Search found 544 matches

Thursday, 25th January 2018, 18:20

Forum: Game Design Discussion

Topic: Don't charge Lugonu piety for failed banish

Replies: 17

Views: 1956

Re: Don't charge Lugonu piety for failed banish

Oops, ignore this

Thursday, 25th January 2018, 16:56

Forum: Game Design Discussion

Topic: Don't charge Lugonu piety for failed banish

Replies: 17

Views: 1956

Re: Don't charge Lugonu piety for failed banish

I think the large randomness in piety cost to banish a monster is not so good. For example, maybe you have invested a lot of XP in invocations in order to get a banish chance of 40% vs some unique with decent MR, yet get bad dice rolls and still must cast banish 5 times or so, or else cast it maybe ...

Thursday, 25th January 2018, 16:49

Forum: Game Design Discussion

Topic: Don't charge Lugonu piety for failed banish

Replies: 17

Views: 1956

Re: Don't charge Lugonu piety for failed banish

Is that question for some other OP who complained that banish "does not work vs some hard monsters"? Or are you reading my posts and talking to me?

Tuesday, 23rd January 2018, 23:01

Forum: Game Design Discussion

Topic: Don't charge Lugonu piety for failed banish

Replies: 17

Views: 1956

Re: Don't charge Lugonu piety for failed banish

invocations skill reducing that expense doesn't bother me So you invest in a bunch of invocations and get your banish % up to around 50% vs some nasty unique. Great. Now the piety cost to banish is random and could be either very low or very high. You even might spend a bunch of piety and not manag...

Saturday, 20th January 2018, 18:57

Forum: Game Design Discussion

Topic: Don't charge Lugonu piety for failed banish

Replies: 17

Views: 1956

Don't charge Lugonu piety for failed banish

It incentivizes the player to either over-invest in invocations or just not use banish against hard enemies, and overall makes Lugonu weaker than it should be. When you really need banish to get rid of a hard unique or unkillable ghost, the failure % just represents a random and potentially very lar...

Friday, 19th January 2018, 20:48

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 14218

Re: remove mummies and vampires (or let them starve)

Jumpsquat is in the Smash games so that


it is traditional for fighting games to have jump startup frames, and also traditional for platformers to control jump height with button press duration. smash just combines these.

Thursday, 14th December 2017, 05:59

Forum: Crazy Yiuf's Corner

Topic: Spell School Themes

Replies: 10

Views: 1187

Re: Spell School Themes

the theme of ice is ice. the theme of air is air.

Wednesday, 22nd November 2017, 01:21

Forum: Game Design Discussion

Topic: New god proposal : Iquotin, the god of Betrayer

Replies: 8

Views: 1456

Re: New god proposal : Iquotin, the god of Betrayer

wons1938 wrote:Iquotin


i quotin this post

Thursday, 19th October 2017, 22:04

Forum: Crazy Yiuf's Corner

Topic: New God: Geroth, God of Beasts

Replies: 4

Views: 684

Re: New God: Geroth, God of Beasts

continuumg wrote:Geroth slightly appreciates it when you kill things (~30%)
Geroth appreciates it when your allies kill things (~50%)
Geroth greatly appreciates it when your familiar kills things (100%)


omg

Thursday, 28th September 2017, 23:20

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 46805

Re: Bultungin/Gnoll Feedback

rename gnolls to dogtaurs

Wednesday, 27th September 2017, 04:03

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 2230

Re: Solution to the Inventory Problem

Alphaeus wrote:"H" for haversack

thats beautiful

Friday, 22nd September 2017, 01:46

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

"Useless" here means really useless, not gray. "Useless" as in your character simply cannot ever equip it no matter what (weapons that are too big for you, armors you can't wear, food you can't eat, etc).

Thursday, 21st September 2017, 23:54

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

There's a soft version of "don't generate," which is "don't display." This could be an option accessible via the autopickup menu. I like "don't display" a lot better than don't generate, since monsters can use items and the items theoretically might do something when t...

Thursday, 21st September 2017, 19:09

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

In fact, don't crawl purposely create useless items? It could be bias but I notice massive amounts of runed armour when playing as an octopode for instance. No, it doesn't, and yes, it is cognitive bias. A good example of "players don't learn much about itemgen from useless items" imo. It...

Thursday, 21st September 2017, 17:52

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

minmay that's an extremely rude bad faith response. obviously i am proposing it because i don't believe useless items are that helpful for learning anything important about the game, not because i'm a selfish jerk trying to make the game harder for new players. your alternative changes sound fine to...

Thursday, 21st September 2017, 16:50

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

It isn't a study/practice thing, you develop a certain expectation not for specifics, but more generally you get a sense of "this item is rarer than that item" by observing it in a consistent way across games. Learning something through consistent repetition is like, the definition of stu...

Thursday, 21st September 2017, 15:55

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

I think the argument for generating, e.g., naga bardings for non-nagas is that seeing the useless items gives the player a feel for their generation rates, so there's a discoverability advantage. I don't have a strong opinion about whether it's better to see these items for that reason or better to...

Thursday, 21st September 2017, 15:24

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

I think the argument for generating, e.g., naga bardings for non-nagas is that seeing the useless items gives the player a feel for their generation rates, so there's a discoverability advantage. I don't have a strong opinion about whether it's better to see these items for that reason or better to...

Thursday, 21st September 2017, 15:20

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

You are misusing this word. 'Goldify' refers to reducing stackable items (mainly food) to non-inventory counters (like gold). What's the point? After you kill those monsters, their gear will be on the floor, and you are back to square one aren't you? No. You delete them. The point is to reduce usele...

Thursday, 21st September 2017, 07:25

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

I will add that loading items directly into the monster's inventory is directly contradictory to not allowing monsters pick up items from the floor, so the OP is not very thought out in this respect. The point is that if for example you play a felid then armors and weapons would be deleted, and mon...

Wednesday, 20th September 2017, 23:40

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Re: Don't make useless floor items

Yeah, some players have this sort of "aw dang a barding, and this time i'm not a naga, heh guess rng got me again" reaction... Which I guess is sort of funny

Wednesday, 20th September 2017, 22:37

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3549

Don't make useless floor items

If an item generates that is useless for the player and will always be useless for the player, just delete it.

Don't let monsters pick up items from the floor anymore.

Generate monsters with equipment a little more often.

If a monster would drop a useless item on death, delete that item.

Tuesday, 19th September 2017, 15:52

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 46805

Re: Bultungin/Gnoll Feedback

They could be anything really, but if they were golems then players would expect them to have nonliving traits.

Monday, 18th September 2017, 20:15

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 46805

Re: Bultungin/Gnoll Feedback

Just feedback on the name/flavor: Gnolls are really mundane... They're just hyena-flavored orcs, and gnolls in the dungeon reflect this. So it's odd for them to have such exotic mechanics. There have been some proposals for a "homunculus" species in the past... This is a kind of alchemical...

Sunday, 17th September 2017, 19:27

Forum: Crazy Yiuf's Corner

Topic: Ease of use improvements needed in .21

Replies: 66

Views: 12777

Re: Ease of use improvements needed in .21

Shtopit wrote:Have scarves identify like amulets, so you don't have to identify each single one you find on the ground, but only one each kind.


do this with egos in general on all items

Wednesday, 13th September 2017, 17:03

Forum: Game Design Discussion

Topic: Move staff of energy to scarf slot

Replies: 12

Views: 1633

Re: Move staff of energy to scarf slot

Using staff of energy is very tolerable with a macro... But it's a pretty obnoxious item.

Tuesday, 12th September 2017, 22:38

Forum: Game Design Discussion

Topic: Monster AI, esp. spells

Replies: 16

Views: 2010

Re: Monster AI, esp. spells

I like the idea of improving monster AI in some ways but also I think something Crawl teaches is not to gamble... Events with a small % chance to kill you occur over and over again. One will eventually get you. So if something has a significant nonzero chance of killing you in a small number of turn...

Thursday, 7th September 2017, 00:45

Forum: Crazy Yiuf's Corner

Topic: What gods should exist?

Replies: 13

Views: 1836

Re: What gods should exist?

lugonu
zin
makh
dith
sif
kiku
trog
oka
xom

Thursday, 24th August 2017, 04:18

Forum: Game Design Discussion

Topic: Remove Dexterity

Replies: 65

Views: 12142

Re: Remove Dexterity

WingedEspeon wrote:Maybe put back the Str weight system, but give everything 50% weighting across the board, to make it less spoilery.


"why not?"

Tuesday, 22nd August 2017, 23:27

Forum: Game Design Discussion

Topic: Overflow Altars before D:4

Replies: 16

Views: 2218

Re: Overflow Altars before D:4

I like early altars in that they often influence my selection of deity. I used to always go to temple to choose my god and so I usually had a good idea of whom I would worship. With early altars I often think, not my first choice, but at d:2 I'll take it. For me it makes for more interesting games w...

Tuesday, 22nd August 2017, 05:28

Forum: Game Design Discussion

Topic: Wand Proposal

Replies: 8

Views: 1103

Re: Wand Proposal

recharge is for spamming good wands more, right? wands are finite even if plentiful and using them very liberally lets you kill stuff earlier and faster than without

Friday, 18th August 2017, 04:27

Forum: Game Design Discussion

Topic: Remove Dexterity

Replies: 65

Views: 12142

Re: Remove Dexterity

In a lot of RPGs stats are a lot like aptitudes, either contributing a direct bonus to skills or determining the cost of training them. Crawl aptitudes have a big effect on how much damage you do, how evasive you are, and how good your spells are, so stats are redundant from a game design perspectiv...

Sunday, 6th August 2017, 19:46

Forum: Game Design Discussion

Topic: New background: Annihilator (Vehumet zealot)

Replies: 72

Views: 13579

Re: New background: Annihilator (Vehumet zealot)

i don't really like zealots because (rightly or wrongly) i tend to think of crawl's gods as being gods of the dungeon... they exist in the dungeon because of ...something something zot whatever... and your character meets them there for the first time.

Thursday, 27th July 2017, 22:41

Forum: Dungeon Crawling Advice

Topic: NaWn is broken

Replies: 73

Views: 9404

Re: NaWn is broken

unban dynast

Friday, 21st July 2017, 17:43

Forum: Crazy Yiuf's Corner

Topic: Can you find the ghost?

Replies: 9

Views: 1303

Re: Can you find the ghost?

that is why i look at the monster list when exploring or moving in combat... to see if new monsters have entered los

Saturday, 15th July 2017, 17:42

Forum: Crazy Yiuf's Corner

Topic: Favorite Stable Version

Replies: 22

Views: 3981

Re: Favorite Stable Version

I always play trunk and so far haven't disliked any changes enough to want to switch to any old stable versions. I just play "Crawl", a constantly updated game, and part of the game for me is playing through the development cycle. The game is constantly getting better imo.

Monday, 10th July 2017, 22:32

Forum: Game Design Discussion

Topic: Unrand 'helmet': The Diamond Vampire Grill

Replies: 3

Views: 869

Re: Unrand 'helmet': The Diamond Vampire Grill

vamp bite heals a lot on stabs, so any caster who can get stabs (su, ne, en, wz...) may appreciate the aux attack a lot.

Wednesday, 5th July 2017, 20:51

Forum: Game Design Discussion

Topic: Standardize summoning school naming convention

Replies: 18

Views: 2219

Re: Standardize summoning school naming convention

It is hard for me to estimate how bad it is for native English readers, my point is that if we had most fire spells called like fire ball, fire storm, fire explosion, fire bolt, fire ring, fire dart, fire flame, it would be harder to distinguish spells in you spell list or book of fire. Ok, alterna...

Wednesday, 5th July 2017, 20:05

Forum: Game Design Discussion

Topic: Real-world scientists

Replies: 36

Views: 6009

Re: Real-world scientists

Real world references in Crawl are corny but charming in a kind of artless 80s nerd kitchen sink fantasy cliche way. That said i don't really like killing Tesla and seeing mythological figures like Mara and Ereshkigal is always a bit jarring. Please never swap Nikola into Girl-Tesla with a silly nam...

Thursday, 29th June 2017, 05:56

Forum: Game Design Discussion

Topic: Allies and accessibility in tiles

Replies: 11

Views: 1681

Re: Allies and accessibility in tiles

i also don't miss the hearts, it was really easy to confuse enemies and allies especially when you had an ally of the same type as a monster on screen

Sunday, 25th June 2017, 20:28

Forum: Crazy Yiuf's Corner

Topic: These Should Not Be Inventory Items

Replies: 34

Views: 3914

Re: These Should Not Be Inventory Items

Replace returning weps with a boomerang item :D

Saturday, 24th June 2017, 07:17

Forum: Crazy Yiuf's Corner

Topic: How do you pronounce "CYC"?

Replies: 11

Views: 1628

Re: How do you pronounce "CYC"?

"SICK"

Friday, 23rd June 2017, 20:35

Forum: Game Design Discussion

Topic: Fedhas Rework Suggestion Thread

Replies: 16

Views: 2540

Re: Fedhas Rework Suggestion Thread

So far in this thread i really like the lignification idea, the dryad ally idea, and the idea that fedhas is Crawl's "tower defense" god... But in tower defense games, balance is all about creating levels that force the player to focus on carefully deploying the right defenses at the right...

Thursday, 22nd June 2017, 00:36

Forum: Crazy Yiuf's Corner

Topic: Conduct: Never deal damage except by ranged weaponry

Replies: 18

Views: 2520

Re: Conduct: Never deal damage except by ranged weaponry

i guess any conduct can be a challenge, but i've never thought of 'archer' as 'person who doesn't ever execute a melee attack" before, so i find the appeal of this idea confusing. at least the "i only cast spells" idea makes sense if you have in mind a wizard who is fussy or frail sch...

Wednesday, 21st June 2017, 23:31

Forum: Game Design Discussion

Topic: New god proposal

Replies: 19

Views: 2126

Re: New god proposal

d3k0 wrote:it's the only God that encourages you to wait


that sounds awful... crawl in general encourages waiting a lot as it is, and it is not one of crawl's better features.

Wednesday, 21st June 2017, 23:27

Forum: Crazy Yiuf's Corner

Topic: My 9yo Son Want To Play! How To Not Screw This Up?

Replies: 42

Views: 6085

Re: My 9yo Son Want To Play! How To Not Screw This Up?

this my favorite thread, ty, i hope ur kid wins crawl

Tuesday, 13th June 2017, 01:26

Forum: Game Design Discussion

Topic: Display chance to be noticed by a monster

Replies: 4

Views: 874

Re: Display chance to be noticed by a monster

I guess that's true, but I don't think there are any circumstances where stealth/their awareness status has anything to do with it.

Monday, 12th June 2017, 23:43

Forum: Game Design Discussion

Topic: Display chance to be noticed by a monster

Replies: 4

Views: 874

Re: Display chance to be noticed by a monster

Hear, hear! by the way, something I was wondering about stealth is that it seems possible to end up with a monster "too close for your liking" during autoexplore that you should have seen sooner. Does stealth actually have the harmful downside that it lets you blunder close to a monster b...
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