Search found 215 matches

Thursday, 24th October 2019, 11:36

Forum: Game Design Discussion

Topic: Information leaks in animations

Replies: 2

Views: 621

Re: Information leaks in animations

Spells aren't part of the problem; if you examine the detailed info on a monster, it will tell you what spells it might know based on what you've seen it cast.

Wednesday, 23rd October 2019, 16:09

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

Exactly, and adding an extra keypress to every scroll use is less convenient than optionally moving rarely used items out of inventory and into a stash.

Wednesday, 23rd October 2019, 12:08

Forum: Game Design Discussion

Topic: eVokables menu

Replies: 0

Views: 340

eVokables menu

Create a menu, similar to spells and abilities, for wands and miscellaneous evokables, accessed via the V key. V? could allow players to check bindings, timers, cooldowns, and descriptions, and aV could allow adjustment of bindings. Charged items (wands and miscellaneous evokables, specifically) don...

Wednesday, 23rd October 2019, 12:03

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

I mentioned that before, yes, but currently, potions and scrolls can be targeted by identify scrolls, which would be awkward/difficult if they weren't in the inventory.

Tuesday, 22nd October 2019, 01:49

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

That's basically what I'm trying to address here. Let's look at potions of mutation, for example. If a player wants to be able to undo bad mutations, and for whatever reason is unwilling/unable to worship Zin, Jiyva, or Xom, and is not a mummy, they'll want to save potions of mutation they find just...

Monday, 21st October 2019, 08:21

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

No, seriously, if your proposal were implemented, I'd probably just never download a version of Crawl that included it unless you also removed shaft traps and timed portals at a minimum, and even then if I gave it a try, I'd probably quickly delete it in disgust. It's bad enough to worry about which...

Monday, 21st October 2019, 04:30

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

Why stop there? Why not randomly delete items and equipment from the player's inventory over time, so those duplicate equipment lying all over the floor could be used to replace what was lost? The more items the player collected, the more quickly their collection would be annihilated, so they'd neve...

Sunday, 20th October 2019, 21:51

Forum: Game Design Discussion

Topic: New rune lock proposal

Replies: 9

Views: 1285

Re: New rune lock proposal

I'm worried about how this would interact with banishment to the abyss, especially considering any characters that find a distortion weapon can voluntarily banish themselves with a bit of patience. Maybe a flag in the options file would be better than waiting for players to reach Zot? Also, would th...

Sunday, 20th October 2019, 20:56

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

Aside from the choice of name ("Stash"), how does flavor play any part in this proposal? The motivation here is to get desired items that are not immediately on hand off the ground into a more convenient and reasonable location. That's a mechanical change, not a thematic one. You can name ...

Sunday, 20th October 2019, 17:49

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Re: Stash (bag of holding)

There's no need to have any items at all, and if the premise that "items are bad" were true, then they should all be removed. But, useful items give players options to play different ways, and variety improves replay value. Certainly, the number of items in Crawl could be reduced (why do s...

Sunday, 20th October 2019, 15:50

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1814

Stash (bag of holding)

This idea has been proposed and discussed before, but from what I found, not sufficiently. The idea: A stash (functionally a Nethack-style bag of holding) as a UI element rather than an item (similar to the spell library) that can be accessed by spending 10 turns, interruptible by a monster entering...

Wednesday, 16th October 2019, 23:36

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 1154

Re: Eye of Ashenzari

In my original concept, it was Fragile, but I thought that was too severe for an unrandart.

Wednesday, 2nd October 2019, 12:01

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 1154

Eye of Ashenzari

unrandart amulet Curse binding (while equipping amulet, curses itself and all equipped items; equipping items while wearing amulet curses them) Notice more treasure (small chance to generate a random item in each tile explored) The idea here is to offer players the choice to accept tactical disadvan...

Friday, 20th September 2019, 15:44

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1817

Re: Demonspawn Rerolls

My proposal would not change the fact that you'd get mutations at random, and I outlined the reasons for it in my OP.

Thursday, 12th September 2019, 08:39

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1817

Re: Demonspawn Rerolls

I get that you want to play a strictly worse human and the mutations are getting in the way of that, but at some point it's gotta be easier to just play kobold... LMAO. Why would I ever want to play a human or a kobold when there's nothing interesting about either? Sorry, but an innate amulet of th...

Tuesday, 10th September 2019, 22:30

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1817

Re: Demonspawn Rerolls

I guess that would work if done well, but it seems way more difficult. In terms of creating strategic decisions by forcing players to adapt to random mutations, the current implementation does very little, so you're basically talking about a complete overhaul of the system. Even so, I generally find...

Tuesday, 10th September 2019, 18:10

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1817

Re: Demonspawn Rerolls

Aean wrote:If people want to reroll until they get just the ones they want


No one is suggesting that this should happen.

Tuesday, 10th September 2019, 15:23

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 1817

Demonspawn Rerolls

To add some strategic choice to leveling a demonspawn and make them generally more fun to play (and to reduce the hundreds of wasted hours quitting demonspawn characters with awkward combinations), I propose allowing players a limited number of rerolls. Before a rank 1 demonspawn mutation would be g...

Wednesday, 24th July 2019, 20:58

Forum: Game Design Discussion

Topic: Bcrawl - Lets discuss those changes

Replies: 3

Views: 1246

Re: Bcrawl - Lets discuss those changes

I like bcrawl as an occasional change of pace, and it has features that I'd like ported into crawl, but there are just as many that I'd rather do without. I won't list all of them, but... I agree with the Deflect Missiles change. I'm generally in favor of changes that make spell power more relevant ...

Tuesday, 23rd July 2019, 06:32

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 1889

Re: Giving Stories to Uniques through Multiple Encounters

Honestly, having to fight enemies you've already killed seems very weird. More practically, an Act I encounter would serve as a warning that the other acts will follow, which feels like a reduction in randomness / unpredictability / replay value. I know recurring villains work well in TV series, so ...

Monday, 22nd July 2019, 19:35

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 4173

Re: New unrandart: Alchemist's Stone

If this were a large shield, I would be more inclined to use it on a fighter or berserker with guardian spirit than on a wizard, not only because of the skill XP required but also because large shields scale primarily with STR which is typically a dump stat for pure caster types. Note also that bigg...

Sunday, 21st July 2019, 21:43

Forum: Game Design Discussion

Topic: Restrict auto-travel to avoid exploration

Replies: 2

Views: 594

Re: Restrict auto-travel to avoid exploration

I tried to use explore_wall_bias to get the auto-explore to stop ignoring the nooks and crannies on the edges of cavern-type levels because the default behavior wastes a lot of turns by leaving them to the end and then going all the way around the level in a final pass. Sadly, I didn't find a value ...

Saturday, 20th July 2019, 18:04

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 3786

Re: High Level Necro Spells

Necromutation is the best for otherwise mutation-vulnerable characters spending excessive time in the Abyss, but generally speaking, Death's Door is best. Borg is strong, but I won't touch it because I hate the idea of permanent stat loss and would rather just let my character die.

Saturday, 20th July 2019, 17:35

Forum: Game Design Discussion

Topic: Use monster experience instead of HD in piety gain calc

Replies: 2

Views: 902

Re: Use monster experience instead of HD in piety gain calc

Plants have 10 HD and award 0 XP, so I guess I should make a point of chopping them down when I want piety? (They can also be polymorphed into monsters that yield significant amounts of XP, but that's arguably less abusive behavior, as those monsters actually fight back.)

Saturday, 20th July 2019, 17:28

Forum: Game Design Discussion

Topic: Destroy consumables in monsters' inventories when they die

Replies: 10

Views: 2237

Re: Destroy consumables in monsters' inventories when they d

True, but you generally want to do that whether you get to keep the wand or not, because it's equivalent to minimizing the charges they use against you.

Saturday, 20th July 2019, 14:22

Forum: Game Design Discussion

Topic: Restrict auto-travel to avoid exploration

Replies: 2

Views: 594

Restrict auto-travel to avoid exploration

In the interest of not rewarding tedious gameplay patterns, I propose to modify the auto-travel (not auto-explore!) algorithm to only traverse tiles that do not reveal/explore any new tiles. There are a few factors that combine to currently advantage manually travelling to the nearest up-staircase w...

Wednesday, 15th May 2019, 21:55

Forum: Game Design Discussion

Topic: Combine Centaur and Naga barding into a single item

Replies: 20

Views: 3537

Re: Combine Centaur and Naga barding into a single item

Combining the barding types would also simplify the creation other bard-able species in the future, e.g. sphinxes, in case that's desired. Aside from the unrandarts, I disagree that combining would go against flavor. Just assume that the barding that is generated in any given game just happens to be...

Sunday, 28th April 2019, 02:47

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 9440

Re: Experimental branch: two state vampires

I recommend changing the default behavior to disable all automatic state changes, as characters performing actions not requested by the player (especially ones that take multiple turns) is a recipe for confusion and frustration, especially for players who aren't comfortable with (or even aware of) c...

Tuesday, 5th March 2019, 21:13

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 1822

Re: Vampire rework proposal

In terms of draining effective HP from enemies, I agree, though that's as far as it goes.

Tuesday, 5th March 2019, 19:00

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 1822

Re: Vampire rework proposal

Deriving nutrition from monsters is a bad idea on its own... This is a condemnation of butchering monsters and eating chunks, which nearly every species engages in.... Furthermore, offering nutrition from monster deaths offers the benefit of scaling the amount of food available to the amount of act...

Monday, 4th March 2019, 22:36

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 1822

Vampire rework proposal

Borrowing some of the good ideas from https://crawl.develz.org/tavern/viewtopic.php?f=8&t=25266 , here's a proposal to radically rework vampires. My goals are: * to preserve the vampire's identity of gaining dynamic intrinsic mutations and utilizing blood as a resource. * to provide multiple mod...

Monday, 18th February 2019, 15:43

Forum: Game Design Discussion

Topic: Spell library search and filtering

Replies: 9

Views: 1366

Re: Spell library search and filtering

I'd like the ability to toggle between known and unknown spells in the library, similar to how '-' toggles between known and unknown items in the item knowledge screen. This would be useful when deciding whether to use acquirement scrolls and/or Call Merchant to generate books. Players could create ...

Sunday, 27th January 2019, 03:09

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 2914

Re: Sublimation Of Blood Thoughts

In terms of MP-relevance, Necromancy is arguably the most severe school of magic, post rework of derived undead, because resting to recover MP (or HP for that matter) burns through the lifespan of all your derived undead allies. I actually make a point of carrying around a set of troll armour to equ...

Thursday, 24th January 2019, 17:07

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 2914

Re: Sublimation Of Blood Thoughts

You really want to combine sublimation of blood with regeneration. I meant even with Regeneration. Regarding scaling the effectiveness with Int, that's kind of done indirectly through spell power, which scales with Int. Regarding making Sublimation a reliable in-combat MP recovery tool, realize tha...

Thursday, 24th January 2019, 04:10

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 2914

Re: Sublimation Of Blood Thoughts

The other suggested use, to reduce the number of turns required to recover MP by resting, isn't compelling and isn't well-served by the existing spell implementation. It has a tendency to be counterproductive, both by costing more MP than it produces, and by taking huge chunks of HP that take even l...

Wednesday, 23rd January 2019, 17:12

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 2914

Re: Sublimation Of Blood Thoughts

Originally, Sublimation of Blood was able to consume chunks, though, and the removal of that feature was a radical alteration to the spell. I don't think we should stick with the math designed for the original version if there's better math that could be used for the current version.

Tuesday, 22nd January 2019, 17:42

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 2203

Re: Level effects

1) Player encounters floor with no up stairs.
2) Player proceeds to collect orb.
3) Player climbs back up to said floor.
4) Player despairs.

Tuesday, 22nd January 2019, 17:35

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 2914

Re: Sublimation Of Blood Thoughts

It's terrible at low to moderate power, and is only worth casting at high or maximum power. Of all the spells in the game, it's the one I think is most desperate for a rework.

Monday, 21st January 2019, 19:17

Forum: Game Design Discussion

Topic: Demigod stat growth

Replies: 10

Views: 1428

Demigod stat growth

I propose to allow Demigods to continue gaining stats after reaching level 27 (similar to how Felids continue gaining lives), either at the normal rate of +2 stats per 3 levels, or at a reduced rate of +1 stat per 3 levels. To explain why, we need to examine 3 use cases: 1) 3-rune win: This change w...

Monday, 21st January 2019, 10:41

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 12532

Re: Positional Attack Spells

Confuse isn't OP. It has a chance to have no effect even when successfully cast, and has little or no chance to affect some monsters, even at max spell power. If it fails, that's 3 MP and a turn wasted, plus the possibility of attracting attention. These drawbacks are important strategic considerati...

Monday, 21st January 2019, 06:33

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 11740

Re: Shafts - Too common now?

Pre-rework, if you were optimizing to minimize occurrences of traps, then you would spend most of your turns standing in place to generate chances for traps to be discovered, so I agree with you about that. I think it makes more sense to compare to average player behavior than a theoretical optimum,...

Monday, 21st January 2019, 06:25

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 12532

Re: Positional Attack Spells

Searing Ray would benefit greatly from some sort of homing effect, but thought needs to be given to how it should behave if the initial target dies or shuffles out of sight for a turn, to whether the spell should prioritize the initial target over the chance to hit multiple targets, and to whether i...

Monday, 21st January 2019, 04:34

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 11740

Re: Shafts - Too common now?

If getting shafted makes winning more difficult, then I would expect that selectively limiting the sample to games that were won would also skew the shaft rate down. I wonder how the data would look if average number of shafts encountered for characters that died at each XP level 1-26 were compared ...

Sunday, 20th January 2019, 10:58

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 11740

Re: Shafts - Too common now?

I like shafts, or more accurately, I enjoy trying to climb back up to the level I got shafted from... but not in conjunction with portal timers, because the completionist in me can't abide continuing a run if I miss a timed portal. This wasn't as big a problem before the traps change, but now I find...

Saturday, 19th January 2019, 14:57

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 1775

Re: deflect missiles

If it lasts forever, that means I can cast it once, then read a scroll of amnesia to free up 6 spell levels while retaining the benefit? That seems like it should be too good to be true. Also, if a player tries the spell then decides they don't like the MP drain, they're stuck with it for the rest o...

Friday, 18th January 2019, 06:07

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 5501

Re: Make trog and oka stop showering you with needles

The targeting so beloved by many in this thread does not, in fact, offer a lot of real decisions in actual play -- the situation where clever targeting is used is very much the exception. Even if it's true that the majority of targeting decisions are not tactically relevant, there's still 2 problem...

Wednesday, 16th January 2019, 18:31

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 5501

Re: Make trog and oka stop showering you with needles

I'm especially fond of designing traps with multiple castings of Fulminant Prism then manoeuvering or forcibly relocating enemies into sequential blasts, and of strategic positioning of Lightning Spires (preferably in conjunction with clouds). Also, sometimes targeting a beam past enemies is more va...

Wednesday, 16th January 2019, 18:15

Forum: Game Design Discussion

Topic: Add function to prevent accidental pressing both < and >

Replies: 13

Views: 1484

Re: Add function to prevent accidental pressing both < and >

That would be rather awkward to implement cleanly. Programs receive separate events for each keystroke (excepting modifiers like CTRL), so the program wouldn't see < and > being pressed at the same time, but one being pressed after the other. It can't just ignore the second keystroke either, because...

Wednesday, 16th January 2019, 07:14

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 5501

Re: Make trog and oka stop showering you with needles

I think the potential of ranged weapons to be interesting lies in combining their use with other effects... clouds, summons, Fedhas, etc. However, I'd feel more confident about this point of view if I didn't have so little experience with them, given that I typically avoid training ranged weapon ski...

Monday, 14th January 2019, 19:30

Forum: Game Design Discussion

Topic: Improve potions of resistance

Replies: 5

Views: 1049

Improve potions of resistance

Currently, potions of resistance grant fire, cold, electricity, poison, and acid resistance. I recommend expanding the list to include negative energy and magic, at least, for 2 reasons: 1) The wider the variety of situations is where these items are useful, the more numerous and interesting the dec...
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