Search found 59 matches

Monday, 15th February 2016, 14:16

Forum: Game Design Discussion

Topic: Amulet of reflection too strong on certain characters?

Replies: 26

Views: 7157

Re: Amulet of reflection too strong on certain characters?

Shield of Reflection has been around for a long time.
This does the exact same thing, SH value aside.
I think some people now realize it was better than they gave it credit for.

Friday, 5th February 2016, 17:40

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

The things I have seen described want to essentially mesmerize or effectively root the player and force them to fight anything they see, be this by swiftness or putting monsters behind them etc etc. These actions aren't really dungeon crawl though, like its more like the old D&D goldbox games wh...

Friday, 5th February 2016, 15:31

Forum: Game Design Discussion

Topic: Remove Spell Buffs

Replies: 123

Views: 28465

Re: Remove Spell Buffs

Could you not just have charms give you a certain -mp based on the spells cost? Maybe have the cost be reduced by skill in the charms tree by up to some amount to make it a partial penalty so it impacts casters less if they train the skill more? Ex. Ozu's reduces your max Magic by 3, RMSL by 2. This...

Friday, 5th February 2016, 14:54

Forum: Dungeon Crawling Advice

Topic: Kiku advices

Replies: 12

Views: 2585

Re: Kiku advices

Vampiric Draining is a very powerful spell you can get, also as a Ne it and bolt of draining allow you to dip into depths if you feel like being a little risky once you clear dungeon orc/lair because it has a high spell power cap and if you find any Spriggan bands on U:1 that will get you a demon wh...

Sunday, 31st January 2016, 03:56

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 7238

Re: Wand removal nitpick

Other nitpick: Invis Wands and Rings were removed. Cloak of invis, you say, and thats fine. Felids get hit hard by this choice, as getting either a wand or a ring was a major boon that heavily flavors the run, and they don't have access to the invis cloak. RIP invis wand and ring. I'll pour a 40 on...

Saturday, 30th January 2016, 22:55

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Especially considering the amount of work you would have to put into fixing this without detracting from other parts of the game. Except that we have access to the source code, and code for fixing it, so it should not be much work. And how do you even detract from other parts of the game? You may h...

Saturday, 30th January 2016, 21:03

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

As a reference, I play mostly noisy casters, and I've found myself luring quite a bit. Spells make a huge amount of noise, causing monsters to cone in from all over, and I only have a limited amount of mp. I find it safer to lure the enemy back a little bit (not multiple screens though, too tedious...

Saturday, 30th January 2016, 19:13

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 7238

Re: Wand removal nitpick

Please put frost back in, and remove flame instead, so we still have a cold-damage wand. There are already more sources of evokable fire than cold: - Lamp of fire makes fire - Rod of ignition makes fire - Rod of clouds can produce both damage types - Rod of destruction can produce both damage types...

Saturday, 30th January 2016, 18:24

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Tiktacy: If you argue that luring is not necessary or even less than optimal, I'll be all ears: it'd mean that its status changes from "tedious no-brainer" to "negative action", and we don't have to punish already bad behaviour. However, I am afraid that luring is basically ever...

Thursday, 28th January 2016, 22:14

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Isn't that what this was in the first place? You could easily say an Enchanter is unfair because they can just confuse essentially every single enemy in the entire dungeon and you can almost single handed do a 3 rune run with just confuse. I guess we should remove the spell because it provides a ch...

Thursday, 28th January 2016, 21:09

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

This is devolving into mental ginastics now. Isn't that what this was in the first place? You could easily say an Enchanter is unfair because they can just confuse essentially every single enemy in the entire dungeon and you can almost single handed do a 3 rune run with just confuse. I guess we sho...

Thursday, 28th January 2016, 16:10

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

kuniqs wrote:Swamp worms had just lost the submerge ability 'cause it was annoying as hell...



More like Sea Snakes or trapdoor spiders, which are not "annoying as hell" the reason swamp worms were annoying is because they were restricted to water entirely. This would not be the case.

Thursday, 28th January 2016, 15:04

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Crawl is a complex game with any changes made sure to impact in ways not fully expected. What one person thinks is a nerf, may be a buff to another. Surely changes should be made - it keeps the game fresh and interesting, but changes should be made keeping an overall design goal in mind. Since I'm ...

Thursday, 28th January 2016, 02:56

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

How does this end up being anything except a nerf to ranged classes,stealth, casters? Okay, you keep saying this, so let me clarify: there's nothing wrong with changing balance in the process of fixing things . If we're not allowed to change anything that nerfs a playstyle in any way, we can't ever...

Wednesday, 27th January 2016, 23:37

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

One solution would be to combine IVAN and Brogue: ⋅ IVAN: You can run, doubling your movement speed or more, but after a fairly short period it massively hampers your combat abilities, and also increases food consumption. ⋅ Brogue: Monsters can follow you across levels, and grou...

Wednesday, 27th January 2016, 21:06

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

I am very fine with more deaths. I don't have a problem dying. I have a problem dying because there is no tactically correct decision to make. Making adjustments to essentially make all classes "Naga" isn't really ideal. Neither is making stealth useless because everything either shouts c...

Wednesday, 27th January 2016, 20:53

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Its not as though I watch people play and see "rampant luring" taking place. Id like to see a reason why this is a problem other than then the starting posting say "because someone said so". it takes a long time and it's dull but it's effective, so you have to do it or suffer co...

Wednesday, 27th January 2016, 20:35

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

Ceann: It's a given that changes imply follow-up changes. We're talking about a very basic rule, so any change would have substantial impact. Being afraid of changes because of this leads to stagnation. A laundry list of rhetorical questions is not going to help. Neither does saying "there are...

Wednesday, 27th January 2016, 20:00

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

So can you please elaborate more on what these other choices are? If what I stated was wrong, explain why it is wrong. Suppose there are five weapon types in a game. One weapon type, rifles, is vastly better than the others in every way; the others are all pretty well balanced. It may at first glan...

Wednesday, 27th January 2016, 19:11

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

The more things you remove the less ways there are to actually play the game as people get forced to play a particular way. The rest is also not correct, but I wanted to mention specifically that choice removal can lead to more, and more meaningful, choices. So can you please elaborate more on what...

Wednesday, 27th January 2016, 17:50

Forum: Game Design Discussion

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

Replies: 196

Views: 59945

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

I don't really see how luring in a problem. Sometimes tactically it is the only thing you can do, or you need to run away to regain magic, or this ogre hit you twice in a row and you have 15 hp left. So lets give monsters that can chase you until you starve to death while food is meaningless to them...

Wednesday, 13th January 2016, 01:40

Forum: Game Design Discussion

Topic: Differentiate swords and maces by damage distribution

Replies: 30

Views: 7955

Re: Differentiate swords and maces by damage distribution

You could just leave the damage the same, but give maces some form of AC penetration or perhaps ignore some SH and find something fitting for swords maybe like parry or something. This would prevent having to raise mace damage while giving them a bonus that would be in-line with what maces are actua...

Tuesday, 12th January 2016, 02:15

Forum: Game Design Discussion

Topic: Amulet of Dismissal change

Replies: 1

Views: 1005

Amulet of Dismissal change

It seems like it wants to be a defensive amulet, how about maybe changing it to something along the lines of... when an enemy deals damage to you, chance for them to become blinded, confused, feared, slept, paralyzed etc. Along the lines of hexes or Ru debuffs and I think it would make it more appea...

Saturday, 9th January 2016, 01:20

Forum: Game Design Discussion

Topic: Distortion should create an aura

Replies: 28

Views: 5493

Re: Distortion should create an aura

Whether or not the people making complaints are deficient as human beings is irrelevant to the issue. The issue under discussion has nothing at all to do with tactics -- it's purely a matter of interface. In particular, that the presence of a dangerous brand is not conveyed as naturally as the impo...

Friday, 8th January 2016, 21:45

Forum: Game Design Discussion

Topic: Removing Banishment From Distortion Brand

Replies: 18

Views: 3923

Re: Removing Banishment From Distortion Brand

@Dynast: No, other weapons progressively kill you and can be dealt with more reasonable. The reason distortion brand is different is because it can potentially take you from full health to dead in a single turn. I only remember being banished via distortion once, and it certainly felt like an unfai...

Friday, 8th January 2016, 21:25

Forum: Game Design Discussion

Topic: Distortion should create an aura

Replies: 28

Views: 5493

Re: Distortion should create an aura

I really don't see what the big deal here is, I would assume that majority of the people that are complaining about Distortion are the ones who lay their elbow on the Tab key and don't like it when they suddenly appear in the abyss while fighting a pack of Orc warriors and since you are a platemail ...

Friday, 8th January 2016, 21:08

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: MuGl of Gozag: Getting started?

Replies: 34

Views: 8165

Re: CIP: MuGl of Gozag: Getting started?

I would recommend Ne start for Mu, you can easily branch into a hybrid if you want to melee by wearing light armor. Getting Troll Leather Armor helps a lot because it lets you run from things and heal quickly, what I typically do is go with Sif instead of Gozag, reason being that you just raise your...

Friday, 8th January 2016, 17:41

Forum: YASD! YAVP! and characters in progress too

Topic: Waht?

Replies: 2

Views: 1027

Waht?

Ceann the Conjurer (level 6, 0/32 HPs)
Began as a Tengu Fire Elementalist on Jan 8, 2016.
Was an Initiate of Vehumet.
Killed by miscasting Sticky Flame (32 damage)

d - Sticky Flame Conj/Fire ###..... 17% 4 ####...

Friday, 8th January 2016, 17:34

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - potion not identified correctly

Replies: 6

Views: 1560

Re: YASD - potion not identified correctly

Also... why are we sandblasting a Troll while using a Whip of Pain as an EE with 0 Necromancy and not wielding our stones?

You have to wield your stones in order to enhance the damage of sandblast.

Friday, 8th January 2016, 17:30

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP THAT'S WHY rMut IS NEEDED

Replies: 10

Views: 2621

Re: YAVP THAT'S WHY rMut IS NEEDED

ZipZipskins wrote:You did a 15-rune run with all those mutations, I'd say that's much better evidence that rMut is not needed



Or maybe its just another example of Chei + Statue being ridiculous.

Friday, 8th January 2016, 01:03

Forum: Game Design Discussion

Topic: What function do crimson imps serve?

Replies: 31

Views: 7746

Re: What function do crimson imps serve?

I remember long ago, you head down some stairs and see an imp and between you there is this wand sitting on the floor... and you know he is gonna get to it first.

Tuesday, 5th January 2016, 13:50

Forum: Game Design Discussion

Topic: Hell reconfiguration suggestion

Replies: 29

Views: 5382

Re: Hell reconfiguration suggestion

The only issue I have with the proposed change to Hell floors is that sometimes you only have good resists for one or two of the particular branches so you want to do those specifically. If I only have rF but rCCC and but that branch is on the bottom floor and Gehenna is first, then I have a problem...

Tuesday, 5th January 2016, 13:36

Forum: Game Design Discussion

Topic: Bump Necromut Down to Level 7

Replies: 34

Views: 7337

Re: Bump Necromut Down to Level 7

I think if it gave the drain brand for UC on a neck the same as necromutation does, then it might be an amulet that UC would want to get an use. I think one of the problems that necromutation suffers is that it wants you to raise necromancy high in order to cast this, in which case you probably feel...

Monday, 28th December 2015, 15:53

Forum: Crazy Yiuf's Corner

Topic: Most ridiculous run

Replies: 15

Views: 3712

Re: Most ridiculous run

I am inclined to believe that the cause of death was overconfidence in GDA and excessive application of elbow to the Tab key.

Saturday, 19th December 2015, 03:48

Forum: Game Design Discussion

Topic: Make Malmutate Check MR

Replies: 7

Views: 2018

Re: Make Malmutate Check MR

My problem with the removal of rMut is that it creates this situation of having NO mutations or that positive ones may as well not be there in extended. Granted if you do get some early nice mutations you can have them for the early-mid game but if you want to do anything in Pan you should except to...

Saturday, 19th December 2015, 01:43

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

Just read the OP. He is complaining that an enemy that he thought was a push over threat, was changed into something that was not. The situation now that is he does not understand how to tactically deal with them. I don't really have a problem with how they are designed, people seem to be using the ...

Saturday, 19th December 2015, 00:54

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

"eat while getting smacked around" mini-game (this is not fun either). I was thinking about this in my kitchen earlier. It is like you character has a candle lit dinner ready and sitting at the table with a fabulous rib eye just waiting to be eaten but then you forgot the A-1 so you get u...

Saturday, 19th December 2015, 00:07

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

um, you guys do realize that he was paralysed by starvation and being paralysed kind of shits on your EV I have a Gr morgue of my own with roughly the same stats "actually even less Dex" with max Armour,Dodging who would only have 14 EV without his +EV items equipped. So without maxed arm...

Friday, 18th December 2015, 23:40

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

The reason you need to eat so much is because you have 5 skill in dodging and you are wearing GDA. If you were wearing medium armor and had 20-30 EV you wouldn't have to sit in your armor and cram your face every turn. You're talking about the morgue in the OP? He had 22.5 dodging skill (with Heroi...

Friday, 18th December 2015, 22:18

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

By the time any character gets to Zot, it shouldn't be a "melee character" anymore, but should have some decent ranged option. Tiktaky, because if you know how death cobs work, there is almost 0% chance that you'll die to one, as opposed to orbs of fire being an actual threat. Death cobs ...

Friday, 18th December 2015, 22:09

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

The reason you need to eat so much is because you have 5 skill in dodging and you are wearing GDA. If you were wearing medium armor and had 20-30 EV you wouldn't have to sit in your armor and cram your face every turn. Like wtf is this foolishness of "I built my character a certain way so they ...

Friday, 18th December 2015, 16:28

Forum: Game Design Discussion

Topic: Gourmand buff: rFaint

Replies: 15

Views: 3909

Re: Gourmand buff: rFaint

If you remove food you practically have to redesign the entire game. Beserk has food costs, Evo and Invo have food costs, spells has food cost. If you could simply spam any of these ability's as much as you want, without penalty the entire game would change dramatically in favor of the player. Anyon...

Friday, 18th December 2015, 16:17

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 6894

Re: Swap Haste and Ring of Flames

dynast wrote:I would rather remove haste from the spellbook AND the wand and leave it only on potions. Or, if you want to go the other way, add a "Might" spell instead.


Need wand for Mu reasons.

Friday, 18th December 2015, 16:10

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 66121

Re: Incoming Amulet Reform Discussion

So what I am noticing so far in playing Trunk is that I sort of feel like these new amulets don't have a purpose. If I find Faith or Regen I wear those and the others I don't just pay any attention too, Dismissal seems like it would be usable on a caster though. While rMut and Clarity had narrow fun...

Friday, 18th December 2015, 15:36

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 18107

Re: Death Cobs in .17

People... The only time I have ever almost died to Death Cob's is when I went down into the Zot entrance and there was three of them all within 1 tile of the stairs and I was GrFi. I had to pull them up, I had to use two blink scrolls and haste to kill them and countless food items. But you know wha...

Tuesday, 15th December 2015, 16:24

Forum: Crazy Yiuf's Corner

Topic: PSA: New monster spell and more changes to Elf monsters

Replies: 24

Views: 5082

Re: PSA: New monster spell and more changes to Elf monsters

I think that kill holes are more to the benefit of melee than casters. Anytime I have gone to Elf with a caster, I usually have Freezing/Venom Cloud or Fireball/Bolt of Draining which really just kills everything in there. You can throw poison on them and run away, the DE Elementalist wasnt really a...

Tuesday, 15th December 2015, 16:11

Forum: Game Design Discussion

Topic: PSA: Amulet of Clarity => Amulet of Harm

Replies: 84

Views: 25601

Re: PSA: Amulet of Clarity => Amulet of Harm

I don't really get the complaints so much about this... Its called trunk for a reason, so people can test it. What you should be doing is playing with it and saying... "this is my experience with this amulet" "these are the things that have happened when I don't have access to clarity...

Saturday, 12th December 2015, 23:18

Forum: Crazy Yiuf's Corner

Topic: Rant: Dynast's Current DCSS Analysis

Replies: 42

Views: 12296

Re: Rant: Dynast's Current DCSS Analysis

I understand that you could have trained icebeast, it was an example. My point is that races with positive aptitudes can get to the required skills level for ability's to handle certain threats earlier than those no positive aptitudes. In some cases far before others. -1 and -2 exp should get point ...

Saturday, 12th December 2015, 20:43

Forum: Crazy Yiuf's Corner

Topic: Rant: Dynast's Current DCSS Analysis

Replies: 42

Views: 12296

Re: Rant: Dynast's Current DCSS Analysis

You have people that are doing 30-40k 15 rune runs. I can't really imagine that they couldn't manage a 3 rune in even less turns. Once you get into doing actual speed runs "which seems to be more about avoiding content than actually playing it" it makes one wonder what exactly you are pla...

Saturday, 12th December 2015, 20:04

Forum: Crazy Yiuf's Corner

Topic: Rant: Dynast's Current DCSS Analysis

Replies: 42

Views: 12296

Re: Rant: Dynast's Current DCSS Analysis

You have people that are doing 30-40k 15 rune runs. I can't really imagine that they couldn't manage a 3 rune in even less turns. Once you get into doing actual speed runs "which seems to be more about avoiding content than actually playing it" it makes one wonder what exactly you are play...
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