Search found 139 matches

Friday, 22nd January 2021, 17:03

Forum: Game Design Discussion

Topic: Curses

Replies: 10

Views: 1016

Re: Curses

Gotta agree here. Right now curses and remove curse scrolls exist mainly as interface screw, unless you're playing Ash. Would probably be simplest to replace non-Ash curses with temporary mutations, which already are XP-gated, and replace remove curse scrolls with a piety cost for Ash.

Tuesday, 22nd December 2020, 20:54

Forum: Game Design Discussion

Topic: Do Races really need to be very balanced against each other?

Replies: 2

Views: 403

Re: Do Races really need to be very balanced against each ot

Not...really? Which is why they're not? There's a reason that there's a significant difference between the difficulty of an early-game Troll (which can basically claw anything to death, regardless of its background) and, say, an early-game Octopode, or Felid (which can basically be one-shotted by an...

Sunday, 15th November 2020, 14:57

Forum: Game Design Discussion

Topic: Trog Spell Acquisition

Replies: 7

Views: 706

Re: Trog Spell Acquisition

Or, I suppose, if people want to lean more into Trog's theme of hating all magic, instead of learning the spells when you pick up a spellbook, Trog grants either a big chunk of piety (if you're at low piety) or a god gift. Makes him less friendly for switching to magic later, but also means that he ...

Friday, 17th July 2020, 00:18

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 6036

Re: Clock Brainstorming Thread

I'm still not entirely convinced that a clock is needed, given the removal of continuing spawns, and the fact that most scumming behavior is either reliant on edge cases (e.g. endless stair-shouting) or characters who were already able to scum in a food-dependent game (abyss and pan scumming). That ...

Tuesday, 9th June 2020, 15:52

Forum: Game Design Discussion

Topic: Have Xom Explicitly Gift Ammo

Replies: 10

Views: 1709

Re: Have Xom Explicitly Gift Ammo

I like that.

"Catch!"

Arrows rain from the ceiling!



Grants ammo, does damage to everything on-screen, including the player. Very Xommy.

Friday, 28th February 2020, 18:44

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 168599

Re: I don't love it when...

Image

...thanks, Xom. Really. That was just what I needed.

Edit: Read a scroll of fear and ran like hell for the stairs. He ran, but came back when I was four steps from the stairs. Read another scroll of fear and escaped upstairs!

Wednesday, 15th January 2020, 04:09

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 1706

Re: Necromancy school suggestion: -MaxHP costs

One issue is how to scale the amount of rot. A level 1 spell like pain would have to rot less than 1hp at XL1. But then you would want the most expensive spells like Necromutation / Haunt to rot a significant amount. Maybe with this change Necromancy should have several spells removed, and the rema...

Wednesday, 8th January 2020, 06:44

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 1402

Re: Slime creature change

The reduced cognitive load is nice - memorizing fewer monsters. But it seems like there'd be a couple major flaws. 1. Tedious optimal behavior becomes even more tedious and optimal. Now it's even more optimal than before to lure each individual slime away and engage it by itself. 2. Line of sight. E...

Thursday, 2nd January 2020, 20:50

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 1684

Re: rethinking layouts

The issue isn't "change is impossible," the issue is that evaluating a change in isolation is not helpful. Doing nothing except changing the map design is not particularly useful, for the reasons Siegurt pointed out. But then, as you said, you have ideas to build on it all. The catch is th...

Saturday, 28th December 2019, 15:18

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10488

Re: Update stair logic (nerf stair dancing)

You should consider the possibility that people really do find the game too easy and tedious as it is and want to improve it. You should probably consider the fact that the average player still never wins a game, and that catering to the handful of people who find it "too easy" is probabl...

Thursday, 12th December 2019, 16:45

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10488

Re: Update stair logic (nerf stair dancing)

I like your idea, but there is still major difference, it is not possible to move a single tile on the same floor and find your are now in the middle of monster pack which you have never seen before, but it is possible after going downstairs. So some kind of stair-dancing should be available unless...

Wednesday, 11th December 2019, 17:49

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10488

Re: Update stair logic (nerf stair dancing)

It feels like a lot of people are missing the point, and trying to prevent stair dancing mechanically, rather than trying to address the issues that LEAD to stair dancing. It's the same basic concept as with luring - it's "optimal" to lure monsters back to secure locations, but the solutio...

Monday, 9th December 2019, 01:57

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 2038

Re: Poll: What do you think about incentive structures in Cr

I just don't know enough about what you're asking to answer this. It's too broad a question.

For example:

The incentives for (even untrained) wand-use in the early-game? In a good place.
The incentives for luring? In a bad place.

Sunday, 17th November 2019, 01:02

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 3055

Re: Items scattering

This just seems like an impractical thing - a fair bit of work for something that won't solve the problem OP wants. Even if we don't run into issues where it dumps things in deep water/lava, any moderately-sized fight (let alone any fight at a killhole) will just result in piles of gear again. Unles...

Saturday, 16th November 2019, 14:36

Forum: Game Design Discussion

Topic: Xom Rework

Replies: 8

Views: 1504

Re: Xom Rework

That's basically exactly how I'd want a Xom active to work. I figure give people a "Pray to Xom" ability - it might do anything from "nothing" to extremely positive effects, to extremely negative ones. I might even tweak the chances depending on tension (even though tension is a ...

Friday, 15th November 2019, 21:59

Forum: Game Design Discussion

Topic: Xom Rework

Replies: 8

Views: 1504

Re: Xom Rework

While I would agree that there should be no control over whether Xom is amused, I would like to see some sort of active ability for Xom. Even just "Invoke Xom" - Xom has a random chance to act. If unsuccessful, nothing happens; if successful, Xom does...something. Positive, negative, neutr...

Friday, 8th November 2019, 01:47

Forum: Game Design Discussion

Topic: Crocodile skin boots!

Replies: 3

Views: 915

Re: Crocodile skin boots!

petercordia wrote:If the bits weren't very good, and were only available to ward against terrible RNG, it could be fine/funny?

I mean, that's sorta what GDR does, right? Wonder if they could be un-enchantable 0-AC boots that gave a few percentage points of GDR.

Wednesday, 23rd October 2019, 20:39

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 2888

Re: Simplify silence, and remove it as a player spell

I guess I have a different angle on this. Aside from the part where silence decreases stealth, it all seems pretty intuitive. Divine abilities and wizardly spells are blocked (anything where you'd need to speak a spell or invoke a god), and scrolls (which you'd need to read) are blocked. So no scrol...

Thursday, 17th October 2019, 03:58

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 1640

Re: Eye of Ashenzari

I like the idea. Like a lot of the more interesting aspects of the game, it involves a meaningful risk/reward calculation. And I actually wouldn't be against making it Fragile - that makes the calculation all the more important, because you're passing up a lot of potential treasure if you remove it.

Wednesday, 18th September 2019, 20:14

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 2459

Re: Making D:1 more interesting for newer players

Oh yeah, letting serial_shops place on D:1-3 would probably really help too. Sure characters won't really have any gold with which to buy stuff, but seeing a shop is "exciting", I think. And you can change the 20% chance-per-level to a 16% chance so that the total number of shops in Dunge...

Monday, 16th September 2019, 19:40

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 5917

Re: Fedhas rework

Removing fiddly mechanics like the fruit is a definite positive, but particularly when it comes to stationary summons there's still a lot of potential for tedium. It seems like it would be better to have a design where the player is encouraged to use them as-needed to fortify their current position,...

Sunday, 15th September 2019, 18:31

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 2459

Re: Making D:1 more interesting for newer players

A few thoughts: --- While adding more monster variety to D1 would be good, I don't know if adders and quokkas are the right way to go. They're both straightforward melee monsters, and more importantly, they're both much faster than most player characters. Quokkas are speed 12 and adders speed 13 (pl...

Wednesday, 11th September 2019, 20:03

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 2354

Re: New Species: Argons

Yup, I'd have to agree: What's the goal behind creating this species? How does it create a different and interesting game experience, compared to playing as another species? Is this a UC-oriented species? We already have ghouls and trolls. Aside from that, the main thing seems to be the elemental gi...

Tuesday, 10th September 2019, 18:05

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 2542

Re: Demonspawn Rerolls

Put me down as "against." One of the key elements of Ds is that you don't get to choose your mutation set.

If people want to reroll until they get just the ones they want, they might as well reroll games until they get the early altar they want, or the D1 CPA.

Monday, 2nd September 2019, 15:33

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 168599

Re: I don't love it when...

Have to admit, that's very polite of your character, to make room for the poor distracted hydra so that it can come up the stairs.

Sunday, 1st September 2019, 01:12

Forum: Crazy Yiuf's Corner

Topic: Items on permanent teleport traps

Replies: 5

Views: 1171

Re: Items on permanent teleport traps

Hellmonk is right. Also, it's worth noting that even if you only play Fighters, you can (and should) pick up a few low-level spells once you have your main offensive/defensive skills in place. The utility they provide is well worth the XP cost.

Wednesday, 28th August 2019, 17:35

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 2421

Re: Revamp Scarves

1. Disagree here. The whole thing behind scarves is basically "more powerful egos than cloaks, but no AC benefits." I'd even be in favor of expanding that concept to the hat/helmet realm, since right now hats are mostly just "helmets with less base AC that more characters can wear.&qu...

Tuesday, 20th August 2019, 14:11

Forum: Crazy Yiuf's Corner

Topic: 0.24 Highlights?

Replies: 1

Views: 814

Re: 0.24 Highlights?

While it probably doesn't have every detail (I haven't been keeping up with every commit either), this may help:

https://github.com/crawl/crawl/wiki/0.2 ... lease-Plan

Tuesday, 20th August 2019, 14:08

Forum: Game Design Discussion

Topic: hat of illiteracy

Replies: 17

Views: 2879

Re: hat of illiteracy

It'd probably be less than optimal in the long term, but it'd at least be an interesting, sometimes-optimal tradeoff, in the same sort of way as Formicid stasis. After all, that much extra AC on D1 would do far more for your chances of getting the Orb, since it'd carry you through the more dangerous...

Sunday, 18th August 2019, 16:17

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 230

Views: 56722

Re: Stupid ideas -- Started for 0.19, and Still Running!

Iskendrun's Mystic Fast: You gain "Fasting" status that prevents you from eating or drinking, but acts as a manual for spell skills. Animate Bread: Turns your bread rations into dancing blunt weapons. Weapon type dependent on spellpower. Deportation: Sends target back to where it spawned o...

Sunday, 18th August 2019, 14:57

Forum: Game Design Discussion

Topic: hat of illiteracy

Replies: 17

Views: 2879

Re: hat of illiteracy

Yeah, for what's basically a permanent loss of the ability to read scrolls, you'd need a serious benefit. We're talking less "+3 AC" and more "+23 AC."

Friday, 9th August 2019, 21:49

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 10919

Re: Remove confusing touch

But what standard are we using to claim something is "broken"? Some consistency in this evaluation would be useful. "Sometimes this is better than alternatives" isn't what I'd define as "broken". To me the obvious candidates are no-brainers w/o significant opportunity ...

Tuesday, 23rd July 2019, 22:30

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2857

Views: 553965

Re: Best/Worst Artifacts

Well, now that's an impressive amulet.
Image

Tuesday, 23rd July 2019, 19:30

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 2603

Re: Giving Stories to Uniques through Multiple Encounters

I definitely like the idea. It doesn't need to be done for every unique, necessarily, but it's still a good idea. It's a nice bit of flavor that adds to gameplay, rather than detracting from it, and it also works really well from a new-player perspective: you encounter Asterion I, so when you see As...

Sunday, 21st July 2019, 22:10

Forum: Game Design Discussion

Topic: Contamination to replace spell hunger

Replies: 7

Views: 1565

Re: Contamination to replace spell hunger

I've read through the idea a few times now, but I still can't find a good way to make contamination a good replacement. At best, it seems like you could make it so it works basically like food, except more punishing if you overdo it within a fight, and less punishing if you can rest away contaminati...

Friday, 19th July 2019, 16:49

Forum: Game Design Discussion

Topic: Limiting stat-stick swapping

Replies: 7

Views: 1328

Re: Limiting stat-stick swapping

Probably make the most sense to just change which properties can generate on which types of items, even artefacts. After all, we already have settings so that, say, running doesn't generate on rings, and guardian spirit doesn't generate on weapons. So make it such that defensive properties only gene...

Monday, 15th July 2019, 14:21

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 2349

Re: Amulet of Infinite Regret

Hm. Good thought. Maybe a penalty to current health on equip, too, though, to discourage "Identify it, keep it in inventory without equipping it, and swap to it at the last minute." That way you actually have to put it on (thereby locking the amulet slot) before going into battle, you can'...

Sunday, 14th July 2019, 17:28

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 2349

Re: Amulet of Infinite Regret

Maybe even an item that prevents any damage, but reduces MaxHP by X% of the damage prevented.

Ooh. Or could even work inversely proportional to current health, so if it prevents damage when you're low on HP, it takes a big chunk out of your MaxHP, but only a small chunk if you're at full HP.

Saturday, 13th July 2019, 19:48

Forum: Game Design Discussion

Topic: Smooth out Naga AC bonus and give Mummy some

Replies: 5

Views: 1114

Re: Smooth out Naga AC bonus and give Mummy some

Nagas definitely could do with a couple extra points of AC or something, just to get them over the initial "slow and helpless" stage. Whether constriction would be too much of a buff really just depends on where people think they should be on the difficulty scale. It'd make them significan...

Friday, 12th July 2019, 17:38

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 2349

Re: Amulet of Infinite Regret

I suppose it could work like chequers suggested. Maybe as an unrandart - amulet of the Felid lich (felich?) or something. One extra life, Felid-style, but some severe drawback (permanent -30% maxHP when worn or whatever).

But it'd still be an unrandart, and not even generate in most games.

Thursday, 11th July 2019, 21:40

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

Wide Broading in DCSS will make you get killed later on or at least make you course more. If you're dumb about it, sure. If you spread your XP over several three different melee weapon skills instead of focusing on one, you're wasting XP. If you train something besides a melee weapon, that will enh...

Thursday, 11th July 2019, 04:07

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

gods or items or spells don't compare to a PERMANENT stat gain be it a no-use/wasted STR for a wizard. I think this is one of the points you're missing, though: There's no such thing as a useless stat, just a stat that you don't use. If you got high strength as a spellcaster, for example, you'd be ...

Tuesday, 9th July 2019, 20:56

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

After having followed bel's post through to the philosophy of Nethack4 vs that of Crawl, I have to wonder if you perhaps migrated here from there. The former is very much in favor of being able to customize and control every aspect of your character, given time; Crawl is in favor of character custom...

Tuesday, 9th July 2019, 16:59

Forum: Crazy Yiuf's Corner

Topic: Game philosophy- Nethack4

Replies: 3

Views: 1346

Re: Game philosophy- Nethack4

A few thoughts: - Nethack focuses on flexibility above all else. This is a direction that Crawl has been moving away from, with the notion that those things that are useless 99% (or 100%) of the time should be cut away as needless bloat, rather than valuable choice. I think there needs to be a balan...

Saturday, 6th July 2019, 16:58

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 12061

Re: Rework polearms

So basically all the same arguments still exist. Pros: Interesting mechanic Changes tactical behavior Cons: Encourages tedious/degenerate behavior Has a lot of weird, broken interactions (speed, flying, swimming, conjure flame, etc.) I'd have to put myself in the "replace reaching with somethin...

Saturday, 6th July 2019, 15:53

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

Idea 1 is purely flavor-based: "I did exercises, so I get strength." Differentiating games - even a little - is better than changing things purely for the sake of flavor. Idea 2 is victory dancing 2.0: "I need to kite every bit of popcorn so I can kill it with a spell, so I don't get ...

Friday, 5th July 2019, 18:14

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

See also, for example, scrolls of acquirement, often not-so-jokingly referred to as "scrolls of disappointment." There's a reason that the scrolls allow you some specificity, but not absolute choice. After all, it would be stupid if you could, say, use them as a mummy and get unlucky enoug...

Tuesday, 2nd July 2019, 16:15

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 6554

Re: no random stat gain pls.

So I'm not sure what seems to bother you. 1. Is it that it's flavored as stat gain? It could always be reflavored as a descriptor in the species screen, since that's what actually determines what random stat gains you might get (e.g. Trolls are strong brutes, and may gain strength as they level) 2. ...

Wednesday, 26th June 2019, 03:10

Forum: Game Design Discussion

Topic: Reforming the scoring function

Replies: 31

Views: 3632

Re: Reforming the scoring function

The problem with including time is that it's less representative of skill, and more representative of a good RNG string. I've had games that lasted more than 6 hours, where I successfully pulled a tough character out of a lot of bad situations. I've had games that lasted less than an hour, where I b...

Monday, 24th June 2019, 22:32

Forum: Game Design Discussion

Topic: Reforming the scoring function

Replies: 31

Views: 3632

Re: Reforming the scoring function

I'd have to agree with the people who've suggested removing time from the equation - be it turns or auts or seconds. Pros: - Removes breadswinging and similar gimmicky methods of time-saving and their effects on score (e.g. apporting items to save turns). - Removes cases with species/gods/etc. that ...
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