Search found 1661 matches

Thursday, 15th January 2015, 18:15

Forum: Game Design Discussion

Topic: Yet another goddamn hex brainstorm.

Replies: 24

Views: 6098

Re: Yet another goddamn hex brainstorm.

hehehehe I see you have forgotten that always-forgotten hex enhancer! <Sequell> spear of the botono[2/2]: <valrus> hex enhancer? <valrus> wtf <minqmay> wait acts as a hex enhancer <minqmay> what the fuck Good luck finding it during a part of the game that it is actually relevant, or finding it at a...

Thursday, 15th January 2015, 17:47

Forum: Game Design Discussion

Topic: Jiyva and transmuters.

Replies: 34

Views: 9480

Re: Jiyva and transmuters.

From my experience, the stat shuffing is accurate yet has some flaws(the main one being that people dont know how their god works), if you are training too much transmutations/spellcasting and not wearing armor you gonna end up with around 2 str, if you are using dragon form you gonna end up with ne...

Saturday, 10th January 2015, 20:10

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

so its completely random. Its like the single player russian roulette.

Saturday, 10th January 2015, 17:30

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

So i just noticed i have been stepping on a lot of shadow traps on my current run... can you guess why?

So, not only this is a major annoyance but i also noticed the trap detection is based of Dex, like pretty much anything else in this game.

Friday, 2nd January 2015, 19:25

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

Banshees: -When they move on your level, you and all your allies take damage unless they are in LOS of the Banshee. -They move very slowly, maybe once every 20 turns. -They move loudly, broadcasting their location. -They never sleep. This way, they can operate out of sight, and having them be out o...

Friday, 2nd January 2015, 19:17

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

XuaXua wrote:What if the trap still did the guardian serpent / Vault Guard summoner guy thing, but only worked one time? Granted, I'd consider it to be too close to an alarm trap in that sense.


I dont find it reasonable to step on a trap and get in touch with a ogre, a centaur and sigmund all at once...

Friday, 2nd January 2015, 16:06

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

dpeg wrote:I expect some change in the future that makes kill-holing harder or more risky or something.

If you have ideas, fire away! :)


Remove walls from the game and make it a single sprint floor.

Wednesday, 31st December 2014, 03:28

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

duvessa wrote:"Used to be"? Mechanical traps still appear in several places.


Spear traps on d:1, that sort of "Used to be".

Wednesday, 31st December 2014, 00:34

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

My main issue with this trap is that its a major threat at the first floors where it can end games at random but completely irrelevant by the time you hit lair. Its pretty much how the old traps used to be.

Tuesday, 30th December 2014, 21:26

Forum: Game Design Discussion

Topic: Remove mummies' stat regeneration

Replies: 12

Views: 3509

Re: Remove mummies' stat regeneration

AFAIK the self-restoration is used to recover from hp rot, since you dont start with a heal wand.

Monday, 29th December 2014, 19:01

Forum: Game Design Discussion

Topic: Yet another goddamn hex brainstorm.

Replies: 24

Views: 6098

Re: Yet another goddamn hex brainstorm.

I never mentioned hexes are fine but that all you arguments towards hexes are about stabbing instead, in fact, i raised up a few topics talking about how hexes could be improved. The topic is more about hex spellpower/fail rate/MR checking so i have to ask you to stick to it before we get into a met...

Monday, 29th December 2014, 18:13

Forum: Game Design Discussion

Topic: Yet another goddamn hex brainstorm.

Replies: 24

Views: 6098

Re: Yet another goddamn hex brainstorm.

i think hexes are fine and the only really broken one is hibernation, because of stabbing You probrably think that because you play as a Spriggan, since you can just run or evade most of the time it fails, the spell is fine as it is. actually stabbing shouldn't even really be based on stealth... yo...

Monday, 29th December 2014, 16:40

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44919

Re: Shadow Traps

I think the trap is supposed to disappear, like teleport and alarm traps, since you cant disarm them. I also hope they bring back the spotting skill if they are gonna be serious about these traps.

Monday, 29th December 2014, 16:31

Forum: Game Design Discussion

Topic: Yet another goddamn hex brainstorm.

Replies: 24

Views: 6098

Re: Yet another goddamn hex brainstorm.

That would make hexes more reliable early game but too strong later, i think.

Monday, 29th December 2014, 06:29

Forum: Crazy Yiuf's Corner

Topic: Level 9 transmutation spell

Replies: 50

Views: 16900

Re: Level 9 transmutation spell

why not something like "Static Form" or "Breeze Form" which gives a speed boost, EV, resistances, allows for passwall-style travel, and gives the player the ability to smite-target blink next to an enemy (like Dithmenos's Shadowstep)? Yeah, heres the problem, people mention a lv...

Monday, 29th December 2014, 05:19

Forum: Game Design Discussion

Topic: New Monster: Sloth

Replies: 5

Views: 2082

Re: New Monster: Sloth

Here's an idea: What if sloth was a monster that spawned hiding in trees, sort of like an arboreal trapdoor spider. This would make it really neat for some of the forest vaults, since those enclosed spaces make its slowness less of an issue as you can easily be trapped. Thats a nice way to punish p...

Monday, 29th December 2014, 05:13

Forum: Crazy Yiuf's Corner

Topic: Level 9 transmutation spell

Replies: 50

Views: 16900

Re: Level 9 transmutation spell

Siegurt wrote:Or we get rid of necromutation and replace it with something less awful.


Are we being serious here? i consider necromutation a nice spell, besides, i really wanted to see at least one transmutation spell related with air since theres one for every other "element"...

Sunday, 28th December 2014, 20:53

Forum: Game Design Discussion

Topic: New Monster: Sloth

Replies: 5

Views: 2082

Re: New Monster: Sloth

most of the slow monsters on lair got removed because they can be defeated by hit and run strategies... and the sleep aspect of it is pretty much what the basilisk does except that you wake up once being hit and become immune to it afterwards... it would be hard to fit a new monster in lair consider...

Sunday, 28th December 2014, 16:54

Forum: Crazy Yiuf's Corner

Topic: Level 9 transmutation spell

Replies: 50

Views: 16900

Re: Level 9 transmutation spell

Raiju form, or a devouring mouth form that cant move but spawn tentacles that grab enemies.

Saturday, 27th December 2014, 15:57

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

Lyrick wrote:No one suggested giving vampires an increased change of a vamp brand


I did.

Saturday, 27th December 2014, 04:03

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

that said I don't see why the idea in the OP would be implemented; what does adding this extra ability solve? it seems to me to make vp's complication problem (which is a thing the devs have made some changes to address recently) worse, and I don't see what it adds to the game; wouldn't it be bette...

Saturday, 27th December 2014, 03:42

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

Heal wounds gets less powerful as the game progresses Im done here. Heal wounds means quite a bit more when 23 HP is all the HP you have and means less by the time 23 HP is "less than half the damage that a lich/annihlator/ettin/golden-dragon/orb of fire can do in one turn". You activated...

Saturday, 27th December 2014, 02:28

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

Siegurt wrote: Heal wounds gets less powerful as the game progresses


Im done here.

Saturday, 27th December 2014, 01:30

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

It is false to say that "Vampires are designed to use vampiric weapons" Their Nutrition system allows them to equip/unequip vamp brand at any given point without any cost, while bloodless every attack from a vamp brand will drain lifeforce. If anything I'd say Deep Dwarves desire a vampir...

Saturday, 27th December 2014, 00:38

Forum: Crazy Yiuf's Corner

Topic: Remove big kobolds

Replies: 45

Views: 15434

Re: Remove big kobolds

Sprucery wrote:I'm all for making kobold packs behave more intelligently while their leader is alive, but is someone going to code that...?


Just make big kobold buff other kobolds like the orc knight do?

Saturday, 27th December 2014, 00:21

Forum: Game Design Discussion

Topic: Idea for Melee Vampires

Replies: 17

Views: 4012

Re: Idea for Melee Vampires

I like the idea, but id rather just increase the chances(if not give the option) of getting vamp brand from scrolls, which would also make harder for vampires to get other brands from it. Vampires are designed to use vampiric weapons, i dont see why one should struggle to get his brand in some games...

Saturday, 20th December 2014, 14:26

Forum: Game Design Discussion

Topic: Ignite Poison Reform to Ignite Blood

Replies: 7

Views: 2453

Ignite Poison Reform to Ignite Blood

Bad design: IP is currently the "learn if you got snake/spider branch" spell of transmuters and some fire elementalists, it is a level 5 spell that acts as the fire version of Ozocubu's Refrigeration, with the drawback it only affect "poisonous creatures" and thus becoming mostly...

Saturday, 20th December 2014, 02:23

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5284

Re: Proposal: Poison chunks and rPois

This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elabo...

Friday, 19th December 2014, 17:25

Forum: Game Design Discussion

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

Replies: 52

Views: 23738

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

The god of speedrunning? OH YES!

Friday, 19th December 2014, 06:02

Forum: Game Design Discussion

Topic: Proposal: elemental armor

Replies: 22

Views: 6462

Re: Proposal: elemental armor

SaidTheAlligatorKingToHisSon wrote:For the stone ego, how about as you level up earth magic it slows you down a bit? Like the proposed swiftness ego, just the other way. Chei worsippers rejoice.


Might as well remove the "statue form" spell while we are at it.

Friday, 19th December 2014, 05:45

Forum: Game Design Discussion

Topic: Warning when using lamp of fire w/ certain gods

Replies: 3

Views: 1382

Re: Warning when using lamp of fire w/ certain gods

Fan of gales also causes collision damage which causes penance too. aiming projectiles at enemies with allies on the other end or just "tabbing" with a projectile weapon also doesnt give any warning.

Friday, 19th December 2014, 04:09

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5284

Re: Proposal: Poison chunks and rPois

duvessa wrote:i was actually trying to get ignite poison removed


You dare!? y-you DARE!?!?

Wednesday, 17th December 2014, 06:55

Forum: Crazy Yiuf's Corner

Topic: Proposal: Unrandart large rock named "The Pet Rock"

Replies: 13

Views: 4321

Re: Proposal: Unrandart large rock named "The Pet Rock"

Personally, id like to see a piercing AND returning tomahawk(hits twice), like Xena's chakram or something.

Wednesday, 17th December 2014, 04:48

Forum: Game Design Discussion

Topic: Reformed Nemelex Reform

Replies: 13

Views: 4131

Re: Reformed Nemelex Reform

I played with nemelex since 0.12 and i have been trying him out on trunk recently and here is what i think: The nemelex playstyle makes the player want to carry lots of evokables with him(wands, rods, etc) so the inventory management is one of the biggest issues yes. So instead of having nemelex thr...

Wednesday, 17th December 2014, 02:51

Forum: Dungeon Crawling Advice

Topic: dragon form-its really weak

Replies: 35

Views: 9197

Re: dragon form-its really weak

Let dragon form throw large rocks.

Monday, 15th December 2014, 05:25

Forum: Game Design Discussion

Topic: Buffing Tukima's Dance

Replies: 14

Views: 4699

Re: Buffing Tukima's Dance

I'm not sure what exactly you're referring to. When you get ignite poison and you are doing a branch like spider nest or snake pit its more effective to grab poison chunks or arrows, place them on the ground or throw at the enemy feet, then cast ignite poison to set fire flames on the floor, having...

Sunday, 14th December 2014, 23:17

Forum: Game Design Discussion

Topic: Buffing Tukima's Dance

Replies: 14

Views: 4699

Re: Buffing Tukima's Dance

it becomes an optimal strategy to either carry around a bunch of random weapons to drop and use, or set up killing fields with tons of weapons already there. You mean like when people make poison arrow fields to use ignite poison on? I understand that, but remember it would cost around 5 mana to ra...

Sunday, 14th December 2014, 23:11

Forum: Game Design Discussion

Topic: Buffing Tukima's Dance

Replies: 14

Views: 4699

Re: Buffing Tukima's Dance

dynast: I just want to address the fact that you may feel demoralized, ganged up upon, and frustrated It was a little stressing, but im ok now, it was my first topic and i approached it the wrong way to start with. If people debunk my suggestions i ll be fine because at least my topic is not being ...

Sunday, 14th December 2014, 13:53

Forum: Game Design Discussion

Topic: Buffing Tukima's Dance

Replies: 14

Views: 4699

Buffing Tukima's Dance

Bad Design: TD is currently a level 3 spell that can only be found on 2 books and falls behind in most aspects compared to enslavement, a level 4 spell thats is found on the starting book of the 2 hexing backgrounds, making it only a flavor spell. My suggestions to improve TD are: Make it able to ta...

Saturday, 13th December 2014, 20:41

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

Edit: that said, you probably didn't die due to lack of Dodging (even if technically, you did die to a dodgeable attack). Then why did you mention it? That said, I'm not sure that morgue supports "Hexes are bad" argument either. Where did i mention "hexes are bad" on my last rep...

Saturday, 13th December 2014, 17:59

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

- Level 2.1(7.1) Dodging I died surrounded by brimstome fiends hellfireblasting me so it makes total sense to blame it on dodging, right? Escaped with the Orb ... and 12 runes on Nov 23, 2014! The game lasted 17:56:56 (186247 turns). I could go nitpicking about your run too, starting with why it to...

Saturday, 13th December 2014, 17:39

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

Not that it has anything to do with the topic at hand, but do you realize that switching to Makhleb and surviving Okawaru's wrath would have been far, far easier than clearing a zig in the hope of a drop that's in no way guaranteed? Yes i do. In fact, i had to go through some oka's penance on the f...

Saturday, 13th December 2014, 17:37

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

notcluie wrote:
dynast wrote:tumika's dance disarming bow/xbow(they can just leave the owners hand and do nothing, thats enough to be useful)
this exists, its called "enslavement"


So you think they should remove tukima's dance?

Saturday, 13th December 2014, 05:57

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

http://crawl.akrasiac.org/rawdata/Dynast/morgue-Dynast-20141213-023418.txt Well, there goes another try, that was a good run though, i had some trouble by not finding a vampiric brand throughout the first 5 runes, or decent armor until i decided to enchant some dragon hides i left behind. I sealed m...

Thursday, 11th December 2014, 04:01

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

So in conclusion, no, I don't think hexes are too narrow; the game actually has a lot of support for using hexes without stabbing (not to mention hex-like effects via wands, needles, and nets, certain god abilities, etc., if you want). Certainly hexes as a school are much less narrow in their appli...

Thursday, 11th December 2014, 00:32

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

crate wrote:What is the actual problem with hexes that you think should be addressed? Your conclusion does not state this clearly.


Before i created this topic i thought hexes were more than just "stabbing opportunity creators", but i changed my mind.

Wednesday, 10th December 2014, 23:39

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

hexes has a level 3 spell that has a decent chance of instant killing most things (dazzle, confuse), a level 2 spell that trivializes the early game, a level 4 thats better than instant kill and works consistently even in zot 1-4, and a level 6 that lets you avoid/instant kill about half the monste...

Wednesday, 10th December 2014, 23:32

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

Action | 1- 3 | 4- 6 | 7- 9 | 10-12 | 13-15 | 16-18 | 19-21 | 22-24 | 25-27 || total -------------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------++------- Cast: Ensorcelled Hiber | 11 | 39 | 90 | 171 | 223 | 79 | 91 | 90 | 216 || 1010 Confuse | | 4 | 3 | 40 | 73...

Wednesday, 10th December 2014, 22:11

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

You have a paralyze spell (as pointed out earlier), it's EH. It's balanced by not being repeatedly spammable and a low spellpower because have you ever tried stabbing a paralyzed/sleeping monster with high Stealth/Dex/Short Blades? It's pretty ridiculous. EH gets obsolete at lair, doesnt work on un...

Wednesday, 10th December 2014, 21:52

Forum: Game Design Discussion

Topic: Improving Hexes

Replies: 35

Views: 8637

Re: Improving Hexes

Thats was a very dumb death, yes, i was a little pissed off because just before that i had wasted half of my resources while trying to charm something to help me kill a swamp dragon while being turned into a pig and running from alligators and harpies. everything was going south and when i tried to ...
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