Search found 4127 matches

24 minutes ago

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

In reality this means players just hold tab because no sane person is going to pay attention to typical 5.000+ attacks during a single game. And if for some reason they do (win streaks?), that means several extra hours (1 second per attack results in 1.5 hours per 5.400 attacks)

Today, 07:10

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 8

Views: 140

Re: Why does piety decay still exist?

Probably another purpose is to reduce difference between strong and weak characters. Or to encourage using low piety cost invocations because this way you can actually earn piety sometimes (when extra resting loses more piety than the invocation does). Or to make some gods clearly superior to others...

Today, 06:57

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

It's good that you aren't guaranteed to kill a monster even if it's low on health. Evoking rage (probably at full HP) vs a monster (probably one at low health) and then dying to it is good? Where is the player's mistake here? Not ignoring the amulet? I think crawl would be better if it was possible...

Today, 05:42

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

tealizard wrote:Actually, doing zero damage is good.
10 times in a row? Why?

Yesterday, 15:58

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

Current system is bad because it results in lots of actions when you deal 0 damage. Having chance to miss is fine, having min weapon damage 0 is fine, having monsters with AC > 0 is fine but having all 3 in the same game is awful especially with non-linear damage formula of crawl. You deal 0 damage ...

Sunday, 17th February 2019, 07:46

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 525

Re: Faith and Vehumet

Svendre Now add non-random deaths to your reasoning. Do your characters die because they run out of consumables like healing and blink? Faith could have saved them. Do your characters die because they run out of strong options like invocations? Faith could have saved them. All I see from your explan...

Friday, 15th February 2019, 05:55

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

My main point is that having 3rd pip in the game is bad. Displaying its precise effect in game will help but is not enough.

Friday, 15th February 2019, 05:48

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 525

Re: Faith and Vehumet

With Vehumet, it tells you what spells you are going to get offered, which helps your planning and skill training. You can also train those spells you want, and drop Vehumet if you have other ideas how to progress. Last, but not least, you can potentially use those high level conjurations to devast...

Friday, 15th February 2019, 05:39

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

you can give that exact same feedback with the current formula too... Really? I thought that the existing formula is so complicated that nobody is going to write code to calculate data for the feedback. While with new formula it is straightforward to do. I believe that's only a small part of the is...

Thursday, 14th February 2019, 15:54

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 525

Re: Faith and Vehumet

With Vehumet, it tells you what spells you are going to get offered, which helps your planning and skill training. You can also train those spells you want, and drop Vehumet if you have other ideas how to progress. Last, but not least, you can potentially use those high level conjurations to devast...

Thursday, 14th February 2019, 15:14

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

I think you just aren't understanding his point of view (which I happen to share). You're omitting a bunch of other factors in your assessment. I'll name a few: Orb guardians are susceptible to a variety of tactics that OOF are more resistant to. For example you could use a simple wand of paralysis...

Thursday, 14th February 2019, 14:59

Forum: Dungeon Crawling Advice

Topic: Faith and Vehumet

Replies: 26

Views: 525

Re: Faith and Vehumet

I think this situation is pretty clear. If you are worshipping Vehumet, then it is one of the few times IMO that faith amulet is actually worthwhile. The reason is that it will help you achieve maximum piety sooner, thus granting you the final gift sooner. Since Vehumet doesn't do much for you at h...

Thursday, 14th February 2019, 14:57

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

duvessa wrote:you can give that exact same feedback with the current formula too...


Really? I thought that the existing formula is so complicated that nobody is going to write code to calculate data for the feedback.
While with new formula it is straightforward to do.

Thursday, 14th February 2019, 08:45

Forum: Dungeon Crawling Advice

Topic: Tricky early-game weapon choice

Replies: 6

Views: 260

Re: Tricky early-game weapon choice

I would go for lajatang. You don't need shield with that AC on D:8.

Thursday, 14th February 2019, 08:34

Forum: Crazy Yiuf's Corner

Topic: The Troll Trolled

Replies: 7

Views: 292

Re: The Troll Trolled

Sprucery wrote:Of course, sacrificing artifice has its consequences. Bad luck, though.


It's kind of cruel though to give some nice potions/scrolls for nothing.
We need to change the trove to require joining Ru and sacrificing artifice to enter it :)

Thursday, 14th February 2019, 07:41

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 21

Views: 566

Re: Simplify the damage formula

The suggested change would make it possible to give meaningful feedback to player. Something like "With your current skills and equipment increasing Strength by 1 will increase your melee damage by 5%", "With your current skills and equipment increasing Polearms skill by 1 will increa...

Thursday, 14th February 2019, 07:13

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

I would rather see an orb of fire than two berserked orb guardians, but barring combo scenarios it's more trivial to fight or escape any single monster on Zot:5 compared to OOF, even at rF+++. I see, you either have no idea what you are talking about or you have some irrational fear of oofs like I ...

Wednesday, 13th February 2019, 07:58

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

Killer Klown [...] can paralyse/distort etc. you Are you sure about that? No, I am not. My bad. Special damage type used by Killer Klowns. Per attack randomly: strong poison, pain, drain speed, fire, cold, elec, antimagic, acid In 0.23, they have a throw {klown pie} ability and no longer have klown...

Wednesday, 13th February 2019, 07:45

Forum: Game Design Discussion

Topic: Pause when picking up items on auto-explore

Replies: 3

Views: 267

Re: Pause when picking up items on auto-explore

IMHO it should be customizable by RC option if implemented.

Wednesday, 13th February 2019, 07:41

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 78

Views: 4467

Re: Experimental branch: Known Traps

The system is great in Zot:5 where having things go spectacularly wrong is part of the design. But I can't say I'm a huge fan of normal traps being zot-ified. I'd rather have more shafts, which I think lead to exciting situations. I know devs don't want to add easier mode to the game but can they a...

Wednesday, 13th February 2019, 07:21

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

I am looking at http://crawl.chaosforge.org/Zot:5: Ancient lich has Lehudib's Crystal Spear (3d48) Electric golem deals 60 damage in melee, is faster than oof (16) and has Lightning Bolt (3d20) at range. That 60 electric damage can be reduced only to 40 by rElec and ignores half of your AC. Orb Guar...

Wednesday, 13th February 2019, 07:16

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

Assuming oof spends 1/3 actions on malmutate it has the same speed as non-hasted death yak.

Re: YASD: Naga Transmuter, murdered in V:5, but don't know w

Speed is the best brand for longbow and Zephyr has speed brand.

Re: YASD: Naga Transmuter, murdered in V:5, but don't know w

The +1 naga barding of Contentment {rElec rF+ rC+} in particular would have provided better protection against lighting. You traded rElec and rF+ for AC 2, that was root cause of the death. Also I would use brooch of shielding, as Naga you cannot benefit much from acrobat anyway because you cannot ...

Re: YASD: Naga Transmuter, murdered in V:5, but don't know w

You were standing near a wall and the bolt of lightning hit you twice.
Dragon form does not give MR by the way.

Tuesday, 12th February 2019, 09:18

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

- With rF+++, OOFs still do more damage than any other monster in Zot:5 in most practical 1v1 encounters. Can you please stop repeating this? Any monster in Zot 5 is way more dangerous than oof which deals 25 damage max to 0 AC character, it is weaker than hasted Death Yak (30 max damage per attack...

Sunday, 10th February 2019, 07:06

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 14

Views: 476

Re: New type of tournament ?

It would make the game feel like puzzle/chess where players analyze every shop/loot before even playing. And then they will start playing while having a detailed plan like "skip D:3 which has Siegmund, hoard gold for that unknown amulet on D:13 which is amazing randart, don't enter lair:5 befor...

Sunday, 10th February 2019, 07:00

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DEFE Mk957

Replies: 16

Views: 386

Re: CIP: DEFE Mk957

There are several better ways to deal with hostile summoners than Abjuration: walking away, killing the summoner, killing the summons. Abjuration affects monsters from death curses. Also walking away can be hard when you are surrounded by summons and attacked by smite targeting spells. I rate Abjur...

Saturday, 9th February 2019, 22:37

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

Maybe doubled AC but not more than +25?

Saturday, 9th February 2019, 16:36

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

Full on doubling would still be insane. Felids, tengu, gargoyles... Just think of what their innate bonuses and aptitudes would do. Having >50 in a defensive stat before entering Lair!? Hell, doubled AC could be coupled with a low # Ozocubu and grant chain or plate armour AC on demand. Mutations wo...

Saturday, 9th February 2019, 16:34

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

duvessa wrote:I'm not gonna take slaying and resistances over +40 AC wtf


I forgot that GDS exists :(

Saturday, 9th February 2019, 06:27

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

Note that mutations are irrelevant in this thread as rF+++ does not make you get less mutations, your attack is still unchanged (in best case for opponents of OP, in worst case attack can be increased if you use a ring of slaying instead of second ring of rF+).

Friday, 8th February 2019, 17:59

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

I really like the concept, and giving up both ring slots can be really crippling (consider you're giving up one or two RANDART rings sooner or later) but getting characters with 60~80 AC or EV (and still potentially good scores in the other defenses) sounds like... uh, a thing. Hmm. At 1.5x (and so...

Friday, 8th February 2019, 10:32

Forum: Dungeon Crawling Advice

Topic: Randart trident worth switching for?

Replies: 8

Views: 304

Re: Randart trident worth switching for?

I'd still use a 1h long blade unless you have 20+ levels in it. +2 is not great enchantment and holy is the worst brand in 3 rune game.

Friday, 8th February 2019, 07:29

Forum: Dungeon Crawling Advice

Topic: Randart trident worth switching for?

Replies: 8

Views: 304

Re: Randart trident worth switching for?

Also switching weapons in general is a bad idea with Oka unless you get an end game weapon early enough. Eventually you will be gifted a great weapon in Long/Short Blades category.

Friday, 8th February 2019, 05:47

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

Note that we don't have any items which make iron giants or other very scary monsters suddenly deal just 20% of their damage. Such suggestion would be rejected as ridiculous and yet this is what we have with fire/ice monsters. Your comparison example misrepresents the tradeoffs in crawl! You have A...

Friday, 8th February 2019, 05:36

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

njvack wrote:What if it changed all of your melee and missile damage to be purely elemental?

Probably bad, actually.
It would be bad IMHO, crimpson imp at least stops being annoying after early game currently.

Friday, 8th February 2019, 05:34

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

Multiplying defense stats is way too good. Just make it a flat +10 AC or whatever. I like the core idea though. +10 AC can be often not good enough to give up both rings, especially late game. The amulets are scaling naturally: early game they don't give much defence because your defenses are still...

Thursday, 7th February 2019, 14:25

Forum: Dungeon Crawling Advice

Topic: Randart trident worth switching for?

Replies: 8

Views: 304

Re: Randart trident worth switching for?

The trident is not good for switching that late, also it is not much better than long sword even at min delay.

Thursday, 7th February 2019, 14:03

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Re: Unrandart amulets which disable ring slots

I like the suggestion of (good) fragile unrandarts. I'd instead of the amulet of freezing hands, I'd prefer: amulet of petrifying hands. Doubles AC, disables both ring slots, fragile, earth spells enhancer. Just because earth enhancers are too rare. Sounds good IMHO If you have lightning hands, do ...

Thursday, 7th February 2019, 07:34

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 19

Views: 568

Unrandart amulets which disable ring slots

First I'd like to explain my reasoning. Personally I like unrandarts which do the following: 1) are very powerful but with significant drawback (Maxwell's patent armour, arbalest damnation) 2) make players train something they didn't intend to (armour of the dragon king on caster, plutonium sword) 3...

Thursday, 7th February 2019, 05:48

Forum: Crazy Yiuf's Corner

Topic: unfortunate one-shot

Replies: 8

Views: 301

Re: unfortunate one-shot

Monster cannot attack twice due to energy randomization, it always uses its normal attack speed. What happened here is that dagger attack took more than 10 auts (11-13 with normal shield) and the monster attacked twice in that period with 10 auts between attacks.

Thursday, 7th February 2019, 05:42

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

Note that we don't have any items which make iron giants or other very scary monsters suddenly deal just 20% of their damage. Such suggestion would be rejected as ridiculous and yet this is what we have with fire/ice monsters.

Thursday, 7th February 2019, 05:39

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

If some monsters/branches are balanced around rF++/rC++, they are very hard with just rF+/rC+ and are slightly easier than expected with rF++++/rC+++. I believe in both cases it is not a good thing. If orb of fire is balanced around rF+++, it is a very bad thing as it makes winning with just rF+ ext...

Wednesday, 6th February 2019, 14:55

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

You're right in the early game. However, in Elven Halls, Vault, Depth, Realm of Zot(not to mention in Pandemonium, Hell), the fire/ice damage is more fatal. ac? is it always guaranteed to reduce damage by 17%? 2pip is guaranteed. 3pip guarantees a 30% reduction in damage. hmm... If the number of AC...

Wednesday, 6th February 2019, 14:47

Forum: Crazy Yiuf's Corner

Topic: unfortunate one-shot

Replies: 8

Views: 301

Re: unfortunate one-shot

Monsters normally get to take a number of monster turns per player turn based on their speed: fast monsters act more often, slow act less. However, the game will occasionally and randomly give enemies 90% or 110% of the amount of time they should get, allowing you to occasionally gain a tile of dis...

Wednesday, 6th February 2019, 14:12

Forum: Crazy Yiuf's Corner

Topic: unfortunate one-shot

Replies: 8

Views: 301

Re: unfortunate one-shot

Shield slows down melee attack unless you have high enough level in Shields skill.

Wednesday, 6th February 2019, 13:20

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

This limits the growth potential of the player. More easily, future players mean that they cannot be stronger than the current player when they have all the resistance one by one. This makes their victory *more* difficult. Exactly opposite is true. Instead of using rings of slaying/AC/EV/Str/Dex ne...

Wednesday, 6th February 2019, 12:09

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 93

Views: 3065

Re: Remove 3rd pip of fire/cold resistance

sdynet

Did you miss OP? It will be easier for new players to win if they stop paying so much attention to second and especially third pip.
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