Search found 898 matches

Wednesday, 30th December 2015, 10:11

Forum: Crazy Yiuf's Corner

Topic: the merits of incremental development

Replies: 6

Views: 1597

the merits of incremental development

For your information, the dev stance on cutting down the dungeon's size is that it is a good goal, but should be done slowly and carefully over many versions, lest too much gets cut. But shouldn't you just go for where you believe you'll end up, and re-adjust from there as necessary? It is difficult...

Wednesday, 30th December 2015, 10:00

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 67299

Re: Incoming Amulet Reform Discussion

Yes, definitely. The two goals are at odds. The reason I don't mind changing amulets as I have while preferring that rings be the less-swappable slot is that I think the latter is much harder to change without fundamentally changing the game, and thus I don't expect it to happen soon (or, if I'm be...

Wednesday, 30th December 2015, 09:49

Forum: Crazy Yiuf's Corner

Topic: nifty branch restructuring

Replies: 16

Views: 3532

nifty branch restructuring

There are a bunch of proposals to shorten branches, but they all assume that the dungeon's basic structure remains the same, unchanged since Linley. Even the depths reform shortened the main dungeon and put a difficulty breakpoint between levels 15 and 16. Addressing this could simplify branch short...

Wednesday, 30th December 2015, 05:15

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5209

Re: Lacertilians, playable on CBRO

Random god is bad for various reasons. How about passive detection of altars and temple? It makes sense as an innate ability on a species with innate faith. You still have to go through early game and retain choice of god, but you can more easily dive and find the god you want.

Wednesday, 30th December 2015, 02:42

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6889

Re: Curse Retool

sweetrabies wrote:
WingedEspeon wrote:honestly I think we could just do away with curses except for ashe as they are spoilery noob traps.

I don't see how curses are any more spoilery than, say, how smite works.

I think WingedEspion means that curses, unlike smite, have no function other than being spoilery noob traps.

Wednesday, 30th December 2015, 01:16

Forum: Suggestions & Criticism

Topic: Stop making timestamps disappear on thanked posts

Replies: 15

Views: 10256

Re: Stop making timestamps disappear on thanked posts

I like to see a five word post of appreciation. It clarifies whether you mean, "That was funny" or "That was well expressed" or "That is a better way of thinking of that" or "This is the right answer to this question that has been asked and answered a thousand tim...

Wednesday, 30th December 2015, 00:20

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6889

Re: Curse Retool

All the various curse reform suggestions maintain the assumption that a curse must be a "surprise", a trap you fall into inadvertently, which is absolutely not necessary. It doesn't have to be that way. Go ahead and make all cursed items visibly cursed. It's super easy to explain in-game: ...

Tuesday, 29th December 2015, 22:50

Forum: Game Design Discussion

Topic: replace juggernaut self-immobilization with strong knockback

Replies: 12

Views: 3037

Re: replace juggernaut self-immobilization with strong knock

cleaving will not solve sputterflying, but remove the juggernaut's extreme attack delay and sputterflies will not be so much better against juggernauts than against similar threats. If summons are still a problem, you can also make it so that when something is in the knockback pathway, it takes cras...

Tuesday, 29th December 2015, 22:29

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

mechanics-wise Beogh isn't very unique apart from being orc god, if you want to worship Beogh as a non-orc just worship Yred instead That's no better than saying "if you want to worship Beogh as an orc just worship Yred instead" so you haven't made a clear point there. ?1: Hill Orcs Hill ...

Friday, 25th December 2015, 23:19

Forum: Game Design Discussion

Topic: remove lantern's spellpower malus

Replies: 8

Views: 1923

remove lantern's spellpower malus

Before it drained MP, lantern of shadows needed to dampen spellpower so people would not keep it wielded 100% of the time. Now it drains MP, limiting your spellcasting very much. So the spellpower malus is merely a relic from days of the old lantern, and has no purpose. Imagine if lantern used to be...

Friday, 25th December 2015, 23:18

Forum: Crazy Yiuf's Corner

Topic: suspicious of EV averaging and step-downs

Replies: 14

Views: 3190

Re: suspicious of EV averaging and step-downs

In retrospect, I appreciate the way it actually trivializes the damage from trivial monsters. A Hydra shouldn't be a threat to a level 27, dodging 27 character. The thing about that is, you don't care how good your defenses are against the harmless monsters, because they're harmless anyway and you ...

Friday, 25th December 2015, 18:32

Forum: Game Design Discussion

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

Replies: 32

Views: 11411

Re: Pakellas

Of the complaints in the OP, the one I can get behind is narrowness. I hope that removing the -Cast conduct addresses that, but we will see. Out of curiosity, why is it considered bad for one god that supports alternatives to spellcasting to have a hard -Cast conduct, but great (indeed, non-negotia...

Friday, 25th December 2015, 10:35

Forum: Game Design Discussion

Topic: remove maces and flails

Replies: 18

Views: 4726

Re: remove maces and flails

You could also just as easily suggest merging falchions (8dm, +2 acc, 13 speed) with long swords, or halberds (13dm, -3acc, 15 speed), with glaives (15 dm, -3 acc, 17 speed), or rapiers and short swords, or really most of the weapons in the game which have a difference of around 2 base damage and e...

Thursday, 24th December 2015, 22:10

Forum: Game Design Discussion

Topic: remove maces and flails

Replies: 18

Views: 4726

Re: remove maces and flails

There already exist the great mace and the dire flail; they are good; I'm don't suggest changing them to dire/great hammers. Beside the dire flail, which is often a good weapon choice, we have the flail-like whips, which justify keeping the "maces & flails" name. Personally I think dir...

Thursday, 24th December 2015, 21:05

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

You can use the Thank function.

Thursday, 24th December 2015, 09:49

Forum: Game Design Discussion

Topic: replace juggernaut self-immobilization with strong knockback

Replies: 12

Views: 3037

Re: replace juggernaut self-immobilization with strong knock

Sputterflies are good for escaping melee-only monsters, but with self-delaying juggernauts you can get free hits in without endangering yourself by tricking them into hitting summons. Knockbacking juggernauts would attack summons just the same, but they would more quickly destroy them or shift atten...

Thursday, 24th December 2015, 08:14

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

dpeg specifically notes liking the idea of an outsider species being accepted as a Messiah. How on earth would one even know that Crawl's orcs are Cave Orcs, not Hill Orcs? You cannot expect the player to logically deduce that Hill Orcs naturally live out in the open in hilly regions and thus are di...

Thursday, 24th December 2015, 06:07

Forum: Game Design Discussion

Topic: Change the name "gloves of archery" to "gloves of hunting"

Replies: 19

Views: 4658

Re: Change the name "gloves of archery" to "gloves of huntin

Launching refers generically to firing ammo, and "launcher" specifically means "ranged weapon", in a variety of places. For example, here's the description I found, for the obsolete sling. Anyway better than archery. These gloves aid your launching of missiles, like how gloves of...

Thursday, 24th December 2015, 00:31

Forum: Game Design Discussion

Topic: replace juggernaut self-immobilization with strong knockback

Replies: 12

Views: 3037

replace juggernaut self-immobilization with strong knockback

Juggernauts wait something like a couple of turns after swinging. This was obviously done to make them somewhat manageable, but has unfortunate consequences. You get a lot of time to whale on them if they miss, and they can be cheesed by using allies, even simple butterflies. Give juggernauts a spec...

Wednesday, 23rd December 2015, 23:40

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

all before wrote:a dev disagreeing

dpeg didn't necessarily disagree - he just said it won't happen and that this was settled a long time ago, but circle-LOS > square-LOS was also settled a few versions ago, and look where we are now.

Wednesday, 23rd December 2015, 22:43

Forum: Game Design Discussion

Topic: remove maces and flails

Replies: 18

Views: 4726

remove maces and flails

These are the least distinguished weapons in the game. All the other ones have their own, so to speak, personality, or place, in Crawl. But these are easily lumped into the "poor early game weapons" category with no other distinguishing features. This tends to work nicely when there is onl...

Wednesday, 23rd December 2015, 21:51

Forum: Game Design Discussion

Topic: let boosted skills exceed 27

Replies: 6

Views: 1722

Re: let boosted skills exceed 27

this wouldn't be even a noticeable buff to either god, or to anything at all, really. The 27 skill cap honestly may as well not exist Yeah and I acknowledged that it would almost always fail to matter. Why does the skill cap exist at all? Why not raise skill cap to 30, or 40, or 50? You'd break peo...

Wednesday, 23rd December 2015, 21:28

Forum: Game Design Discussion

Topic: change/revert special rod of ignition targeting

Replies: 0

Views: 616

change/revert special rod of ignition targeting

The targeter automatically highlights all squares that would blow up due to the fireball effect, if the beam managed to hit every single target. This can be helpful the first time you try the rod out, because you figure out how it works about 10 seconds faster, assuming you did not read the descript...

Wednesday, 23rd December 2015, 17:03

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

and please mention whether you're talking about simply letting non-HO PCs join, or johlstei's "god of racial purity" conceit

Wednesday, 23rd December 2015, 10:29

Forum: Dungeon Crawling Advice

Topic: Identifying artifacts?

Replies: 7

Views: 2377

Re: Identifying artifacts?

The robe of misfortune disguises itself as an ordinary randart until you identify or wear it, FYI.

Wednesday, 23rd December 2015, 09:39

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

A Beogh that accepts non-orc worshippers is not any more strange than a Yred that accepts non-undead worshippers, a Jiyva that accepts non-slime worshippers, or a Fedhas that accepts non-plant worshippers.

Wednesday, 23rd December 2015, 08:01

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 7058

Re: Swap Haste and Ring of Flames

2) is like old dragon form, 3-5) is like old immolation, but continuous, and 6) is Asmodeus.

Wednesday, 23rd December 2015, 05:46

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

Re: give necromancers Passive Aura of Friendly Reaping

byrel wrote:death channel spectral things don't have spells or abilities

Ah, indeed, so they would not be enormously different from zombies.

Necromancers can have spectral/zombie/simulacrum passive friendly reaping on rotating spellsets.

edit: one of the draconian professions in Zot can be this.

Wednesday, 23rd December 2015, 05:02

Forum: Game Design Discussion

Topic: Change the name "gloves of archery" to "gloves of hunting"

Replies: 19

Views: 4658

Re: Change the name "gloves of archery" to "gloves of huntin

No, let's not replace an ambiguous label with another ambiguous label. Better: gloves of ranged combat, gloves of launching. The tile is really good as it is. It shows an instance of ranged combat - the most identifiable one. The bow and arrow really stick out at you and are easy to see. It's like t...

Wednesday, 23rd December 2015, 04:59

Forum: Game Design Discussion

Topic: let boosted skills exceed 27

Replies: 6

Views: 1722

let boosted skills exceed 27

Keep 27 as the maximum to which you can train a base skill. Let adjusted skill go beyond 27 - this can be through Oka, Ash, Fencer's Gloves, and cross-training. For cross-training (and for Ash? not sure how that formula works) just extend the skill point cost for attaining skill levels, it is eviden...

Tuesday, 22nd December 2015, 20:23

Forum: Game Design Discussion

Topic: Lacertilians, playable on CBRO

Replies: 26

Views: 8779

Re: Lacertilians, playable on CBRO

watch out then, Chei and Ash and maybe Nemelex might have similar issues because they also have passive wrath.

It would be cool if leaving Ru would cancel all the sacrifices you made to him, since he has no active wrath already, kthx.

Tuesday, 22nd December 2015, 20:13

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

Re: give necromancers Passive Aura of Friendly Reaping

There is a number of cases where monsters cast without seeing you. For example, a wall may suddenly explode next to you, and only afterwards, a deep troll earth mage comes into view. Torpor snails slow hostiles (i.e. your allies) in their LOS whether or not they see you; it's not really a spell or a...

Tuesday, 22nd December 2015, 19:21

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

Re: give necromancers Passive Aura of Friendly Reaping

OTOH, we have an issue that zombies are usually non-threatening, and we have the issue that this is gamable by manipulating LOS. I'd suggest making it a buff spell instead Much of Crawl's gameplay revolves around LOS manipulation. You can't suddenly say it would be bad here . If it's a (de-)buff sp...

Tuesday, 22nd December 2015, 07:20

Forum: Crazy Yiuf's Corner

Topic: Yet Another Stupid Meme - IMAGE HEAVY THREAD!

Replies: 75

Views: 22825

Re: Yet Another Stupid Meme - IMAGE HEAVY THREAD!

Image
Spoiler: show
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Untitled.png (818.03 KiB) Viewed 4324 times

Monday, 21st December 2015, 23:55

Forum: Crazy Yiuf's Corner

Topic: suspicious of EV averaging and step-downs

Replies: 14

Views: 3190

Re: suspicious of EV averaging and step-downs

TL;DR version is that EV has two distinct mechanisms that cancel each other out, so why do we even have them.

chequers wrote:
AC doesn't get any step-downs though.
Well, high AC gives spellcasting penalties.

No it doesn't.

Monday, 21st December 2015, 22:03

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

Re: give necromancers Passive Aura of Friendly Reaping

Reasons for lost souls and deep elf death magi to exist concurrently with passively friendly reaping necromancers: You can't reap yourself, and even if you could, you would become a zombie, and stop reaping, but deep elf death magi can restore themselves Unlike necromancers, lost souls are undead, h...

Monday, 21st December 2015, 21:28

Forum: Crazy Yiuf's Corner

Topic: suspicious of EV averaging and step-downs

Replies: 14

Views: 3190

suspicious of EV averaging and step-downs

Hit-or-miss is determined, roughly speaking, by rolling EV twice, averaging the results, and comparing it to the to-hit roll. In practice, there is very little difference between doing this and simply comparing 1d(EV) vs 1d(to-hit)... unless EV is considerably higher than to-hit. Try it out on http:...

Monday, 21st December 2015, 07:18

Forum: Game Design Discussion

Topic: Announcing EV/AC gains

Replies: 17

Views: 3663

Re: Announcing EV/AC gains

Naive question: wouldn't it be possible to smooth the values of AC/EV for all practical calculations (say to the first decimal, like skills), so that these threshold effects become irrelevant? It seems like it'd be unfortunate for "15 EV" and "15 EV" to have different gameplay e...

Monday, 21st December 2015, 06:29

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 7058

Re: Swap Haste and Ring of Flames

even if it was moved to lv5 AND fire only i dont think it would suddenly see much more use its just a shit spell conjure flame is a 2-school lv3 spell and is very useful throughout the early game and into the middle game, so why wouldn't a lv5 single school spell that is conjure flame +++ see no us...

Monday, 21st December 2015, 04:52

Forum: The Dart Board

Topic: Casual league Week 3.

Replies: 17

Views: 8308

Re: Casual league Week 3.

ventricule wrote: converting to TSO to be able to uncurse my mace [of chaos]

you may want to train throwing or conjurations if that's your plan because TSO doesn't like chaos and will place you under penance if chaos becomes venom or draining when you hit something with it

Monday, 21st December 2015, 02:05

Forum: Game Design Discussion

Topic: Fix swapping/stasis/-Tele/statue interaction

Replies: 0

Views: 612

Fix swapping/stasis/-Tele/statue interaction

There are a few inconsistencies. Monster formicids cannot be teleported, hasted, slowed, or paralyzed. Kudos on that. Statues can't be teleported, hasted, or slowed, but they can be paralyzed, so statues don't have stasis but they have something else that doesn't let them be hasted or slowed , hopef...

Saturday, 19th December 2015, 08:30

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to everyone

Replies: 48

Views: 9948

Re: Enable Beogh to everyone

no more SOL than they are now, though - technically. Just consider Mu/Dr/Ds though... Making Beogh a temple god is a separate matter from letting non-orcs worship him. And it's not unprecedented for orcs to proselytize to humans: By all accounts the orcs were not happy with Mennas. They demanded he ...

Friday, 18th December 2015, 04:58

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 7058

Re: Swap Haste and Ring of Flames

One would think that getting RoF on a character that relies on Firestorm would be a no-brainer, but those characters usually ignore RoF instead. Why does this happen?

Thursday, 17th December 2015, 10:48

Forum: Crazy Yiuf's Corner

Topic: nethack updated

Replies: 15

Views: 4144

Re: nethack updated

wow, this is like... imagine if Linley Henzell released an update for Dungeon Crawl around this time.

Thursday, 17th December 2015, 10:45

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

Re: give necromancers Passive Aura of Friendly Reaping

"dead" is usually even more incapacitated than sleeping, paralyzed, etc. so yeah, they don't...

Thursday, 17th December 2015, 08:48

Forum: Game Design Discussion

Topic: give necromancers Passive Aura of Friendly Reaping

Replies: 15

Views: 3841

give necromancers Passive Aura of Friendly Reaping

Basically, give Necromancers have the ability to turn monsters you kill into zombies immediately upon death. This gives Necromancers an interesting ability while getting around the problem of encouraging players to butcher corpses. The resulting gameplay would resemble dealing with Lost Souls. If th...

Thursday, 17th December 2015, 08:27

Forum: Dungeon Crawling Advice

Topic: Recanting on iron rod

Replies: 20

Views: 5119

Re: Recanting on iron rod

Siegurt wrote:Lightning uses variable charges, so more is nearly always better

Lightning uses 2 charges on the initial warm-up zap, and 5 on every subsequent zap, so 18 is hardly better than 17, unlike say Iron.

Thursday, 17th December 2015, 02:39

Forum: Dungeon Crawling Advice

Topic: Recanting on iron rod

Replies: 20

Views: 5119

Re: Recanting on iron rod

Iron is still best, you can try Ignition though. You're likely more limited by the kinds of rods you have and their max charges, for example supercharging a 10/10 rod is much better than supercharging a 17/17 rod.
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