Search found 162 matches

Saturday, 7th May 2016, 02:19

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 52263

Re: Remove either orb run or digging

I am saying that one of your problems with digging--that you can use it to clear a vault or a floor--is actually a problem with luring. Sure, stairdancing is OP, but the real problem is that it is so easy to lure enemies back to stairs, which are basically better killholes. Yes, luring is probably ...

Friday, 6th May 2016, 23:47

Forum: Crazy Yiuf's Corner

Topic: Semilinearize!

Replies: 5

Views: 4575

Re: Semilinearize!

"why is this good?" I didn't say it was good. It was just a note. Some noted things are bad. If you post something, I assume you want me and others to read it, think about it, and maybe respond. It is not nice to ask us to spend time doing this if you don't think the content of the post i...

Friday, 6th May 2016, 23:32

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 52263

Re: Remove either orb run or digging

Many people, including me, think stairdancing is sort of regrettable. Anyway, one problem at a time.

I am better with natural killholes though, if they are not too plentiful; like using corridors heavily, at least this falls under adapting to the randomized terrain.

Friday, 6th May 2016, 23:18

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 52263

Re: Remove either orb run or digging

Killholing is too good and boring, blah blah blah. [A paraphrase.] Most consumables in the game are strictly positive: you want to use might or haste whenever you can, to the extent that you can. There are relevant differences, though. Potions of might are much more limited than disintegration char...

Friday, 6th May 2016, 11:09

Forum: Game Design Discussion

Topic: Name Change: Deep Elf -> High Elf

Replies: 9

Views: 2718

Re: Name Change: Deep Elf -> High Elf

I suppose the lore could be changed so that there are high elves underground. But I kind of like the flavor now: deep elves are not, on average, great at combat, but you're fighting tough blademasters and knights. So you must be fighting the best the society has to offer! (And shouldn't you be? You ...

Friday, 6th May 2016, 10:48

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 52263

Re: Remove either orb run or digging

Besides, nobody would really consider digging out all the levels in a 100% optimal manner before the orb run, Of course they would. I did this on my first (and only) nethack ascension. I was hardly going to lose all that work just because of failing to put in that bit of effort at the last moment. ...

Friday, 6th May 2016, 10:23

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 52263

Re: Remove either orb run or digging

Why exempt killholes from being a degenerate tactic? It is good for players, in playing the positioning game, to have to adapt to randomized terrain. Killholes exchange that for doing the same boring thing whenever you can, to the extent that you can. It is boring because is far too strong, and beca...

Thursday, 5th May 2016, 18:32

Forum: Game Design Discussion

Topic: FR: fix two minor annoyances with web traps

Replies: 11

Views: 3171

Re: FR: fix two minor annoyances with web traps

in addition to punishing typos, [webs] also impose an interface burden (escaping the web). I agree; most of the time I step into a web, it's by typo. Other traps (e.g. net traps and Zot traps; I don't know why some and not others) ask you to confirm before you step into them, if you know they are t...

Thursday, 5th May 2016, 07:34

Forum: Crazy Yiuf's Corner

Topic: .rc LUA help

Replies: 4

Views: 1904

Re: .rc LUA help

Try this: look at the readme at that link. In the section on installation he shows you how to make a ''ready function'' which will run each turn. There you should invoke a previously defined function where you check the character's xl (I think you can use you.xl() to do this) and, if it has changed ...

Thursday, 5th May 2016, 03:55

Forum: Game Design Discussion

Topic: FR: fix two minor annoyances with web traps

Replies: 11

Views: 3171

Re: FR: fix two minor annoyances with web traps

Yes, probably I was over-hasty in putting aside the option of making web traps never tear. Doing this entirely disincentivizes ''disarming'' web traps, which is likely for the best. Perhaps I was influenced by its making my life a little bit harder as a player :). I am definitely an amateur when it ...

Wednesday, 4th May 2016, 07:50

Forum: Game Design Discussion

Topic: FR: fix two minor annoyances with web traps

Replies: 11

Views: 3171

Re: FR: fix two minor annoyances with web traps

Right---the problem is that right now you can still ''disarm'' web traps, it's just super annoying to do it.

Wednesday, 4th May 2016, 07:35

Forum: Game Design Discussion

Topic: FR: fix two minor annoyances with web traps

Replies: 11

Views: 3171

FR: fix two minor annoyances with web traps

Two things about webs. 1) Changing the description to mention ''web sense'' Apparently (I was recently told, and the wiki and learndb confirm) some monsters have a ''web sense,'' which means they detect it when the player steps into a web and go to the web. But there is indication of this neither in...
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