Search found 8 matches

Monday, 26th October 2015, 22:50

Forum: Crazy Yiuf's Corner

Topic: Radical consumables 1 by 1 changes

Replies: 64

Views: 19214

Re: Radical consumables 1 by 1 changes

For the damaging wands specifically, I find myself often unable to remember which are the good ones and which are the bad ones, especially for fire/flame and frost/cold. Rather than have a ton of different elemental wands which are only marginally different from each other, why not condense it into ...

Sunday, 22nd February 2015, 23:59

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14838

Re: Monster gimmick usage

I think Vaults is probably the yardstick against which other branches should be measured--it has 3-4 monsters that do something new, interesting, and deadly, and a number of other monsters that you can can figure out just from their name or have seen before. My biggest complaint is probably that the...

Tuesday, 30th December 2014, 12:34

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 24058

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

- Your HP/MP regeneration is very slow when you're idle (you regenerate very slowly, but get back mp/hp when gaining piety & discovering) This rewards you leaving a few unexplored tiles near the edge of the map where you're pretty sure there are no enemies (or worse, shouting near all such area...

Wednesday, 19th November 2014, 22:03

Forum: Game Design Discussion

Topic: God Proposal: Salanor the Befuddled

Replies: 8

Views: 2523

Re: God Proposal: Salanor the Befuddled

Okawaru is already the god of confusedly trying to help you but not really knowing what you want. That said, confusion is miserable in a way none of the other god conducts are. Perhaps starting at * piety, force-attacking while confused is guaranteed to target an enemy instead of an empty square? Th...

Tuesday, 30th September 2014, 18:34

Forum: Game Design Discussion

Topic: Make potions of Mutation more deterministic

Replies: 20

Views: 4989

Re: Make potions of Mutation more deterministic

Apparently there is a subset of players who like the concept of mutations so much that they want it to be an integral part of the game for every character, and who then conclude that the current system is broken because playing as though that is already the case leads to annoyance, ruined character...

Tuesday, 30th September 2014, 05:52

Forum: Game Design Discussion

Topic: Make potions of Mutation more deterministic

Replies: 20

Views: 4989

Re: Make potions of Mutation more deterministic

How would this proposal interact with the existing 'diminishing returns' setup? (By which I mean, the fact that the likelihood of getting an additional mutation rather than cancelling an existing one decrease as your current number of mutations rises). Simply -always- getting two good mutations and...

Monday, 29th September 2014, 21:54

Forum: Game Design Discussion

Topic: Make potions of Mutation more deterministic

Replies: 20

Views: 4989

Re: Make potions of Mutation more deterministic

That, combined with the fact that most positive mutations help you more than most negative mutations hurt you means that it's almost a no-brainer to just quaff them right away. This is literally the opposite of the general consensus on good and bad mutations and potion of mutation but >potions of m...

Monday, 29th September 2014, 21:30

Forum: Game Design Discussion

Topic: Make potions of Mutation more deterministic

Replies: 20

Views: 4989

Make potions of Mutation more deterministic

Right now, potions of mutation are in a weird place--on average, they're extremely beneficial--each mutation has a 60% chance of being beneficial, which over three mutations works out to a 21% chance of three good mutations, 43% chance of two good mutations, 28% chance of one good mutation and only ...

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