Search found 84 matches

Saturday, 7th January 2017, 18:40

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 7618

Re: Frog Feedback

I strongly object to the name "barachians."

It should be batrachians.

https://en.wikipedia.org/wiki/Batrachia

That is all.

Friday, 4th November 2016, 01:49

Forum: Game Design Discussion

Topic: Remove Mummies (Player Race)

Replies: 19

Views: 8309

Re: Remove Mummies (Player Race)

Mummies are a painful race to play but they should remain for reasons of flavor and challenge. I don't care if they conflict with the stated design objectives or are in concord with the stated design objectives. Fun varies from player to player, and who can say what fun should be? It's best to leave...

Thursday, 6th October 2016, 19:22

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 29112

Re: Idea: Make charms tactical rather than strategic

It creates a struggle between "having fun" and "trying your hardest to win". If you have to choose between doing better at the game or having fun at the game, the game has failed, because ideally the best way to play the game (i.e. win the most) would be as fun, or more fun than...

Thursday, 6th October 2016, 17:42

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 29112

Re: Idea: Make charms tactical rather than strategic

I guess I am one of the few weirdos who is mostly fine with how current charms work. Isn't tedious play its own punishment? Do we ever actually see anyone casting every single charm before every single fight or is this just a Hypothetically Optimal behavior that is theoretically possible and therefo...

Friday, 16th September 2016, 02:55

Forum: Crazy Yiuf's Corner

Topic: Some funny Crawl things that don't make sense

Replies: 73

Views: 42478

Re: Some funny Crawl things that don't make sense

Swinging around a gigantic mace thousands of times doesn't make you hungry, but casting a spell without practicing causes you to crave calories.

Wednesday, 31st August 2016, 04:09

Forum: Crazy Yiuf's Corner

Topic: Some funny Crawl things that don't make sense

Replies: 73

Views: 42478

Re: Some funny Crawl things that don't make sense

PleasingFungus wrote:- where are the bathrooms


Fountains plus getting creative

Wednesday, 31st August 2016, 03:42

Forum: Crazy Yiuf's Corner

Topic: Some funny Crawl things that don't make sense

Replies: 73

Views: 42478

Re: Some funny Crawl things that don't make sense

Speaking as a Chicagoan, in my opinion, our city's "famous" deep dish pizza is tourist trap tier cuisine. Other nonsensical things about crawl include: -Gargoyles can continue to fly while paralyzed -People can meet their own ghosts -A gigantic ogre can wear the same robes that fit sprigga...

Tuesday, 30th August 2016, 14:08

Forum: Crazy Yiuf's Corner

Topic: Some funny Crawl things that don't make sense

Replies: 73

Views: 42478

Re: Some funny Crawl things that don't make sense

Two pieces of fruit is more satisfying than a pizza.

Wednesday, 24th August 2016, 17:32

Forum: Game Design Discussion

Topic: Remove level requirement for spell memorization

Replies: 17

Views: 5402

Re: Remove level requirement for spell memorization

I like this idea. Besides buffing book backgrounds (which is fine with me) this change would also introduce the slight skilling benefit of letting you immediately train the spell schools you want starting at XL1, rather than waiting until you are the proper XL to memorize the spell and then starting...

Thursday, 11th August 2016, 14:32

Forum: Crazy Yiuf's Corner

Topic: monster idea: mastermind

Replies: 8

Views: 2809

Re: monster idea: mastermind

I was thinking it would still be possible, but inefficient, to kill it with the original method, but since it's dangerous, you'd want to neutralize it faster by switching it up...

Wednesday, 10th August 2016, 22:32

Forum: Crazy Yiuf's Corner

Topic: monster idea: mastermind

Replies: 8

Views: 2809

Re: monster idea: mastermind

The exact number is a matter of balance. Five weapons would be excessive, but one is too few -- I'm thinking two weapons (or two damage-dealing methods) would be about right. Imagine if the first weapon type on average allowed you to get it down to like 1/3 health, but you needed to switch it up som...

Wednesday, 10th August 2016, 22:19

Forum: Crazy Yiuf's Corner

Topic: monster idea: mastermind

Replies: 8

Views: 2809

monster idea: mastermind

One thing that makes mid-late play in crawl a bit samey is that once you've gotten your +9 endgame weapon, there's rarely any reason to switch anymore or mix it up with wands, spells, inferior artifacts, etc. To break up the pattern and add an incentive to slay monsters in another style, I'd like to...

Wednesday, 10th August 2016, 13:31

Forum: Game Design Discussion

Topic: Change color of expiring DDoor/Necromut

Replies: 2

Views: 1405

Re: Change color of expiring DDoor/Necromut

Agree with this suggestion. In the meantime as a workaround you can set your rc to force_more_message on the message that it's about to expire. Even if this change happened, you might want to do this anyway if you frequently cast lichform and don't trust yourself to notice the text color changing. f...

Tuesday, 9th August 2016, 17:04

Forum: Game Design Discussion

Topic: Remove the ability to wield useless items

Replies: 32

Views: 13302

Re: Remove the ability to wield useless items

Would it be too radical to remove normal HP regen from all non-resting actions? Maybe it would - your char can even repair his equipment (from corrosion) on the go! (but if it were removed then it could be buffed to e.g. 1 HP/turn, independent of max HP) This change is interesting to think about as...

Friday, 29th July 2016, 13:48

Forum: Game Design Discussion

Topic: Should Monstrous DS get scales?

Replies: 15

Views: 4291

Re: Should Monstrous DS get scales?

Demonspawn are horrible half-mortal, half-infernal creatures - the flip side of the Demigods. Demonspawn can be created in any number of ways: magical experiments, breeding, unholy pacts, etc. Although many Demonspawn may initially be indistinguishable from those of pure mortal stock, they will ine...

Tuesday, 26th July 2016, 17:26

Forum: Game Design Discussion

Topic: Don't spawn player ghosts in portals

Replies: 23

Views: 6293

Re: Don't spawn player ghosts in portals

I frequently play somewhat weak and weird characters, at least according to people in tileschat who keep telling me my builds are "bad fam", but I still rarely run into ghosts that are strong enough to make me flee portals instantly. Probably 75% of the time I end up fighting and killing t...

Tuesday, 26th July 2016, 14:39

Forum: Game Design Discussion

Topic: Zot 5 both lungs had tele traps

Replies: 28

Views: 6973

Re: Zot 5 both lungs had tele traps

I often memorize Passage of Golubria with this specific case in mind, plus the case of zot traps blocking both lungs. TS's analysis of traps is mostly on point but I think tele traps have a meaningful tactical role on early levels as they can provide a means of escaping from dangerous speed 10 monst...

Tuesday, 26th July 2016, 14:29

Forum: Game Design Discussion

Topic: Don't spawn player ghosts in portals

Replies: 23

Views: 6293

Re: Don't spawn player ghosts in portals

Although most players enter portals with an approximate idea of their difficulty, and calibrate their portal choices accordingly, ghosts can cause portals to be unexpectedly hard. I think this is fun because it forces you to make a calculation you wouldn't otherwise make in crawl -- should I give up...

Saturday, 16th July 2016, 19:38

Forum: Game Design Discussion

Topic: warning before paralysis?

Replies: 9

Views: 2499

warning before paralysis?

Does anyone else find paralysis boring, unfun, and arbitrary? In design terms, what does it add to the game? I've now lost two extended characters to instances of being paralyzed; this last case was especially irritating. My HoBe of TSO had 3 pips of MR and had just killed Khufu in Tomb when a sphin...

Friday, 15th July 2016, 15:43

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 17799

Re: Make /digging temporary

I'd be cool with disint removal if you could zap a digging wand for less than the max distance, similar to how you can target arrows to fall short with .

Thursday, 14th July 2016, 19:36

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 17799

Re: Make /digging temporary

To make a proper killhole you usually only need to dig two squares, one for the enemies to flood into and one for you to stand in. If this change were implemented, killholeing would still be possible, you just couldn't go back into the hole after you left it. So players would just dig a second killh...

Thursday, 14th July 2016, 13:31

Forum: Crazy Yiuf's Corner

Topic: Formicid Gloves

Replies: 10

Views: 3202

Re: Formicid Gloves

I don't need Formicids to wear two sets of gloves, yawn, but I'd like it if Blade Hands only affected 1 set of hands. The idea behind Formicid is to give you a chance to use shields plus two-handed weapons... except with Blade Hands, which merges the shield carried in your other set of hands. Presum...

Wednesday, 13th July 2016, 16:09

Forum: Dungeon Crawling Advice

Topic: Making the Most of Riposte

Replies: 12

Views: 4366

Re: Making the Most of Riposte

I've been trying to run light-armored HEGls of Ash to try this out, only I keep dying due to being careless.

I'm also planning on trying this kind of build on a Vampire who can alternate between stabbing and swordplay.

Wednesday, 13th July 2016, 15:02

Forum: Dungeon Crawling Advice

Topic: caster dungeon order

Replies: 27

Views: 8052

Re: caster dungeon order

This plan seems pretty cautious. It may not be necessary to delay grabbing the runes till later if you've gotten good spells. I often don't bother if I'm feeling good about damage output. Cracking Elf:3 early can be a significant boon to a caster due to the staves and books that are usually in there...

Wednesday, 13th July 2016, 14:18

Forum: Game Design Discussion

Topic: Remove energy randomisation

Replies: 13

Views: 3664

Re: Remove energy randomisation

It can save your life just as well as kill you. Like when you're running from a monster and it gets delayed a square for no apparent reason, allowing you to get to the stairs. My understanding is that the feature is in the game to prevent "pillar dancing", that is, the hypothetically optim...

Tuesday, 12th July 2016, 14:16

Forum: Dungeon Crawling Advice

Topic: Draconian ghosts are using hax. Ban from game plz.

Replies: 20

Views: 5541

Re: Draconian ghosts are using hax. Ban from game plz.

This topic was exhaustively covered in this thread here (now locked).

https://crawl.develz.org/tavern/viewtopic.php?f=8&t=20327

Personally, I find ghosts a lot of fun and would be irritated if they were removed.

Monday, 11th July 2016, 17:16

Forum: Game Design Discussion

Topic: Update default autopickup settings

Replies: 3

Views: 1245

Re: Update default autopickup settings

You probably know this, but you can customize your autopickup options in your own rc, instructions here: http://crawl.akrasiac.org/docs/options_guide.txt Except for amnesia, which I agree is nearly useless, I would disagree with every item in your list of items to remove. Slowing and random effects ...

Monday, 11th July 2016, 17:06

Forum: Game Design Discussion

Topic: Abstract away monster weapons

Replies: 39

Views: 11911

Re: Abstract away monster weapons

Under the current system, if you want a certain weapon type, you have an incentive to visit dangerous areas earlier than normal to go fishing for a certain desired weapon (orc for battleaxes, depths for demon blades, shoals for glaives) etc. Making the system entirely reliant on RNG would remove thi...

Sunday, 3rd July 2016, 05:24

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35824

Re: Let us turn off ghost generation.

In my view this is very pertinent to design discussion in that one oughtn't follow rules off a cliff. I'd rather play a fun game than a "consistently" designed game, after all, this is a leisure pastime, not a logic test.

Sunday, 3rd July 2016, 04:55

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35824

Re: Let us turn off ghost generation.

What if I suggested to you that the stated design aims are a fig leaf for the more important aim of creating a game that is fun to play, and ghosts add to that fun?

Friday, 1st July 2016, 19:07

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 35824

Re: Let us turn off ghost generation.

A lot of the arguments in this thread boil down to "ghosts have bad design, because they meet my own personal definition of bad design." My view is that this discussion is always going to be somewhat circular and subjective anyway, so why pretend to be objective? All I can offer is my pers...

Thursday, 14th April 2016, 17:41

Forum: Game Design Discussion

Topic: Allow the player to train useless skills.

Replies: 31

Views: 10437

Re: Allow the player to train useless skills.

I think this would be a good change. Besides permitting the player to prep for shield usage or manipulate Sif gift odds, it would make it easier for high level casters to save up for spells directly rather than needing to start with crappy low level spells. There have been several times I've wanted ...

Friday, 8th April 2016, 23:07

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 7026

Re: Scroll of Noise > Scroll of Flash

Thinking about accessibility and drop rate --- turning noise (not exactly an uncommon scroll) into flash would make it even more likely than now to have a sInv solution early. As a result, it would reduce the challenge of these encounters significantly over the course of many games.

Friday, 8th April 2016, 21:37

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 7026

Re: Scroll of Noise > Scroll of Flash

I think this upgrade to Noise might be a little too good... A familiar encounter in crawl: you've just entered D:10 in search of the Lair entrance when you run into an unseen horror in an open area. You instantly know the situation could turn dangerous. But what plan should you choose? Right now the...

Saturday, 19th March 2016, 18:15

Forum: Game Design Discussion

Topic: Remove Remaining Zealot Starts put L and J in the Temple.

Replies: 37

Views: 11809

Re: Remove Remaining Zealot Starts put L and J in the Temple

I am in favor of two (and just two) tweaks to Crawl's current god setup. 1 - either guarantee a Jiyva altar on the slime stairs, or make Jiyva altars spawn in Slime:6 and nowhere else. Depending on your mental state, the current setup either makes it way too easy to convert early (wow I don't have t...

Wednesday, 2nd March 2016, 15:49

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

solo wins: DDAr, DrTm, GrGl, GrMo, GrWr, HOTm, HuWz, MfSk, MiCj, TeCj, VpWr, VSEE (12 total)

team wins: DDCj, DDTm, DDWz, DECj, DgTm, DrAr, DrFi, GhFE, GhSk, GrAK, GrWz, HETm, HOAM, MiAE, MuSu, NaEE, NaFi, OgAs, OgWr, TeAE, TeSk, TrHu, VpAK, VpEn, VpFE, VpSk, (26 total)

total 38

Wednesday, 2nd March 2016, 15:03

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

Congratulations everyone!!! It's a testament to good game design that crawl can remain interesting and winnable for every single combo. (The jury's still out on "fun".... I'm looking at you, Centaur!)

Saturday, 27th February 2016, 21:12

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

Great Fire Elementalist!

Saturday, 27th February 2016, 14:11

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

Greater vampire!

Monday, 1st February 2016, 19:39

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

I'm the "someone" who won that vampire. Sorry to steal the win - I neglected to check the spreadsheet when I started up on Friday night. For further irony, I see that at the time your CDO VpWr was started, my old VpWr was already checked in on CSZO -- mistakenly so, as I was too demoralize...

Saturday, 30th January 2016, 19:41

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

Great Warper!

This VpWr was a lot of fun. I am especially happy I was able to win it as I endured an embarrassing orbrun death last weekend with this very same combo despite having Wyrmbane, Boots of Assassin, and Alchemist hat.

Friday, 8th January 2016, 17:55

Forum: Game Design Discussion

Topic: Distortion should create an aura

Replies: 28

Views: 6625

Re: Distortion should create an aura

The rcfile line to flash the screen whenever distortion shows up is this:

  Code:
flash_screen_message += distortion


The flash can get slightly annoying if lots of disto weapons are being swung around, but once you get used to it, at least you are no longer at risk of being clueless when it's happening.

Friday, 1st January 2016, 00:30

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

That was (I think) Hurricos who started, followed by me for midgame and Ceann for the win.

Thursday, 31st December 2015, 23:37

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

Just sent it via PM.

In other news comborobin just reached its 500th win!! 8-)

Friday, 18th December 2015, 03:26

Forum: Dungeon Crawling Advice

Topic: Aiming Orb of Destruction

Replies: 10

Views: 2712

Re: Aiming Orb of Destruction

I guess so although it would still cost 7 MP every time. Maybe try it in wizmode first and see if it is worth the effort of trying to achieve in a regular game. Which I strongly doubt.

Thursday, 17th December 2015, 14:45

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

That would be fine by me, but of course I don't play on CAO...

Thursday, 17th December 2015, 05:16

Forum: Dungeon Crawling Advice

Topic: Aiming Orb of Destruction

Replies: 10

Views: 2712

Re: Aiming Orb of Destruction

According to learndb, spellpower does affect OODs: The maximum angle perturbation decreases with spell power. 50: +/-46.3 deg 75: +/-31.8 deg 100: +/-24.1 deg 150: +/-16.2 deg 200: +/-12.2 deg (if the caster is wearing amulet of inaccuracy, halve spell power first) In other words, the greater the po...

Thursday, 17th December 2015, 05:10

Forum: Dungeon Crawling Advice

Topic: How to play Draconian?

Replies: 14

Views: 4350

Re: How to play Draconian?

I enjoy playing melee draconians over casters, but they're not so hot in the defense department. To help them survive, I like to go 1-handed and equip shields. (Or invest in Condensation Shield.) Even if you don't intend to be a blaster-caster, Transmutations school is nice as it enables draconians ...

Thursday, 17th December 2015, 01:27

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

I see on your stat page that you don't have any wins yet, and this is your first post on tavern. I would suggest grabbing your first few wins, and perhaps hanging out on cszo tileschat a bit, before participating in comborobin. This is my polite way of saying I think you ought to prove yourself a li...

Monday, 14th December 2015, 16:28

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 227063

Re: Comborobin

I suppose I sent it to you.
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.