Search found 64 matches

Monday, 8th August 2016, 05:58

Forum: Game Design Discussion

Topic: Autoexplore deaths

Replies: 18

Views: 4545

Re: Autoexplore deaths

Humans are pattern matching machines, and we deal with incomplete data sets. Of course if I see something different recently in the pattern I'm going to make an extrapolation. That the data set is small is a given, that I could be wrong is a possibility. I've accepted I was wrong. You seem to think ...

Monday, 8th August 2016, 04:47

Forum: Game Design Discussion

Topic: Autoexplore deaths

Replies: 18

Views: 4545

Re: Autoexplore deaths

I've accepted that this is an old problem rather than a new problem. Repeating yourself is unnecessary, unless you mean to imply by context that because it is an old problem is isn't a problem worth discussion. I'm left to project and interpret because there seems to be a communication failure. Are ...

Sunday, 7th August 2016, 04:18

Forum: Game Design Discussion

Topic: Autoexplore deaths

Replies: 18

Views: 4545

Re: Autoexplore deaths

I dunno, perhaps I misinterpreted, but your responses in https://crawl.develz.org/tavern/viewtopic.php?f=5&t=20455&hilit=ood&start=50 makes it seem like this sort of occurrence is as intended. Therefore I would think you would argue against that. I don't know what the argument would be, ...

Sunday, 7th August 2016, 00:02

Forum: Game Design Discussion

Topic: Autoexplore deaths

Replies: 18

Views: 4545

Re: Autoexplore deaths

Really? I know my few dozen deaths isn't a good sample size, but since switching from 18 to trunk I've seen wyverns in D:4 twice, a water mocassin in D:1, a cyclops on D:7, and others I'm forgetting. Mind you I hadn't played 18 that much before switching over, and prior to that I mostly played back ...

Saturday, 6th August 2016, 16:40

Forum: Game Design Discussion

Topic: Autoexplore deaths

Replies: 18

Views: 4545

Autoexplore deaths

I like the increased aggressiveness of OOD encounters in trunk, but there are definitely cases that seem to reduce or remove playability. Mostly I've run into a odd frequency of OOD mobs that are ranged or faster than average. Recently I got a 1 shot by a 49 hp large rock on D:7 thrown by a cyclops....

Thursday, 17th November 2011, 07:57

Forum: Game Design Discussion

Topic: simple caster nerf ideas

Replies: 33

Views: 8529

Re: simple caster nerf ideas

That gives me an idea for another possible caster nerf. Make all spells stepdown in power opposite to how the OoD currently operates (OoD can stay as is). The further away the spell hits the enemy, the less powerful it is. I think this would also open interesting balancing options for tornado (which...

Thursday, 17th November 2011, 07:49

Forum: Game Design Discussion

Topic: simple caster nerf ideas

Replies: 33

Views: 8529

Re: simple caster nerf ideas

The main drawback of melee fighters over casters is their lack of versatility. I'm going to have to disagree with you there. The lack of versatility is certainly a drawback, but I would argue that the main drawback of melee fighters is their lack of range. Keeping engagements at the edge of LOS whe...

Thursday, 17th November 2011, 07:33

Forum: Game Design Discussion

Topic: Nemelex Ability: Combine deck

Replies: 20

Views: 3855

Re: Nemelex Ability: Combine deck

I really like Nemelex, and can see that changes need to be made, but wasn't evocations getting an overhaul as well? It's hard to reasonably make suggestions for one without knowing the scope of changes to the other. Personally, I think deck drops in the dungeon need to be increased, gift decks need ...

Monday, 7th November 2011, 02:21

Forum: Game Design Discussion

Topic: Sword of the Doom Knight change

Replies: 6

Views: 1626

Re: Sword of the Doom Knight change

cerebovssquire wrote:-CAST is really not a disadvantage.

Yeah, I'm going to stop you right there. That's the big billboard sign in the sky saying that the sword of the doom knight needs to be changed anyways.

No real reason for a change my ass.

Sunday, 6th November 2011, 14:42

Forum: Game Design Discussion

Topic: Sword of the Doom Knight change

Replies: 6

Views: 1626

Re: Sword of the Doom Knight change

Only disadvantage if you ignore its main disadvantage. Speaking of ignoring its main disadvantage, it really should have Curse.

Sunday, 6th November 2011, 10:03

Forum: Game Design Discussion

Topic: Alternate buff to Hexes

Replies: 2

Views: 1321

Alternate buff to Hexes

I was reading over the Wiki (specifically the Alchemy page) and someone had brought up the objection that poison should be combined with Necromancy rather than rebranded into Alchemy. I think this is a terrible idea, people have understood the concept of poisons for thousands of years and while pois...

Sunday, 6th November 2011, 08:45

Forum: Game Design Discussion

Topic: Sword of the Doom Knight change

Replies: 6

Views: 1626

Sword of the Doom Knight change

I propose changing Sword of the Doom Knight's base weapon to either double blade or demon blade, simply because I'd like to be able to use it with Maxwell's Patent Armor and the Shield of Ignorance for a anti-casting trifecta.

Then maybe we can introduce a horned helm of silence... ::cackles::

Tuesday, 18th October 2011, 19:35

Forum: Game Design Discussion

Topic: Species idea: Stone Golems

Replies: 20

Views: 4779

Re: Species idea: Stone Golems

If they can't fly, levitate, or read scrolls, they're going to have a pretty big problem with lava. You say they cannot be transmuted, but I think a special exception should be considered for stoneskin and statue form (make them both earth for golems instead of earth/transmutation) kind of like how ...

Tuesday, 18th October 2011, 03:56

Forum: Game Design Discussion

Topic: The Singing Sword

Replies: 12

Views: 4552

Re: The Singing Sword

It's probably my favorite unrand flavor wise, but most people dislike that it makes so much noise that you can get into real trouble with it pulling enemy reinforcements. It also lacks any of the nifty brands or resistances of other possible rands or unrands.

Wednesday, 5th October 2011, 15:00

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14701

Re: Proposed L1/2 transformation: Aspect of Demon

I think it should give horns 3, hooves 3, chaos branding and make Xom happy. Maybe make auxiliary attacks a teensy bit more reliable/common. I've always liked the idea of having a demon form. And it should be Tranmutations/Hex That would make it all thematic and cool. Spider form would still be more...

Friday, 23rd September 2011, 14:48

Forum: Technical Support

Topic: Webtiles

Replies: 102

Views: 40368

Re: Webtiles

Join dates are on the left, post dates are on the right.

I too am having websockets connection problems with the latest chrome and webtiles.

Tuesday, 20th September 2011, 20:07

Forum: Technical Support

Topic: Webtiles

Replies: 102

Views: 40368

Re: Webtiles

This is a feature request. It would be great if we could have a lobby chat.

Monday, 5th September 2011, 16:05

Forum: Game Design Discussion

Topic: Please nerf the boggart

Replies: 22

Views: 5322

Re: Please nerf the boggart

I don't think it needs nerfing per se, but I definitely think they should give more XP than they do (unless the wiki is out of date).

Monday, 5th September 2011, 15:10

Forum: Game Design Discussion

Topic: Enchanters should be renamed.

Replies: 8

Views: 2313

Re: Enchanters should be renamed.

I fail to see how it would be lots of confusion. People who know and love the game arent going to be 'confused' and new players arent going to know what any of the names mean unless they look it up. More like it would be more work to update the wiki and learndb and help docs. Regardless, since there...

Monday, 5th September 2011, 14:04

Forum: Game Design Discussion

Topic: Rename Fire Storm Conflagration

Replies: 9

Views: 2787

Re: Rename Fire Storm Conflagration

Wow. I just wanted to make the game a little more colorful and less generic, but I'll settle for a badass throw an avalanche at your enemies idea. :D

Sunday, 4th September 2011, 15:02

Forum: Game Design Discussion

Topic: Rename Fire Storm Conflagration

Replies: 9

Views: 2787

Rename Fire Storm Conflagration

I'm of the opinion that DCSS suffers from genericness. So as just a purely cosmetic idea changing the name would make the spell sound less generic.

Sunday, 4th September 2011, 14:53

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30913

Re: Improving poison magic

There are already potions of speed, levitation and resistance. If poison changed to alchemy, and got fulsome/evaporate, thematically there'd be no problem with it taking potion related buffs as spells. Instead of swiftness being charms/air, you could have alchemy take it over as a speed effect. A hi...

Sunday, 4th September 2011, 12:13

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30913

Re: Improving poison magic

Buffing poison into Alchemy is a pretty old idea, but I've never seen it get this much traction. I posted about it here https://crawl.develz.org/tavern/viewtopic.php?f=8&t=444&p=15516&hilit=alchemy#p15516 as part of the discussion of cross-spell school training. I really like transmutati...

Monday, 29th August 2011, 12:54

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 926745

Re: I think we learned an important lesson today.

You are your own worst enemy. If you find yourself distracted and thinking you should take a break, stop playing and come back to it later. Otherwise you'll hurry through some piddly stash management and do something colossally stupid and die needlessly.

Monday, 16th May 2011, 09:39

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 41780

Re: New Race: Golem

Oh, I completely agree from the point of view of a developer, but my point is that very little of those compromises will involve this forum. Realistically, developers will look at the idea and, if it sparks a positive response, one will probably adopt it. There will be a discussion of implementation...

Monday, 16th May 2011, 07:31

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 41780

Re: New Race: Golem

Comment on the idea specifically- I like it. It has a strong, thematic vision. It's not the vision I would have for a golem, but that's ok, it's not my idea (I'm more influenced by other golem concepts, where the idea of a golem can be changed by what goes into it, that it could grow by absorbing it...

Wednesday, 11th May 2011, 07:46

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8074

Re: New scroll: stash

My understanding is they're removing it as a branch, but it would still exist as a vault.

Its removal as a branch, though, means it's no longer an option for a stash.

Wednesday, 11th May 2011, 05:24

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8074

Re: New scroll: stash

XuaXua wrote:What are the problems?

1 - Having to create a stash in the first place
2 - The accessibility of the stash.

3. The upcoming removal of Hive as a branch.

Wednesday, 11th May 2011, 00:31

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

There is a huge difference between unique race with finite lives and wizmode. You aren't going to learn the same things in an environment with no consequences and no challenges that you would with a fragile character and very real consequences. Wizmode is great for learning what the dungeon is susce...

Tuesday, 10th May 2011, 23:04

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

Of course we like the changes we're proposing. Otherwise we wouldn't propose them! I asked quite clearly if the changes being proposed would cause you to like playing Felids. Everyone can enjoy armchair quarterbacking even if the suggestions are bad ones. Saying you'll like the change when you have...

Tuesday, 10th May 2011, 21:57

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

dpeg, on that note I do agree that spending a life to teleport safely with the orb would be a broken feature.

I think changing the safe teleport into an uncontrolled blink would fix the problem.

Tuesday, 10th May 2011, 21:28

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

Nobody is saying it's bad that people enjoy felids. No, they're just saying that what they enjoy should be changed to suit people who find the entire race boring anyways. Because that's so altruistic. Getting all the resistances you need with only 2 rings and an amulet is a non-trivial challenge. D...

Tuesday, 10th May 2011, 20:31

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

It seems pretty pointless to me to cater to the whim of people who dislike playing the race if all they're trying to do is dictate how they think other people should play. One could apply this exact argument to the halfling changes from 0.5 to 0.6, or the merging of ogre and ogre mage, or the outri...

Tuesday, 10th May 2011, 18:59

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

Are the changes you're proposing going to cause you to like playing Felids? It seems pretty pointless to me to cater to the whim of people who dislike playing the race if all they're trying to do is dictate how they think other people should play. If you want the changes because you think you'd have...

Tuesday, 10th May 2011, 10:13

Forum: Game Design Discussion

Topic: Charms and hexes ideas

Replies: 11

Views: 2258

Re: Charms and hexes ideas

dpeg wrote: How about Kitchen Knife, which (if successful) makes a monster drop her weapon, as it thinks any nearby item (be it dagger, club or apple) is much vastly superior?

I want this now, just because I want to see characters being beaten to death by ogres with chokos.

Tuesday, 10th May 2011, 09:08

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15660

Re: Felid is not a good race

I think the reasoning is a bit convoluted. You basically choose your difficulty based on what background you pick. An Ogre Artificer is going to be harder than than a Kobold Berserker. Felid just presents another choice, the fact that you can min/max Felid in a way that bores you is entirely up to y...

Tuesday, 10th May 2011, 08:29

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8074

Re: New scroll: stash

it could be used as a safehouse for a player while it intended to safeguard only items. I specified a 20 turn delay- if your character is in trouble, waiting 20 turns for a stash portal to open isn't going to be safer than just being backed into a corner or digging yourself a tunnel. I think creati...

Monday, 9th May 2011, 19:02

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8074

Re: New scroll: stash

How?

Monday, 9th May 2011, 18:42

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8074

Re: New scroll: stash

I like the concept, stash management can get tedious, and with hive slated for removal there arent going to be many places for a safe stash. However, I think the scroll should create a portal (20 turn delay) to a 9 tile 'safe' vault with a portal out. When you leave the portal disappears and the vau...

Wednesday, 20th April 2011, 11:03

Forum: Game Design Discussion

Topic: Removing the Charms Skill

Replies: 39

Views: 9807

Re: Removing the Charms Skill

I have to admit this is why I havent been following the split too closely. If the split is supposed to be self/others (and things) I would think brands and tukima's dance would fall on the same side of that split. It's arbitrary and I'm ok with that, it just doesn't seem consistent so I ignore it so...

Wednesday, 20th April 2011, 04:23

Forum: Game Design Discussion

Topic: Removing the Charms Skill

Replies: 39

Views: 9807

Re: Removing the Charms Skill

I honestly haven't kept strict tabs on the enchantments split and which spells go where, but tukima's dance being hex rather than charms kind of a head scratcher. It would make more sense as a hex if you were doing it to the enemy's weapon.

Wednesday, 20th April 2011, 02:30

Forum: Game Design Discussion

Topic: Removing the Charms Skill

Replies: 39

Views: 9807

Re: Removing the Charms Skill

As counterpoint to the opening post, I think charms as a spell school is interesting and viable for things like Tukima's dance, Regeneration, and even Haste (though I don't understand why Haste isnt a higher level spell). I think if most of the low level utility offenders like swiftness and repel mi...

Tuesday, 19th April 2011, 22:58

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 21476

Re: Cross-school spellcasting is too easy

I'd like to point out that removing int from formulas would also be a pretty serious nerf to Demigods. I doubt Demigods need a nerf. I've been giving the purported problems some thought. I agree most with buffing the underused utility spells of disparate spell schools and perhaps putting them deeper...

Tuesday, 19th April 2011, 00:59

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 21476

Re: Cross-school spellcasting is too easy

Punishing skill spread with skill slot loss still seems good to me. Why? The classes with the most skill spread are Wizards, Transmuters, and Crusaders. How does punishing them in order to keep EEs from getting Deflect Missiles sound good to you? With that plan the only backgrounds that will be abl...

Monday, 18th April 2011, 03:54

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 12702

Re: Staves as starting weapon for monks

I am all for stave artificers, but would that mean rods should be treated as staves instead of maces and flails?

Monday, 18th April 2011, 02:15

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 12702

Re: Staves as starting weapon for monks

minmay wrote:They're intended to dictate starting kits, not playstyles.
Then the argument on the bug tracker that monks should not have staves because staves represent a disparate playstyle from unarmed should hold no water.

Sunday, 17th April 2011, 21:29

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 12702

Re: Staves as starting weapon for monks

I disagree with the idea that backgrounds should dictate playstyles. If that's the desired behavior, we should call them classes instead of backgrounds. It was my understanding that we don't treat them as classes because the important concept is allow players different playstyle choices. This seems ...

Sunday, 17th April 2011, 21:26

Forum: Technical Support

Topic: Mac trunk builds

Replies: 5

Views: 2521

Re: Mac trunk builds

I havent tried playing 0.8.0 prerelease, but 0.9.0 new trunk build works for me. If it doesn't work for you you might try deleting your application support folder for DCSS so that the application can recreate it.

Sunday, 10th April 2011, 02:05

Forum: Game Design Discussion

Topic: New Transmuter spells?

Replies: 34

Views: 8588

Re: New Transmuter spells?

I've yet to play a SETm, and I don't think saying Dragon Form isn't underpowered because of a special case for 1 species is very helpful, especially as it does nothing to address the points I've already made. KoboldLord, I'm afraid I'll just have to disagree, dispel undead is mitigatable. It's not s...

Sunday, 10th April 2011, 00:17

Forum: Game Design Discussion

Topic: New Transmuter spells?

Replies: 34

Views: 8588

Re: New Transmuter spells?

If the food clock were irrelevant, gourmand and carnivorous would not be desirable. If it were so minor, it wouldn't be considered game changing. It seems obvious you value it as is, which is fine, but I don't think the discussion is served well by simplifying and trivializing my statements. I don't...
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