Search found 461 matches

Wednesday, 30th May 2018, 00:24

Forum: Game Design Discussion

Topic: Combine Centaur and Naga barding into a single item

Replies: 20

Views: 7715

Re: Combine Centaur and Naga barding into a single item

What if Centaur and Naga enemies just dropped their bardings like most enemies drop armour? Then just spawn Nagas as regular dungeon enemies instead of just in vaults and snakes.

Wednesday, 4th October 2017, 16:57

Forum: Game Design Discussion

Topic: Let Chei allow Berserk.

Replies: 1

Views: 1419

Let Chei allow Berserk.

So I decided to Berserk under Chei to see what would happen. What happens is that you get +Might and +50%HP but you lose typically 10 to 15 points in every single stat (penance takes away Chei's support) and either A. the speed effect is directly negated or B. Chei's forced slow down counteracts it....

Wednesday, 4th October 2017, 16:47

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 3243

Re: Bias Ds mut gain towards gaining levels in existing face

It seems rather degenerate to bump this, but it's been two or three months and the arguments are all still valid. I could create a new topic instead highlighting this same thing, but that would be dumb.

Thursday, 17th August 2017, 14:51

Forum: Game Design Discussion

Topic: Shield-Hand Evokables

Replies: 9

Views: 3368

Re: Shield-Hand Evokables

Seems like a finicky idea, but certainly not the worst idea I've heard all day. This would mostly be done as a balance thing though, so there's no need to toss staffs into the mix unless you're gonna allow them to be used to attack alongside a normal weapon.

Sunday, 30th July 2017, 18:46

Forum: Game Design Discussion

Topic: Chei and potions of haste

Replies: 9

Views: 3773

Re: Chei and potions of haste

I think it adds an interesting decision without hurting the game. Even if it's bad most of the time, the player is made aware of this by the potion's name being in red. Although, I guess it's a little odd from a consistency standpoint. Except it does hurt the game, but it circumvents the conduct. T...

Tuesday, 25th July 2017, 19:25

Forum: Dungeon Crawling Advice

Topic: Are not all Ds mutations equally likely?

Replies: 8

Views: 2454

Are not all Ds mutations equally likely?

Icemail almost never shows up but it feels like I get Powered by Death every other game. And I've played at least 500 because I'm bad, so I have a decent sample size. Can someone explain to me how the weights work for Ds mutations?

Monday, 17th July 2017, 15:26

Forum: Dungeon Crawling Advice

Topic: D:4 two-headed ogre, not OOD timer

Replies: 20

Views: 7272

Re: D:4 two-headed ogre, not OOD timer

I have had this very problem and only even considered it because I was playing a SpEn at the time.

If I recall correctly, I may have went with it because I'm adventurous and then ran away when a stab failed to kill.

Trying to fight a D:4 2-headed ogre as the average character is a complete joke.

Friday, 14th July 2017, 14:46

Forum: Game Design Discussion

Topic: make scroll of noise deal multi-turn sonic damage

Replies: 3

Views: 1846

Re: make scroll of noise deal multi-turn sonic damage

Majang wrote:The scroll of noise isn't strictly bad. It has its tactical applications, like standing on an upstairs and then read it to invite the local population to a round of stair dancing.


Isn't this tactic considered highly degenerate?

Friday, 14th July 2017, 14:44

Forum: Game Design Discussion

Topic: Let Dissolution spawn [only] outside slime pits

Replies: 7

Views: 3036

Re: Let Dissolution spawn [only] outside slime pits

I like to completely explore Slime. I'm not sure why I do it though. I just have an urge to explore and kill everything. The voices tell me to do it. This i8s what I do to the whole game, it's why I'm so bad at it. I call it "Old School Gamer" syndrome. "We'll be together forever, wo...

Tuesday, 11th July 2017, 16:21

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 3243

Re: Bias Ds mut gain towards gaining levels in existing face

That's a good point. But by that logic, we should also get rid of Darkness.

Actually, considering that darkness is super boring, that sounds like a great plan.

Saturday, 8th July 2017, 20:10

Forum: Game Design Discussion

Topic: Remove rPois

Replies: 17

Views: 7228

Re: Remove rPois

The Snake Pit is far more deadly than the Orcish Mines even with complete poison immunity.

The rest of these examples are probably also exaggerated.

Edit: In terms of straight up monster strength. I realize you can run from a lot of stuff in Snakes.

Thursday, 6th July 2017, 21:12

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 3243

Bias Ds mut gain towards gaining levels in existing facets.

tl;dr at the bottom To expand on the title: I'd like for muts that appear to heavily favor increasing the level of an already existing mut in favor of giving a new one. When I use the term "facet" I will be referring to the 3 levels of any given mutation all-together. My proposal: - First ...

Wednesday, 14th June 2017, 19:02

Forum: Crazy Yiuf's Corner

Topic: Embodiment of a God

Replies: 22

Views: 7856

Re: Embodiment of a God

Most of the images are broken. :(

Friday, 2nd June 2017, 14:31

Forum: Game Design Discussion

Topic: Idea: Distinguish stairs

Replies: 27

Views: 11005

Re: Idea: Distinguish stairs

I assume you are aware of this, but you can press [ on an up stair or ] on a down stair to see where it leads on the next level. With this proposal, I highly doubt you're memorizing the location of the A, B, and C stairs for each floor, so you still have to look at the floor you're going to to figur...

Friday, 2nd June 2017, 14:25

Forum: Game Design Discussion

Topic: Make cause fear and scroll of fear work on undead.

Replies: 2

Views: 1553

Make cause fear and scroll of fear work on undead.

Fear checks MR. If a monster can fail an MR check, fear should affect it. You can confuse and frenzy any mindless creature that can fail an MR check, so why not fear? I don't think a whole subset of monster should have a random immunity to fear for no good reason. I don't think it's consistent with ...

Wednesday, 17th May 2017, 22:09

Forum: Game Design Discussion

Topic: Trees and bushes and plants should snag big weapons

Replies: 4

Views: 1871

Re: Trees and bushes and plants should snag big weapons

I thought this idea was a total joke, but I see that it isn't and the merits you are going for. This could be similar to the shallow water penalty, but since it isn't consistent across weapons it will have problems.

Tuesday, 16th May 2017, 11:44

Forum: Dungeon Crawling Advice

Topic: Armor Choice - Orange Crystal vs Plate

Replies: 11

Views: 3528

Re: Armor Choice - Orange Crystal vs Plate

le_nerd wrote:Clarity is a factor because OP got a spider branch.


There SInv is also relevant. Fighting Ghost Moths is an absolute pain compared to literally anything else in that branch.

Wednesday, 10th May 2017, 21:13

Forum: Game Design Discussion

Topic: Monster density

Replies: 4

Views: 2249

Re: Monster density

The biggest threat in depths is in fact being bogged down. Luring one by one is so tedious that I don't do it and the game is harder yet more fun because of it.

Friday, 5th May 2017, 19:51

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 18023

Remove item identification

Item identification has quite a few problems as it is. 1. Item identification takes away a lot of options in the earlier levels. If you see a pack of jackals, an adder, an OoD monster, or a unique, and you decide that the situation is too risky, then you basically have one of two options: use-ID som...

Sunday, 30th April 2017, 17:23

Forum: Game Design Discussion

Topic: The definitive flying/drowning/terrain reform thread

Replies: 22

Views: 6980

Re: The definitive flying/drowning/terrain reform thread

I vote against flat out removing airstrike. Take it away from enemies, sure, but leave it for use by the player. It is a useful spell.

Friday, 28th April 2017, 14:32

Forum: Game Design Discussion

Topic: You ought to be able to invoke altars...

Replies: 4

Views: 1940

Re: You ought to be able to invoke altars...

sounds interesting, but carting off a big pile of spellbooks falls under scumming, which is against the design philosophy.

It would be neat to have the ability to pay a gift on an altar for a floor-wide bonus, though. Would probably help a fuckton in the Abyss.

Friday, 28th April 2017, 14:25

Forum: Game Design Discussion

Topic: Indicate to the player if a monster has an artifact.

Replies: 0

Views: 1011

Indicate to the player if a monster has an artifact.

More importantly, do so with a line that is consistent so that it can be set up to "force more" easily. Preferably any kind of artifact, but just weapons is fine too. "You sense that the foo wields an weapon of immense power." "You sense that the foo carries an artifact of i...

Tuesday, 25th April 2017, 14:17

Forum: Game Design Discussion

Topic: Can we get Y/N prompt when cast Borgnjor's revivification?

Replies: 2

Views: 1865

Re: Can we get Y/N prompt when cast Borgnjor's revivificatio

While we're at it, since it would be a simple addition: can a prompt also be issued for Death's Door? Nowadays I just reassign the key, but in the past I would forget a spell and then learn it, and then forget that the key is no longer mapped to the old spell and accidentally cast it. Even then, it'...

Friday, 7th April 2017, 19:37

Forum: Game Design Discussion

Topic: Change rank 3 of demonspawn mana shield facet

Replies: 12

Views: 3837

Re: Change rank 3 of demonspawn mana shield facet

yes, the amount of HP+MP you lose will always be equal to the damage you take. if you don't have enough MP the game will be forced to remove HP, although that only happens at very low values of MP because spirit shield balances the damage so that your HP% loss and MP% loss are as equal as possible....

Friday, 7th April 2017, 03:38

Forum: Game Design Discussion

Topic: Change rank 3 of demonspawn mana shield facet

Replies: 12

Views: 3837

Re: Change rank 3 of demonspawn mana shield facet

if your HP is significantly lower than your MP then spirit shield effectively diverts all damage to MP, that's what proportional sharing means I'm confused. I thought spirit shield always used maximum MP for percentage calculations, not current MP, and if you ran out of MP to lose from taking too m...

Wednesday, 5th April 2017, 14:07

Forum: Game Design Discussion

Topic: Let Ds spirit shield be toggleable or otherwise change it.

Replies: 17

Views: 5524

Re: Let Ds spirit shield be toggleable or otherwise change i

As a caster you'll have lots of MP so when you get hurt you don't die so easily. You'll also get fast MP regen which is good. If I'm at range, I'm going to be using most of that MP before I get hit. If I turn a corner and see an ogre, stone giant, or juggernaut, and they get a hit, I've suddenly lo...

Wednesday, 5th April 2017, 13:04

Forum: Game Design Discussion

Topic: Let Ds spirit shield be toggleable or otherwise change it.

Replies: 17

Views: 5524

Re: Let Ds spirit shield be toggleable or otherwise change i

NhorianScum wrote:Ds spirit shield is actually really good on casters though...


Please elaborate.

Monday, 3rd April 2017, 15:59

Forum: Game Design Discussion

Topic: Give Draconians elemental vulnerabilities

Replies: 26

Views: 7926

Re: Give Draconians elemental vulnerabilities

Draconians do not get the GDR that comes with heavy armour, and gain experience much more slowly than Human does. If it means anything, they also can't wear helmets. The lack of GDR kinda sucks, but it's not important. Shitty rolls on Draconians don't tend to be an issue. If they are, then GDR shou...

Monday, 3rd April 2017, 15:41

Forum: Game Design Discussion

Topic: Let Ds spirit shield be toggleable or otherwise change it.

Replies: 17

Views: 5524

Let Ds spirit shield be toggleable or otherwise change it.

While a melee-oriented Ds is perfectly viable, with Hu-like stats and aptitudes (almost), most people that play Ds aren't going to neglect magic. Having a forced spirit shield is extremely annoying because it cuts into the MP pool that I want to use for its intended purpose. I also like worshipping ...

Sunday, 2nd April 2017, 21:18

Forum: Game Design Discussion

Topic: Demonspawn Mutations

Replies: 18

Views: 5127

Re: Demonspawn Mutations

I'd love to goof around with ER reduction just as much as the next guy, but it just doesn't work like that.

Sunday, 2nd April 2017, 19:27

Forum: Game Design Discussion

Topic: Give Draconians elemental vulnerabilities

Replies: 26

Views: 7926

Re: Give Draconians elemental vulnerabilities

Still not sure why Dr needs a nerf. Draconians are the best race that isn't broken. I think they're in the right spot. I wouldn't mind some of these vulnerabilities, but a few things: 1. It's hard to adapt to this each Draconian weakness is not only distinct (except for Pale and Red) but also someth...

Friday, 31st March 2017, 00:21

Forum: Game Design Discussion

Topic: Rework Halfling

Replies: 23

Views: 8059

Re: Rework Halfling

I have never had any desire to play a halfling because they do not seem interesting or inventive. DItto to removing them in .20

Saturday, 18th March 2017, 21:17

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7256

Re: A nice change of pace.

The problem with encompass vaults is that they're only a change of pace the first time you find them. Subsequent times, they're less of a change of pace than a randomly generated level. Having the generic cave dungeon floor over the generic normal dungeon floor is still nice even the 50th time. The...

Saturday, 18th March 2017, 19:14

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7256

A nice change of pace.

Vaults varying the experience of DCSS are one of my favorite parts about this game.

Image

I think it would be cool to have more floor-wide vaults like this.

Thursday, 16th March 2017, 18:35

Forum: Game Design Discussion

Topic: Make Draconian ghost breath cooldown longer.

Replies: 6

Views: 2584

Make Draconian ghost breath cooldown longer.

Currently it's frighteningly short, at less than 50 auts (or 5 movement actions from a 10 speed monster). This is no where near the length of normal draconian breath, which is often 250 auts at the least and generally way more. Being inconsistent, it's incredibly spoilery. And frankly it's just plai...

Tuesday, 14th March 2017, 19:46

Forum: Game Design Discussion

Topic: Denote unusable or restricted slots in the mutation list

Replies: 1

Views: 1016

Denote unusable or restricted slots in the mutation list

Just tried to put a helmet on a Draconian after getting rid of a beak mutation with another !mut. It seems obvious that it still shouldn't work with those horns, but bear in mind that Gargoyles can wear armour despite giant wings, so I think this needs clarification in the mutation list.

Friday, 10th March 2017, 23:49

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 15610

Re: Replace permafood with a single generic food item

Turn everything into Soylent Green.

Wednesday, 1st March 2017, 16:21

Forum: Game Design Discussion

Topic: Let Demonspawn and Undead worship the good gods

Replies: 11

Views: 4322

Re: Let Demonspawn and Undead worship the good gods

well, cleansing flame produces those holy clouds, right? Those things don't affect worshippers of good gods. If all of the modifiers from being an undead^good god are multiplied together, well, there's a x0 in there so they just wouldn't take any damage.

Can I get some input via a dev?

Monday, 27th February 2017, 22:54

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 5780

Re: Make swiftness spriggan speed.

VeryAngryFelid is trying to politely explain to you that Swiftness is already "stupid overpowered". If you want to make it even better, you should come up with a better justification than "I want Swiftness to be better". It's intended use is to put distance between the player an...

Monday, 27th February 2017, 22:16

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 39

Views: 14772

Re: Demigods

I don't know, I don't really trust personal opinion much. I agree that the statistics have a lot of noise in them and it's hard to control for skill/how much effort people are playing with, but I'd still trust it over one person's opinion. personal opinion from players who are capable of 65%+ hyper...

Monday, 27th February 2017, 21:39

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 39

Views: 14772

Re: Demigods

Technically Chei is the strongest god, lol. +15 STR les' go OP: I know Sustain Abilities got removed as a ring but I'm fairly certain Dg still has it. That would be weird to take it away. You mentioned this removal as though it were a recent change. I don't know if SA has been messed with recently. ...

Monday, 27th February 2017, 21:19

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 5780

Re: Make swiftness spriggan speed.

I was talking about normal speed monsters and 200 steps. Great that we have fast monsters like adder. Well please don't talk about that, because it's off-topic. Your first post was fine because you were explaining the reasoning behind your opinion, but whether or not swiftness should be removed and...

Monday, 27th February 2017, 20:44

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 5780

Re: Make swiftness spriggan speed.

Swiftness cannot carry you all the way to the stairs It can. You can walk 200+ tiles at normal speed and cast Swiftness once when stairs are in your view. I mean swiftness can bring the whole level close to stairs. I don't use Swiftness even when trying to play optimally, it is close to cheating IM...

Monday, 27th February 2017, 17:02

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 5780

Re: Make swiftness spriggan speed.

I would remove the spell instead. It is boring and time-consuming to run away to stairs and have a guaranteed way to escape there. You have to be close enough in the first place. Swiftness cannot carry you all the way to the stairs unless you do nothing but stay right by them, which is an issue wit...

Monday, 27th February 2017, 16:49

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 5780

Make swiftness spriggan speed.

Currently it reduces movement delay by 25%. It should just straight up make your delay .6. The spell already has a downside to prevent it from being stupid overpowered. Making it spriggan speed lets it be used to outrun hasted enemies as well as adders, increasing its utility. However, the detriment...

Sunday, 26th February 2017, 00:40

Forum: Game Design Discussion

Topic: Let Demonspawn and Undead worship the good gods

Replies: 11

Views: 4322

Re: Let Demonspawn and Undead worship the good gods

I assume you mean torment immunity and not torment resistance, because Gr and anyone with statue form already get torment resistance and are perfectly capable of worshiping any good god. Anyway, as you know, all undead are vulnerable to Dispel Undead. Dispel Undead is used in a lot of the same areas...

Saturday, 25th February 2017, 23:48

Forum: Game Design Discussion

Topic: Let Demonspawn and Undead worship the good gods

Replies: 11

Views: 4322

Let Demonspawn and Undead worship the good gods

If gameplay trumps flavor, then this seems like a good change. There's really no gameplay reason why this shouldn't happen and no real non-flavor reason to restrict those races from worshipping the good gods. They aren't suddenly going to become OP. The races in question are I believe Ds, Mu, Gh, an...

Thursday, 23rd February 2017, 06:09

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 10934

Re: @dev team: if you had a time machine

I believe that having varying Max HP/MP between characters and several ways of HP and MP gain (with varying speeds and costs) adds tactical complexity and potentially meaningful choices. To avoid tedium the slowest method should be something that a player would do anyway during normal play. Some ca...

Tuesday, 21st February 2017, 06:12

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 29804

Re: New Experimental: Cyno Species

Cynos are canines so they should flat out have SInv. Shoutitis, although hilarious and incredibly appropriate, sounds like something for a different race. It could be an amusing way to spice up encounters though. You're guaranteed to have good stealth unless you have heavy body armour so you can con...

Friday, 17th February 2017, 17:01

Forum: Game Design Discussion

Topic: !brilliance should boost Evocations

Replies: 21

Views: 6003

Re: !brilliance should boost Evocations

Heia wrote:Might is useless for casters. Make it give you archmagi.


I know you were joking but other than some redundancy with brilliance this seems like an amazing idea
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