Search found 14 matches

ker

Wednesday, 11th April 2018, 16:39

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 138996

Re: [proclick] new fork, hellcrawl

Bug reports/feedback for last offline version (stone_soup-5.4-158-gd919104b9a-win32): 1) Transmuters still start with arrows. 2) Intelligence boosts (through rings, for example) doesn't change your MP properly until you level up. 3) Something about the new bazaar implementation doesn't feel quite ri...

ker

Sunday, 15th January 2017, 23:17

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 8822

Re: Why phase out races at all?

Communication being what it is means that the speaker can always be clearer and the listener can always try harder to understand. That doesn't mean that either of the parties can just assume the other has to do all the work. Because that's not how that works. I don't really see a plausible argument ...

ker

Saturday, 14th January 2017, 22:03

Forum: Game Design Discussion

Topic: FR: Remove chunks, and (optionally) lengthen hunger clock

Replies: 6

Views: 626

Re: FR: Remove chunks, and (optionally) lengthen hunger cloc

I'm down with removing chunks(/food) but will I still be able to eat the flesh of my enemies? It's not about the nutrition - it's about sending a message.

I'm only 10% joking.

ker

Friday, 14th October 2016, 10:46

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Re: Information necessary to choose between armours

That's true, probably you don't have enough details for starting a thread in GDD. It's more like "what's the idea of heavy armour?" and "let's braintstorm how to change it". The point of the thread seems to be getting away from us so let me restate it. Context : Crawl, as is, do...

ker

Thursday, 13th October 2016, 20:51

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Re: Information necessary to choose between armours

I didn't compare anything, I just got unexpectedly high damage, it was close to max monster damage. No AC can help with that. Ok, so if you made monster damage less spiky would GDR still be necessary? Is anything gained by light armour characters getting hit by spiky high damage? I was trying to an...

ker

Thursday, 13th October 2016, 20:13

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Re: Information necessary to choose between armours

It is easy to see with Dr. Personally I was surprised that I got so high damage but then recalled that I have no GDR. Is that because you were comparing X AC with 0% GDR with X AC with Y% GDR? Would the amount of damage you are taking be comparable to X/(1+Y) AC? I often switch from heavy armour to...

ker

Thursday, 13th October 2016, 19:03

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Re: Information necessary to choose between armours

I think I'm answering questions you never asked at this point though... No, no, that's the sort of answers I was hoping to get! For more context I'm think of this because of the defense of hidden numbers thread. Specifically: Crawl's math should be transparent enough for players to (a) make intelli...

ker

Thursday, 13th October 2016, 18:17

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Re: Information necessary to choose between armours

What I would like the game to do is every time I put on body armour is to print something like: "...Finished putting on X. Your stats have changed! AC:12(+3); EV:12(-3); ... Stealth:200(-24); etc... Press ? to find out more." Where "?" would take you to a screen which would expla...

ker

Thursday, 13th October 2016, 18:10

Forum: Game Design Discussion

Topic: Information necessary to choose between armours

Replies: 15

Views: 1240

Information necessary to choose between armours

Let's say I'm trying to decide which armour my character should be wearing out of the ones she found in the dungeon so far. What information (values and/or how those values interact with the greater system of crawl) do I need to make an "informed" decision? Bonus questions: Are all of the ...

ker

Thursday, 13th October 2016, 09:58

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 3487

Re: Food reform AGAIN

Part of the problem with clocks in crawl (wherever local to a level or global) is that crawl has branches and you are expected to backtrack a bunch. A tighter clock will introduce a greater cost to going from branch to branch which might lead to players just sticking to the branch they are currently...

ker

Thursday, 13th October 2016, 09:34

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 890

Views: 138996

Re: [proclick] new fork, hellcrawl

Hellmonk wrote:Probably should cut elf too, but I like the branch ending.

Just an idea: if only the branch end is worth keeping maybe it will work better as a portal?

Thanks for working on this, by the way!

ker

Tuesday, 11th October 2016, 12:07

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 8131

Re: defense of hidden numbers

While I broadly agree that simply dumping every number available in front of the player wouldn't be a good thing... 2. Making the math "easy enough for anyone to understand" is a false goal. The reason we have computers is so that they can do math for us, being able to represent the math i...

ker

Tuesday, 28th June 2016, 21:30

Forum: Game Design Discussion

Topic: Increase chance of good mutation with Malmutate

Replies: 3

Views: 631

Re: Increase chance of good mutation with Malmutate

The first part of your rational only makes sense if you forget that the player can deliberately mutate himself, which is usually what happens, and its then the malmutators job to mess up your mutation set, which covers the second half of your rational. So is the mutations part of the game supposed ...

ker

Tuesday, 28th June 2016, 19:48

Forum: Game Design Discussion

Topic: Increase chance of good mutation with Malmutate

Replies: 3

Views: 631

Increase chance of good mutation with Malmutate

Proposal: Increase the chance of getting a good mutation when being Malmutated. Rational: Bad mutations can change the gameplay in a variety of interesting ways, however if I see a fat stack of red on my mutations screen I'm just going to drink a potion of cure mutation to make it all go away. By di...

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