Search found 189 matches

Wednesday, 15th May 2019, 21:55

Forum: Game Design Discussion

Topic: Combine Centaur and Naga barding into a single item

Replies: 20

Views: 2542

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: 78

Views: 4682

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: 1044

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: 1044

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: 1044

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: 941

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: 1851

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: 1851

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: 1851

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: 1851

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: 1375

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: 1851

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: 935

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: 46

Views: 2547

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: 6043

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: 46

Views: 2547

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: 6043

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: 6043

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: 1114

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: 3126

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: 3126

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: 816

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: 3126

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: 719

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...

Monday, 14th January 2019, 18:35

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 3126

Re: Make trog and oka stop showering you with needles

Now that I think about it more, it would be bad to restrict dart gifts to players carrying a blowgun, as it could create an incentive to stash blowguns to avoid spending piety on needles. Restricting them to games where a blowgun has been generated (in the player's initial inventory, a monster's inv...

Monday, 14th January 2019, 05:27

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 3126

Re: Make trog and oka stop showering you with needles

At least if you don't have a blowgun in inventory and/or haven't trained the skill at all, needles aren't the most immediately useful gifts you could hope for, and shouldn't be gifted if these gods are supposed to care about whether or not their gifts are helpful until it looks like the player might...

Monday, 14th January 2019, 01:57

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 841

Re: Confusing Touch is too strong

That's a nice change, but even so, there are plenty of situations where Confuse is stronger than Confusing Touch. Not only does Confuse allow a player to disable ranged threats from a distance (and without the chance of the enemy randomly performing a melee attack against the player), but it also is...

Sunday, 13th January 2019, 17:28

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 841

Re: Confusing Touch is too strong

That's not accurate. Sure, spell power doesn't affect confusion chance for Confusing Touch, but it won't work on enemies that can successfully evade your Unarmed Combat attacks or that have very high HD. So, basically, instead of the primary and secondary skills being Enchantments and Spellcasting, ...

Saturday, 12th January 2019, 16:15

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 2752

Re: Sif Muna Rework

There are lots of ways to use Divine Energy effectively, and often using it well isn't difficult at all and doesn't require resorting to melee. I don't really recommend jumping from one fight to the next without resting MP, though. You could get some marginally more efficient piety growth, but not e...

Friday, 11th January 2019, 18:06

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 660

Re: Armour/Dodging/Shields breakpoints

Eliminating the breakpoints on AC/EV/SH would be good, particularly considering it can take multiple skill levels to increase these stats by 1 point. Spell memorization breakpoints can be ignored, because 1 level always equals 0.5 Spellcasting, which is super easy to manage. Breakpoints for specific...

Friday, 11th January 2019, 10:59

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 660

Re: Armour/Dodging/Shields breakpoints

I agree that adding those messages would be useful, but knowing how many skill levels are required to improve a defense is important to consider when deciding whether training that skill is a good investment at the time. By the time the message appears, you'd already have committed to the investment...

Friday, 11th January 2019, 05:09

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 660

Re: Armour/Dodging/Shields breakpoints

I just meant the next increase, so if your EV was 14, it would offer to set the breakpoint that would get you to 15.

Friday, 11th January 2019, 00:51

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 660

Armour/Dodging/Shields breakpoints

I really like the convenience of being able to check a weapon's description and set your training target to the mindelay breakpoint. Wouldn't it be nice if we could do something similar with Armour/Dodging/Shields breakpoints, like, "with current stats and equipment, you will reach X EV at skil...

Friday, 11th January 2019, 00:42

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 2752

Re: Sif Muna Rework

Several backgrounds start with good escape or fight-ending spells, and Wizards start with a few. If you're choosing to worship Sif Muna, there's a decent chance you picked one of those backgrounds. Even if you didn't, you can usually still use Divine Energy to bring a drawn-out fight to conclusion m...

Wednesday, 9th January 2019, 17:16

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 2752

Re: Sif Muna Rework

Tumalu wrote:With book gifts draining your piety ...


I'm pretty sure receiving gifts doesn't actually take piety away, it just sets a certain amount of piety that needs to be gained before you receive another gift.

Wednesday, 9th January 2019, 16:58

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 2752

Re: Sif Muna Rework

Replacing book gifts with the ability to memorize unknown spells ("Sif Muna grants you access to her spell library.") seems like a huge quality of life improvement in some ways, but also would massively hurt Sif's replay value, as you'd be able to select the same exact spells each game, an...

Wednesday, 9th January 2019, 00:02

Forum: Game Design Discussion

Topic: Make rings of fire/ice improve their respective brands

Replies: 6

Views: 586

Re: Make rings of fire/ice improve their respective brands

As much as I'm always interested in boosts to spell power, it's always bothered me that they're available in ring form for Fire Magic and Ice Magic, but not for other schools. Also, it's weirdly inconsistent that every elemental resistance is available in ring form except electricity. So, why not re...

Friday, 4th January 2019, 20:33

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

Spawning enemies that require a certain amount of items to defeat is healthy, but the question is what exactly is "a certain amount"? I don't have a precise answer to that question, but I'm willing to venture that it falls somewhere below "more than everything the character is likely ...

Friday, 4th January 2019, 05:15

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

To attempt that, I would need to know how to view online deaths in a comprehensible and detailed enough manner to be able to assess what options were available to the players in their final turns, and how to filter out all such deaths that were not caused by a killer bee on D:2. Right now, I don't e...

Thursday, 3rd January 2019, 04:19

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

Well then, I'll make a mental note to learn what a ttyrec is should I ever encounter D:2 bees again.

Thursday, 3rd January 2019, 01:07

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

I should have been more clear in my initial post. I didn't mean to suggest that encountering bees on D:2 would automatically mean unavoidable death, but rather that under normal, average circumstances it would. One D:2 bee would be reasonable, but bees spawn in swarms. Expecting players to almost al...

Wednesday, 2nd January 2019, 17:12

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

If it resulted in lots of unavoidable deaths, yeah, that would be bad. As far as I know, this results in vanishingly few unavoidable deaths. Even if you do run into a D:2 bee, it's a situation where good play can make death more avoidable. A: The number of unavoidable deaths caused by D:2 bees. B: ...

Monday, 31st December 2018, 15:23

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

Orbs of Fire on Depths:1 would actually be more reasonable than Bees on Dungeon:2, because by that point you likely would have some tools on hand you could use to escape.

Thursday, 27th December 2018, 02:14

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 660

Re: Abomination player species

I actually like micromanaging my hunger state as a Vampire, except that the closer you get to Bloodless, the harder it is to lose nutrition. I guess it's not for everyone, but what challenge species is? That said, I don't want to encourage players to save monsters for later consumption (or to adopt ...

Wednesday, 26th December 2018, 23:51

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 660

Re: Abomination player species

Yes, Vampire is one of my favorite species, but the current version IMO is not as good as older versions, because the nutrition states are so lopsided. It used to be that low nutrition was good for sneaky stabbing and high nutrition was good for sustained fighting. Now, low nutrition is good for sne...

Wednesday, 26th December 2018, 22:57

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 660

Abomination player species

I propose Abomination as a challenge species with unique strategic considerations to add to Crawl's variety and replay value. Features: Cannot worship good gods, Fedhas, or Trog Cannot become berserk Inherent rank 1 evolution mutation Chance to lose a mutation instead of gaining is reduced to -1% pe...

Saturday, 22nd December 2018, 18:36

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

From my experience, the nets delay a bee by 1 turn per net, and when you consider that it takes a turn to throw a net, nets really are not a viable escape tool vs. bees.

Friday, 21st December 2018, 00:34

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

One bee would be relatively reasonable, but I think bees only generate in swarms. And yes, I'm not saying there's *never* a situation where a character can survive encountering a bee swarm on D:2, in fact if I could choose which consumables to have randomly found by that point in the game, I'm certa...

Thursday, 20th December 2018, 00:03

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Re: Generate killer bees later

You'd have to be pretty lucky to get a consumable that would save you from a bee swarm before finishing D:2, and if you stayed close enough to stairs to be able to escape the much faster than average bees, you'd likely never discover a stairwell down to D:3. Most characters do not start with nets, a...

Wednesday, 19th December 2018, 17:54

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 2676

Generate killer bees later

Most characters on D:2 won't have the tools to successfully fight or flee from a swarm of killer bees. This scenario involves no meaningful decisions and no relevance to player skill, and as such does not meet the design goals.
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