Search found 18 matches

Sunday, 16th October 2016, 00:42

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 34164

Re: New hosted branch: Basajaun species and High Elf removal

Might just be nice to rename Hill Orc and Deep Elf to Orc and Elf, and then rename Deep Dwarf to Duergar?

Tuesday, 4th October 2016, 23:26

Forum: Game Design Discussion

Topic: Should there be MR-ignoring confusion attacks?

Replies: 15

Views: 4799

Re: Should there be MR-ignoring confusion attacks?

There are clearly two separate effects: Magic Resistance is protection against *magic*, and I wouldn't expect it to prevent tarantella confusion or hornet paralysis. The argument that flavor makes it clear which resistance is needed really doesn't work. There are a lot of people that expect flavor ...

Tuesday, 4th October 2016, 10:22

Forum: Game Design Discussion

Topic: Dancing weapons and Gozag

Replies: 4

Views: 1624

Re: Dancing weapons and Gozag

Personally, I'd rather that they basically be counted as creatures with no corpse, and their "weapon" drops afterwards. The Gozag interaction seems a little finicky when you consider that weapons wielded by others are not goldified.

Tuesday, 4th October 2016, 08:50

Forum: Game Design Discussion

Topic: Should there be MR-ignoring confusion attacks?

Replies: 15

Views: 4799

Re: Should there be MR-ignoring confusion attacks?

Tarantellas are highly visible examples of this oddity because a character that draws that branch will have to kill dozens or hundreds of them over the course of the branch, but the fact that some sources of status effects arbitrarily ignore status effect resistance means that the player has to sys...

Tuesday, 4th October 2016, 08:46

Forum: Game Design Discussion

Topic: Remove =fire and =ice

Replies: 14

Views: 4294

Re: Remove =fire and =ice

Maybe if you did that, do something like Ring of Earth (AC+X Earth+), Ring of Air (EV+X, Air+), Ring of Venom (rPois Pois+)? Seems odd that only Fire and Ice have these enhancers, and it would be doubly so if they didn't come with a malus. Then again, maybe the ring-slot enhancers are questionable a...

Friday, 23rd September 2016, 23:03

Forum: Dungeon Crawling Advice

Topic: Acid/corrosion

Replies: 16

Views: 4376

Re: Vehumet reform

it's still insignificant Why? Is it because monster AC doesn't actually matter much (I rather thought it did) or because there aren't enough sources of monster corrosion, so you can't reliably apply the debuff? an average increase of 4 damage per attack at best (most monsters have less than 8 AC), ...

Friday, 23rd September 2016, 20:28

Forum: Game Design Discussion

Topic: Remove clouds from Desolation of Salt

Replies: 9

Views: 2830

Re: Remove clouds from Desolation of Salt

I guess I don't see how the clouds are important to the branch. The idea of vision blockers that are not movement or sound blockers causes a number of interesting tactical decisions in a large, open area with no real terrain to speak of. Since they often move, and can be dispelled by one of the ene...

Friday, 23rd September 2016, 18:02

Forum: Game Design Discussion

Topic: Dream Sheep packs are annoying as hell

Replies: 2

Views: 1398

Re: Dream Sheep packs are annoying as hell

They're also absurdly dangerous in certain situations - I had a pack of Dream Sheep show up for an aspiring CeHu, at which point they chain-slept me while I ran, allowing a Komodo Dragon to hit me for *62* damage. Not sure how that affects things, but having them be excessively dangerous in a situat...

Wednesday, 21st September 2016, 00:44

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12073

Re: Don't give XP for easy and harmless monsters

I can honestly say that spawned monsters causing stairdancing to be dangerous in any way, in all of my 3238 games is... vanishingly rare Yeah, this is a thing that literally never happens. The intersection of the randomness of spawns, the size of maps, and how often they occur makes this a non-event.

Monday, 19th September 2016, 20:31

Forum: Game Design Discussion

Topic: Prevent Zot Traps from Spawning on top of Pan Runes

Replies: 16

Views: 6262

Re: Prevent Zot Traps from Spawning on top of Pan Runes

There's also the theoretically possible (even if it's ridiculously rare) case where you have not found a single source of wall destruction by the time you clear slime and your only choice is to scum Pan and Abyss until you do. Overall, I really see no reason that getting the Slimy rune should requi...

Wednesday, 14th September 2016, 00:35

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12073

Re: Don't give XP for easy and harmless monsters

These sure are a lot of convoluted and non-transparent ways to solve a problem that doesn't exist. Yes, we have already realized you disagree that there is too much XP in the game and it is ok to farm easy monsters when you are afraid of going deeper but you should have realized too that you are in...

Wednesday, 14th September 2016, 00:17

Forum: Game Design Discussion

Topic: Change Gnoll bailey placement

Replies: 5

Views: 1913

Re: Change Gnoll bailey placement

My guess is the Gnoll Fortress bailey.

Tuesday, 13th September 2016, 08:24

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12073

Re: Don't give XP for easy and harmless monsters

These sure are a lot of convoluted and non-transparent ways to solve a problem that doesn't exist.

Monday, 12th September 2016, 20:34

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12073

Re: Don't give XP for easy and harmless monsters

I fail to see how this is actually an issue, and any solution to it is likely to be needlessly complex and convoluted. It also takes out some potentially fun bits, like going back and squashing the Sigmund / Player Ghost / whatever dangerous thing your ran away from once you become strong enough to ...

Saturday, 10th September 2016, 23:49

Forum: Game Design Discussion

Topic: Halfling Aptitudes & Handed-ness

Replies: 2

Views: 1317

Halfling Aptitudes & Handed-ness

There was just an interesting change to differentiate Halflings and Kobolds, and one of the things that was interesting was that it involved Halfling's Axes aptitude to +0, and actually making Axes a suggested weapon for them when they go combat classes. However, upon actually playing this, it feels...

Saturday, 28th March 2015, 01:26

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 5461

Re: Remove -Tele from Randart Armor Generation

Yeah, I think I mentioned this in a previous thread -- armor with -Tele is crazy unless you're a formicid (in which case you're already crazy). Or worship Lugonu, maybe? related question: Is the artifact generation algorithm reasonably explainable beyond a pointer to source code? I took a look. Bas...

Friday, 27th March 2015, 23:13

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 5461

Re: Remove -Tele from Randart Armor Generation

Actually if the armour in question is really good and you found it early enough it might be very much worth wearing. I'm really trying to think of armor good enough to consider wearing with -Tele. Christ, Maxwell's is insanely good outside of the -Tele and it's still not enough. Friend found +2 boo...

Friday, 27th March 2015, 22:51

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 5461

Remove -Tele from Randart Armor Generation

Basically, what the title says. -Tele is uninteresting in the same way that Contam is uninteresting - there is basically no amount of good stuff that can be on a piece of long-swap equipment that would override the effect of -Tele. The end result is that unless you're a formicid (which is basically ...

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