Search found 147 matches

Saturday, 9th July 2016, 01:25

Forum: Crazy Yiuf's Corner

Topic: Share stories from when you were new and bad at Crawl

Replies: 76

Views: 21933

Re: Share stories from when you were new and bad at Crawl

I didn't have a numpad and was too lazy to use the normal numbers (let alone learn vikeys) so I played exclusively with arrow keys and autoexplore for the first few weeks. One person on tileschat had a laptop without a numpad and was too lazy to learn vikeys, so she played exclusively using the num...

Sunday, 17th April 2016, 20:50

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

tabstorm wrote:It's more about dying to interesting mistakes vs. not-so-interesting mistakes. When you die because you take risks out of laziness even though you know the "correct" play, there is a problem.


I can accept that, but I'm not sure what the right solution is.

Sunday, 17th April 2016, 19:25

Forum: Crazy Yiuf's Corner

Topic: Limited Time Weapons - Available Now!

Replies: 2

Views: 1658

Re: Limited Time Weapons - Available Now!

Here's a wild idea which someone else probably brought up, but I'm curious for input now. It is a class of randart with a curious enchantment: imbued with incredible powers, it maintains its integrity for only a short while once it has been wielded by an owner. Disposable weapons, in a nutshell. Th...

Sunday, 17th April 2016, 19:18

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

People here seem to forget how other games exist and don't face difficulty paradigms like this. A game that always kills you for sloppy play and always lets you win with good play sounds pretty good, and nobody would say things like "Of course deaths are going to be attributed mostly to player...

Sunday, 17th April 2016, 18:11

Forum: Crazy Yiuf's Corner

Topic: Dual Branded Unrands?

Replies: 14

Views: 3845

Re: Dual Branded Unrands?

Lasty wrote:It's hard-coded for Nessos.

He's half-man, half-horse, all stone cold killer!

Sunday, 17th April 2016, 17:47

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

The game is easy to the point of most of its deaths being just plain hubris. But what would you have instead? A game where players die not because they overestimated their ability to handle the situation, but die because even with a proper appraisal of the situation there was no way to survive it? ...

Sunday, 17th April 2016, 17:27

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 9582

Re: Recovering from Very Heavy Draining

I think the issue here is similar to the issue with contamination, that is, that the status light indicator basically conveys the information so vaguely it's difficult to differentiate when it's actually going to be an issue or not, outside of having a player pull up their skill screen every time an...

Sunday, 17th April 2016, 17:13

Forum: Game Design Discussion

Topic: Allow the player to train useless skills.

Replies: 31

Views: 9193

Re: Allow the player to train useless skills.

Just had a character recently that wanted Controlled Blink from their Akhasic Record but didn't really want any lower level translocations spells nor wanted to open up eight spell levels ahead of time to start getting ready to learn it. Would appreciate this change.

Sunday, 17th April 2016, 17:03

Forum: Crazy Yiuf's Corner

Topic: Alchemist Background

Replies: 11

Views: 2627

Alchemist Background

Remove Sublimation of Blood and maybe Petrify from the Book of Alchemy and add Sting and Sticks to Snakes. New magic-user background that focuses on transmutations, with a splash of poison magic. Alternatively, instead of Sting, give them Beastly Appendage or maybe a new level 1 tmut spell that targ...

Friday, 15th April 2016, 01:27

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

In my view it has more to do with the fact that the "harder" races aren't really "hard" in the following sense: As a good race, like a Minotaur, you can get away with a lot of mistakes. You can just run around the dungeon mashing o/tab without too much regard for what enemies ar...

Thursday, 14th April 2016, 16:49

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7467

Re: Stairdancing nerf proposal

if any adjacent enemies follow you upstairs though, any other enemies who were not adjacent to you will climb up the stairs over the next few turns (based on how far they were from the stairs, probably ignore monster speed for simplicity) the problems with this were described in this very thread! F...

Thursday, 14th April 2016, 16:00

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

Those are just content removal and nerfs, the game still plays the exact same way, so i have to agree with duvessa there. Last I checked, 'exactly the same' meant 'no differences whatsoever', so no, it isn't exactly the same. Just because the game hasn't been updated to include all modifications yo...

Thursday, 14th April 2016, 11:45

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7467

Re: Stairdancing nerf proposal

I believe the real problem with stairdancing is separating monster groups designed to be fought as a whole into smaller chunks. Taking a couple enemies up and down at a time, killing off melee threats while avoiding the ranged threats, etc. Basically, here is the change I would recommend experimenti...

Thursday, 14th April 2016, 11:04

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35075

Re: The overall difficulty of the game is fine.

The problem is that whether the game is easy or hard depends entirely on your definition of the terms rather than what changes are made. Crawl is designed so that players die because they made mistakes, not because the game was in an unwinnable state. For that reason, it is always going to be 'easy'...

Saturday, 9th April 2016, 22:53

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 11741

Re: Iron Shot vs LCS

fwiw I would rather adjust iron shot than LCS if you think one needs an adjustment I don't have a strong argument for this at the moment nor do I feel like constructing one (Orb of destruction actually overlaps more with iron shot than with LCS, since it is pretty much the same amount of xp as iron...

Saturday, 9th April 2016, 22:49

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 6105

Re: Scroll of Noise > Scroll of Flash

It has a couple of pips that have huge range as to what they mean Actually for monsters this is not true. MR was standardized a while back so each pip of monster MR has exactly one meaning. Well I stand corrected on this then. It's seemed more complicated than that to me... does it represent like, ...

Saturday, 9th April 2016, 22:39

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 6105

Re: Scroll of Noise > Scroll of Flash

oh no, the learning curve! I mean, it's not like monsters' MR is listed in their description or anything... You're right, it doesn't. It has a couple of pips that have huge range as to what they mean, and the scroll of fear's effectiveness or chance to beat any MR is unclear in-game as well. Unless...

Saturday, 9th April 2016, 22:23

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 11741

Re: Iron Shot vs LCS

Does LCS "seem" not worth it or have you actually tried using it and were disappointed? When I can learn LCS I always learn it, and use both IS and LCS. Like crate said, doing more damage per turn, with better accuracy, and less AC dmg reduction is good. If LCS is in danger of being eclip...

Saturday, 9th April 2016, 20:59

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 6105

Re: Scroll of Noise > Scroll of Flash

genericpseudonym wrote:Maybe a "scroll of visibility" that coronas all nearby monsters and marks the player.


Scroll of Reveal.

Saturday, 9th April 2016, 20:43

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 11741

Re: Iron Shot vs LCS

You might be able to argue that it's not enough better (i.e. it's not worth the investment to get to the point where you can cast LCS, even though LCS is the more powerful spell). This is the crux of my argument basically. If I have both LCS and Iron Shot, then ideally for maximum damage output I w...

Saturday, 9th April 2016, 20:16

Forum: Game Design Discussion

Topic: Iron Shot vs LCS

Replies: 39

Views: 11741

Iron Shot vs LCS

Iron Shot is a level 6 spell with a range of 4, while LCS is a slightly stronger level 8 spell with a range of 3. If you were to fire both spells at a normal speed enemy approaching the player, using Iron Shot would use the same amount of MP as LCS would until the enemy was adjacent, but deal much m...

Saturday, 9th April 2016, 00:13

Forum: Game Design Discussion

Topic: Scroll of Noise > Scroll of Flash

Replies: 21

Views: 6105

Re: Scroll of Noise > Scroll of Flash

I like the direction of the concept... Full line of sight blind and corona seems a bit strong, especially without a subsequent reduction in spawn rate... how exactly does blind work for the player? Having ~5 turns of everyone blinded followed by ~5 turns of everyone Corona'd could be a possibility. ...

Wednesday, 6th April 2016, 23:46

Forum: Crazy Yiuf's Corner

Topic: How do you pronounce ...

Replies: 21

Views: 5312

Re: How do you pronounce ...

I'm now starting to realize that I've never actually paid attention to what order the letters in these enemies' names actually was and just picked a couple consonants and vowels at random and smushed them together in the first thing that sounded vaguely name-like and was passable at a glance.

Wednesday, 6th April 2016, 23:38

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 2787

Re: FR: ER=-MP

I am not sure if it would be fun or good for the game, but it would at least be more balanced. I don't see how this would make the game any more 'balanced' either, unless balanced is just a euphemism here for 'weakening certain player strategies'. A mix of armour and spellcasting is probably the be...

Wednesday, 6th April 2016, 11:41

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 2787

Re: FR: ER=-MP

The first point to me is an anti-reason if anything. New players are more likely than anyone to avoid dabbling into armor as casting backgrounds / spells as melee backgrounds, even if diversifying would be optimal. We don't want to reinforce to players that fighter means never casting a spell ever a...

Wednesday, 6th April 2016, 09:55

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3188288

Re: I love it when...

25038 | Elf:1 | Cast into level 2 of the Abyss (trident of distortion) 25067 | Elf:1 | Escaped the Abyss 27070 | Elf:3 | Cast into level 2 of the Abyss (a deep elf demonologist) 27426 | Elf:3 | Escaped the Abyss 27452 | Elf:3 | Cast into level 2 of the Abyss (halberd of distortion) 27621 | Elf:3 | ...

Tuesday, 5th April 2016, 07:05

Forum: Crazy Yiuf's Corner

Topic: AF:PULL

Replies: 4

Views: 1665

Re: AF:PULL

Sprucery wrote:
Rast wrote:Scorpion, obviously

Only if there's an accompanying "Get over here!".


Reach and pull could be an interesting combination for a scorpion variant actually...

Tuesday, 5th April 2016, 04:27

Forum: Game Design Discussion

Topic: Idea: Devices

Replies: 25

Views: 5535

Re: Idea: Devices

I'm not sure what these sorts of additions would actually add to the gameplay? Would there be a new trainable skill involved in using these? Mostly I look at this and think 'inventory clutter I'm unlikely to ever actually use'. If they all break on use and are separate items, it's just too much junk...

Monday, 4th April 2016, 22:29

Forum: Game Design Discussion

Topic: Reorder Sif Muna Abilities

Replies: 66

Views: 15559

Re: Reorder Sif Muna Abilities

gammafunk wouldn't note this. In fact he would say that Sif is a stronger god than Vehumet for any book start, and is a great generalist magic god. Sif tends to gift you upgrade spells closer to when you actually need an upgrade. The starting book is easily strong enough to clear Lair in the case o...

Monday, 4th April 2016, 20:53

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59829

Re: Luring (was: DCSS has a power creep problem)

I agree with most of Aethrus's post, but I would argue that having big groups of monsters follow you across stairs breaks the use of retreating as a fundamental tactic. You want the game to let you use stairs to retreat, but also to swarm you with enemies if you use stairs to lure (your terminology...

Monday, 4th April 2016, 17:28

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59829

Re: Luring (was: DCSS has a power creep problem)

I want to add my two cents here and say that to me this conversation seems to be mixing up two very different concepts: luring and retreating . Luring, to me, is when there are enemies that are grouped together, designed or placed by chance to be one encounter as a whole together, but the player sep...

Monday, 4th April 2016, 16:49

Forum: Game Design Discussion

Topic: Reorder Sif Muna Abilities

Replies: 66

Views: 15559

Re: Reorder Sif Muna Abilities

Amnesia already got moved back to 4* in exchange for miscast protection being moved to 2*. LearnDB still says otherwise, thanks for the heads up. But that doesn't affect too much still... your average casting background isn't going to be getting miscasts too often from their starting spellbook... o...

Monday, 4th April 2016, 13:23

Forum: Game Design Discussion

Topic: Remove Potions of Mutation

Replies: 33

Views: 10454

Re: Remove Potions of Mutation

You can take my rMut, you can take my Phase Shift, you can take my Mountain Dwarves and Sludge Elves and whatever else you want. But you're not taking my goddamn purple from me. I won't stand for it. I have a Xom-given right to chug mut potions until I'm either an abomination or the ultimate life fo...

Monday, 4th April 2016, 13:13

Forum: Game Design Discussion

Topic: Reorder Sif Muna Abilities

Replies: 66

Views: 15559

Reorder Sif Muna Abilities

Sif Muna is a god with useful abilities that can come in especially handy for mid and late-game characters, but there are a couple of factors that make her less appealing to worship for most characters than other God choices, or her magical competitors Vehumet and Kikubaaqudgha. The other two magic-...

Sunday, 3rd April 2016, 03:51

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 15801

Re: Remove Rings: rFire, rCold, rPoi, etc.

Also: ⋅  Breaks the visual flow of the game with an inventory popup ⋅  You need to scan the list to locate the item you're equipping (especially if you haven't memorized it or you've done things that could have gotten your inventory rearranged) ⋅  Breaks the visual flo...

Sunday, 3rd April 2016, 03:30

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 15801

Re: Remove Rings: rFire, rCold, rPoi, etc.

I'm not convinced that that swapping rings is all that tedious. It's just a couple of key inputs that don't take much time at all. Nor am I convinced that resist rings are either too strong or too meaningless to a player... perhaps meaningless to Centaurs, Deep Dwarves and Minotaurs and the like, bu...

Friday, 1st April 2016, 05:51

Forum: Game Design Discussion

Topic: Is excessive stairdancing In Tomb undesirable?

Replies: 27

Views: 5957

Re: Is excessive stairdancing In Tomb undesirable?

I like the idea of a tomb escape run, like if tomb 1 just had a trapdoor down, and so did tomb 2, which dumped you right to the rune. You grab the rune, then have to run back through the current tomb setup, except you'd take a trapdoor up each time, and obviously the enemy density would need to be ...

Friday, 1st April 2016, 04:35

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22227

Re: God Proposal: Griggy the Thorned

I think there should be some EVP associated to the thorn armour, though something that's still relatively casting friendly. I don't see dodging being too easy in this state. I don't know how feasible this would be, but what if it acted as actual armour, affected by armour skill, and races likes Feli...

Friday, 1st April 2016, 04:18

Forum: Crazy Yiuf's Corner

Topic: The Octopode Buff We Need

Replies: 7

Views: 2170

Re: The Octopode Buff We Need

If Octopodes were to be changed or given any additional advantage, I'd want them to have some sort of ink cloud ability.

Not because they desperately need, but because it sounds fun.

Friday, 1st April 2016, 04:02

Forum: Game Design Discussion

Topic: Offline Tiles for Android

Replies: 2

Views: 1284

Re: Offline Tiles for Android

Are you trying to connect directly to webtiles through your browser? If so, try the webtile connection app here:

https://crawl.develz.org/download.htm

Friday, 25th December 2015, 01:57

Forum: Crazy Yiuf's Corner

Topic: PSA: Fewer Neqoxecs, more CureMut potions

Replies: 11

Views: 2459

Re: PSA: Fewer Neqoxecs, more CureMut potions

And thats how we defeat the purpose of malmutate. What is the purpose of malmutate then, anyways? What is exactly does it set out to achieve that it undermines? No, seriously, what is Malmutate supposed to achieve? All these arguments about how mutation should work, but I'm not sure what it is supp...

Thursday, 24th December 2015, 02:59

Forum: Crazy Yiuf's Corner

Topic: [PROPOSAL] Cure Mutation <Transmutation> Spell

Replies: 14

Views: 3080

Re: [PROPOSAL] Cure Mutation <Transmutation> Spell

dpeg wrote:I interpret the OP to suggest that the Cure Poison spell should be removed.


Cure Poison exists more as a way for Venom Mages to manage Toxic Radiance than as a spell to handle poison from enemies. Removing the spell would need to be accompanied with a rework (or full removal) of its drawback.

Tuesday, 15th December 2015, 09:49

Forum: Crazy Yiuf's Corner

Topic: whats worse: PSAs or new race idea threads

Replies: 16

Views: 4925

Re: whats worse: PSAs or new race idea threads

What about a a 3 character message is acceptable that a 2 character message doesn't cut it for?

Sunday, 13th December 2015, 09:10

Forum: Crazy Yiuf's Corner

Topic: What do you listen to when Crawling?

Replies: 7

Views: 2430

Re: What do you listen to when Crawling?

This is what I listen to when I lose a character stupidly. Helps remind me not to get cocky.

Friday, 11th December 2015, 00:28

Forum: Crazy Yiuf's Corner

Topic: PvP combat?

Replies: 4

Views: 1516

Re: PvP combat?

PvP is a fun concept, but the obstacles to something like that would be simply astounding. Crawl monsters operate very differently than the actual players do, the game simply is not designed for fights between player characters. A player can use the stealth skill to avoid detection by monsters, for ...

Thursday, 10th December 2015, 04:39

Forum: Game Design Discussion

Topic: Rods (split from GDD Pakellas thread)

Replies: 34

Views: 7749

Re: Rods (split from GDD Pakellas thread)

I don't think that rods have to be wielded makes sense as a trade-off or balance feature. Wielding them in this case isn't something to be excited about, its a chore, a tedious inconvenience, which isn't what I'd consider great design. I'm not saying that rods shouldn't need to be wielded even thoug...

Wednesday, 9th December 2015, 17:30

Forum: Crazy Yiuf's Corner

Topic: PSA: No more random breath mutations

Replies: 7

Views: 1804

Re: PSA: No more random breath mutations

tedric wrote:I interpret this as a modest buff to most species' chances of convincing sexy elves to make out with them.


But I still can't get Duvessa-senpai to notice me.

Tuesday, 8th December 2015, 00:49

Forum: Crazy Yiuf's Corner

Topic: Player Spell - Blinkbolt

Replies: 15

Views: 3555

Re: Player Spell - Blinkbolt

Moose wrote:Doesn't Ru have an ability like this?


Ru's power leap is literally a controlled blink that has an AoE attack if there's anyone around. Which there may not be!

Monday, 7th December 2015, 19:02

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 11159

Re: Pakellas: don't think this god is a great addition.

A bit tangential, but I found it discongruous that Pakellas is all about innovation and invention (Evo titles are *the brilliant, *the pioneer, etc.) but my character was dumb as a sack of bricks in Gold Dragon Armour waving wands around like an epileptic child in Ollivander's. He seemed extremely s...

Monday, 7th December 2015, 17:34

Forum: Crazy Yiuf's Corner

Topic: Player Spell - Blinkbolt

Replies: 15

Views: 3555

Re: Player Spell - Blinkbolt

We don't have spells with a minimum range. It would be interesting if you had to travel full-LOS distance, reduced by 1 for each enemy you have to blink through. Not being able to target adjacent enemies gives it a minimum range of sorts. A minimum range like you're saying sounds interesting on pap...
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