Search found 162 matches

Tuesday, 2nd August 2016, 00:04

Forum: Game Design Discussion

Topic: Keyboard shortcuts for equipping

Replies: 11

Views: 2891

Re: Keyboard shortcuts for equipping

andreas: We have changed basic UI components before.... However, I think we should design with a mind towards new players. If it's better for them, I am fine with expecting oldbies to adapt -- after all, it'll be eventually better for them as well. Oh sure. I didn't mean that it is always bad to ma...

Monday, 1st August 2016, 22:26

Forum: Game Design Discussion

Topic: banishing TRJ should change the walls of slime:5 to rock

Replies: 5

Views: 1962

Re: banishing TRJ should change the walls of slime:5 to rock

Re: lava. It's nice flavor-wise, but I'd prefer not to have to find and drag down a source of flying just to clear the lava. If I bother with flight at all in a game, I've usually dropped it by that point. At least I always have digging with me, if it's in the game at all. Blinking over and over to ...

Monday, 1st August 2016, 22:05

Forum: Game Design Discussion

Topic: Keyboard shortcuts for equipping

Replies: 11

Views: 2891

Re: Keyboard shortcuts for equipping

It seems to me to rather clearly be a matter of taste or personal preference or whatever. Would an rcfile option to govern this be acceptable?

(I do agree that forcing long-standing players to reform their habits in this regard is a bad idea.)

Monday, 1st August 2016, 22:03

Forum: Game Design Discussion

Topic: Remove/reform written description of MR level

Replies: 17

Views: 4546

Re: Remove/reform written description of MR level

Just use numbers already.


Agreed. Three pips is anyway a number already, of course... just a less clear number than could be used.

Sunday, 31st July 2016, 18:12

Forum: Game Design Discussion

Topic: banishing TRJ should change the walls of slime:5 to rock

Replies: 5

Views: 1962

banishing TRJ should change the walls of slime:5 to rock

Make banishing TRJ, either by the AK skill or by hitting with a distortion weapon, unlock the walls of Slime 5 (i.e., turn the walls from stone to transparent rock). Banishing an enemy is in general effectively defeating them. It's easy enough to not notice, or to forget, that banishing TRJ is not l...

Saturday, 30th July 2016, 16:20

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

...I guess I don't really see "blastiness" as a meaningful property. Are you saying something like: cloud spells and sticky flame aren't blasty, throw frost and fireball are? The word is used with enough agreement in the dcss context that I think it must have meaning. It doesn't apply to ...

Friday, 29th July 2016, 01:59

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

If there was ever a point where you actually had to make a choice of one out of 27 options, it would have shown you all of them. I bet it asked you to choose your country, language, and time zone. What was the interface for that? Yes, it did in this case, but luckily I don't find it requires much t...

Friday, 29th July 2016, 01:49

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

No, I meant that players tend to play IE AE etc as "blasters." I would guess you're right that new players don't tend to hybridize with Wz. I think Wz could use some rebranding too; it's a bit of a trap to pick DEWz (or similar) when you want a blasty conjurer (one I fell into incidentally...

Friday, 29th July 2016, 01:37

Forum: Crazy Yiuf's Corner

Topic: Should Sif get another buff? Wiz bonus?

Replies: 34

Views: 9436

Re: Should Sif get another buff? Wiz bonus?

+wiz (passive) +enhancer (passive) +3 to Spellcasting apt (passive) At that point I might consider worshipping Sif. That's pretty insane. Why on earth would anyone ever, ever pick Vehumet if Sif, who is already probably usually better than Veh, also gave you Wiz and an enhancer for everything? So y...

Friday, 29th July 2016, 01:25

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

Yes, I guessed you might say that. That's why I already replied to it.... In any case, it seems to be a moot point.

Friday, 29th July 2016, 01:10

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

GUIs have dropdown menus because they contain interactions that are incidental to the primary activity of the application, and they are styled to conform to user expectations from menus and to stay out of the way of the application's primary activity. When the background selection screen appears in...

Thursday, 28th July 2016, 19:33

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

Re: merge elemental mages into one background

So in a nutshell, your proposal is "add an extra keypress to select one of the 'elementalist' backgrounds"? Yes. I am thinking about how gui's organize menus in general. Imagine hitting alt-F in your browser and seeing 27 options. It is way too many. Even if the power users complain about...

Thursday, 28th July 2016, 18:49

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5845

merge elemental mages into one background

Apologies if this is old hat. The idea is: make all the elemental casters into one background, "elementalist." Present choice of element analogous to choice of weapon for backgrounds that get such a choice. Display what is currently background description under list of elements. No gamepla...

Thursday, 28th July 2016, 18:37

Forum: Crazy Yiuf's Corner

Topic: Too many food shops!

Replies: 22

Views: 5435

Re: Too many food shops!

They're bit huge. What's confusing about that?

Wednesday, 27th July 2016, 01:40

Forum: Game Design Discussion

Topic: Don't spawn player ghosts in portals

Replies: 23

Views: 5434

Re: Don't spawn player ghosts in portals

PowerOfKaishin wrote:In any case, if ghosts are meant to be killable I want a guide on how to do so reliably. If I don't want to flee from a bailey how do I dispatch the ghost? ...


I see no reason to think that a character should always be able to kill everything it comes across.

Wednesday, 27th July 2016, 01:32

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40393

Re: Terrible design choice and service

I don't know anyone who actually marks walked-over tiles. Besides you, I guess. For a normal player's experience, shafting usually happens when exploring, but also sometimes when retreating/running away or whatever. You don't have to literally mark squares. You can improve your chances of winning b...

Wednesday, 27th July 2016, 01:12

Forum: Game Design Discussion

Topic: Remove Berserker Background

Replies: 41

Views: 11600

Re: Remove Berserker Background

Why is that desirable, anyway? Offhand it seems fine to me if some areas of the game have to be "unlocked" by becoming good enough to get there. We don't think that new players should get a chance to feel Pan, Vaults, or Zot before getting there the hard way. Also, I wonder how many new pl...

Saturday, 23rd July 2016, 03:56

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3138593

Re: Best/Worst Artifacts

How does this happen? Two seperate rN+? Why didn't it roll them together into rN++? Did the armor actually give two pips of rN? It's just one rN+. My rcfile is set to automatically add inscriptions to dragon armours giving the resistances they have as that type of armour. (I don't know why it's a g...

Saturday, 23rd July 2016, 03:03

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23948

Re: mild alt to abstracting weapons

Does unicode include the ability to have diacritics over numbers? I ask about once a year whether we could use diacritics to add information in console. It doesn't seem to be possible at this time (perhaps we're bound to xterm so strongly?). Would be wonderful to enrich console through umlauts. I'm...

Tuesday, 19th July 2016, 15:56

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23948

Re: mild alt to abstracting weapons

Well, how about that! What is the application, do you know, besides for use in roguelikes?

Tuesday, 19th July 2016, 11:21

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23948

Re: mild alt to abstracting weapons

Personally I think I'd rather just have different diacritics for different weapon classes (polearm/axe/etc). I doubt I would end up keeping track if every different type (glaive/halberd/etc.) has a different diacritic. Or, it would be okay if all the different polearm marks (and so on) were similar ...

Tuesday, 19th July 2016, 03:52

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14516

Re: Make /digging temporary

I've posted about this again and again, but I think it'd be very good if as you're running up, the dungeon is "falling apart" This sounds flavorful and fun to me! Digression: Autotravel finds the optimal route to the exit. I'm sort of skeptical of this. There are other desiderata besides ...

Monday, 18th July 2016, 05:51

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3138593

Re: Best/Worst Artifacts

  Code:
You finish putting on the +10 pearl dragon armour "Milir" {*Drain rPois rN+ rCorr MP+9, rN+}

It'll drain me, you know, if I ever take it off.

Tuesday, 12th July 2016, 01:23

Forum: Dungeon Crawling Advice

Topic: Zig Combo?

Replies: 19

Views: 4956

Re: Zig Combo?

Throw in weapons and shields etc., too. Just be able to train what you want, without having to lug stuff around or otherwise unlock the skill

Tuesday, 12th July 2016, 00:20

Forum: Game Design Discussion

Topic: Abstract away monster weapons

Replies: 39

Views: 9894

Re: Abstract away monster weapons

Flagging substantive unintended consequences of a proposed change seems pretty on topic to me. Yes, maybe a consensus develops that the consequence doesn't matter, or that some particular compensating change should be made: but neither will happen if it's never mentioned in the first place. Maybe yo...

Monday, 11th July 2016, 23:55

Forum: Dungeon Crawling Advice

Topic: Advantage of M&F

Replies: 10

Views: 2850

Re: Advantage of M&F

Demon whip is almost guaranteed in Depths from hell knights. Until depths is a long time to wait for the weapon you're going to pour your ?enchant weapon into. Sometimes I switch anyway---sometimes a really nice dwhip drops, or the game was short on ?ew---but I wouldn't deliberately hold out for an...

Monday, 11th July 2016, 23:49

Forum: Crazy Yiuf's Corner

Topic: tstbtto

Replies: 24

Views: 6638

Re: tstbtto

Rast wrote:I play old versions a fair bit, so when I have a good game I'm likely to encounter a lot of self ghosts:

http://crawl.akrasiac.org/rawdata/rast/ ... 051319.txt
Killed:
....


Huh. Why are you playing .16/old versions? I'm just curious.

Monday, 11th July 2016, 23:38

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9259

Re: Qazlal Tweaks

So what you get out of that is that not allowing something nobody does anyway is an excellent idea? Okay. But it would be simpler and as effective to make Shadow Step work only on resting/dormant monsters .... I don't know, perhaps so. Maybe make a thread about Dith if you are very concerned with h...

Monday, 11th July 2016, 09:03

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

um, and some do

Monday, 11th July 2016, 07:20

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

What? Do you think it's spoilery that monsters don't pick up and wear gloves, cloaks, and boots, or spoilery that monsters don't read scrolls of acquirement and quaff potions of mutation? Yes, I do. To be honest I think the whole thing with how monsters interact with armour/weapons/items in general...

Monday, 11th July 2016, 06:07

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

I think we might have a different evaluation of how bad it is for an optimal player to have to press x-JJn-v a handful of times a game to view what an enemy has. I don't think it is bad enough to start introducing weird special cases or removing interactions (stoppage+reflection) that don't have oth...

Monday, 11th July 2016, 05:57

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

Am I misunderstanding what pops up in the message feed right now? I took the problem with the proposal as it stands to be that you should x-v everything that could have a shield and amulet, which is awful. My proposal would have you x-v everything that has a glowing shield, which I find to be far le...

Monday, 11th July 2016, 05:47

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

If you don't know that enemies can't wear amulets, then you have, as far as you know (once you realize that reflection and stoppage stack), a reason to x-v everything that could have both a shield or an amulet. You'll either do it, which sucks, or not and think you should, which also sucks.

Monday, 11th July 2016, 05:41

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

Well the point isn't that there's some important mechanic that gets lost if monsters can't use amulets. But making monsters unable to use amulets only changes your behaviour for the better (by making you not worry about this combination of effects) if you happen to know the obscure bit of meta that ...

Monday, 11th July 2016, 04:55

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7838

Re: stoppage ego

How about printing in the message area when something comes into view wearing a glowing shield, as we print when something comes into view wielding a glowing weapon? This still means the occasional x-v-ing to check if the monster also has an amulet, but enemies with magical shields are rare enough t...

Monday, 11th July 2016, 04:25

Forum: Game Design Discussion

Topic: Rename Crystal Plate Armour to Iron Dragon Armour

Replies: 48

Views: 14240

Re: Rename Crystal Plate Armour to Iron Dragon Armour

The rareness of CPA is good, imo. It makes it a bigger deal when you find it (or are gifted it). It's an even bigger deal when you find it and it's actually a good idea to use it. Dragon hides are common in comparison. The niche of very heavy, good but usually impractical dragon armour is already fi...

Sunday, 10th July 2016, 17:40

Forum: Crazy Yiuf's Corner

Topic: tstbtto

Replies: 24

Views: 6638

Re: tstbtto

I would love an rcfile option that prevents your deaths from leaving ghosts. At any rate bots shouldn't leave ghosts, they play too fast/too much. But I don't see why the same option should be extended to humans. But I do feel there should be more consistently. Why? I like that games of crawl vary,...

Thursday, 7th July 2016, 20:07

Forum: Dungeon Crawling Advice

Topic: Starting DCSS

Replies: 42

Views: 9920

Re: Starting DCSS

When I was starting out a guide written by patashu I believe was very helpful to me. I looked fro it and couldn't find it. "Do not walk toward monsters" was the paradigm-shifting advice fro me as well. And yes, MiBe was my first win. This? It's also included as part of a useful faq on red...

Friday, 1st July 2016, 21:39

Forum: Dungeon Crawling Advice

Topic: Mini guide to transmuters

Replies: 28

Views: 13383

Re: Mini guide to transmuters

tasonir wrote:I'm looking for some feedback and I'll polish it up and then use it as a go to copy/paste whenever transmuter questions are asked.


Put it on the wiki. You'll help those who use the wiki without asking here or on reddit, and you can swell with pride every time someone badmouths the wiki guides.

Wednesday, 29th June 2016, 00:00

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 29816

Re: Let us turn off ghost generation.

This is only incidentally about ghosts. This happens when there's a speed 10 threat that's bad enough that the right response is backing up to the stairs and going down another stair. Eg ogres cause a similar effect on some characters.

Tuesday, 28th June 2016, 07:12

Forum: Game Design Discussion

Topic: Remove hangedman_screamer Vault

Replies: 33

Views: 8946

Re: Remove hangedman_screamer Vault

Whoops. I was confused and thought the gammafunk quotation was about hangedman_screamer when I wrote that. Sorry.

Tuesday, 28th June 2016, 04:48

Forum: Crazy Yiuf's Corner

Topic: Dynast's strength meter for Gods.

Replies: 29

Views: 8948

Re: Dynast's strength meter for Gods.

What is the meaning of the red x's that are separated from the bulk of the red shape? (Like, Xom has four unconnected x's at the corners.)

The chart is pretty.

Tuesday, 28th June 2016, 04:09

Forum: Game Design Discussion

Topic: Remove hangedman_screamer Vault

Replies: 33

Views: 8946

Re: Remove hangedman_screamer Vault

Stop autoexplore when the vault's edge is in LOS, so that the player has a chance to recognize the vault Stop autoexplore from ever entering vaults. (Some vaults are big enough that it should probably be okay to autoexplore once you're in a vault.) The problem with autoexplore is that autoexplore i...

Saturday, 25th June 2016, 20:27

Forum: Dungeon Crawling Advice

Topic: Uskayaw

Replies: 1

Views: 962

Re: Uskayaw

Take a look at this thread if you haven't seen it already, where similar things were discussed

viewtopic.php?f=5&t=20150&p=272886#p272886

I think this may be before some tweaking of the numbers, though.

Saturday, 25th June 2016, 20:07

Forum: Dungeon Crawling Advice

Topic: Demise Talks Crawl: Strats, Tips, Theories

Replies: 20

Views: 5011

Re: Demise Talks Crawl: Strats, Tips, Theories

@Sandman25: I think his stronger point is that people use the "playstyle" concept to justify not improving, and in particular to ignore the weakness in their grasp of fundamental tactics. There's not necessarily any problem with having a "style" that lowers your winrate---it's a ...

Tuesday, 21st June 2016, 09:28

Forum: Crazy Yiuf's Corner

Topic: List of ships

Replies: 51

Views: 14819

Re: List of ships

Tell me now, you Muses who have your homes on Olympos. For you, who are goddesses, are there, and you know all things, and we have heard only the rumour of it and know nothing. Who then of those were the chief men and the lords of the Danaans? I could not tell over the multitude of them nor name th...

Tuesday, 21st June 2016, 05:07

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 29816

Re: Let us turn off ghost generation.

Probably if they did start putting exact number in, people would notice that a typical Lair ghost often has higher AC, EV, or hp than an orb of fire. [...] A really good ghost is not just inappropriately strong for its location; it is stronger than everything else in the whole game. The combat syst...

Tuesday, 21st June 2016, 04:53

Forum: Game Design Discussion

Topic: Are Shoals/Nest Intentionally Much Harder?

Replies: 29

Views: 10608

Re: Are Shoals/Nest Intentionally Much Harder?

The main difficulty in spider nest is that it has huge monster density so you aren't allowed to rest while you're in spider. This tries to kill you via annoyance, so it should probably be changed since I don't think that's supposed to be the way crawl tries to kill you. Then again, since all four o...

Monday, 20th June 2016, 10:36

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 29816

Re: Let us turn off ghost generation.

Griefer will mummy scum.

edit: I'm an idiot, please ignore.

Monday, 20th June 2016, 09:59

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 29816

Re: Let us turn off ghost generation.

Rast wrote:I agree with this part. The game should evaluate the strength of a ghost, and if it's too much for where it died, place it deeper.


Seems like Rast's idea would help a lot with griefers. Even easier: just don't place ghosts if the ghost would be beyond some xl bound that is a function of the depth.
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