Search found 167 matches

Tuesday, 7th April 2020, 01:00

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 12141

Re: Miscast Simplification

(Maybe everyone is already thinking this but) instead of putting in a cutoff at 50% miscast chance, just pass miscast probabilities through some function that f(x) with - f(x) = x for x < 1/2 - f(x) is really steep for 1/2 < x < 3/5 - f(x) = 1 if and only if x = 1 - f(x) is linear for x > 3/5 The la...

Thursday, 16th January 2020, 03:32

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 4121

Re: Necromancy school suggestion: -MaxHP costs

I like this idea but would prefer if drain were not replaced with xp-gated rot. Serious drain is pretty different from rot since it can occasionally move a spell that you are relying on from mostly castable to mostly non-castable, which was an interesting situation to be in the couple of times it ha...

Wednesday, 8th January 2020, 04:49

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 3387

Slime creature change

Slime creature merging is great for making bottlenecks less attractive. But it has problems as well: ⋅  Merging slows down mobs of slime creatures chasing the player. Since they start at normal speed, this is bad. ⋅  Player needs to have a sense of how hard 5 different monsters h...

Friday, 3rd January 2020, 02:17

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12476

Re: Bloatcrawl 2

lol at making inheritor a recommended background for butterflies

Friday, 3rd January 2020, 01:52

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 3665

Re: rethinking layouts

Are lair-style maps really so great? I feel like they introduce a lot of mental overhead (in terms of figuring out sight lines) without being much more tactically interesting than maps with more straight lines. Of course that could just be a failure of my tactics. I think "elf, but with 2 or 3-...

Friday, 18th October 2019, 00:03

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98757

Re: Positional Attack Spells

Reverse Positional Attack Spell: Hot Spot (Level 4 earth) When cast, game chooses a 5x5 square of tiles in LOS as though fire storm had been cast randomly. These are marked red and if the player inspects them they will be described as "warm/hot/very hot" 0/10/20 auts after casting. Monster...

Friday, 2nd August 2019, 14:36

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 4521

Re: Refine DCSS

Regarding spell schools, I'd prefer the opposite: remove all elemental schools and group spells by function (leaving only conjurations for damage, charms for buffs, hexes for debuffs, summoning for ally creation, translocations for movement). Then decrease book generation rate and/or cap the number ...

Thursday, 25th April 2019, 21:41

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 9847

Re: Unrandart proposals

Iskenderun's Racket (staff of conjuration, MultiOrb) Used by Iskernderun theirself to play wizard-tennis. Can be evoked to produce 1:D(evocations skill)/3 orbs of destruction. The orbs are randomly placed in LOS, and each orb targets the closest monster to it. Helm of Anisotropy (+2 helmet, run NW)...

Wednesday, 24th April 2019, 02:13

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26175

Re: Experimental branch: two state vampires

Sorry in advance for theorycrafting. I propose: Alive state is unchanged. In bloodless state, if you spend X time without seeing a monster then you are returned to full health, where X is the amount of time that it would have taken to transform to alive, heal and transform back. Otherwise you do not...

Saturday, 13th April 2019, 18:22

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 6245

Re: Cool, good, swamp rework

Lack of straight edges and sharp corners is good... amorphous, ragged features like those in lair, spider, various cave layouts, and swamp, produce positions that are distinct but not so different in strength... When you're being chased, it's much less clear where you need to go to find a place to ...

Friday, 12th April 2019, 19:15

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 6245

Re: Cool, good, swamp rework

As OP said, a major problem with Swamp is the layout, but it's hard for me to put my finger on what makes it so bad. As a first stab at it ⋅  Lack of variety: all levels of the swamp are qualitatively the same ⋅  Lack of straight sharp edges: without sharp edges the tactics every...

Tuesday, 9th April 2019, 22:06

Forum: Crazy Yiuf's Corner

Topic: Yet Another Crawl Variant: Stoat Soup

Replies: 15

Views: 7818

Re: Yet Another Crawl Variant: Stoat Soup

Thanks for weasels. Killing quokkas was extremely grimdark for my taste.

Tuesday, 9th April 2019, 03:18

Forum: Crazy Yiuf's Corner

Topic: felids are great

Replies: 1

Views: 1486

felids are great

It took me a while to appreciate their charms, but I have decided that felids are the most fun species. It's high tension all the time, but without permadying from a moment of inattention. And in the sense of "life as a non-renewable resource" they are everything that deep dwarf wants to b...

Sunday, 7th April 2019, 23:31

Forum: Game Design Discussion

Topic: Eleven Hauls too early?

Replies: 10

Views: 3134

Re: Eleven Hauls too early?

Yeah but slime shouldn't be at the bottom of lair either. Elf and Slime should be on D15.

Saturday, 23rd March 2019, 03:24

Forum: Game Design Discussion

Topic: Confusion is just a tax on curing

Replies: 11

Views: 3351

Re: Confusion is just a tax on curing

Should merge curing and cancellation.

Tuesday, 12th March 2019, 17:15

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 16722

Re: Is this supposed to be fun?

Maybe give them blink close instead of blink?

Monday, 11th March 2019, 04:46

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 16722

Re: Is this supposed to be fun?

I really dislike monsters that exist primarily to teach some tactic or mechanic. It would be less intrusive to display a splash screen saying "you can walk away from monsters" at the start of each game.

Monday, 4th March 2019, 04:28

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 11224

Re: Why isn't DD ability just a regeneration rate?

I'm sure this has been suggested before but I forget what the arguments against it were: Give deep dwarves (generous) healing on experience, no other sources of healing besides potions of heal wounds.

Spoiler: show
Bonus: do the same for MP (but really, really generous and fairy dragon-style MP-shaving

Tuesday, 12th February 2019, 02:54

Forum: Dungeon Crawling Advice

Topic: Gauntlet

Replies: 13

Views: 4688

Re: Gauntlet

Would it be possible to reveal the whole level (and list all monsters and items found in messages) as soon as you enter? Taking time to look around before entering the first portal is kind of annoying.

Thursday, 27th December 2018, 17:55

Forum: Game Design Discussion

Topic: Remove clubs

Replies: 17

Views: 5962

Re: Remove clubs

I can’t think of any other weapon in the game that I would never use for any reason (even scythes have a couple interesting unrands). Do you never wield clubs on backgrounds with no starting weapon? I don't think this use-case is very interesting. It will always be the case that picking up the 1st ...

Thursday, 16th August 2018, 17:47

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 35047

Re: Tournament rules can cause health problems

Regardless of health, rewarding for playing more seems grindy and bad. You can just say "only the first five hours played during a given day count for the purpose of scoring; days are calculated according to Greenwich time". Alternatively add "[Current release] Tournament version"...

Friday, 3rd August 2018, 08:33

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 413338

Re: [proclick] new fork, hellcrawl

Bazaars should all fit within LOS, since otherwise you need to explore by hand every time you return to one to look for new shops (I think?)

Friday, 15th June 2018, 04:57

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 35

Views: 13090

Re: Inner Flame

Propose replacement with level 3 fire/charms "Aura of inner flame": * Cast to get 'flame aura' status for 10 turns * While flame aura is on, everything in LOS that inner flame can currently affect gets inner flame status * When flame aura ends, everything that got inner flame status from f...

Monday, 23rd April 2018, 04:21

Forum: Crazy Yiuf's Corner

Topic: 5 skill levels with one kill

Replies: 5

Views: 2239

Re: 5 skill levels with one kill

I'm not sure if this is still possible, but I used to startscum MfAK's with a spear, look for some deep water and use it to risklessly kill something tough before entering the dungeon. But I don't remember how many skill levels I'd get that way.

Saturday, 24th February 2018, 03:07

Forum: Crazy Yiuf's Corner

Topic: new forum game

Replies: 14

Views: 4112

Re: new forum game

pet the goat

Friday, 12th January 2018, 03:41

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 16411

Re: Remove Labyrinths

Labrynths would be greatly improved by making them smaller (say, including only the metal-walled region), or by starting the player close to the center (say, somewhere in the metal-walled region, with a path to the center that never leaves the stone-walled region). The minotaur fight is fun, racing ...

Saturday, 18th November 2017, 20:10

Forum: Game Design Discussion

Topic: One Fly for All Bardings plz!

Replies: 8

Views: 2943

Re: One Fly for All Bardings plz!

Or remove bardings and let nagas and centaurs wear boots. Maybe let centaurs wear two sets of boots. Nagas just stick one boot on the tip of their tail but no need to add a new mechanic for that.

Monday, 13th November 2017, 05:49

Forum: Game Design Discussion

Topic: Mark portal sounds on minimap?

Replies: 2

Views: 1201

Mark portal sounds on minimap?

On levels with portal vaults I find myself using single-tile exclusions to record where I heard a 'very distant' versus 'distant' versus 'nearby' noise. Would it be possible to do this on the minimap automatically? I'm imagining it displaying all tiles that could contain the timed portal, based on t...

Wednesday, 9th August 2017, 18:30

Forum: Crazy Yiuf's Corner

Topic: If Naga could grow

Replies: 8

Views: 2996

Re: If Naga could grow

Could be ok if large size disallowed armor as usual (so it has the opposite effect on power curve).

Monday, 7th August 2017, 15:45

Forum: Crazy Yiuf's Corner

Topic: player confusion status rework brainstorming thread

Replies: 19

Views: 11996

Re: player confusion status rework brainstorming thread

While confused, every other action is a random movement (so player acts, monsters act, character stumbles around, monsters act, control returns to the player). If your movement would carry you into a monster you attack that monster instead. So slow+screwy positioning.

Friday, 23rd June 2017, 15:50

Forum: Game Design Discussion

Topic: Fedhas Rework Suggestion Thread

Replies: 16

Views: 5894

Re: Fedhas Rework Suggestion Thread

Could give lignification as an active ability, make all other actives available only when lignified, make all fedhas allies immobile and make them disappear when lignification ends.

Monday, 19th June 2017, 04:06

Forum: Crazy Yiuf's Corner

Topic: Simpler Names

Replies: 13

Views: 4278

Re: Simpler Names

Nod2003 wrote:How is storm titan simpler then titan?

90% sure Shtopit meant "titan -> storm giant"

Death yak --> Dire yak
Acid blob --> Slime spitter
Snapping turtle --> turtle
Alligator snapping turtle -> dire turtle

Tuesday, 6th June 2017, 01:59

Forum: Game Design Discussion

Topic: This paralysis stuff is getting pretty stupid

Replies: 60

Views: 19963

Re: This paralysis stuff is getting pretty stupid

(Mod edit: removed some quotes)
Anyway I like strong beam-targeted monster attacks but I'd support replacing all paralysis with, say, iron shot.

Thursday, 18th May 2017, 16:22

Forum: Game Design Discussion

Topic: Anti-hybridization species

Replies: 13

Views: 3972

Re: Anti-hybridization species

Thanks for the responses! Yet I don't think gameplay of this melee species will be that much different from Mi. Last levels of Armour/Dodging/Fighting/Weapon don't do much so there is no significant difference between level 20 and 27 in those. The goal is more that your level 27 minotaur would take ...

Thursday, 18th May 2017, 00:35

Forum: Game Design Discussion

Topic: Anti-hybridization species

Replies: 13

Views: 3972

Anti-hybridization species

Hybrid characters are probably strongest, but are less fun in some ways: a character with a big bag of tricks imposes cognitive load and may face fewer meaningful decisions (since they are more likely to have a clearly optimal trick). So what would you think of a species that makes hybridization les...

Monday, 1st May 2017, 03:40

Forum: Game Design Discussion

Topic: Monster spell proposal: Multi-OoD

Replies: 6

Views: 2383

Re: Monster spell proposal: Multi-OoD

Starting the proposal like this immediately discredits your whole post. This might be true for a handful of experts, 0.001 percent of Crawl players. At most. Was not communicating very well. Really I just meant "you can move to one side, and then move back." So OoD does not give a lot of ...

Sunday, 30th April 2017, 22:38

Forum: Game Design Discussion

Topic: Monster spell proposal: Multi-OoD

Replies: 6

Views: 2383

Monster spell proposal: Multi-OoD

Dodging orbs of destruction is fun, but not very deep (since they are not so hard to avoid even without screwing up your positioning) and spoilery (since it is hard to tell how fast they are moving without tracking how long they have existed). This is a proposal to solve the first problem, by having...

Sunday, 16th April 2017, 19:02

Forum: Crazy Yiuf's Corner

Topic: [Race Concept] Arachnidian

Replies: 16

Views: 4996

Re: [Race Concept] Arachnidian

Here's a proposal for ensnaring, intended to make the legendary stealth-stabber build both viable and fun for this species: * Ensnaring is on the usual breath timer, used like a breath attack, and available from level 1 * Ensnare always works, but monsters escape quickly (say, in 20 auts) * You can ...

Monday, 6th March 2017, 23:16

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38524

Re: Balancing the Council God

I would be surprised if the god worked without wall jump - running around enemies is quite dangerous if they are able to cut off your escape or pin you against walls. At the same time this means jump only functions to the extent that it makes the positioning game shallower. Suggestion: instead of di...

Friday, 3rd March 2017, 02:19

Forum: Crazy Yiuf's Corner

Topic: Mix up potion of might + brilliance + agility

Replies: 13

Views: 4149

Re: Mix up potion of might + brilliance + agility

dungeonmans has Champion potions which boost all damage(and lower all damage taken), which seems like an ok 'generic' name to me if it's to go that route Ah yes, let us borrow naming conventions from a game called Dungeonmans . This is a good and serious and plausible proposal. This but unironicall...

Thursday, 2nd March 2017, 18:35

Forum: Crazy Yiuf's Corner

Topic: Mix up potion of might + brilliance + agility

Replies: 13

Views: 4149

Re: Mix up potion of might + brilliance + agility

Shard1697 wrote:dungeonmans has Champion potions which boost all damage(and lower all damage taken), which seems like an ok 'generic' name to me if it's to go that route


Ah yes, let us borrow naming conventions from a game called Dungeonmans.

This is a good and serious and plausible proposal.

Thursday, 2nd March 2017, 02:55

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38524

Re: Balancing the Council God

Whirlwind and wall jump are fun because they decrease the cost of running around while you fight, instead of holing up in a corridor. They could possibly be made into actual decisions while increasing this effect if they require you to move around in ways that potentially expose you. Spitballing (wi...

Tuesday, 28th February 2017, 21:20

Forum: Dungeon Crawling Advice

Topic: What would be the best place to use Heaven on Earth?

Replies: 10

Views: 3882

Re: What would be the best place to use Heaven on Earth?

HoE can help you escape through a crowd of enemies as well as fight (since it both decreases LOS and encourages you to run around monsters.) The big danger is that you can't see what you running into. Seconding sooheon that it's not that complicated. Think of it as "scroll of fog + song of slay...

Sunday, 26th February 2017, 23:50

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

Just let undead and demonspawn wield holy weapons. Draconians can already wield dragonbane. TS1's cleansing flame would probably be awkward to use, so she could give 20% holy resistance (analogous to Kiku giving invokable torment and partial torment resistance). Alternatively, TS1 can just sort of s...

Sunday, 26th February 2017, 01:08

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

The only potentially OP case would be Ds (great invocations aptitude could go really well with Zin). I don't think this is a huge problem though. Just want to point out that flavor isn't a huge problem either, if you change some text ("The Shining One is skeptical, but accepts you anyway."...

Thursday, 23rd February 2017, 06:40

Forum: Crazy Yiuf's Corner

Topic: Amnesia God Brainstorm

Replies: 3

Views: 1822

Re: Amnesia God Brainstorm

Active abilities: * Lesser amnesia: make a monster forget your position. Smite-targeted. * Amnesia: make all monsters in LOS forget your position. * Greater Amnesia: make all monsters on the level forget your position. Here "forget your position" should be replaced by "forget where th...

Thursday, 23rd February 2017, 06:32

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

Probably they should be ordered without being categorized, and the ordering should not be very systematic. If you categorize them as "weird," "easy," etc. then a new player is likely to think that this refers to actual game mechanics, rather than someone's opinion. If you order t...

Wednesday, 22nd February 2017, 04:55

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

Careful with that, since XL aptitude is effectively an HP modifier too (and I guess Fighting aptitude but not by much). As a result Hu has significantly better HP than Ds, for example. Good point. Maybe rank by "HP at 400 xp, with 10% of xp allocated to fighting"? Nope, 400 xp is not enou...

Wednesday, 22nd February 2017, 01:20

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

Categorize by HP aptitude? It's clear and definitely means something. It anti-correlates reasonably well with difficulty-for-newbies and weirdness.

Friday, 10th February 2017, 04:41

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 22328

Re: Rework polearms

Mosty agree with everything in Bel's second post, although I find polearm-using cheinagas pleasantly convenient more than anything else. "tab to evoke defensive posture" might be weird if you are fighting a very slow enemy - what if you evoke reaching with a first tab, and have time for a ...
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