Search found 326 matches

14 minutes ago

Forum: Game Design Discussion

Topic: Stat / mutation order

Replies: 0

Views: 2

Stat / mutation order

When a player gains a level where they would choose a stat increase and receive a demonspawn mutation, the demonspawn mutation should occur before the stat increase. Reason being, the player is better able to make a meaningful choice in which stat to increase and adapt to the demonspawn mutation if ...

Saturday, 27th November 2021, 01:36

Forum: Game Design Discussion

Topic: Offhand focus

Replies: 5

Views: 328

Re: Offhand focus

"energy" and "guile" are quite appealing. "light" as well, although being able to get access to halo while summoning demons or undead feels a little like cheating. "rage" seems bad, as there's plenty of *rage on randarts, and it's often a reason to avoid using...

Wednesday, 24th November 2021, 22:13

Forum: Game Design Discussion

Topic: Offhand focus

Replies: 5

Views: 328

Offhand focus

I propose adding a new category of items, the offhand focus, as an alternative to shields. These would not provide any defensive stats or egos, but would provide bonuses that facilitate sneak/stab and magic usage (I'm thinking stealth++, MP+15, Wiz++, archmagi) play styles. I think this level of pow...

Wednesday, 20th October 2021, 18:06

Forum: Game Design Discussion

Topic: Can we just show attack delay?

Replies: 3

Views: 432

Re: Can we just show attack delay?

I agree that adding the current attack delay, and the change from the current attack delay when viewing unequipped weapons, would be useful, but I wouldn't want that to replace all of the existing information. The detailed information provided by examining a weapon is useful for both short-term and ...

Wednesday, 29th September 2021, 18:50

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 849

Re: Drain

I do recall avoiding melee combat with groups of wights when playing spell slingers, and luring them so I could fight them one-on-one while getting the first attack when playing melee. Yeah, if they cornered you, that was bad, but between their average speed and lack of ranged attacks, it was usuall...

Tuesday, 28th September 2021, 21:02

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 849

Re: Drain

Old drain wasn't much of a threat when lightly drained, but could be quite dangerous in the rare cases of heavy drain (I recall a certain unique with a tendency to drain ALL of an unprepared character's skills). The new system is much less awkward (as there's no longer an incentive to over-invest in...

Saturday, 25th September 2021, 22:02

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 849

Drain

I think drain is tuned to be too weak now. Even heavy drain doesn't reduce max HP by very much (like, 5-10%, maybe?) and clears up quite quickly. The effect is so minor and so temporary that I've stopped paying attention to it entirely. I'm wondering if others feel the same way, and if so, I'd sugge...

Saturday, 25th September 2021, 21:59

Forum: Suggestions & Criticism

Topic: Do forum sessions have a timer now?

Replies: 3

Views: 9507

Re: Do forum sessions have a timer now?

I think it depends on how you login, like, there is a checkbox that if you don't check, you get logged out after a little while. BTW, it is precisely because I hate losing what I've typed that I've developed the habit of never submitting any form with a substantial amount of text without first copyi...

Friday, 24th September 2021, 16:11

Forum: Suggestions & Criticism

Topic: Zin wiki (punishments)

Replies: 1

Views: 1139

Zin wiki (punishments)

The Zin wiki page says it's up to date for 0.27, but the punishments are incorrect (they still reference nutrition). I don't have editing permission, so can someone who does please fix this? It looks like the current behavior is: 1/3 chance: If possible, remove 1-7 random good mutations. Otherwise, ...

Monday, 20th September 2021, 15:46

Forum: Game Design Discussion

Topic: Ring stacking

Replies: 0

Views: 629

Ring stacking

To further alleviate the inconvenience of inventory clutter, I propose stacking non-artefact rings. It's a bit counterintuitive, but now that numeric bonuses have been standardized, there's no practical reason why it wouldn't work. The only disadvantage would be that instead of seeing e.g. "(le...

Monday, 13th September 2021, 15:37

Forum: Game Design Discussion

Topic: Make all Vehumet spell offers permanent

Replies: 7

Views: 1999

Re: Make all Vehumet spell offers permanent

Vehumet makes you think about prioritisation. Kind of... sometimes... maybe? I always just take all the offered spells (for the same reason I always enter timed portals, even when I'm sure that I'm not yet prepared enough to survive them), even when I don't have enough available spell levels to mem...

Sunday, 12th September 2021, 17:58

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 1479

Re: RIP riposte, Thank God

Spellcasters should melee with magical staves, to the extent that they should melee at all. Long blades are STR-dependent for damage, scorch-debuff or no, and spellcasters generally need to invest in INT, not STR.

Sunday, 12th September 2021, 16:48

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 1330

Re: The current state of summoning

The preferred method of abjuring enemy summons is to kill the summoner, because it prevents further summons and awards XP. Player summoners do have a variety of tools for dealing with distant targets, even through enemy summoned creatures (starting with Lightning Spire and ending with Dragon's Call,...

Sunday, 12th September 2021, 03:24

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 1479

Re: RIP riposte, Thank God

When I first started playing crawl, long blades did function as stabbing weapons with a lower multiplier, but they couldn't compete with short blades when performing a stab. I can't imagine a situation where this approach were attempted again that didn't result in either stabbers ignoring the weaker...

Saturday, 11th September 2021, 16:26

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 1330

Re: The current state of summoning

Playing a pure summoner with the new changes feels overwhelmingly better than in previous versions, though it's still a difficult play style most of the time. Finding the right balance of xp distribution between spell power, defenses, and utility is a challenge, but at least now there is actually en...

Saturday, 11th September 2021, 16:10

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 1479

Re: RIP riposte, Thank God

I never saw the shield timing as a big deal; it was just an extra layer of defense on top of evasion and whatever perks you might have gotten from a riposte. If the shield preempted the process, you didn't take any damage anyway, and could keep attacking normally. If the shield didn't stop the attac...

Friday, 10th September 2021, 23:30

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 1479

Re: RIP riposte, Thank God

So long blades are just maces that can cut hydra heads now? That's quite a bit less interesting. I get that not everyone liked the riposte mechanic, but I think having the two blades skills synergize with dexterity builds was quite nice, since they cross-train together. It made hybrid long- and shor...

Sunday, 29th August 2021, 07:07

Forum: Game Design Discussion

Topic: Animated Weapon Tiles

Replies: 0

Views: 713

Animated Weapon Tiles

The tiles for animated weapons should be more distinct from the tiles for normal weapons. Right now, the only difference is the tiny summoning icon in the corner of the tile, which is quite easy to miss at times. Plus, the majority of gameplay trains players to disregard the weapons they see lying a...

Monday, 9th August 2021, 05:15

Forum: Game Design Discussion

Topic: Stop Autoexplore for Abyss Exits

Replies: 0

Views: 536

Stop Autoexplore for Abyss Exits

Got banished to the Abyss, but was confident enough to use autoexplore to look for the exit portal. Got into this awkward situation where I found an exit and tried to press a key to stop autoexplore, but got a force more message, after dismissing the message tried pressing a key to stop autoexplore ...

Monday, 9th August 2021, 04:23

Forum: Game Design Discussion

Topic: Have scrolls of identify self-annihilate once useless

Replies: 2

Views: 707

Re: Have scrolls of identify self-annihilate once useless

Even once all consumables are known, you can still use them as slime food for Jiyva piety.

Thursday, 3rd June 2021, 14:07

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 2735

Re: Torment - revisited

FWIW, item-based regen, and non-species-specific mutation-based regen, recently got majorly buffed.

Wednesday, 2nd June 2021, 15:29

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 2735

Re: Torment - revisited

There's a lot more to Necromutation than just torment immunity, and there's no need to remove Necromutation just to create an excuse to rebalance torment. Any balance changes to torment have absolutely no impact on Necromutation's performance, so Necromutation can be safely ignored when deciding how...

Wednesday, 2nd June 2021, 08:03

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 2735

Re: Torment - revisited

Aside from providing guaranteed access to Necromutation, Kiku also directly protects worshipers from torment, with no skill investment required. So, one strategy would be to worship Kiku until a player is satisfied with their skill investment in their primary areas of interest, then start working to...

Thursday, 27th May 2021, 07:27

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 9231

Re: Undead Necromancers

I agree Crawl is not summoner friendly... the AI is clunky, and there is even a 50% penalty on experience earned through summons, which is frustrating because summoning and animating dead are my favorite ways to play tactical fantasy games. Still, the Animate spells can be useful for dealing with en...

Wednesday, 26th May 2021, 09:25

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 9231

Re: Undead Necromancers

Sure, worship Gozag. There's no way that could negatively impact the necromancer gameplay experience.... It's not like corpses are relevant for necromancers, right?

Wednesday, 26th May 2021, 06:26

Forum: Game Design Discussion

Topic: fix animate dead

Replies: 3

Views: 714

Re: fix animate dead

You can get decent value out of the Animate spells by luring everything you kill to a single location and being fast enough that the corpses don't have time to decay. Being able to keep a limited number of derived undead with you as per the OP would lead to gameplay that's both less restrictive and ...

Saturday, 22nd May 2021, 11:39

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 1985

Re: Against Piety Decay

It matters sometimes, though typically not very much. Probably most impacted are slow-regenerating characters that incorporate abilities with piety costs into their core strategy and are exceptionally interested in gift acquisition. But, it's clearly not a necessary piece of the design puzzle, consi...

Tuesday, 11th May 2021, 17:47

Forum: Game Design Discussion

Topic: Monster attack change, early Dungeon difficulty

Replies: 9

Views: 1277

Re: Monster attack change, early Dungeon difficulty

In my unpopular opinion, the early game used to be trivially easy for most characters most of the time, and now it's somewhat more in line with midgame difficulty. I think that's a good result overall, but I find myself needing to kite enemies to buy time for recovery, and as that's always been a te...

Friday, 7th May 2021, 19:18

Forum: Game Design Discussion

Topic: Replace Ignite Poison with Ignite Clouds spell

Replies: 3

Views: 781

Re: Replace Ignite Poison with Ignite Clouds spell

If this change were made, I think the poison cap would need to be removed as well, unless the goal is to have players use Radiance to cap poison stacks, then flee while waiting for those stacks to slowly chew through the hit points and regeneration of sturdier monsters, before repeating the process ...

Thursday, 6th May 2021, 18:39

Forum: Game Design Discussion

Topic: Auto travel vs force_more_message

Replies: 1

Views: 711

Auto travel vs force_more_message

Was using auto explore with force_more_message and noticed that travel continues after pressing space. This means that when using auto travel, a player loses the ability to use force_more_message to immediately respond to the circumstances that triggered the message. As far as I'm aware, the only wa...

Monday, 3rd May 2021, 20:37

Forum: Game Design Discussion

Topic: Summon sustain notice

Replies: 0

Views: 649

Summon sustain notice

Viewing a spell description should show the number of currently sustained summons in addition to the maximum it already shows (e.g. "You are sustaining 1 of 3 creatures through this spell."). Reason being, checking the description would be comparatively painless to looking through the log ...

Thursday, 29th April 2021, 17:48

Forum: Game Design Discussion

Topic: Identify !flight in Sewer

Replies: 7

Views: 1174

Re: Identify !flight in Sewer

I didn't even know about most of those, and I've been playing for years.

Monday, 26th April 2021, 21:21

Forum: Game Design Discussion

Topic: Identify !flight in Sewer

Replies: 7

Views: 1174

Identify !flight in Sewer

When part of the Sewer is gated behind deep water and flight potions are placed to allow the player to cross the water, those potions should be identified. This would not affect veteran players who know there will be flight potions they can use to cross, but would make a big difference to unspoiled ...

Tuesday, 6th April 2021, 05:54

Forum: Game Design Discussion

Topic: Set armour training min skill to avoid disadvantages

Replies: 6

Views: 1298

Re: Set armour training min skill to avoid disadvantages

Well, even if such a break point were introduced, there would still be value in training the Armour skill for the bonus AC, just as there's value in training Shields past the break point for more SH and in training weapon skills past the break point for more accuracy/damage. It does seem a bit weird...

Sunday, 4th April 2021, 02:15

Forum: Game Design Discussion

Topic: Set armour training min skill to avoid disadvantages

Replies: 6

Views: 1298

Re: Set armour training min skill to avoid disadvantages

To clarify, even at 27 Armour skill, you still only receive partial reduction of any casting penalty your armour imposes.

Thursday, 25th March 2021, 06:48

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 1790

Re: Rune Perks

Collecting 15 runes isn't the same as completing everything the game can throw at you. For one thing, the rune guardians are not the most dangerous encounters that can appear in Pan or the Abyss. For another, neither ziggs nor the orb run must be completed in order to collect 15 runes. Also, per my ...

Wednesday, 24th March 2021, 06:00

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 1790

Re: Rune Perks

Unrandarts don't generate in Abyss, but if you wanted to stop players from grinding for them, you'd have to make the same true for Pan and Zig, make all 3 areas not drop ?acquire or prevent unrandarts from being obtained through ?acquire, and rework or remove Gozag. But seriously, without grinding o...

Tuesday, 23rd March 2021, 12:51

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 1790

Re: Rune Perks

The purpose of the proposal is not to add features to runes for the sake of runes having features. It's to improve the gameplay experience by reducing the incentive to grind. Runes just happen to be the best gating mechanism I could think of. Right now, if a player wants to use a specific unrandart,...

Sunday, 14th March 2021, 20:52

Forum: Game Design Discussion

Topic: Scrolls of Identification

Replies: 5

Views: 1315

Re: Scrolls of Identification

I think it would be fine to pickup-id consumables. The identification game isn't very interesting once you get the hang of it, and deciding when to use a consumable feels like a much more interactive strategic choice than deciding when to start sampling from consumable stacks, and pickup-id of consu...

Tuesday, 2nd March 2021, 12:50

Forum: Game Design Discussion

Topic: Attack Any

Replies: 0

Views: 721

Attack Any

One of the more frustrating aspects of ally management is when allies stand around doing nothing while they're being killed by adjacent enemies because they can't see a path to the enemy they want to attack. It would be very helpful to be able to tell allies to just attack without specifying a targe...

Tuesday, 2nd March 2021, 02:37

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

That's true if Ash is weaker for species that naturally have fewer equipment slots, or if merged equipment gets counted against how much skill bonus Ash applies to non-merged equipment. If I'm not mistaken, the only form that can't wear any equipment is wisp form, so if Ash's skill bonus potency is ...

Monday, 1st March 2021, 23:01

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

Maybe I'm missing something, but that would seem to make it potentially more interesting? I mean, you can put bonuses to Transmutations on the equipment that'll get melded, and bonuses to fighting on equipment that won't, right? But maybe the timing won't always work out so well for that.

Monday, 1st March 2021, 16:01

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

Giving a flat bonus per instance of a category would seem to heavily advantage species with more equipment slots. To keep overall power level consistent, I suggest linking total skill bonus potency directly to piety and distribute that bonus among skills proportionately based on curse count. E.g. a ...

Monday, 1st March 2021, 15:46

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

How is any of this changed by the Ash redesign? Old Ash was good for pretty much any character that didn't use unarmed combat, but better for non-magic users because you could leave all your ring slots uncursed for resistance swapping. Old Ash was also more predictable in what skills you would able...

Monday, 1st March 2021, 12:15

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

That's correct, though most species won't be able to reach full piety while unarmed. How much that matters to a transmuter may vary.

Monday, 1st March 2021, 09:46

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

Maybe magic skills (excluding spellcasting) should all be lumped into a single category? I mean, it's a lot of skills, but there are natural limits on spell usage that would seem to make it unlikely that players would benefit from more than a few. The biggest advantage would be that it would boost e...

Monday, 1st March 2021, 08:40

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

Trog, Lugonu (sort of), and Xom. There used to be more, but these 3 are all that remain.

Monday, 1st March 2021, 07:55

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

Seems Ash in version 0.27-a0-463 is most useful for combat mages. Gaining bonuses to magic skills isn't really valuable unless the character has high Int, and a pure mage is probably better off going Sif Muna for Channel and guaranteed access to high-level spells. Combat mages have the high Int need...

Sunday, 28th February 2021, 20:06

Forum: Game Design Discussion

Topic: Unrandarts in Bazaars

Replies: 2

Views: 862

Re: Unrandarts in Bazaars

That's interesting, so the Abyss is designed to prevent unrandarts from being permanently lost, but not in the way I thought. Is there a similar feature to prevent unrandarts in bazaars from being permanently lost? Like, if the player exits the bazaar without purchasing them, they're eligible to be ...

Sunday, 28th February 2021, 13:49

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4802

Re: New Ashenzari redesign

I mean I know how to look it up in the source code. I didn't mean someone please tell me here what they mean, I meant that it should be easier for anyone to tell without looking at code or a spoiler, loading up wizmode and getting god gifts, etc. In the latest version, the categories are explained ...
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