Search found 7 matches

Saturday, 21st July 2012, 20:55

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9688

Re: Proposal: Making the orb return run more dangerous

I believe Nethack was the same - you get the amulet of Yendor and then have to bring it back up to the surface. It would be okay if DCSS didn't copy the same basic mechanism. Or maybe it's a roguelike essential? NetHack has some bonus levels after you bring it back to the surface; the fifth and las...

Thursday, 22nd September 2011, 22:34

Forum: Game Design Discussion

Topic: Entry Vaults with no Doors

Replies: 7

Views: 2208

Re: Entry Vaults with no Doors

dpeg wrote:ais523: That's a good one, we should steal it. I assume it goes like something like this: "There is a secret door nearby. See if you can find it? (command description)"

Yep, that's pretty much exactly how it works.

Monday, 19th September 2011, 16:05

Forum: Game Design Discussion

Topic: Entry Vaults with no Doors

Replies: 7

Views: 2208

Re: Entry Vaults with no Doors

The tutorial (=hints) mode in AceHack actually points out the location of the first secret door a player comes across, both to explain the mechanic and to help avoid situations like this one. (It's a freebie, but a small enough one that I don't really mind giving it.)

Sunday, 10th July 2011, 16:23

Forum: Game Design Discussion

Topic: Manual Is Redundant

Replies: 9

Views: 2142

Re: Manual Is Redundant

Perhaps manuals could give an extra level in the relevant skill when used (or an extra amount of training at a fixed amount of XP, or proportional to character levels). That would take your total skill training above what would be expected for your level of experience, which is something you couldn'...

Tuesday, 15th February 2011, 17:17

Forum: Game Design Discussion

Topic: Don't spawn insta-kill monsters by stairs

Replies: 42

Views: 9915

Re: Don't spawn insta-kill monsters by stairs

The rule for this in NetHack is relatively simple: monsters cannot move or take actions (as if they had a zero movement and action speed) until they and the player have simultaneously been on some level at the end of a turn (and after a turn ends, the player gets the first move on the next turn). So...

Monday, 14th February 2011, 13:19

Forum: Game Design Discussion

Topic: A couple of (not so) insta deaths

Replies: 6

Views: 1782

Re: A couple of (not so) insta deaths

First was my Troll with 6 int finding a shield and equipping it to find out it was a cursed -6 INT shield. Despite the fact that I had 7 scrolls of remove curse on me, I was too "stupid" to read any, and died. I suppose the lesson learned should be, "Dont ever wield or wear anything ...

Tuesday, 8th February 2011, 14:28

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 18744

Re: Things that should be more transparent

One thing that should be more transparent is how damaging/dangerous enemy monsters are. This information isn't shown in-game on xv (and IIRC, not via ?/ either); and is very important for knowing how to deal with an unknown monster safely. This is one of the things in Crawl that most promotes spoile...

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