Search found 366 matches

Saturday, 23rd November 2019, 08:58

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 1626

Re: Items scattering

Not to mention that your loot filter wouldn't be static - not even over the same character's lifespan. Your L1 fighter-type character is probably very interested in runed/glowing hand axes and war axes. Your L20 bruiser who already has a nice battleaxe isn't.

Saturday, 16th November 2019, 14:30

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 1626

Re: Items scattering

I had my own proposal for reducing item clutter a couple years back, which is similar but not identical to the "strong" version of duvessa's. I still think it's a good idea, and should be extended to monster armor. If you wanted to keep the "loot box" element of killing monsters,...

Tuesday, 8th October 2019, 21:18

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 1509

Re: Neutral monsters bad

The flavour change is easy for Pikel and Kirke But I like the flavour of freeing the slaves, "their enchantments persist" turns it into just a band of humans led by a kobold. Couldn't neutrals be changed to never attack instead? Seconded on making neutrals never attack. Honestly, that's m...

Wednesday, 11th September 2019, 15:15

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1481

Re: Demonspawn Rerolls

Suggested revision: When Ds get the first mutation of a facet, they have a chance to veto it. Doing so removes that facet from any subsequent generation, and instantly gives another facet of the same tier, along with its first mutation. This way, you don't have a noob trap of delaying mutations. You...

Friday, 12th July 2019, 01:07

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 1378

Re: Amulet of Infinite Regret

Things that get even less traction than the usual Tavern idea: - Items that are very powerful, but whose power is heavily dependent on the player remembering to use them properly. - Things that require a substantial amount of coding - NetHack ideas Given that this is basically an amulet of life savi...

Monday, 17th June 2019, 22:53

Forum: Game Design Discussion

Topic: Jiyva and Torment

Replies: 4

Views: 814

Re: Jiyva and Torment

I would argue that if you're taking >25% max HP from conventional sources, you're probably in a LOT more danger than if you're taking that damage from torment. Neither situation is good, but torment is unable to kill you directly, and it's also fairly likely the tormenting monster is near the edge o...

Friday, 14th June 2019, 02:18

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 4436

Re: As a new player, dungeon feels too long

As duvessa mentioned, the weirdly gimped nature of D:1 really needs to go. Slogging through a morass of bats and hobgoblins and daggers and leather armors gets really dull really fast. Put it this way: would the game suffer much if you started as an XL2/XL3 character on D:2, and everyone began with ...

Sunday, 21st April 2019, 05:54

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 8034

Re: Experimental branch: two state vampires

I know that means that if you're totally safe and want to regen and then go back to bloodless you've got two extra keypresses, and I'd be happy to hear a suggested solution; however I feel it's important for a bloodless vampire to not be able to regenerate and stay bloodless easily if they're in on...

Friday, 22nd March 2019, 09:43

Forum: Game Design Discussion

Topic: wights (small and petty)

Replies: 3

Views: 664

Re: wights (small and petty)

And here I was hoping we'd start seeing petty wights on D:1 and small wights on D:3.

Monday, 11th March 2019, 05:17

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 4825

Re: Is this supposed to be fun?

I really dislike monsters that exist primarily to teach some tactic or mechanic. It would be less intrusive to display a splash screen saying "you can walk away from monsters" at the start of each game. I feel that it's fine for a monster to exist to teach some tactic - as long as the con...

Sunday, 10th March 2019, 21:27

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 4825

Re: Is this supposed to be fun?

The issue here is that there are a ton of no damage hits and a ton of misses. Did any of you play Morrowind? That game is notorious for its combat system and this imp situation reminded me of exactly that. https://www.youtube.com/watch?v=bNXYrAkUntU Having your character do an action in a video gam...

Monday, 4th March 2019, 11:11

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 2822

Re: Why isn't DD ability just a regeneration rate?

1) It's an arbitrary breakpoint, one which makes fights occurring at 99% XP significantly different from those occurring at 1% XP. I'm guessing that by "healing on experience" they meant "healing on experience", not "healing on level up". Oh true. The problem of wasted...

Monday, 4th March 2019, 05:05

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 2822

Re: Why isn't DD ability just a regeneration rate?

I'm sure this has been suggested before but I forget what the arguments against it were: Give deep dwarves (generous) healing on experience, no other sources of healing besides potions of heal wounds. Bonus: do the same for MP (but really, really generous and fairy dragon-style MP-shaving The p...

Monday, 25th February 2019, 10:44

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 1981

Re: Implement event chance smoothing on EV and SH

Invisible states like this seem pretty much unworkable. Crawl is open-source. Therefore it's possible to build a tool that will track these states, given that they depend on information that is at some point available to the player. I can easily imagine doing this programmatically by directly readin...

Sunday, 10th February 2019, 05:14

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 22

Views: 1821

Re: Unrandart amulets which disable ring slots

Double or even triple melee damage? Increased melee damage is a distinct design space from the other amulets, and fits into the theme established by staves of earth and statue form. Name could be something like "Amulet of crushing hands". The only other option would seem to be a massive bo...

Tuesday, 22nd January 2019, 05:39

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 100

Views: 9108

Re: Positional Attack Spells

Specific idea: A single-target conjuration whose damage is proportional to the number of non-wall squares around you. If that's too gameable, it could be instead based on the number of non-wall squares in a 5x5 or 7x7 square around you. The damage/MP of the fully "open" version of the spel...

Thursday, 27th December 2018, 05:56

Forum: Game Design Discussion

Topic: Remove clubs

Replies: 17

Views: 2124

Re: Remove clubs

A while ago I suggested "abstracting away" all monster weapons, a proposal that got some attention but ultimately went nowhere. Perhaps hobgoblins would be a good way to test that concept: up their damage to 8 or 9, and disable weapon use for them. That would probably be better than giving...

Thursday, 27th December 2018, 00:26

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 930

Re: Abomination player species

You've got two major things going here: ⋅ Size and stats changes based on nutrition ⋅ Innate Evolution mutation The first is a major pain in the butt, which is what I believe duvessa is trying to say. Having to juggle food to manage your character's current state causes a ton of ...

Thursday, 20th December 2018, 00:47

Forum: Game Design Discussion

Topic: Power spiral

Replies: 23

Views: 3057

Re: Power spiral

Okay, I understand now. I don't think you can realistically avoid said convergence in a roguelike such as crawl though. The natural tendency will be for loot/XP to normalize and make hard starts easier rather than leaving them hard...while also making some of the easy start advantages less meaningf...

Thursday, 8th November 2018, 10:22

Forum: Game Design Discussion

Topic: books with 1 spell

Replies: 5

Views: 908

Re: books with 1 spell

Bikeshedding thing: Handbooks and manuals are pretty close to the same thing IRL. I'd suggest a more 'magical' name like grimoire, tome, or volume.

Monday, 5th November 2018, 13:21

Forum: Game Design Discussion

Topic: Change jewellery (P)UT key into (W)EAR key

Replies: 21

Views: 1831

Re: Change jewellery (P)UT key into (W)EAR key

Don't unify the commands. Both the contexts in which you use (W)ear and (P)ut on commands, and the results of using them, are completely different. Even unifying the equip times between jewellery and armor would only (partially) solve the second problem and do very little for the first. With a unifi...

Saturday, 20th October 2018, 05:48

Forum: Game Design Discussion

Topic: Ancestor not blocking or being blocked with line of sight

Replies: 6

Views: 949

Re: Ancestor not blocking or being blocked with line of sigh

"the central place for this kind of discussion is on the CDO wiki," -from forum description. Is it talking about this wiki? crawl.chaosforge.org How is that suppose to be done? No, they're talking about this wiki . You know, the one that looks like Wikipedia circa 2002 and has literally r...

Monday, 8th October 2018, 12:59

Forum: Game Design Discussion

Topic: Nets vs player are too powerful and random

Replies: 7

Views: 1225

Re: Nets vs player are too powerful and random

and also by giving immunity to being netted again and again. The easiest way to do this would be to limit monsters to carrying one net each. There would be no spoilers to look up, whereas a new immunity invites questions like: how long does net immunity last/is it like paralysis immunity/do the two...

Monday, 1st October 2018, 15:05

Forum: Game Design Discussion

Topic: Remove direct damage from the list of necromancy miscasts

Replies: 3

Views: 741

Re: Remove direct damage from the list of necromancy miscast

*just by rN, not by torment immunity: undead players aren't affected It checks torment but not RN? How is that anything but a bug? Because the damaging miscast effects predate rN+ giving torment resistance. And more generally, because (non-plain) mummy death curses haven't changed in like a decade.

Saturday, 1st September 2018, 05:06

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 8284

Re: Tournament rules can cause health problems

how about only counting the first game played for each species/background? I can't believe that you guys are actually seriously discussing this idea. The bar is pretty high for the "worst idea ever" title, but this certainly qualifies as a candidate. An average player probably loses 20-so...

Friday, 24th August 2018, 02:54

Forum: Game Design Discussion

Topic: Bring back player ghosts

Replies: 10

Views: 1101

Re: Bring back player ghosts

I think the loss is more minor than you think, but a way to do both would be to make a "ghost bank": for each Pan lord that comes somewhat close to matching a ghost (similar stats, matches a couple spells, etc), just rebrand it a ghost, or maybe as a Pan-twisted version of the player, with...

Friday, 24th August 2018, 01:28

Forum: Game Design Discussion

Topic: Bring back player ghosts

Replies: 10

Views: 1101

Re: Bring back player ghosts

Personally, I think that randomly replacing some Pan lords with old-style XL25+ player ghosts during the Orb Run might be fun. It's thematic, and basically a lateral move in terms of difficulty. I suppose there's still the issue that people would check bones files, but I'd think that would be less p...

Friday, 17th August 2018, 02:41

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 8284

Re: Tournament rules can cause health problems

I personally think a time-based limit is better, combined with duvessa's suggestion of making scores independent of when the game is played, while using stats to handicap combos based on difficulty. In theory, an overall time limit shouldn't change the metagame much, since there already is an overal...

Wednesday, 1st August 2018, 07:56

Forum: Game Design Discussion

Topic: Xom Temple in Pandemonium

Replies: 1

Views: 534

Re: Xom Temple in Pandemonium

Character-based dungeon generation is almost always a no-go (yes there are exceptions, and yes they are controversial). That being said, a Xom-themed vault with powerful but perpetually confused monsters sounds like an interesting idea, and would probably be a good fit for Pandemonium.

Friday, 4th May 2018, 02:26

Forum: Game Design Discussion

Topic: Abyssal Knights (was: Merchant, a Gozag zealot background)

Replies: 18

Views: 2522

Re: Merchant, a Gozag zealot background

Okay, so I can understand (and don't feel like analyzing) all the arguments about why Jiyva shouldn't be allowed in the early game. But what on earth is up with Lugonu? The fact that you can start with her from turn one indicates that she's not ill-suited to the early game, so why is it that you onl...

Saturday, 7th April 2018, 12:34

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 2707

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

I always thought the removal of MD was a huge mistake from a flavor standpoint. As the OP says, dwarfs' mythological roots go back way beyond Tolkien, while minotaurs being a generic fantasy monster is pretty much straight out of D&D - at best you can date it to CS Lewis. The creature from Greek...

Sunday, 25th March 2018, 08:46

Forum: Game Design Discussion

Topic: Why Makhleb doesn't grant HP when killing dancing weapons?

Replies: 2

Views: 637

Re: Why Makhleb doesn't grant HP when killing dancing weapon

Hmm, turns out they indeed don't give HP, but do give piety: http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mon-death.cc#l2293 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/god-conduct.cc#l772 The relevant lines would seem to be && !mons_is_object(mons.type) ...

Tuesday, 6th March 2018, 22:32

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 1606

Re: make armor multiply spell difficulty, not add

It would be pretty easy to make armor give both an additive penalty and a multiplicative one, so that it doesn't get any easier to cast low-level spells in plate, but you have a more logical difficulty curve. It would be a strict nerf to heavy armor spellcasters, of course, and I don't know that it'...

Monday, 29th January 2018, 19:13

Forum: Game Design Discussion

Topic: Remove Monster Banishment

Replies: 12

Views: 1628

Re: Remove Monster Banishment

It seems like monster-castable shaft would just encourage people to put travel exclusions on those monsters, then come back and deal with them once the next few levels are cleared out. Also, Hellmonk's second point is well worth considering. Breaking game flow is unlikely to violate any lofty 'philo...

Thursday, 18th January 2018, 19:35

Forum: Game Design Discussion

Topic: Change levelup stat choice interface

Replies: 8

Views: 1038

Re: Change levelup stat choice interface

Not to mention that many modern laptop keyboards make those keys pretty inconvenient to access. Also, there's no obvious way to access them on a Chromebook. While that particular case is a non-issue at the moment as anyone playing DCSS on a Chromebook is either a) playing it on webtiles which alread...

Monday, 15th January 2018, 22:49

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 14218

Re: remove mummies and vampires (or let them starve)

I always feel like discussions like this want to bring the game closer and closer to simply being a randomized sequence of tactical encounters gradually increasing in difficulty. No, I'm not saying nothing should ever be removed, but the "simulationist" aspects of a game should not be disc...

Saturday, 6th January 2018, 21:25

Forum: Game Design Discussion

Topic: Proposal: Show GDR numbers

Replies: 34

Views: 3734

Re: Proposal: Show GDR numbers

I've always been a fan of Brogue's "At worst, it could kill you in <x> hits" description on monsters. If something like that could be made to accurately include GDR, it would go a reasonable way towards demystifying the property without being misleading.

Thursday, 23rd November 2017, 18:32

Forum: Game Design Discussion

Topic: Monster vs monster

Replies: 7

Views: 1018

Re: Monster vs monster

Monster vs Monster sounds like a good idea in the abstract, but the reality is that it encourages incredibly tedious behavior, where you're constantly luring difficult monsters towards each other to soften them up. Hell, I could imagine a heavily armored character dragging a bunch of weaker orcs aro...

Thursday, 23rd November 2017, 07:44

Forum: Game Design Discussion

Topic: Lignification, Degeneration, and Torment

Replies: 8

Views: 1146

Re: Lignification, Degeneration, and Torment

Why not add rTorm to !resistance instead? That's a potion that gets pretty useless late-game, as your AC, EV, and innate/equipped resistances take over protecting you against elemental damage. This would make the potion useful for the whole game, while adding a strategic element to its use early on....

Thursday, 16th November 2017, 03:19

Forum: Game Design Discussion

Topic: New god Idea: Zayne, the silent death

Replies: 2

Views: 650

Re: New god Idea: Zayne, the silent death

I like the idea - non-caster assassins are ridiculously weak outside the early game (to the point of unplayability), and giving them a god is a good way to address that. However, high MP costs will do nothing to deter using Hexes. Your average enchanter is spending just enough MP to get the target u...

Sunday, 12th November 2017, 20:24

Forum: Game Design Discussion

Topic: Add Turns to Messages

Replies: 4

Views: 723

Re: Add Turns to Messages

A good simplification of this idea that won't vomit a huge amount of mostly-meaningless digits on the screen would be to somehow distinguish messages that came from *this* turn. No, Crawl does not strictly advance by turns, but showing the player which messages came from the last 10aut could be usef...

Friday, 13th October 2017, 11:01

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 3180

Re: New Advanced Race - Gnomes

even species that were briefly in trunk but did not make it to a release in recent years fit with my theory of species proposals The removal for Lava Orcs said: When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE&qu...

Friday, 13th October 2017, 09:38

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 3180

Re: New Advanced Race - Gnomes

Seriously, the problem with this proposal is not that it uses existing mechanics. The problem is that the OP didn't explain why it's a good idea. But I think it's silly to prima facie dismiss any idea that doesn't introduce some gimmick. Yes, there are species ideas that are so similar to existing s...

Friday, 13th October 2017, 07:15

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 3180

Re: New Advanced Race - Gnomes

Was just about to point that out. The assertion that "if it's easy to code, it would have already been added if it were any good" is just false. Species don't just have to be coded, there's hundreds of hours of playtesting and extensive discussions about balancing that go into making them....

Friday, 13th October 2017, 05:39

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 3180

Re: New Advanced Race - Gnomes

Wild magic seems like it could be adapted into a tier 2 Demonspawn facet, instead of its own species. The mutation could perhaps be enhanced, if people consider too negative, or it could be combined with something strictly positive (MR+ comes to mind). @watertreamentRL: As for "species proposal...

Thursday, 12th October 2017, 11:06

Forum: Game Design Discussion

Topic: One weird trick to make pandemonium faster

Replies: 7

Views: 1538

Re: One weird trick to make pandemonium faster

How about just putting exits on every level of Pan? The "you're trapped here for a while" shtick was meaningful back when item destruction and item weight (shudder) were still things. Now it's just tedious. Alternately, an idea that also accomplishes making the branch finite: once you have...

Thursday, 28th September 2017, 02:40

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 2230

Re: Solution to the Inventory Problem

@ ion Wouldn't it be easier to get to select items you want from the search menu, and having them dropped at your location 10 turns later, if no monster shows up in the meantime? Yeah, that sounds like a reasonable alternative, and I think could be used alongside the "bag room" idea. I st...

Wednesday, 27th September 2017, 09:26

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 2230

Re: Solution to the Inventory Problem

My personal idea for inventory would be: Open inventory is now limited to 25 or 26 slots. For the rest, you have a nearly-infinite capacity bag of holding, either accessed as an inventory item or with its own command. The bag takes ten turns to open. This is interruptible, and is automatically inter...

Wednesday, 27th September 2017, 06:02

Forum: Game Design Discussion

Topic: Early Distortion Brands on Monsters

Replies: 25

Views: 2306

Re: Early Distortion Brands on Monsters

Standard EV for me was around 15, as 25 dex (+ 35 STR) in only med armor (with nearly 10 armor skill) would demonstrate. I was not going to die -- I was mowing through enemies without issue. Especially in a place where -- aside from uniques -- I would meet no casters/dagger wielders. I admit I didn...

Wednesday, 27th September 2017, 01:11

Forum: Game Design Discussion

Topic: Early Distortion Brands on Monsters

Replies: 25

Views: 2306

Re: Early Distortion Brands on Monsters

When I say "D:12" I am saying Dungeon:12. When you say "depth 12" are you meaning the same thing, or are you meaning ACTUAL "Depths"?? Given that Depths is only 5 levels long, he means Dungeon 12. And he's right, D:12 is an absurdly deep cutoff point for distortion - I...
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