapidly rot health. This would be kinder than instant triple-stat-zero (which has a good chance of being fatal if there are even any moderate-power monsters around), but nastier than just rotting stats (since rotted health requires consumables to fix).

Monday, 21st March 2016, 00:11

Forum: Game Design Discussion

Topic: A way to avoid accidental starvation

Replies: 24

Views: 7171

Re: A way to avoid accidental starvation

Does lignification still stop hunger? If so that may well be a more desirable option than eating a ration, depending on the situation.

Tuesday, 15th March 2016, 17:39

Forum: Game Design Discussion

Topic: Make the Stat Screen Show X's in Stealth

Replies: 13

Views: 2981

Re: Make the Stat Screen Show X's in Stealth

I'm usually a supporter of showing more numbers, but I honestly think a graphical display is more informative. The way that stealth calculations work involves a lot of magic numbers - adjustments for spells, monster intelligence, etc - which would make it very difficult for the player to know at al...

Tuesday, 15th March 2016, 09:01

Forum: Game Design Discussion

Topic: Make the Stat Screen Show X's in Stealth

Replies: 13

Views: 2981

Re: Make the Stat Screen Show X's in Stealth

Or just display the numeric value already. I'm usually a supporter of showing more numbers, but I honestly think a graphical display is more informative. The way that stealth calculations work involves a lot of magic numbers - adjustments for spells, monster intelligence, etc - which would make it ...

Monday, 7th March 2016, 18:20

Forum: Crazy Yiuf's Corner

Topic: Do we need to make Monster rAcid more common?

Replies: 11

Views: 3760

Re: Do we need to make Monster rAcid more common?

I think it's fine - a wand is still an extremely limited consumable for most characters, and having a wand that works against most monsters isn't a bad thing.

Sunday, 6th March 2016, 19:32

Forum: Game Design Discussion

Topic: Remove ghosts from the game (or let us disable them).

Replies: 59

Views: 15781

Re: Remove ghosts from the game (or let us disable them).

Have ghosts drop all their sweet, sweet artifact gear on death... =) That will never happen: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:wont_do . I do wonder if the devs would be friendlier to the idea of ghosts dropping a single good item upon being killed (an item unrelated to what t...

Friday, 26th February 2016, 00:30

Forum: Dungeon Crawling Advice

Topic: The first level of the dungeon is too chance dependent.

Replies: 26

Views: 6221

Re: The first level of the dungeon is too chance dependent.

Elliptic's streak of 43 has several non-fast spellcasters: TeCj, KoEE, VSEE, NaNe, DDFi, KoCj, OpMo, CeCK, DgEE, MiCK, HEAs, VSFi, CeAE, DrAr, OgNe, NaBe, HuAE, SpAM, OpFE, DDAs, FoSk, SpIE, VSSk, GrTm, HOSk, HOGl, MiAK, HuAK, OgHu, DDAr, FoFE, MiWr, DrVM, SpWz, TrVM, GrBe, TrAE, FeCj, MfAs, GhWr, ...

Thursday, 25th February 2016, 09:49

Forum: Game Design Discussion

Topic: Scrolls/Potions Require IDing, Why?

Replies: 80

Views: 14827

Re: Scrolls/Potions Require IDing, Why?

Having scrolls and potions autoidentified would be a huge buff to the early game. Imo such buff is not needed. It doesn't have to be. Instead of making scrolls and potions less frequent overall to compensate, you could keep the generation the same, but erase the first one generated, simulating a pl...

Wednesday, 24th February 2016, 23:49

Forum: Crazy Yiuf's Corner

Topic: Mutation Items suggestion

Replies: 6

Views: 1770

Re: Mutation Items suggestion

Ydeve already covered most of what I was going to say, but to add: items or artifacts that gives you mutation ability like breath weapon Maybe this is just me, but I personally dislike active abilities that aren't from spells, gods, or species. It's very easy to forget to use them, since they're a) ...

Wednesday, 17th February 2016, 06:35

Forum: Game Design Discussion

Topic: TSO piety

Replies: 6

Views: 2059

Re: TSO piety

"The Shining One is a very gregarious god, and rewards worshipers who meet as many new friends as possible!" More seriously, just say "The Shining One likes it when you meet non-evil creatures, and when you kill evil creatures." I feel like 'determine whether they need to be erad...

Monday, 15th February 2016, 11:25

Forum: Game Design Discussion

Topic: resting

Replies: 34

Views: 9295

Re: resting

-strict food supply, so you can't spend many turns on healing HP Brogue does this. It's awful , since you spend half your time pressing ssssssssssss at apparent blank spots on the map, as one missed food ration can be a death sentence. There are literally two rings (clairvoyance and awareness) whos...

Monday, 15th February 2016, 10:54

Forum: Game Design Discussion

Topic: resting

Replies: 34

Views: 9295

Re: resting

I'm not sure if you're being serious or not, but this is something the developers have long tried to address, and so far there's no way that even comes close to satisfying everyone. The entire race of Deep Dwarves was conceived as a foray into ways to avoid constant resting. Frankly, I've never seen...

Thursday, 11th February 2016, 02:16

Forum: Game Design Discussion

Topic: Automaticly Identify Items that can't be worn

Replies: 1

Views: 865

Re: Automaticly Identify Items that can't be worn

Check the .lst file at the end. In theory it won't catch items in Pan/Abyss, but those are pretty infrequent.

Tuesday, 9th February 2016, 12:58

Forum: Game Design Discussion

Topic: Mercenary revival

Replies: 8

Views: 2327

Re: Mercenary revival

I'm neutral on whether the mercenary card should stay or go, but to respond to your two points: 1. Mercenaries die easily due to bad AI and AoE effects I don't see a problem with this, as long as it isn't avoidable in some silly way. Most cards are not meant to be game-changing effects, especially a...

Thursday, 4th February 2016, 10:19

Forum: Game Design Discussion

Topic: Proposal: Limit items by category, instead of overall

Replies: 4

Views: 1548

Proposal: Limit items by category, instead of overall

Motivation: Decision fatigue is a real problem in roguelikes. You encounter hundreds or thousands of items in a given game, only 52 of which you can carry. Now probably the majority of these items are worthless to your character, but enough fall in the "maybe" category that you are freque...

Thursday, 28th January 2016, 06:51

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 61350

Re: Luring (was: DCSS has a power creep problem)

I fail to see how this proposal stops running upstairs to press 5. Sure, you can't come back down the same flight of stairs because you have low AC and tons of monsters waiting there, but there are 3 flights of stairs... ETA: Also, any caster with experience would not be surrounded with a bunch of ...

Thursday, 28th January 2016, 00:29

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 61350

Re: Luring (was: DCSS has a power creep problem)

All characters, melee, caster, and ranged would have to think more carefully about how much of a group they can kill - I don't think that's a problem, and it works very well in Brogue. It's not even that huge a nerf to casters anyway: if you manage to run out of MP attacking a large group of monster...

Wednesday, 27th January 2016, 22:27

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 61350

Re: Luring (was: DCSS has a power creep problem)

One solution would be to combine IVAN and Brogue: ⋅ IVAN: You can run, doubling your movement speed or more, but after a fairly short period it massively hampers your combat abilities, and also increases food consumption. ⋅ Brogue: Monsters can follow you across levels, and group...

Sunday, 24th January 2016, 08:42

Forum: Game Design Discussion

Topic: Concise skill progression table in morgue file

Replies: 24

Views: 7266

Re: Concise skill progression table in morgue file

My only (fairly minor) suggestion would be to repeat unchanged nonzero skill levels. That way, by reading down a column, you can get a nice snapshot of what the character looked like at that XL.

Saturday, 23rd January 2016, 21:34

Forum: Game Design Discussion

Topic: Race Proposal: Armor

Replies: 4

Views: 1441

Re: Race Proposal: Armor

Seriously, bump the AC up to 20, with an extra +1 every 5 levels, or maybe 15 with +2 every 5 levels. Assuming all other slots filled, that leaves you with 37AC, which is a decent amount (though for an AC-based character it would still be 'good, not great') - as it is right now, you end up with 22AC...

Friday, 22nd January 2016, 17:44

Forum: Game Design Discussion

Topic: Fun Suggestion for Random Altars

Replies: 22

Views: 5433

Re: Fun Suggestion for Random Altars

Yes I know some in this thread are just being tongue-in-cheek at this point, but seriously, I can't see the developers, wanting to introduce a new feature, hiding it behind a <1/22 dice roll that requires you to use a fairly game-altering feature. Remember that most players already aren't going to t...

Wednesday, 20th January 2016, 00:01

Forum: Game Design Discussion

Topic: Solving Issues With Channeling

Replies: 23

Views: 4893

Re: Solving Issues With Channeling

There can still be a hunger cost I suppose, but if you were playing a spriggan you might not want to do this passively. You could have two abilities, a channel ability as now, and a "toggle auto-channeling" ability (they could be a and A, to make it clear that they're related). As for the...

Monday, 18th January 2016, 10:28

Forum: Game Design Discussion

Topic: God Proposal: Taxis, God of Mind (aka No Wielding God)

Replies: 14

Views: 3291

Re: God Proposal: Taxis, God of Mind (aka No Wielding God)

You could in theory disallow the use of unarmed as well, but this doesn't really offer anything interesting, it just means you no longer have a decent choice for dealing with popcorn and have to stair dance to recover mana a lot more often. It could offer something interesting. Having *no* melee op...

Friday, 15th January 2016, 05:51

Forum: Game Design Discussion

Topic: What function do crimson imps serve?

Replies: 31

Views: 7926

Re: What function do crimson imps serve?

Imps teach elemental users to avoid and ignore threats they can't fight. That's VMs, necromancers and FEs. The problem is, they don't. As duvessa pointed out, anyone can just grab a nearby battleaxe and eventually squash them, and the XP they give usually makes the tedium worthwhile. Worms work wel...

Monday, 11th January 2016, 04:00

Forum: Game Design Discussion

Topic: Rune screen and rune effects

Replies: 41

Views: 9706

Re: Rune screen and rune effects

dpeg wrote:Tomb: Carring the golden rune makes you immune to mummy death curses.


This seems like it'd make some Zig levels significantly easier. I doubt it's a huge issue, but it does make the effect a little less localized.

Saturday, 2nd January 2016, 08:14

Forum: Game Design Discussion

Topic: Stash solution – extra items but with a turn penalty

Replies: 20

Views: 5556

Re: Stash solution – extra items but with a turn penalty

HbG: I don't think current inventory management is bad enough to force this. But yes, I believe that the proper solution to item management is non-persistent items: you only have what you carry, all the rest disappears. That way, picking up and dropping are properly meaningful, and there's no trash...

Friday, 1st January 2016, 19:29

Forum: Game Design Discussion

Topic: Livery (a sort of curse reform)

Replies: 4

Views: 2221

Re: Livery (a sort of curse reform)

How about reversing this idea a bit, by making it so you need the rune to wear the item? The game lets you know what (some of) the reward for the branch will be, which may affect your decision on whether or not to do it. Unfortunately this only really works for static, optional runes: the Hells, Tom...

Saturday, 26th December 2015, 18:58

Forum: Game Design Discussion

Topic: replace juggernaut self-immobilization with strong knockback

Replies: 12

Views: 3037

Re: replace juggernaut self-immobilization with strong knock

Considering that mass summons is a very effective way to take down juggs, giving them cleave certainly would make them more dangerous. No, it makes them harder to kill. Since there are plenty of other ways to take them down that aren't affected by cleaving, it doesn't really make them more dangerou...

Friday, 25th December 2015, 13:02

Forum: Game Design Discussion

Topic: replace juggernaut self-immobilization with strong knockback

Replies: 12

Views: 3037

Re: replace juggernaut self-immobilization with strong knock

A simple solution to the ally cheese problem is to just make juggs' attacks cleave. Even sputterflies wouldn't stand up long to that, and cleaving wouldn't make juggs particularly more dangerous otherwise.

Tuesday, 15th December 2015, 23:47

Forum: Game Design Discussion

Topic: PSA: Amulet of Clarity => Amulet of Harm

Replies: 84

Views: 26091

Re: PSA: Amulet of Clarity => Amulet of Harm

* the harm part could be something else than additional damage (e.g. stat rot etc.) I'd suggest occasional brief and incurable tactical effects on receiving damage, as opposed to strategic ones like stat rot. The vertigo status introduced for the amulet of dismissal sounds like a good possibility, ...

Tuesday, 15th December 2015, 22:50

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6888

Re: Curse Retool

while mostly being no brainers, they add an element of flavor that I sort of like about the game Unfortunately, this is a very good reason to try and remove them. I'm like 90% sure the only reason they haven't been removed is that any potential solution to do so has to work with Ashenzari. For what...

Sunday, 13th December 2015, 21:21

Forum: Game Design Discussion

Topic: Ash cursing rework

Replies: 7

Views: 2114

Re: Ash cursing rework

Ashenzari can passively stop the normal curse timeout, and if you want an item uncursed under her you can pay a large amount of piety to have her allow you to do it. Say, about the amount that you lose for unequipping an amulet of faith. A third of your piety is a LOT, especially given that this wo...

Friday, 11th December 2015, 04:32

Forum: Game Design Discussion

Topic: Rods (split from GDD Pakellas thread)

Replies: 34

Views: 7938

Re: Rods (split from GDD Pakellas thread)

Give rods significantly better melee damage (make them slightly worse than a morningstar for, example.) Then have an evocations-dependent chance of triggering the rod effect (without expending charges) whenever you hit an opponent. http://crawl.chaosforge.org/Magical_staff Doesn't have to be redund...

Thursday, 3rd December 2015, 22:37

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 67290

Re: Incoming Amulet Reform Discussion

Again, I now think that giving a temporary level of frail on equip is probably a better penalty, since it has a similar effect but wears off naturally instead of being a small potion of curing tax. This is perhaps a discussion for another thread, but why not just XP-gate rot itself? Failing that, a...

Thursday, 3rd December 2015, 07:39

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 67290

Re: Incoming Amulet Reform Discussion

Armour already has a really good mechanic to prevent swapping that doesn't arbitrarily punish some species more than others, why not extend the same mechanic to amulets and be done with it. On the devwiki, one of the other suggested costs for the amulet of regeneration was torment. Torment upon equ...

Tuesday, 1st December 2015, 19:02

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 67290

Re: Incoming Amulet Reform Discussion

its not like you can switch to stasis or anything... That can be dealt with. Easy (and general) way would be to make stasis- or -Tele-blocked teleportations not decrement the XP timer. This could also need to be accompanied by giving stasis itself XP-expiring -Tele (basically a temporary -Tele muta...

Tuesday, 1st December 2015, 17:25

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 67290

Re: Incoming Amulet Reform Discussion

Don't know if anyone has suggested this, but temporary Teleportitis 3 seems like a much better penalty for removing an amulet of dismissal. Thematic, non-permanent, not strictly consumable-dependent, and shouldn't really be scummable.

Sunday, 22nd November 2015, 04:23

Forum: Game Design Discussion

Topic: Abyss/Banishment Thoughts

Replies: 14

Views: 3115

Re: Abyss/Banishment Thoughts

dynast wrote:What about MR? I think thats the first step to not get annoyed by banishments


Um, no:

  • Good Design: Bad decision results in player death, loss of consumables, etc.
  • Bad Design: Bad decision results in five to fifteen minute annoyance.

Thursday, 19th November 2015, 19:07

Forum: Game Design Discussion

Topic: FR: bots don't leave ghosts

Replies: 9

Views: 2430

Re: FR: bots don't leave ghosts

Wouldn't it be possible to give server admins the authority to block a given player from leaving ghosts? This sounds like something that's best left to the discretion of individual admins, rather than any one global policy. As a side benefit, server admins being able to block players from leaving gh...

Wednesday, 18th November 2015, 10:43

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7741

Re: The Tedium of Regeneration

Here's a suggested rework: The spell, instead of having a duration, has a spellpower-based chance of ending for every HP it gives you. The intensity of regeneration is based on tension, fading to zero at sufficiently low tensions (so you can't just kite a rat around for regeneration). This would be ...
PreviousNext

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.