Search found 2166 matches

bel

Monday, 17th August 2020, 06:43

Forum: Game Design Discussion

Topic: Long term trend discussion: Stealth nerfs

Replies: 20

Views: 10334

Re: Long term trend discussion: Stealth nerfs

I don't have any particular ideas of how stealth "should" work. However, stealth without hexes (what the OP calls "no-spell support stealth") has always been bad. It's not stealth that's powerful, it's hexes that are powerful. Stealth is ok as a skill, and many characters can ben...

bel

Sunday, 2nd August 2020, 20:08

Forum: Dungeon Crawling Advice

Topic: Stoopid Question on Skillz

Replies: 1

Views: 1809

Re: Stoopid Question on Skillz

Yes, the game does count fractional skills.

bel

Saturday, 1st August 2020, 18:16

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158098

Re: Clock Brainstorming Thread

Another "clock-like" idea (which is often used in Slay the Spire) is that monsters buff themselves as time goes on. Let me give an example. In StS, there is a card (Feed) which gives a boost to max HP if you kill the monster using that attack. So, often the optimal play is to stall the fig...

bel

Saturday, 1st August 2020, 17:58

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19021

Re: Difficulty vs XL

Asking players is indeed one way of looking at the question. Unfortunately, I'm not aware of any surveys in this regard. Asking an unrepresentative sample (like the people who post on Tavern) is even more prone to issues of self-selection and noise than the Sequell data I'm looking at. FWIW, the sub...

bel

Thursday, 30th July 2020, 06:42

Forum: Dungeon Crawling Advice

Topic: Level with only 1 down stair?

Replies: 7

Views: 3245

Re: Level with only 1 down stair?

Is this a map of D:4 or D:5? Not sure why you're trying to reach that area through the downstairs on the floor above. The inaccessible stairs shown on the map are downstairs, which means that you need to look at the map of the level just below this level (D:6?). There should be an upstairs which con...

bel

Thursday, 30th July 2020, 01:57

Forum: Dungeon Crawling Advice

Topic: Level with only 1 down stair?

Replies: 7

Views: 3245

Re: Level with only 1 down stair?

All levels have three stairs. You need not worry about having no retreat.

Probably it is the case that If you take the hatch, it will take you to the area where you'll find the area which contains the stairs. It is likely to be a disconnected vault.

bel

Wednesday, 22nd July 2020, 17:52

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

I'm not sure how much you're familiar with how StS works, so this is just a general comment. There's no agreed-upon definition of "Roguelike". But if you look at the so-called " Berlin interpretation ", you'll see that StS satisfies most of the conditions comfortably. The factors...

bel

Wednesday, 22nd July 2020, 17:26

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Btw, about this whole idea of "builds", I would suggest watching this video by Jorbs, one of the top StS players in the world -- "The problem with archetypes". (I suggest 1.25x or 1.5x speed.)

bel

Wednesday, 22nd July 2020, 16:35

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Not sure what "build-scumming" means.

I conducted the experiment anyway. I pre-decided that I would make a "make huge block and play Body Slam" deck.

I got it on my first try (killed Donu/Deca by making 500 block in one turn and playing 2 Body Slams).

bel

Wednesday, 22nd July 2020, 12:42

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

I'm afraid your comment about "every game seems the same to me because I take the same cards" sounds so weird to me that I wonder if we're playing the same game. There are 75 cards in your pool and more than a 100 relics. I'm pretty sure I can win A0 Ironclad/Silent with whatever "bui...

bel

Tuesday, 21st July 2020, 13:06

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Since this is CYC, I don't mind being offtopic a little bit more. The problem is that you're using arguments inconsistently, so it's impossible to understand what your point is. For example, you say that you don't care about winrate, but then you try to compare StS and DCSS winstreaks. You say that ...

bel

Tuesday, 21st July 2020, 09:21

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Ok, enough offtopic.

I find it interesting that you use the same phrase "you're missing my point" about two completely different people. Consider the possibility that the problem lies elsewhere: namely in how you think about certain things.

bel

Tuesday, 21st July 2020, 08:33

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

Several months late but to powergame's post above: I think that fixing this particular problem is not that big of a "macro" change. Changing the spawn tables ("mon-pick-data.h") to not have adders generate on D:9 is a pretty reasonable and very minor change, frankly. For instance...

bel

Tuesday, 21st July 2020, 05:42

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

I'm afraid you're taking too narrow a view of what decks do in StS. Your statement about birds is not correct. For instance, caltrops (or thorns potion, or bronze scales) can take care of birds very easily, even though it's not "AoE damage". From a defensive standpoint, self forming clay i...

bel

Monday, 20th July 2020, 21:06

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19021

Re: Difficulty vs XL

Continuing my comparison with other roguelikes I play. Here I look at Slay the Spire. This is a very rough attempt, with a lot of shortcuts. Details under spoiler tag. The difficulty level ramps up in the beginning, then stays roughly constant through most of the game. The final boss fight is the ha...

bel

Monday, 20th July 2020, 18:11

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

VAF, your comments are confusing. When you say "3rd floor", do you mean Act 3? Because getting Dead Branch on Floor 3 is insanely good. Similarly, do you mean "Act 2" when you say "second floor"? Because taking Searing Blow on Floor 2 is competely fine. I'm afraid your ...

bel

Sunday, 19th July 2020, 09:21

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

You can play seeded games if you want a specific relic or card guaranteed.

bel

Thursday, 16th July 2020, 17:40

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

It depends on what you are looking for. If you want to play in a specific way, StS is quite bad as your game is decided by RNG, you have about zero influence on your game after selecting character unless you are playing at really low difficulty level. I would say DCSS is clearly the best, especiall...

bel

Thursday, 16th July 2020, 12:08

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Yeah, but it is a roguelite Never really understood what "roguelite" means. But even with the so-called "Berlin Interpretation", StS is pretty comfortably a roguelike. Anyway in response to OP, StS has all the factors you're looking for: excellent gameplay/design, nice artwork, ...

bel

Thursday, 16th July 2020, 06:16

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 25849

Re: What Is the Best Roguelike?

Slay the Spire is pretty good.

bel

Sunday, 12th July 2020, 05:01

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158098

Re: Clock Brainstorming Thread

About the point about "clock based on exploration". I would suggest that the clock be instead based on XP. This is because XP is a good proxy for the "difficulty" of a floor, while exploration isn't. Elaboration here . For instance, for more difficult floors, like Vaults:$, one s...

bel

Sunday, 12th July 2020, 04:41

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3430

Re: Proposal for an upper bound on turns taken: Zot Specters

The OP is talking about a very narrow case: how to prevent "infinite" scumming. For this purpose, a per-level clock is sufficient, assuming that the number of turns is high enough (which the OP says it is). The OP is not at all the same as the Hellcrawl doom clock. That clock has many prob...

bel

Wednesday, 27th May 2020, 22:51

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

The spike at the end is because of random noise, because there are very few monsters left to analyze in the period [t, t_end]. It doesn't have any significance.

Also, I did Orc immediately after D:10; this is where the morgue ends. Orc tends to have a lot of popcorn.

bel

Wednesday, 27th May 2020, 21:10

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

Yes, to make it comparable to the previous method. As mentioned in the OP, I'm interested in the question: how many of the monsters you encounter (at any given time) are popcorn. One could just look at a small time period just after the current time (though the measure would become more noisy -- we ...

bel

Wednesday, 27th May 2020, 19:06

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

I used a different methodology to calculate popcorn as suggested by Kramin42 and byrel above. In particular, I did the following: I looked at monster kills on every floor using Sequell (excluding boring games). So, suppose hobgoblin has about 8000 kills on D:1. I divided this number by the total dea...

bel

Wednesday, 27th May 2020, 14:25

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 13720

Re: Simplify the damage formula

I’ll start this with: part of the reason why the combat formulas don’t see a lot of change is that in the dev team we like the current playfeel of the formulas that were ad hoc matched to behave similar to linley’s ad hoc formulas long ago when crawl was much more opaque with numbers. A consequence...

bel

Monday, 18th May 2020, 06:05

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

[...] but it would be nice to see some other method of determining what is popcorn like maybe how often players die to that monster at that dungeon level. I thought a little bit more about this, but there are several complications in using this method: ⋅  The monster which got the killing...

bel

Saturday, 16th May 2020, 06:43

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

I got the XP values directly from the game. I modded my local copy of DCSS to dump all the monster deaths and XP obtained to the morgue file, then I used a python script to parse the morgue. Here's the morgue file: Dungeon Crawl Stone Soup version 0.25-a0-1080-g72af00c55a (tiles) character file. Gam...

bel

Saturday, 16th May 2020, 06:28

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

Re: XP given by popcorn monsters

Replies inline: What is on the x-axis? Sorry if I'm just being dense here. Sorry, I forgot to label the axes. X-axis is the number of monsters killed so far in the game. Seems like if you use XP to determine what is popcorn then draw conclusions about changes in XP by removing popcorn, you will get ...

bel

Friday, 15th May 2020, 19:26

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7441

XP given by popcorn monsters

DCSS has a lot of unthreatening monster encounters, commonly called "popcorn". I'm interested in the following questions. At any point in the game: ⋅  What proportion of monsters generated are popcorn? ⋅  How much XP do these popcorn monsters give, as a proportion of th...

bel

Friday, 15th May 2020, 09:24

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 11240

Re: What are the actually effects of +str on damage?

Both approaches are possible. Brogue, for instance, shows the relevant statistics: "this monster will hit you typically for 35% damage, and can kill you in 2 hits". In StS and Sil, the formulae are simple enough that they just show the numbers explicitly, and the player can calculate the s...

bel

Thursday, 14th May 2020, 17:57

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 11240

Re: What are the actually effects of +str on damage?

If you reduce the complexity of the formulae, calculating statistics is automatically made easier. So, suppose we are interested in the minimum, maximum and average damage dealt, and we're interested in how str affects these statistics (like the title of this thread). In Slay the Spire, the effect o...

bel

Thursday, 14th May 2020, 12:10

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 11240

Re: What are the actually effects of +str on damage?

I can agree that Sil has generally more static combat (that's why it has critical hits, to mitigate this issue somewhat), but I don't agree about Brogue. Anyway, one can disagree about specific forumulae, but my overall point is that DCSS's combat formulae are needlessly complex, because it's based ...

bel

Sunday, 10th May 2020, 01:28

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 11240

Re: What are the actually effects of +str on damage?

Not directly related, but reading the above posts made me think about the following: I've been playing a lot of Slay the Spire recently, where damage is almost completely deterministic. It does not make the game less interesting in any way. I think the RPG-style games' damage formulae have been need...

bel

Thursday, 30th April 2020, 09:04

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10075

Re: Triple defense hypothesis

I cannot follow the argument in the above post. It does not give any "thresholds", nor does it show why any threshold would exist at all. Looks very handwavy to me.

bel

Tuesday, 28th April 2020, 05:34

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 5872

Re: Rethinking orc battlecry

I don't know about the other game, but your comments about Brogue seem odd. I don't know about "hybrid" (the definition is nebulous), but I have played plenty of characters where I invested enchant scrolls into multiple items. Several items in Brogue don't need a lot of enchants, while som...

bel

Sunday, 1st March 2020, 04:59

Forum: Game Design Discussion

Topic: Proposal: Alternative hydra head-chopping mechanic

Replies: 11

Views: 4172

Re: Proposal: Alternative hydra head-chopping mechanic

It's not clear to me why this monster is called a "hydra" at all. This is just a new monster with the old name. If the name (or lore) isn't really important, I'd suggest a simpler solution: remove the head-chopping mechanic and add nothing else. Basically, the idea of a melee monster deali...

bel

Wednesday, 26th February 2020, 03:14

Forum: Crazy Yiuf's Corner

Topic: Rogue (the roguelike game)

Replies: 14

Views: 6121

Re: Rogue (the roguelike game)

FWIW, I also play Brogue only using the keyboard. Never had any problems with it.

As for whether one likes the aesthetics or not, it depends on taste I suppose. I think Brogue looks gorgeous.

bel

Tuesday, 25th February 2020, 14:40

Forum: Crazy Yiuf's Corner

Topic: Rogue (the roguelike game)

Replies: 14

Views: 6121

Re: Rogue (the roguelike game)

Brogue is very consciously designed to be "a better Rogue". Most of the things you describe in Rogue are also features in Brogue; for instance: the absence of classes, spells and skills, and the fairly tight food clock (reducing backtracking). Yup, the same train of thought led me to read...

bel

Saturday, 22nd February 2020, 05:08

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 23114

Re: Remove confusing touch

I haven't had a chance to play much DCSS lately (too much Slaying the Spire), but it seems confusing touch has been nerfed to be lvl 3 and also to check MR instead of HD.

Anyone played around with it to see how it's going?

bel

Saturday, 22nd February 2020, 04:52

Forum: Crazy Yiuf's Corner

Topic: Rogue (the roguelike game)

Replies: 14

Views: 6121

Re: Rogue (the roguelike game)

Brogue is very consciously designed to be "a better Rogue". Most of the things you describe in Rogue are also features in Brogue; for instance: the absence of classes, spells and skills, and the fairly tight food clock (reducing backtracking).

bel

Wednesday, 5th February 2020, 21:23

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22036

Re: Rework polearms

The entire tangent about whether monsters should equip items is offtopic. This thread is about what to do with polearms, please keep wider topics to another thread.

bel

Friday, 24th January 2020, 03:04

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19021

Re: Difficulty vs XL

I recently read some things which made me think about this thread. I'll briefly outline the articles and say how they connect to this thread. The first is this article: How Slay the Spire's devs use data to balance their roguelike deck-builder . Slay the Spire is a hybrid roguelike/deck-building gam...

bel

Tuesday, 21st January 2020, 04:38

Forum: Dungeon Crawling Advice

Topic: New Nemelex is overpowered. Use it while you can!

Replies: 7

Views: 3338

Re: New Nemelex is overpowered. Use it while you can!

I think Nemelex was always OP. The new system just removed most of the inventory headaches.

bel

Sunday, 12th January 2020, 11:45

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22036

Re: Rework polearms

I personally would modify reach because it's only OK if you tab, otherwise reach uses waaaay too many buttons to be enjoyable. So let's automatise it. If you wield a polearm, you get a free attack against anything that moves into a square right next to you, or just one tile away. This means that yo...

bel

Sunday, 12th January 2020, 11:38

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22036

Re: Rework polearms

One way or another weapon length, reaching distance is the defining feature of polearms. It really needs to be about weapon length and monsters unable to damage you while you can damage them. My first proposal in the OP does damage monsters when they cannot damage you. If the monster is one tile aw...

bel

Friday, 10th January 2020, 12:37

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5025

Re: anti-luring feature: statues

Your proposal is similar to the "monsters spawning over time" mechanic which was supposed to work against luring. The main idea was that "cleared" and "safe" are no longer the same, because a monster could spawn in a "cleared" area. Your proposal could work, b...

bel

Friday, 10th January 2020, 12:12

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22036

Re: Rework polearms

Interesting experiment. But I do not see how your conclusion follows from your experiment. Let's take two scenarios, and in both cases, you stay behind your knight ally. 1. Without reaching: you don't do anything, just sit there. 2. With reaching: you do 50% damage. So even if Scenario 2 does not wo...

bel

Monday, 30th December 2019, 05:28

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23517

Re: Update stair logic (nerf stair dancing)

The proposal above works basically the same as Brogue-style stairs (proposal 2 in the OP). I think Brogue-style stairs would be an improvement over the current situation. However, there are some downsides. Slightly digressing, but still related to the topic. I think the size of the levels in Crawl s...

bel

Sunday, 29th December 2019, 18:59

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP] (Gargoyle Fighter)

Replies: 4

Views: 1844

Re: [CIP] (Gargoyle Fighter)

Morgue file seems truncated, so can't exactly see many things. How many runes do you have? Overall, character looks good. For ranged damage, you can use Evocations or train Throwing. Didn't Trog give you some anti-magic weapons? I don't see anything in your inventory. You have some spare enchant wea...
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