Search found 1281 matches

Friday, 20th November 2015, 19:02

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

Re: pick up rune and/or kill lord to end hell effects

It's pretty decent flavor and it's a flavor already very well fulfilled by Pan, which doesn't even offer up any obvious threats that picking up the rune could neutralize, unlike Hell.

Friday, 20th November 2015, 16:58

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

Tabstorm said that you had 30 turns before the first portal goes away; that's 30 turns where you can "collapse back" to safety That's actually rather spoilery. Most player-created effects are much less effective when out of view. Summons don't attack enemies. Clouds dissipate faster. Then...

Friday, 20th November 2015, 16:55

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

that's just for *rock walls*, and EE can hop rock walls without finding Spatial Translocations so I'm not sure what the point of that is. Sure (though note the timer on PoG) and that's not an argument against the spell. Note you can already do what Firestorm does, right now, with a level 6 spell: 1)...

Friday, 20th November 2015, 10:09

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

It's funny: note how easily hecklers could have ridiculed Hyperphase as waaay too powerful defensively... but the first posters nudged at the "it's too weak" route, and that's the direction it snowballed.

Friday, 20th November 2015, 10:03

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

fog is a player-centered effect and I suggested upthread how those are to be treated
kuniqs wrote:how do you target something out of your LOS, but not your clone's?

you use arrow keys to target the tile you need, then press "." or "enter" or "f".

Friday, 20th November 2015, 09:57

Forum: Dungeon Crawling Advice

Topic: Skills training mathematics?

Replies: 9

Views: 2793

Re: Skills training mathematics?

Might want to take a look at the first few posts in this old thread of mine, to duvessa's first post or so, especially regarding question #5 in that thread, and some things may become clear: https://crawl.develz.org/tavern/viewtopic.php?f=5&t=15988 the % refers to how much of the XP you're gaini...

Friday, 20th November 2015, 09:42

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

Re: pick up rune and/or kill lord to end hell effects (poll)

BONUS PROPOSAL This can be extended quite easily to the Golden rune, as it is with the Slimy rune. You know the two big treasure rooms on Tomb:3? Well, they can be locked out completely. Let's say the doors have a permanent sealing rune applied to them. After you pick up the rune, the sealing rune d...

Friday, 20th November 2015, 09:41

Forum: Crazy Yiuf's Corner

Topic: Crazy Yiuf's egregore

Replies: 19

Views: 5273

Re: Crazy Yiuf's egregore

tasonir wrote:Archaeo follows this up with the video of sledgehammering a chicken

That's an axe whose blade boasts such a large angle that the head looks like a toblerone bar.

Friday, 20th November 2015, 09:26

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

Re: pick up rune and/or kill lord to end hell effects (poll)

Yes, hell effects on the way back are harmless compared to what you have to go through to get the rune and kill/escape the hell lord. But hell effects continue to divert your IRL resources. The amount of time/attention allocated to something in-game can be considered proportional to its impact. You'...

Friday, 20th November 2015, 07:55

Forum: Dungeon Crawling Advice

Topic: how do monsters prioritize sound??

Replies: 5

Views: 1906

how do monsters prioritize sound??

It seems pretty clear that awake monsters know the location of a sound that they hear, and sound always attracts them. So, monsters always try to move towards sources of sound so long as they have not "noticed" a target, such as you. However, monsters can hear lots of sounds at the same ti...

Friday, 20th November 2015, 07:49

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

The epicenter ascpect is misguided because it fundamentally muddles the mechanical clarity of this spell. Sometimes, your clones are all doing the same thing at the same time. Other times, the epicenter is doing all the work. This makes Hyperphase have a lot in common with Summonings. It no longer h...

Friday, 20th November 2015, 06:56

Forum: Game Design Discussion

Topic: Translocations spell: Doublephase

Replies: 3

Views: 1502

Re: Translocations spell: Doublephase

This is like if spectral weapon and passage of golubria got drunk and had a deformed baby.
TeshiAlair wrote: the chance that something might spot your copy.

Up to this point it sounded like the copy is just an ally, but aren't allies perfectly stealthy?

Friday, 20th November 2015, 02:55

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

Re: pick up rune and/or kill lord to end hell effects (poll)

I just realized that killing Hell Lords to end Hell Effects has a precedent with the TRJ situation:
With an infernal noise, the power ruling over this place vanishes!

Friday, 20th November 2015, 02:40

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

Same remarks can dismiss a whole lot of spells: Leda's, battlesphere, stoneskin, passwall, butterflies, forest, petrify, necromutation, dragon's call....

Friday, 20th November 2015, 00:51

Forum: Dungeon Crawling Advice

Topic: Wonder why someone think Ely is strong god.

Replies: 13

Views: 3944

Re: Wonder why someone think Ely is strong god.

Divine vigor is not useless. It buffs your HP by 50% at 27 ivo. Greater healing costs half as much piety and heals an average of 36 HP at 27 invo. So greater healing and divine vigor break even if you have 144 HP, with divine vigor being better at higher HP. But it's the low-HP characters that are ...

Friday, 20th November 2015, 00:23

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

Re: pick up rune and/or kill lord to end hell effects (poll)

OK, it's not meant to be act as a petition of any sort

Friday, 20th November 2015, 00:19

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: FoFi^Chei, just created an emergency :/

Replies: 6

Views: 1820

Re: CIP: FoFi^Chei, just created an emergency :/

and your 40 strength coupled with 14 armor skill makes the EV penalty from plate armor negligible

Friday, 20th November 2015, 00:15

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

Oops, I wasn't thinking very clearly when I wrote that. Torment damage is calculated successively, so... First clone's tormenting makes you take 1/2 of 100 damage, divided by 5, leaving you with 90 HP. Second clone's tormenting makes you take 1/2 of 90 damage, divided by 5, leaving you with 81 HP. T...

Thursday, 19th November 2015, 23:16

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: FoFi^Chei, just created an emergency :/

Replies: 6

Views: 1820

Re: CIP: FoFi^Chei, just created an emergency :/

Your EV is appallingly low. Stop training Statue Form (why did you even bother) and train dodging. If stuff gets bad you have Step from Time and a legendary Tomb. TD will give you the space you need to Tomb up. He can use Tomb immediately if he wants to: #...........# ####.....#### #..# # #.....# #....

Thursday, 19th November 2015, 22:59

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7236

pick up rune and/or kill lord to end hell effects

In the Hells, it's somewhat annoying to collect hell loot and travel back to stairs after you've done the nasty business. It used to be that picking up the rune removed -cTele, letting you quickly get back to a portal, but cTele is gone now. A bit of a denouement as you track back to the vestibule w...

Thursday, 19th November 2015, 22:43

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

PC should not be able to collapse state within a wall, agreed. You may like to guarantee that PC can always collapse right after casting the spell, i.e. so that not all clones are fully surrounded by walls and at least one empty tile is in view. However, you could just allow re-casting Hyperphase to...

Thursday, 19th November 2015, 22:27

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

Here's how an encounter with a tormentor might go: There's one tormentor around, you have 100 HP, no rTorment and no rN. You cast Hyperphase and split into 5 clones, 3 of which are within LOS of the tormentor. The tormentor torments, and you take 50/5 damage 3 times for a total loss of 30 HP. Less t...

Thursday, 19th November 2015, 22:24

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

but you can also make some very firm guarantees about being partially in the center at any given time, and are frequently enough in the center eh, why make strange "mostly but not completely" exceptions like this when you don't have to? * Don't end the spell when CBlinking or Blinking giv...

Thursday, 19th November 2015, 20:20

Forum: Crazy Yiuf's Corner

Topic: Yet Another Stupid Meme - IMAGE HEAVY THREAD!

Replies: 75

Views: 22831

Re: Yet Another Stupid Meme - IMAGE HEAVY THREAD!

Rasputin didn't read spoilers or he would know that ddoor does not protect you from drowning.

Thursday, 19th November 2015, 11:43

Forum: Crazy Yiuf's Corner

Topic: Redraft: Vampire God

Replies: 16

Views: 3898

Re: Redraft: Vampire God

I didn't think that adding offensive abilities would be more interesting, you must have misread something. You think DD^Makh is broken because it is so powerful, but I asked about rebalancing DD^Makh to actually work - ignoring the impact on all other species and gods. It feels to me like you're avo...

Thursday, 19th November 2015, 11:34

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

my interpretation: YOU CAST THE SPELL The player character evaporates and reforms as N clones scattered around the location. These clones can go into statues, beyond walls, out of sight, but not onto tiles occupied by monsters or allies. Clones are immobile. At the very edge of maps, any clone that ...

Thursday, 19th November 2015, 09:23

Forum: Crazy Yiuf's Corner

Topic: Redraft: Vampire God

Replies: 16

Views: 3898

Re: Redraft: Vampire God

I got a PM from bcarden that might as well go here: The original concept was retooling of Deep Dwarf to be weaker (and significantly different) than DD^Makh, Vampire is relatively weak and makes you hop through loops to track how you heal. I guess you want to retool the gameplay of Vampires as a god...

Thursday, 19th November 2015, 07:44

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 32657

Re: Proposal: Hyperphase, a flavorful Translocations L9

I get it. Especially since Hurricos patiently wrote detailed explanations in reply. OP may not have detailed all the mechanics, what keystrokes you'd normally press after casting this spell, etc, but I assumed it was because he trusted everyone to fill it in with whatever makes sense. I can write my...

Thursday, 19th November 2015, 06:26

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

The Ferret wrote:extra items or reworking the structure of the game

it's apparently not that hard - wheals wrote the code for this over a year ago

Thursday, 19th November 2015, 03:18

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7745

Re: The Tedium of Regeneration

you can be worried about wandering or spawning monsters, especially if you get teleported on an uncleared level, especially if you have very few HP left.

Thursday, 19th November 2015, 03:13

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

archaeo wrote:which, if players see an average of 30 Pan floors, is 3 Zigs while fetching the runes

That's if you clear floors completely. If you take the first gate you see, which is done often if not usually, you will very rarely see 3 zigs by the time you find all 5 pan runes.

Thursday, 19th November 2015, 00:49

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 16798

Re: HD and polymorph

Yeah, adding a new hidden property for every monster is a great way to make polymorph less spoilery. Actually, if Polymorph Dice are strictly based on XP values, then polymorph can legitimately be referred to as "using the XP value of the creature, with some irrelevant rounding involved"....

Wednesday, 18th November 2015, 23:03

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 16798

Re: HD and polymorph

you're still saying that it should not matter whether it's a river rat you've just polymorphed, or a death yak
making polymorph a "turn into popcorn" wand, rather radically changing what it's good for

Wednesday, 18th November 2015, 22:55

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

I'm not sure that the benefit of allowing players a slightly faster form of scummery outweighs the ability for the game to enforce a challenging conduct on those who want to have fun grinding. what the hell does that mean challenging conduct = don't enter the depths zig between finding it and getti...

Wednesday, 18th November 2015, 19:46

Forum: Crazy Yiuf's Corner

Topic: Paralysed boulder beetles and boring randarts

Replies: 12

Views: 3341

Re: Paralysed boulder beetles and boring randarts

How would the character even know that a boulder beetle got successfully paralyzed while it's rolling? It's not like there's anything to give it away. If it's rolling, it's rolling, paralyzed or not.

Wednesday, 18th November 2015, 19:01

Forum: Crazy Yiuf's Corner

Topic: Species Proposal: Death Cob

Replies: 9

Views: 2455

Re: Species Proposal: Death Cob

amaril wrote:Activated Abilities:
Blink (like the mutation)
Shaft Self

these should be given to the monster version

Wednesday, 18th November 2015, 18:55

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 16798

Re: HD and polymorph

How about making polymorph work like new level creature generation? eg most of the time you get something level appropriate, but occasionally you get something OOD. so, uh... the game would not care whether you're polymorphing an orc or an orc warlord, the results would be the same? and if you poly...

Wednesday, 18th November 2015, 18:45

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

If no Zigs generate in Pan, the player locks himself out of one of the post-end mini-games by doing the depths zig early. That's a choice, but is it fair to call it interesting? Right now, nothing but death blocks you from exploring any level of the game, except timed portals I guess. if you're will...

Wednesday, 18th November 2015, 17:20

Forum: Crazy Yiuf's Corner

Topic: New Species: Таракан (Cockroach)

Replies: 5

Views: 3070

Re: New Species: Таракан (Cockroach)

Image
Landsknetch wrote:hence the Russian naming :D

Wednesday, 18th November 2015, 17:00

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

wheals wrote:https://github.com/crawl/crawl/commits/zig-evokable

Lair:1 is about to become the default location for mega-zigging :)

Wednesday, 18th November 2015, 07:09

Forum: Game Design Discussion

Topic: Proposal: Extra spell levels for Sif Muna

Replies: 24

Views: 5729

Re: Proposal: Extra spell levels for Sif Muna

typhen wrote:The benefits of training Spellcasting are primarily these two:
- extra spell slots
- extra spellpower/success for all spells, at a rate of 1/4 of other spell skills

- extra maximum MP pool :arrow: this is a very substantial benefit

Wednesday, 18th November 2015, 05:49

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12494

Re: Make doing mega zigs less tedius

It's possible to both have an infinite Pan with infinite Zigs, and have each fully cleared Zig create another Zig when you exit. That would allow players to go Zigging in Pan if they bail from the Depths Zig, but they'd only have to find one to get the opportunity of Zigging forever. This way player...

Wednesday, 18th November 2015, 05:40

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7745

Re: The Tedium of Regeneration

One of the main problems? But that's its primary function! What, do you think regeneration should only be good for speeding up out-of-combat recovery? It would rarely make any difference then and few would bother with it, so it would need a huge buff like giving 8 hp per turn if it only activates wh...

Wednesday, 18th November 2015, 05:00

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7745

Re: The Tedium of Regeneration

Greyr wrote:making the spells near useless without a decent spell power.

Repel/Deflect missiles works like that because even if you cast it, the chance for it to unravel with each shot is relatively high at low spell power.

Wednesday, 18th November 2015, 04:55

Forum: Crazy Yiuf's Corner

Topic: Paralysed boulder beetles and boring randarts

Replies: 12

Views: 3341

Re: Paralysed boulder beetles and boring randarts

you're really asking for someone to write a script that checks whether a blue equivalent to the randart is possible, and if it is, like say a +7 demon whip of vampirism, then.... what, destroy it? turn it into a blue item? what an inane request how is it dumb that you cannot further enchant an artef...

Wednesday, 18th November 2015, 02:55

Forum: Crazy Yiuf's Corner

Topic: Redraft: Vampire God

Replies: 16

Views: 3898

Re: Redraft: Vampire God

In foodless crawl... What does the rest of that paragraph have to do with foodless crawl? It's actually an accurate description of current, foodful crawl. If crawl got rid of food tomorrow, vampires would play the same as today. Except that if crawl changed the hunger cost (of e.g. channeling) to s...

Wednesday, 18th November 2015, 02:38

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 16798

Re: HD and polymorph

A couple of practical solutions. The first one is somewhat of a hack and just solves the most pressing issue: Introduce a LOWER_POLY flag that makes the polymorph function look at (2/3)*HD+1 for the purpose of choosing a polymorph target. Apply this flag to problematic monsters like Gastronok and va...

Wednesday, 18th November 2015, 01:33

Forum: Crazy Yiuf's Corner

Topic: Redraft: Vampire God

Replies: 16

Views: 3898

Re: Redraft: Vampire God

This might sound crazy, but hear me out. What if instead of Vp being horribly annoying to play, what if they, like, didn't have to eat but still got the benefits of their undead traits + normal regen????? Then they would be mummies with a tiny bit less MR and a slightly worse conjurations aptitude,...

Wednesday, 18th November 2015, 00:16

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7745

Re: The Tedium of Regeneration

passive buff that just works in exchange for the three spell slots...This would solve most of the problems with the spell all at once. so never turning off? You introduce the issue of there being no penalty (three spell slots is nothing) for better-than-troll healing, where all you need to do is fi...

Tuesday, 17th November 2015, 23:28

Forum: Crazy Yiuf's Corner

Topic: Redraft: Vampire God

Replies: 16

Views: 3898

Re: Redraft: Vampire God

This change allows playing many species as a vampire, but forbids the 20 or so gods vampires can now worship. I think what is gained is more interesting than what is lost. And I think I understood a little more what you're going for. You can still have a nice god that does push you toward certain pl...
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