Search found 386 matches

Saturday, 1st December 2018, 22:00

Forum: Dungeon Crawling Advice

Topic: Tales of the Spider's Nest

Replies: 49

Views: 11797

Re: Tales of the Spider's Nest

one time pre deep water changes i had an unbeatable naga of chei and i found some mysterious deep water vault in spider and so after clearing the level i was like "i have evokable flying, let's go diving." it turns out that flight doesn't get extra duration for chei worshippers. i died.

Saturday, 1st December 2018, 20:36

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 2171

Re: Merge Long and Short Blades

But, I can't really imagine why players would choose to try to riposte with no intention of also performing standard melee attacks with a long blade. This happens most often on early game spellcasters. The min-maxer in me is drooling over the idea of a spriggan monk running around with Maxwell's Th...

Saturday, 1st December 2018, 17:04

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 2171

Merge Long and Short Blades

into "blades." this is blatantly taken from hellcrawl, but it is a very good change. the failures of riposte as a differentiating feature have been much discussed: it encourages swapping when being attacked but not melee-ing, as protection used to. it basically just adds a flat hard-to-gau...

Thursday, 13th September 2018, 23:18

Forum: Game Design Discussion

Topic: Defense reductions should be applied equally to all defenses

Replies: 13

Views: 2289

Re: Defense reductions should be applied equally to all defe

Maybe catoblepas clouds should just paralyze you every time you spend more than one turn in them.

Thursday, 13th September 2018, 19:48

Forum: Game Design Discussion

Topic: Defense reductions should be applied equally to all defenses

Replies: 13

Views: 2289

Re: Defense reductions should be applied equally to all defe

no obviously there are no "ac" or "ev" characters, it was a false dichotomy created to illustrate a point. reality tends to (but does not always) occur along a spectrum where as you wear heavier armor and gain ac you lose access to the ability to control space with spells and ste...

Thursday, 13th September 2018, 17:08

Forum: Game Design Discussion

Topic: Defense reductions should be applied equally to all defenses

Replies: 13

Views: 2289

Re: Defense reductions should be applied equally to all defe

Right now the defenses fill slightly different defensive roles within the game, and they are acquired by the player in different ways, so it is not a problem that they are not all as 'good' as ac. High levels of ac are usually attained by taking a malus to spellcasting after all. I don't feel that S...

Thursday, 13th September 2018, 16:19

Forum: Game Design Discussion

Topic: Defense reductions should be applied equally to all defenses

Replies: 13

Views: 2289

Re: Defense reductions should be applied equally to all defe

Why should all builds be affected equally by statuses? If it is for clarity, I understand--there are far too many statuses in this game as is, and many of them have complicated effects. But I don't agree that, assuming its mechanics are clearly conveyed, corr should affect ac, sh, and ev equally. Ch...

Thursday, 6th September 2018, 17:03

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 7349

Re: Remove Summoner Kill Experience Penalty

the no xp for ally-damaged monsters idea would succeed in differentiating summons but would exacerbate the current 'management' problem with summons: you have to try and balance xp or long-term character viability with ease of winning this fight now. just make summons shorter duration, a la summon h...

Monday, 27th August 2018, 13:12

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 13136

Re: Tournament rules can cause health problems

I think giving each player a fixed amount of 'ranked' games to play over the period (like 10 or something) is a pretty good solution. This encourages playing for winrate/discourages scumming to a greater degree than the current rules and more importantly forces people to balance aggressive safe play...

Saturday, 25th August 2018, 03:24

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: the problem with necromancy

Replies: 19

Views: 3480

Re: CIP: the problem with necromancy

isn't it a good thing that a 'pure' skilling strategy has weaknesses?

Saturday, 25th August 2018, 03:11

Forum: Game Design Discussion

Topic: Skilling Gimmick for Species

Replies: 2

Views: 757

Re: Skilling Gimmick for Species

you can keep training the same skill

Saturday, 25th August 2018, 03:07

Forum: Game Design Discussion

Topic: Skilling Gimmick for Species

Replies: 2

Views: 757

Skilling Gimmick for Species

At the beginning of the game, choose a skill. You only train that skill until xl3, when you [edit - may] choose a new skill. Then you only train the new skill until xl6 and so on and so forth until xl27 at which point xp does nothing for you. Balance however you want. The point of this species is to...

Thursday, 2nd August 2018, 02:47

Forum: Crazy Yiuf's Corner

Topic: +7 Giant Book Club

Replies: 1

Views: 858

+7 Giant Book Club

A giant club inscribed with all sorts of arcane, archaic glyphs. It feels papery to the touch, like it might fall apart if mishandled.

Fragile +7 Giant Club
The wearer gets +1 to all magic apts, including spellcasting.

Sunday, 10th June 2018, 16:19

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 9108

Re: Remove the xp penalty for summon damage

a trivial monster depends on what you've found/ what you started as. packs can be broken up. obviously if the situation is actually dangerous you can cast summons and win easily. the sort of play you are advocating involves separating an individual orc from the pack, trying to kill it with tomahawks...

Sunday, 10th June 2018, 14:22

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 9108

Re: Remove the xp penalty for summon damage

bel, by lair you can a) kill or deal damage to many non-harmless monsters, even with no non-summon offensive weapon trained, and b) even if you were xp deprived, is that a desirable outcome? you still have broken summons but now must strafe the edges of l:1, o:1, and d:12 in search of monsters you c...

Sunday, 10th June 2018, 07:33

Forum: Game Design Discussion

Topic: Remove the xp penalty for summon damage

Replies: 65

Views: 9108

Re: Remove the xp penalty for summon damage

Xp debt is an incredibly stupid punishment for degenerate play, especially in a branching dungeon. Trying to optimize player kills vs. nigh-impossible-to-control-ally kills is just about the most tedious thing imaginable. If the player 'should be' incentivized to hybridize, wouldn't it be better if ...

Thursday, 29th March 2018, 15:03

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 7665

Re: Species Proposal – Troglodyte

A lot of these posts are underestimating how much of a convenience IDing floor loot is in the late game. Can you imagine clearing elf or vaults 5 with a troglodyte? Trying on each ring/pair of enchanted gloves one at a time, fiddling with your inventory to do so, leaving the level to gain back your ...

Friday, 9th March 2018, 01:25

Forum: Crazy Yiuf's Corner

Topic: is this a dead forum?

Replies: 2

Views: 860

is this a dead forum?

is this a dead forum? i mean it... i've been afraid lately... seeing myself in the shadow-strewn corners of kill-holes dug by formicids. i thought the monster was everywhere, an a.i. designed to ensnare me... how wrong i was. i cleared the spider pit and the serpent's nest (in different games of cou...

Thursday, 8th March 2018, 20:46

Forum: Game Design Discussion

Topic: Spellpower based range breakpoints

Replies: 10

Views: 1897

Re: Spellpower based range breakpoints

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temporary file 88.png (163.52 KiB) Viewed 1780 times


lololol but that is besides the point tbh

Thursday, 8th March 2018, 20:33

Forum: Game Design Discussion

Topic: Spellpower based range breakpoints

Replies: 10

Views: 1897

Re: Spellpower based range breakpoints

If I looked around the map awhile I could find a walk path that would allow me to double zap the gila monster without first being hit. There's no way I'm going to zap here and risk taking max lightning bolt damage on top of a gila monster hit. But last xl I could have because my spellpower was lower...

Wednesday, 7th March 2018, 17:25

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 2438

Re: make armor multiply spell difficulty, not add

bhauth wrote: lichform
i don't think there's anything else in the game quite as effective at ruining someone's credibility as lichform...

Wednesday, 7th March 2018, 14:28

Forum: Game Design Discussion

Topic: Spellpower based range breakpoints

Replies: 10

Views: 1897

Spellpower based range breakpoints

...are kind of dumb, because they provide significant jumps in damage output at arbitrary opaque points of power. Spells should have consistent ranges, and if the effect of spellpower needs to be maintained it should increase damage to a greater linear degree. Second proposal (the real reason for th...

Sunday, 18th February 2018, 19:17

Forum: Crazy Yiuf's Corner

Topic: Enemies spanning multiple tiles

Replies: 6

Views: 1268

Re: Enemies spanning multiple tiles

all the monsters are one monster . sometimes space forms between the monster . sometimes the monster seems to go away entirely . but the monster is always there

Saturday, 17th February 2018, 17:28

Forum: Dungeon Crawling Advice

Topic: Surviving orb run

Replies: 27

Views: 4402

Re: Surviving orb run

I had some trouble with my last game : two very fast Pan Lords with Abjuration, so the summons wouldn't last long and they would immediately catch up with me, I had to use up all my summoning consumables. In cases like these i recommend judicious use of fog and blink while you wait for your tele to...

Saturday, 17th February 2018, 01:56

Forum: Dungeon Crawling Advice

Topic: Surviving orb run

Replies: 27

Views: 4402

Re: Surviving orb run

Get like 10 evo and use the consumable ally evocables that have spawned in your game. Sometimes you need to kill a pan lord. You know what's good at doing that? A copy of the pan lord plus 3 chimera beasts plus whatever form of offense you've been training all game. More often, you want to reach the...

Friday, 16th February 2018, 17:35

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 5162

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

Rage is simultaneously the most powerful base amulet and the biggest culprit of amulet swapping... Tbh the whole amulet swapping issue would be mostly mitigated if you just removed rage. Make trog (and those ~7 unrands) more unique!

Thursday, 15th February 2018, 12:21

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 59557

Re: Bultungin/Gnoll Feedback

Also, is it just me or fan of gales/phial of floods really are totally useless? Not a fan of sack of spiders/box of beasts either but they aren't always bad. Phial, sack, and box are some of the best items in the game. They generate powerful allies with relatively low xp investment (I usually train...

Tuesday, 13th February 2018, 18:02

Forum: Crazy Yiuf's Corner

Topic: Amulet of Harm replacement

Replies: 13

Views: 2287

Re: Amulet of Harm replacement

If swapping amulets is undesirable, just make them all fragile and ID on sight. Bonus: if you did this there would no longer be a reason for mostly harmful gimmick amulet id traps to exist.

Wednesday, 7th February 2018, 18:25

Forum: YASD! YAVP! and characters in progress too

Topic: Gno Mo o' Cheibro...Dead (Updated)

Replies: 12

Views: 1481

Re: Gno Mo o' Cheibro...Dead (Updated)

My slogan is "try to be good at something before you can say that specific something is very bad" A young apprentice monk was called to visit his master's quarters. He was a devout believer in that you must not speak as though you'd understand something unless you had studied the subject ...

Tuesday, 6th February 2018, 15:25

Forum: Game Design Discussion

Topic: Why have the devs not replaced stairs with hatches yet?

Replies: 16

Views: 3111

Re: Why have the devs not replaced stairs with hatches yet?

Lasty: good points wrt luring and the difficulty of punishing that. However, I think the problem w/ stairs is more that they are an exploitably powerful terrain feature and that luring is just the obvious symptom of that. It doesn't take skill to split up enemies with stairs or go upstairs to rest m...

Tuesday, 6th February 2018, 13:45

Forum: Game Design Discussion

Topic: Why have the devs not replaced stairs with hatches yet?

Replies: 16

Views: 3111

Re: Why have the devs not replaced stairs with hatches yet?

There is a problem with this proposal that I think has not yet been called out. When you go downstairs to a floor for the first time, you always have the first action. So, if you descend next to a pack of orc priests, you aren't smitten to death, because you can run upstairs. But this becomes meani...

Tuesday, 6th February 2018, 01:50

Forum: Game Design Discussion

Topic: Why have the devs not replaced stairs with hatches yet?

Replies: 16

Views: 3111

Re: Why have the devs not replaced stairs with hatches yet?

ur proposal only nerfs <><><> stairdancing, which is not the only problem. uphatches are still a degenerate way to split poorly managed enemy packs and heal completely with no cost. you can still retreat upstairs, wait a buncha turns, and then go back down when the mobs have dispersed. you can still...

Monday, 5th February 2018, 17:52

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 203653

Re: [proclick] new fork, hellcrawl

who knows what form the wands of the future will take?

Monday, 5th February 2018, 17:40

Forum: Game Design Discussion

Topic: Fedhas rework (again)

Replies: 15

Views: 3865

Re: Fedhas rework (again)

All fedhas summons are stationary, with a smite-based placement interface. When they leave los, they automatically vanish. This removes the 'drag all enemies back to my oklob' aspect of fedhas while keeping the td element. Also makes mushrooms/oklobs a little less busted, but still strong, and encou...

Monday, 29th January 2018, 19:35

Forum: Game Design Discussion

Topic: Red Devil: the experience

Replies: 20

Views: 3289

Re: Red Devil: the experience

It seems to me that the entire point of red devils is to be annoying. This is top-down flavor based design. From a gameplay standpoint, they exist - like so many other 'threats' in this game- to add more meaningless variables to the combat equation and (at best) tilt or mislead the player into doing...

Tuesday, 23rd January 2018, 18:28

Forum: Game Design Discussion

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

Replies: 62

Views: 17518

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

enjoyment is (hopefully) why you're playing a videogame in the first place For me at least difficulty makes a game fun. Ideally i am forced to use whatever options the game provides me in order to succeed. With a good set of rules "using whatever options the game provides" becomes situati...

Monday, 22nd January 2018, 16:55

Forum: Dungeon Crawling Advice

Topic: How to Use Vile Clutch?

Replies: 3

Views: 1222

Re: How to Use Vile Clutch?

There is a green hand icon on the monsters that are constricted. I used it one game during the tournament; idk if the power was nerfed prior to or post that. I found that it did pretty good damage even at low spellpower (although compared to clouds/allies it wasn't particularly busted in this regard...

Monday, 22nd January 2018, 16:17

Forum: Crazy Yiuf's Corner

Topic: My favorite silly crawl thing

Replies: 16

Views: 2578

Re: My favorite silly crawl thing

using fog and chokepoints to make random blinks semi-controlled
wand of enslavement in spider/against bees
wand of scattershot ohko vs hydra
drowning enemies with mephitic cloud

Wednesday, 17th January 2018, 23:35

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: SpHu Serious food issues

Replies: 12

Views: 1662

Re: CIP: SpHu Serious food issues

Edit: also, so far in the tournament, starvation death percent is identical to the 0.20 tournament, at 0.03%. (No Sp starvation deaths in the 0.21 tournament so far. In fact, no spriggan has starved in an online game since Jan 2017.) I feel like more often than not food-caused deaths will still be ...

Wednesday, 17th January 2018, 14:02

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 7894

Re: Remove Labyrinths

I was actually quite happy with the updates to Labyrinth over the last couple versions (forget exactly when it was now). I feel like I'm encountering interesting monsters (and occasional loot, wouldn't mind upping that a bit but hey) along the way there more often. This was a terrible change in my ...

Monday, 15th January 2018, 17:56

Forum: Dungeon Crawling Advice

Topic: Pure caster advice

Replies: 61

Views: 20310

Re: Pure caster advice

That would be a hybrid because Ozo Armour kills pure casters which are out of MP Wtf is a pure caster anyways, and why would you build one? Personally I am hard pressed to imagine a character who would wear armor <5 ER who would not want ozo's armor. ~10 AC buys a lot of time. Likewise, other than ...

Saturday, 13th January 2018, 21:59

Forum: Crazy Yiuf's Corner

Topic: Firebug: Moth that casts Immolation

Replies: 6

Views: 1410

Re: Firebug: Moth that casts Immolation

if the moth is immune to fire a player with rf+++ might walk around the dungeon with it in tow (unless its melee damage is sufficiently dangerous). even if the monster isn't abusable, it would be super annoying because the player would have to reset the fight every time something got inner flamed (i...

Saturday, 13th January 2018, 17:05

Forum: Dungeon Crawling Advice

Topic: Pure caster advice

Replies: 61

Views: 20310

Re: Pure caster advice

A stronger enemy may not be killed fast enough with an untrained weapon, your conjure flame runs out and it steps next to you. Just stand 3 spaces away (or back up when the cloud starts to wane). If u have an unlimited patience for luring, it hardly matters how bad your untrained weapon is... but t...

Friday, 12th January 2018, 23:58

Forum: Dungeon Crawling Advice

Topic: Think I encountered a bug / YASD. Casted into paralyzation.

Replies: 19

Views: 2630

Re: Think I encountered a bug / YASD. Casted into paralyzati

The op demonstrates a real problem with hunger as it currently exists. Food should take zero turns to eat. Eating isn't an interesting tactical decision, just something you forget or at worst try to optimize because you don't realize how much of an abundance you actually have. This would not break t...

Thursday, 11th January 2018, 01:05

Forum: Crazy Yiuf's Corner

Topic: List of god mantras

Replies: 2

Views: 831

Re: List of god mantras

Dingbat wrote:Cheibriados says:
Take it easy.

Just no.

Dingbat wrote:I get the feeling whoever wrote this didn't really try that hard

lol u dont play chei much do u

Wednesday, 10th January 2018, 19:02

Forum: Game Design Discussion

Topic: Don't let otr affect allies

Replies: 17

Views: 2420

Re: Don't let otr affect allies

Isn't it just "When you deal damage to your allies? This isn't intuitive at all to me. If one of your allies attacks another, does the hurt ally turn hostile? What about an ally hurt by a fulminant prism or a missed shot fired by a battlesphere? Do clouds created directly by the player on an a...

Wednesday, 10th January 2018, 16:32

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 10723

Re: Remove shafts

It has been suggested before, but shaft other should be a monster spell if it creates good gameplay.

Tuesday, 9th January 2018, 21:19

Forum: Dungeon Crawling Advice

Topic: When to use !Haste?

Replies: 7

Views: 1361

Re: When to use !Haste?

Also: use haste sooner rather than later. Maybe this is why you underuse it - you wait to use consumables until you are already at low hp, at which point hw or blink become more immediately necessary. If you use haste earlier on in a fight, you are not only more likely to win the fight but more like...

Tuesday, 9th January 2018, 17:53

Forum: Dungeon Crawling Advice

Topic: When to use !Haste?

Replies: 7

Views: 1361

Re: When to use !Haste?

haste makes all of your actions faster... ideally you would always be hasted. so use haste in any dangerous situation.

Tuesday, 9th January 2018, 02:42

Forum: Dungeon Crawling Advice

Topic: What's the best strategy for Gozag call shop?

Replies: 6

Views: 2280

Re: What's the best strategy for Gozag call shop?

Scroll and potion shops are the two best ones. They have cheap prices for mostly useful items, instead of expensive prices for mostly useless items like the others. This is why call merchant is mediocre. Even a potion shop provides worse roi than potion petition spam as needed! That being said I'll...
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