Search found 63 matches

Saturday, 5th September 2015, 18:39

Forum: Game Design Discussion

Topic: FR: Add abjuration resistance to mana vipers

Replies: 2

Views: 1175

Re: FR: Add abjuration resistance to mana vipers

The only problem I have with this is that if you're just summoning mana vipers you can make abjurers essentially whiff repeatedly while they fruitlessly try to abjure them. It might be better to actually make them immune so abjurers will use their turns doing things that are more useful.

Sunday, 16th August 2015, 22:48

Forum: Game Design Discussion

Topic: Remove sources of banishment into Abyss from low-mid levels.

Replies: 40

Views: 9302

Re: Remove sources of banishment into Abyss from low-mid lev

This whole line of discussion sort of underlines why I don't like disto banishing generally. The fact that enemies carry disto weapons creates a lot of situations where you just run away from enemies without adding anything tactically, it was almost better back when you couldn't see the had them and...

Saturday, 15th August 2015, 06:31

Forum: Game Design Discussion

Topic: rPhysical

Replies: 48

Views: 12549

Re: rPhysical

Saying "vorpal does less damage than frost/fire" or "iron shot is a worse spell than parrow" makes sense to me but physical damage is not less powerful and not (overall) less flexible than elemental.

Saturday, 15th August 2015, 05:57

Forum: Game Design Discussion

Topic: rPhysical

Replies: 48

Views: 12549

Re: rPhysical

bel wrote:I don't understand what you want to achieve. Pure physical damage is less powerful and flexible than others.

How do you figure?

Friday, 14th August 2015, 02:49

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

Sar wrote:IMO a good triple sword is a much better weapon than Firestorm outside of Ziggurats, but I imagine most people will disagree.

That's just kind of a weird way to compare them.

Thursday, 13th August 2015, 04:58

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

Wahaha wrote:
lessens wrote:If you want to see a game that is truly 100% about standing in a chokepoint, take a look at Sil.

But it's not, depending on the build. My first win I always fought in an open area, often against more than one enemy.

Did you take that skill that lets you cleave as long as you're in an open area?

Thursday, 13th August 2015, 03:55

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

If you want to see a game that is truly 100% about standing in a chokepoint, take a look at Sil.

Thursday, 13th August 2015, 02:20

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

The issue is obviously not that axes are OP it's that cleaving isn't bad "because you never want to be in a situation where it's used". Whether you want it or not, you are forced into many, many situations during a regular game where fighting everything in a chokepoint is either impossibl...

Thursday, 13th August 2015, 01:51

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

The issue is obviously not that axes are OP it's that cleaving isn't bad "because you never want to be in a situation where it's used". Whether you want it or not, you are forced into many, many situations during a regular game where fighting everything in a chokepoint is either impossible...

Wednesday, 12th August 2015, 19:52

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

Sar wrote:Crawl combat minigame pretty much amounts to minimizing the amount of enemies that can hit you at once.

Imagine what a shit game Crawl would be if this were true.

Wednesday, 12th August 2015, 19:37

Forum: Crazy Yiuf's Corner

Topic: Balancing OP Axes

Replies: 76

Views: 16814

Re: Balancing OP Axes

Axes are the worst weapon type. Lower base damages than other catagories, much longer delay, cleaving isn't good. Cleaving isn't good because you never want to be in a situation where it's used. Axes are more underpowered than overpowered. This is nonsense because you don't always fight everything ...

Monday, 10th August 2015, 07:16

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

I don't think it's actually that hard to balance a timer in a way that prevents mummy-level scumming for XP but still lets you press 'o' and '5' freely. But then why bother having a timer at all? Why not just remove the mechanics that enable mummy-level scumming in the first place? It's more like t...

Monday, 10th August 2015, 06:25

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

Changing monster AI to prevent the form of "scumming" monster spawns are supposedly designed to prevent would be trivial. Assuming the player isn't using some kind of automation script, deciding whether they're waiting around for monsters for a large amount of gametime is straightforward....

Monday, 10th August 2015, 05:43

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

I don't think it's actually that hard to balance a timer in a way that prevents mummy-level scumming for XP but still lets you press 'o' and '5' freely.

Monday, 10th August 2015, 03:53

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

Sandman25 wrote:Spawned monsters can leave corpses but give no XP. This way slow players like me will not starve but will not get any extra XP.

That sounds annoying and frustrating. As you struggle with the game you're given increasing challenges that give you no reward.

Monday, 10th August 2015, 02:20

Forum: Game Design Discussion

Topic: Inedible chunks are pointless

Replies: 9

Views: 2470

Re: Inedible chunks are pointless

They're not pointless because ghouls eat them.

Sunday, 9th August 2015, 21:59

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

If you have a system like that it should be a fairly liberal clock, otherwise you're pushing towards the territory where you're penalizing players for pressing 'o' and '5' too much. The scoring system already does that and, critically, getting a low score doesn't kill you.

Sunday, 9th August 2015, 15:49

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 111552

Re: But seriously, remove hunger

I don't really have a strong preference for either hungerless or the current system but the one system I don't want to see is something like the current chunkless, mainly because of spell hunger but also the other hungering abilities. A clock is fine but it's ridiculous in my view to punish players ...

Saturday, 8th August 2015, 06:24

Forum: Crazy Yiuf's Corner

Topic: Questioning Changes

Replies: 76

Views: 14131

Re: Questioning Changes

The 33% increase in frequency was maybe based on an estimate of monster density from earlier in the game than Zot? That's a big problem though, it suddenly becomes a big problem on levels with high monster density which means it's deadly on already tough levels while relatively mild on easy ones, a...

Saturday, 8th August 2015, 04:20

Forum: Crazy Yiuf's Corner

Topic: Questioning Changes

Replies: 76

Views: 14131

Re: Questioning Changes

It was already a huge advantage to go upstairs normally, and a further advantage to go upstairs if you had teleportitis. The difference is now that if you're e.g. doing Zot:5/Elf:2-3/S:5 you absolutely must go upstairs to rest every time or face a fight you have to teleport away from. It's a signifi...

Saturday, 8th August 2015, 04:11

Forum: Crazy Yiuf's Corner

Topic: Questioning Changes

Replies: 76

Views: 14131

Re: Questioning Changes

My main complaint with that change is that it encourages annoying behavior. With old teleportitis 1, I would usually just rest normally because it never tele'd you that far or that often. Now, I'll go upstairs to rest as often as I can be bothered, because it's become significantly more dangerous, a...

Thursday, 6th August 2015, 20:23

Forum: Game Design Discussion

Topic: Xom paralyzes you too much

Replies: 8

Views: 2252

Re: Xom paralyzes you too much

Cool that sounds a lot better and thanks for explaining. I'll try to give feedback but again I don't have a lot Xom games left.

Thursday, 6th August 2015, 19:44

Forum: Game Design Discussion

Topic: Wanted: Multi skill titles

Replies: 10

Views: 2443

Re: Wanted: Multi skill titles

This is a bad idea because if multiple skills could affect my title then I'd have titles other than "lessens the Slayer".

Thursday, 6th August 2015, 19:41

Forum: Game Design Discussion

Topic: Remove Player Ghosts

Replies: 28

Views: 6886

Re: Remove Player Ghosts

Instead of removing player ghosts convert every player ghost to a CeFE that casts fireball if <xl15 and firestorm if >xl15.

Thursday, 6th August 2015, 19:33

Forum: Game Design Discussion

Topic: Xom paralyzes you too much

Replies: 8

Views: 2252

Re: Xom paralyzes you too much

jejorda2 wrote:I reckon this is what Sandman25 is referring to:
https://github.com/crawl/crawl/commit/5 ... 8f7c9efb8d

That's good but I'm reading it as reducing the chance of a cloud drop from 1 in 13 to 1 in 22. That doesn't seem like that much but I'll see how it plays.

Thursday, 6th August 2015, 14:05

Forum: Game Design Discussion

Topic: Xom paralyzes you too much

Replies: 8

Views: 2252

Xom paralyzes you too much

I've played a lot of Xom games. My only unwon CK is MfCK (hopefully to be rectified shortly) and all of them have stuck with Xom all the way through. I've got a few complaints but with the weapon swapping resolved the real glaring one is how often an unavoidably you get paralyzed. I don't know the e...

Friday, 15th May 2015, 00:51

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

Also whether LB is strong or weak relative to other conjurations of the same level is just a side point IMO. Even if LB was indisputably the best I would still recommend lowering the noise level, because a level 5 bolt doesn't need to be nearly as loud as the loudest spell in the game. It doesn't ad...

Friday, 15th May 2015, 00:36

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

What I'm seeing from those numbers is that LB is extremely inconsistent. It's less likely to hit and its damage distribution is linear rather than following a bell curve, meaning there's a significantly bigger randomness factor in how well it kill stuff. To me, that creates a negative synergy with t...

Thursday, 14th May 2015, 20:12

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 27727

Re: Make all stats useful for all chars

Sprucery wrote:The burden of proof is on the side who wants to change the status quo.

I don't see why that would be the case either from a logical or game design perspective.

Thursday, 14th May 2015, 19:42

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

It is definitely the more *complicated* spell to use, but weaker, no. If a hydra isn't a good example, then take a spiny frog, or a black mamba, or a pack of wolves, all of which both have significant EV which can make LB's miss rate a huge problem and are fast enough that getting optimal positioni...

Thursday, 14th May 2015, 19:24

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

Siegurt wrote:Explosion noise comes from:

Reading this, LRD usually has a noise level of 15, which goes up to 20 if you manage you explode your target, and can only reach 25 (same as LB) with crystal walls.

Thursday, 14th May 2015, 19:14

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

Given the same power level, you'll do more damage with a bounced lightning bolt than a fireball (If you hit twice) Well this is the rub, isn't it? Lightning Bolt misses frequently, and even getting a chance to hit twice often requires allowing a monster to walk right up to you, which is a bad idea ...

Thursday, 14th May 2015, 19:05

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Re: Lower the noise on Lightning Bolt

I've tried to find the spell in the code before and failed, so I'm going to risk being completely wrong and trust the wiki: Lightning Bolt is 25, Fireball is 15. Shatter, the loudest spell in the game, is 30.

Thursday, 14th May 2015, 18:44

Forum: Game Design Discussion

Topic: Lower the noise on Lightning Bolt

Replies: 53

Views: 11365

Lower the noise on Lightning Bolt

This strikes me as something that was originally included for flavor reasons - thunder is extremely loud, right? - but doesn't really fit the spell in gameplay terms. Extreme noise is something that would be more suited as a unique drawback to a powerful spell, rather than as an additional penalty o...

Thursday, 7th May 2015, 20:21

Forum: Game Design Discussion

Topic: Gozag ability proposal: rent equipment

Replies: 5

Views: 2344

Re: Gozag ability proposal: rent equipment

It would be cool if Gogaz let you buy portals the way you used to be able to get portals from Nemelex with decks of dungeons.

Saturday, 25th April 2015, 07:27

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 7484

Re: Abyss and the gods

By that logic shouldn't rC be disabled in Cocytus? Because it's a no-brainer. And it's still useful elsewhere so it's ok. Why don't we disable rings of rF when fighting orbs of fire, there's clearly no decision to be made there. Also I don't know why boots of running still exist, since they're a no...

Saturday, 25th April 2015, 03:19

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 7484

Re: Abyss and the gods

Rast wrote:What's the rationale for that? It made them useable?

Probably what I said, it was a stupid no-brainer, they're still really useful e.g. if you're speedrunning. I don't really mind it being disabled in the Abyss at all.

Friday, 24th April 2015, 21:49

Forum: Game Design Discussion

Topic: Abyss and the gods

Replies: 27

Views: 7484

Re: Abyss and the gods

I don't think early banishment is exciting that often, you tend to just run around and hope you a) hit a lucky dice roll and find an exit and b) hope you don't get an unlucky dice roll and find one of the monsters that can unavoidably kill you because they're speed >10. At least until you run out of...

Wednesday, 22nd April 2015, 10:08

Forum: Game Design Discussion

Topic: Powered by Death and Gozag

Replies: 17

Views: 5032

Re: Powered by Death and Gozag

Neither of you are quite right. The way PbD works is that when you kill an enemy, you get the PbD buff. The buff's strength depends on the number of visible corpses. So there's two seperate numbers here: the buff duration and the buff strength. That's interesting. Could you use Kiku's corpse acquir...

Saturday, 18th April 2015, 00:27

Forum: Game Design Discussion

Topic: Remove Ammo

Replies: 49

Views: 13223

Re: Remove Ammo

I'm fine with ranged weapons not being usable in the early game as well, but if that's the system I don't think hunters should exist. You pick the class only for the benefit for being able to train bows/crossbows/whatever from D:1 while actually using the starter weapon as little as possible. If ran...

Friday, 17th April 2015, 22:56

Forum: Game Design Discussion

Topic: Remove Ammo

Replies: 49

Views: 13223

Re: Remove Ammo

The strict early limit on ammo is actually a really bad thing because it means hunters/AMs, who are supposed to be about ranged weapons, spend the early game hitting everything with a 0 skill floor weapon because they don't have enough ammo

Friday, 17th April 2015, 20:37

Forum: Game Design Discussion

Topic: Remove Ammo

Replies: 49

Views: 13223

Re: Remove Ammo

I don't think I would ever use melee weapons if there were weapons just like them that also hit 8 tiles away. You might want to use them because the melee weapons tend to offer equal or higher damage even in their 1-handed variants, that they offer exclusive brands (at least in non-randarts), that ...

Saturday, 11th April 2015, 16:14

Forum: Game Design Discussion

Topic: Charms change (once again)

Replies: 78

Views: 23765

Re: Charms change (once again)

I don't think "useful to everyone" is a good criticism of a spell. Blink, swiftness and flight are also not problems just because you reflexively learn them if you find them. That said I wouldn't be bothered at all by raising rMsl to level 4 Charms/Air and removing dMsl, it's just that peo...

Saturday, 11th April 2015, 13:29

Forum: Game Design Discussion

Topic: Charms change (once again)

Replies: 78

Views: 23765

Re: Charms change (once again)

People who only train stealth should be better at stealth then people that train stealth and charms. People that train only dodging should be better at dodging then people that train dodging and charms. People that train to cast fireballs only should be better at casting fireballs then people that ...

Saturday, 11th April 2015, 13:15

Forum: Game Design Discussion

Topic: Charms change (once again)

Replies: 78

Views: 23765

Re: Charms change (once again)

If Charms are on the chopping block I'd suggest just removing Deflect Missiles and leaving Repel Missiles (and the rest of Charms) mostly unchanged, because the former is much more of a problem than the latter. Repel Missiles costs very little in terms of xp to get the failure% to a reasonable level...

Thursday, 9th April 2015, 22:01

Forum: Game Design Discussion

Topic: Curse Ashenzari, abbility

Replies: 40

Views: 11134

Re: Curse Ashenzari, abbility

My only point there was that in the early- and mid-game ?rc can be scarce, to the extreme (in rare cases) of not having enough well into the game. I don't anyone would even dispute that. The only implication there was that "dramatically reducing" ?rc generation across the board would be ba...

Thursday, 9th April 2015, 17:14

Forum: Game Design Discussion

Topic: Curse Ashenzari, abbility

Replies: 40

Views: 11134

Re: Curse Ashenzari, abbility

1 Dramatically reduce the number of rem curse scrolls This would affect non-Ashenzarites pretty heavily. Will it? I easily end up with 20+ ?rc by the time I retrieve the Orb. It's not unusual to have 30+. It wouldn't affect characters that are picking up the orb, but it would affect characters in t...

Monday, 6th April 2015, 15:13

Forum: Dungeon Crawling Advice

Topic: Which Rune is Third?

Replies: 26

Views: 7576

Re: Which Rune is Third?

For recent characters xl>24 with <3 runes, 32 died in the Abyss, 52 died in Slime, and 156 died in Vaults. That doesn't really say that much without knowing what proportion of characters attempt those branches but by pure coincidence those are about roughly the relative threat levels I'd assign to e...

Wednesday, 1st April 2015, 11:06

Forum: Game Design Discussion

Topic: Make shields their own acquirement category

Replies: 12

Views: 3055

Re: Make shields their own acquirement category

Current weapon acquirement is actually very good at giving the player an item that fits their handedness: a player with high weapon skill but no shields skill is much more likely to acquire a 2-handed weapon, if they have both substantial weapon skill and shields skill they are very likely to acquir...
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