Search found 246 matches

Sunday, 8th October 2017, 09:44

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 180974

Re: [proclick] new fork, hellcrawl

"Being taken hostage by people threatening not to play hellcrawl" isn't exactly my point. In the end, argue for whatever you want and try to get the hellcrawl you like the most; just don't be surprised if nobody wants to play it if you want an extremely specific experience and to shit on p...

Sunday, 8th October 2017, 08:32

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 180974

Re: [proclick] new fork, hellcrawl

Oh please. Berder is a well-known crawl personality, not some poor newbie being driven off. He came here to whine and posture. He's never going to like a version of crawl where the odds of losing a given game are more than 1%. "What? The tactics that make me 'good' at dcss make me lose at hell...

Sunday, 8th October 2017, 07:38

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 180974

Re: [proclick] new fork, hellcrawl

lol, you literally could have walked to the stairs and left the level. Win a game or two and come back to regale me with your theories on hellcrawl. See, this looks like a textbook example of how games or mods get designed purely for the most extreme, hardcore players. Rather than accept that someb...

Wednesday, 4th October 2017, 03:36

Forum: Game Design Discussion

Topic: Demonspawn Mutation Reworks:

Replies: 5

Views: 1609

Re: Demonspawn Mutation Reworks:

Also, Spiny is stupid because as far as I can tell ranks do almost nothing (1 damage, when every xL increases damage by 0.5 on average). Maybe change Spiny back to being more dependent on ranks, or make the damage XL only and the proc chance more like 33%/50%/66%?

Wednesday, 4th October 2017, 03:34

Forum: Game Design Discussion

Topic: Demonspawn Mutation Reworks:

Replies: 5

Views: 1609

Re: Demonspawn Mutation Reworks:

Yeah, I wanted to avoid trying to go too much on the balance side of things. If I was doing that, maybe combining icemail and freeze would be good, and I agree with Black Mark being more likely to proc and removing drain (maybe add mutation? I'd say slow but that steps on Miasma). Constrictor aux at...

Wednesday, 4th October 2017, 01:33

Forum: Game Design Discussion

Topic: Demonspawn Mutation Reworks:

Replies: 5

Views: 1609

Demonspawn Mutation Reworks:

In summary, my proposal is a rework of certain demonspawn mutations/demonspawn abilities in order to do the following: Make Demonspawn mutations interesting at Rank #1 Make Demonspawn mutations distinguishable at Rank #1 Eliminate "gimmie" mutations where a 1 or 2-rank mutation has a gener...

Tuesday, 3rd October 2017, 10:23

Forum: Game Design Discussion

Topic: Proposal : make lichform permanent

Replies: 22

Views: 2714

Re: Proposal : make lichform permanent

Ok so here's something like what might be interesting to me as a God capstone: Let's say we make this be Yred, because Yred is the god of permanent allies (which are all kinds of annoying) and "also you get a slightly better animate dead" which is weird because Animate Dead already exists...

Thursday, 28th September 2017, 06:28

Forum: Game Design Discussion

Topic: Identify enhancer staves/wands on sight:

Replies: 3

Views: 951

Identify enhancer staves/wands on sight:

Enhancer staves and wands are identified when picked up with no risk; either when wielded (for staves) or on pickup (for wands). There is nothing to the ID game for these items besides extra keypresses and the occasional shop selling un-ID'd items for cheap.

Thursday, 28th September 2017, 05:39

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2704

Remove Catoblepas

Catoblepas has several problems that make it a poor fit into Crawl. Catoblepas encourages scumming. Catoblepas itself is a fairly low-threat monster that allows you to successfully petrify high threat or unique monsters on the floor, provided you are willing to chain one of them around. Additionally...

Monday, 25th September 2017, 13:11

Forum: Game Design Discussion

Topic: Jiyva should allow you to attack hostile slimes.

Replies: 3

Views: 971

Jiyva should allow you to attack hostile slimes.

Topic. I slimified Duvessa, then killing/attacking Dowan resulted in a berserker slime I could not attack without suffering penance.

Thursday, 21st September 2017, 07:48

Forum: Crazy Yiuf's Corner

Topic: Give Demigods Slow Movement 1

Replies: 1

Views: 684

Give Demigods Slow Movement 1

Then remove them for being redundant with Hu of Chei

Sunday, 3rd September 2017, 08:55

Forum: Game Design Discussion

Topic: Maces suggestion- Stunned

Replies: 5

Views: 1409

Re: Maces suggestion- Stunned

There are a few issue with your suggestions. First, maces already have a unique niche as "generally good weapons." The lack of a unique feature is a feature. Second, your features don't really change decision making. A chance to stun is basically meaningless because you still tab the same ...

Wednesday, 3rd May 2017, 13:52

Forum: Crazy Yiuf's Corner

Topic: Replace Clubs with Dildos

Replies: 10

Views: 1803

Re: Replace Clubs with Dildos

Dungeon Crawl: Corruption of Champions edition

Tuesday, 2nd May 2017, 21:27

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 21435

Re: Are hot dogs sandwiches?

Image

Thursday, 27th April 2017, 16:40

Forum: Game Design Discussion

Topic: Reflavor formicid arms

Replies: 5

Views: 1326

Re: Reflavor formicid arms

If we're bikeshedding, why not just say they have Ant Strength

Friday, 21st April 2017, 05:19

Forum: Crazy Yiuf's Corner

Topic: pull watch: zin change, overwhelming strike charm

Replies: 19

Views: 2671

Re: pull watch: zin change, overwhelming strike charm

How so? I would assume that since it's instant to turn on, it's already well ahead of overwhelming in terms of power level. Overwhelming also fully drains your mana, which is dangerous. It's possible that doing 3-5 total strikes (one normal and 2-4 additional) is less damage than overwhelming strik...

Thursday, 20th April 2017, 01:52

Forum: Crazy Yiuf's Corner

Topic: pull watch: zin change, overwhelming strike charm

Replies: 19

Views: 2671

Re: pull watch: zin change, overwhelming strike charm

Everything about Overwhelming Strike seems bad and poorly thought out to me. It's a melee range nuke that takes two actions entirely to force it into charms, that's intentionally less efficient than actual nukes, that knowingly is as effective as dumping two iron shots into the target (for less mana...

Tuesday, 18th April 2017, 21:30

Forum: Crazy Yiuf's Corner

Topic: New crawl fork idea: 'Demon Crawl'

Replies: 4

Views: 1062

Re: New crawl fork idea: 'Demon Crawl'

TeshiAlair wrote:keep it simpler:

1. add all jivya and DS mutations to !mutation
2. every floor and xl, essentially quaff a !mutation


So everybody is near permanently at three random, shifting mutations? Lame.

Tuesday, 11th April 2017, 20:49

Forum: Game Design Discussion

Topic: Spell success breakpoints

Replies: 9

Views: 1866

Re: Spell success breakpoints

Why are all of Crawl's formulas batfuck crazy nonsense, anyway? Stuff like Airstrike damage is just insane.

Wednesday, 5th April 2017, 03:43

Forum: Game Design Discussion

Topic: Reassess the sacrifice value of Sacrifice Artifice

Replies: 4

Views: 1054

Reassess the sacrifice value of Sacrifice Artifice

See topic title. Sacrifice Artifice as an "incredible" sacrifice made sense when you gave up infinite teleport+heal+haste in the lategame and a solid chance of having effectively unlimited quantities in the midgame. Now that all of the no-brainer wands are defunct, you're mostly just givin...

Sunday, 26th February 2017, 21:31

Forum: Crazy Yiuf's Corner

Topic: How to handle passive aggressive coworkers

Replies: 10

Views: 2075

Re: How to handle passive aggressive coworkers

Ignore it or bring it up to HR/your boss if it gets bad. Don't escalate. That said, considering you have the name "TrumpTrain" and a Filthy Frank avatar, it might be worth considering whether you're casually making statements that require people to agree with your political leanings; those...

Friday, 24th February 2017, 06:00

Forum: Crazy Yiuf's Corner

Topic: free games 2

Replies: 29

Views: 5468

Re: free games 2

DotA 2 almost counts! There's no gameplay gated behind money, at least.

Monday, 6th February 2017, 02:31

Forum: Game Design Discussion

Topic: Remove fast regen from Crimson Imp

Replies: 11

Views: 2274

Re: Remove fast regen from Crimson Imp

Being annoying is kinda the point of Crimson Imps, isn't it? Is "Being annoying" really a good design goal, though? I'm vaguely sympathetic to the idea that Crimson Imps are "useful" as an early, nonlethal example of how sometimes it's better to run from monsters than fight them...

Tuesday, 24th January 2017, 15:19

Forum: Crazy Yiuf's Corner

Topic: Merge Charms + Hexes to Enchantments

Replies: 10

Views: 1253

Re: Merge Charms + Hexes to Enchantments

I trained Discord in exactly one game, cast it in Vaults 5, and died hilariously.

Tuesday, 24th January 2017, 15:15

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 19517

Re: Remove Beogh

Is anyone honestly offended by point (1), or is this just a tavern reaction to the recent troll who got sword of * renamed? However, if this must happen, the obvious change is to remove water walking, as it's the most blatantly flavored and the least relevant to the rest of Beogh gameplay. As for t...

Tuesday, 24th January 2017, 15:13

Forum: Crazy Yiuf's Corner

Topic: Redesign religions in covenants

Replies: 8

Views: 1100

Re: Redesign religions in covenants

Given the quantity and vitriol of the shitposting lately regarding unique genders and the former Sword of Jihad, the only thing that seems to offend the Tavern is doing something to try to be a bit more respectful.

Thursday, 19th January 2017, 13:38

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 1977

Re: Rokurokubi (a multi-tile species proposal)

I wonder what kind of technical restrictions would wind up applying with this. If you go around corners or just travel far enough or use a scroll of fog, you can keep your body and most of your neck out of sight; with reciprocal LoS that could lead to a lot of weird edge cases. The obvious example i...

Wednesday, 18th January 2017, 20:07

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 4590

Re: Remove, rename or rework Sword of Jihad

I always though about TSO in crusader terms, not islamic. I was looking at it from a westerner's point of view, though. Well, the TSO zealot was called Paladin, so there's a clear Christian reference there. TSO could have inspiration from multiple sources, or the Sword of Jihad was a bad thematical...

Wednesday, 18th January 2017, 20:05

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 4590

Re: Remove, rename or rework Sword of Jihad

1. It uses real terms from a real religion. I think it's a little bit gross. You are, of course, entitled to your opinion. However, I don't think it's a good idea for game designers to try to avoid offending people, because there will always be people who will choose to find something offensive, an...

Wednesday, 18th January 2017, 18:35

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 4590

Re: Remove, rename or rework Sword of Jihad

Also the immediate assumption that somebody saying "this is somewhat offensive to me and has poor implications" is trolling or insincere seems a bit dickish.

Especially when the joke Sar posted showed everybody understood the poor implication!

Wednesday, 18th January 2017, 18:33

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 4590

Re: Remove, rename or rework Sword of Jihad

I think crawl players (minus tavern) are mature and intelligent enough to have religious terms in the game without misinterpreting these terms or the followers of that religion. Btw, why are they called daeva and not deva? I don't see any reason to assume the players of Crawl are any more intellige...

Monday, 16th January 2017, 02:48

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 11851

Re: Why phase out races at all?

I do agree that reworks seem like a better way of doing things than removing and (possibly) adding a new race. For instance, with HE/Barachian, you could have just reflavored HE's as naturally translocative elves that advance and move slowly. Buff their TLoc aptitude, shave some other aptitudes, giv...

Tuesday, 10th January 2017, 19:03

Forum: Game Design Discussion

Topic: How come amulets of rage are still swappable?

Replies: 21

Views: 3415

Re: How come amulets of rage are still swappable?

Sar wrote:Yeah, that one amulet that gives you haste, 150% HP and 1d15 additional damage is pretty damn good, you'd be an idiot to ever wear rage over it.


You're thinking of the Hat of the Bear, it's a common mistake

Tuesday, 3rd January 2017, 13:43

Forum: Game Design Discussion

Topic: YALF: Yet Another Luring Fix

Replies: 15

Views: 1308

Re: YALF: Yet Another Luring Fix

I don't pretend this to be a perfect or even desirable solution to the problem of luring (if it is one). Merely the simplest and more elegant solution proposed thusfar. Here it is: monsters move faster the longer they have been aware of the player and in LoS. The idea would be that a quick tactical...

Tuesday, 3rd January 2017, 13:30

Forum: Game Design Discussion

Topic: Race proposal: Homunculus

Replies: 35

Views: 6018

Re: Race proposal: Homunculus

How about limiting your max skills to your XL, and having an extremely slow leveling? ⋅  Aptitudes : +3 across the board. -4 XP aptitude. ⋅  Lorekeeper : Your skills may not exceed your XL. (tweak this relationship to tune the late game difficulty, it could be that they can't ex...

Tuesday, 20th December 2016, 13:41

Forum: Game Design Discussion

Topic: Remove or rework demonspawn monstrous mutations

Replies: 15

Views: 2331

Re: Remove or rework demonspawn monstrous mutations

I would say that the people who claim monstrous demonspawn aux attacks are undervalued are absolutely correct; they're quite good lategame. However, I would also say the people who claim aux attacks are undervalued are massively undervaluing artifacts. A good pair of artifact boots or an artifact ha...

Monday, 19th December 2016, 22:41

Forum: Game Design Discussion

Topic: Species idea: Epocrasian (reverse demigod)

Replies: 19

Views: 2992

Re: Species idea: Epocrasian (reverse demigod)

Sar wrote:Slow autoexplore? Do you think a Chei character takes twice more real time autoexploring or something? I don't get it. Do you mean that you'll have to switch it on/off often?


If your vision range is 2 tiles you have to step on more tiles to autoexplore fully.

Monday, 19th December 2016, 21:40

Forum: Game Design Discussion

Topic: Species idea: Epocrasian (reverse demigod)

Replies: 19

Views: 2992

Re: Species idea: Epocrasian (reverse demigod)

Why would you ever turn off meditation? It's the strongest part of the species (and also tedious). Additionally I don't know if detection actually works past your theoretical LoS if your vision was unobstructed. I can see it being strong, but what would make it particularly tedious? The slow map ex...

Monday, 19th December 2016, 19:11

Forum: Game Design Discussion

Topic: Species idea: Epocrasian (reverse demigod)

Replies: 19

Views: 2992

Re: Species idea: Epocrasian (reverse demigod)

Why would you ever turn off meditation? It's the strongest part of the species (and also tedious).

Additionally I don't know if detection actually works past your theoretical LoS if your vision was unobstructed.

Thursday, 15th December 2016, 02:15

Forum: Game Design Discussion

Topic: Show how much "damage" Flay is currently applying

Replies: 9

Views: 1804

Show how much "damage" Flay is currently applying

Flaying is a unique status that does an incredibly high amount of damage that can be healed very quickly by killing the Flayed Ghost. Flaying can also frequently affect the character while they are being mobbed by other threats, hiding whether the player has taken a serious quantity of "real&qu...

Friday, 25th November 2016, 06:12

Forum: Game Design Discussion

Topic: Remove the animation from Drain Life, add it to Torment

Replies: 0

Views: 1370

Remove the animation from Drain Life, add it to Torment

By the time you encounter it, Drain Life is a relatively weak, negative-energy smite that heals the Soul Eater that casts it. The fact it hits all allies is irrelevant for most characters and still adds very little to the threat for summoners. Giving such a mediocre spell an animation is confusing a...

Monday, 21st November 2016, 23:41

Forum: Game Design Discussion

Topic: Reward for staying with god

Replies: 21

Views: 4120

Re: Reward for staying with god

I kind of feel like there should fewer gods with wraths that boil down to "a bunch of somewhat annoying stuff, or I summon a pack of OOD monsters that could solo you." If god switching is meant to be an interesting decision, I'd rather the wrath try to focus on effects that are difficult t...

Wednesday, 2nd November 2016, 01:25

Forum: Crazy Yiuf's Corner

Topic: Scroll of Greater Beckoning

Replies: 8

Views: 1531

Scroll of Greater Beckoning

Since Lesser Beckoning exists, there may as well be a Greater version.

Scroll of Greater Beckoning:

Irresistibly pulls all enemies in LoS as close to you as possible.

Sunday, 30th October 2016, 23:29

Forum: Game Design Discussion

Topic: New Background: Deprived

Replies: 21

Views: 3523

Re: New Background: Deprived

luckless wrote:don't they at least get a club or something in the souls games?


Yeah, and their Club was actually a half decent weapon.

Tuesday, 18th October 2016, 04:41

Forum: Game Design Discussion

Topic: Ripostes are inconsistent.

Replies: 1

Views: 897

Ripostes are inconsistent.

Ripostes function as a normal attack... kind of. They trigger aux attacks, but do not appear to trigger spiny or hydra head cutting. I have not tested, but whether or not they trigger damage mirroring effects, it would be inconsistent. Maybe the design goal was to never cause ripostes to actively da...

Thursday, 13th October 2016, 22:56

Forum: Game Design Discussion

Topic: Confusion+Lignification is inconsistent.

Replies: 2

Views: 618

Confusion+Lignification is inconsistent.

If you are confused, you are (justifiably) not allowed to attack a certain direction, and it gives you a warning if you try to ctrl+direction swing. If you are confused+lignified, you are instead unable to move, and prompted to ctrl+direction swing. Solution: Make all direction movements when lignif...

Sunday, 9th October 2016, 01:04

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 2011

Re: Draconian: Change Mottled to Shadow

Increased LOS is 99% of times very very bad, while decreased LOS is 100% extremely good Having more range is better than having less range if you're using a ranged weapon, I think. Vision in crawl is symmetrical. It is always better to see less, at least to the extent you can reduce vision in Crawl...

Friday, 7th October 2016, 05:18

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 10963

Re: splash screen concepts

A minotaur furiously retaliating against a goblin while eating a ration.

Friday, 7th October 2016, 04:25

Forum: Dungeon Crawling Advice

Topic: How does skill experience work?

Replies: 2

Views: 656

How does skill experience work?

So, skills take more experience to level up at higher levels; this is shown with a cyan number on the training screen. But skills also seem to take more experience to level up based on your total level, and I've never figured out exactly how that worked. Is there some sort of factor that just drops ...
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