Search found 7 matches

Monday, 6th February 2017, 02:24

Forum: Dungeon Crawling Advice

Topic: Food Matters

Replies: 11

Views: 3869

Re: Food Matters

So you're saying it affects you psychologically, whether it actually matters or not. I can agree, but by now that feeling is already gone but it felt that way when I started playing. Now it's just an annoyance. In any case, I think it should matter, or not matter. I personally prefer it to not matte...

Friday, 3rd February 2017, 12:57

Forum: Dungeon Crawling Advice

Topic: Are 'uncompact' characters weaker than compact ones?

Replies: 21

Views: 6800

Re: Are 'uncompact' characters weaker than compact ones?

The real answer is that there is a lot of XP in the mid game, and you don't need to put all your XP into "x" for "x" to be effective. So if you find something good on the floor that can help you win more than putting more XP into something that's already effective, train it. For ...

Saturday, 28th January 2017, 06:39

Forum: Game Design Discussion

Topic: map p for Put on

Replies: 12

Views: 3774

Re: map p for Put on

Also, each individual menu can have individual binds/inscriptions, which is useful. Which if there weren't different menus, you can't use the same key in the same menu. I find them more useful than convoluted. If anything, although there are more menus now, I have to assume d and i are harder on new...

Friday, 7th October 2016, 21:48

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatchâ„¢: No More Haste Spell

Replies: 59

Views: 16267

Re: DCSS TrunkWatchâ„¢: No More Haste Spell

I also think so. Spell haste is basically a convenience for me. You've generally hit your win condition before you can get haste up. If we're being serious, wand haste is much more problematic than spell haste. (I personally don't think haste is actually problematic, this is a single player game, yo...

Sunday, 2nd October 2016, 19:48

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 21938

Re: Remove hunger

The solution was inside his proposed change. The clock would be above the average turn count. Meaning you could auto explore each level fully, and still have a big buffer of safety turns to do whatever and go down. But not enough to scum.

Friday, 30th September 2016, 14:00

Forum: Game Design Discussion

Topic: Give Te perma-flight at level 7

Replies: 39

Views: 13429

Re: Give Te perma-flight at level 7

Te are bad, after this change, they're still bad, but less tedious.

The main intention here is a quality of life change, so I don't think a minor buff in power should even be considered.

Wednesday, 8th April 2015, 08:38

Forum: Dungeon Crawling Advice

Topic: Beginner opinion: Melee too easy, Casters too hard

Replies: 43

Views: 12998

Re: Beginner opinion: Melee too easy, Casters too hard

If a new player plays the game, they'll be recommended MiBe or MiFi, and then they'll 3 rune within a week or even less. Is this a good thing or a bad thing? For general knowledge, it's probably a good thing. For decision making? I wouldn't say so. It makes you learn bad habits. There is a reason wh...

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