Search found 369 matches

Wednesday, 11th May 2022, 11:15

Forum: Game Design Discussion

Topic: Really attack?

Replies: 0

Views: 227

Really attack?

Attempting to move/attack towards an adjacent monster while wielding a launcher prompts "Really attack while wielding (launcher)?" For ease of use and consistency, I suggest instead the launcher could fire at the adjacent monster.

Thursday, 5th May 2022, 11:52

Forum: Game Design Discussion

Topic: Reworking Sandblast

Replies: 4

Views: 368

Re: Reworking Sandblast

I absolutely refuse to use the spell so long as stones are required to cast it, and the decision to make them a requirement has always baffled me. (Though, even if the stones requirement were removed, I still would strongly tend to avoid playing EE, simply because Conjurer gets more INT, and when pl...

Monday, 11th April 2022, 04:20

Forum: Game Design Discussion

Topic: Ashenzari small buff idea

Replies: 4

Views: 308

Re: Ashenzari small buff idea

Probably not, now that you mention it. So, I guess that would leave HP, and... HP?

Saturday, 9th April 2022, 02:25

Forum: Game Design Discussion

Topic: Request for Clarity: Guardian Golem

Replies: 0

Views: 257

Request for Clarity: Guardian Golem

Both the spell description and the monster description indicate that a guardian golem can protect its allies. The spell description explains that the player is not eligible for this protection, but the monster description does not. Neither description explains what circumstances are required for thi...

Saturday, 9th April 2022, 00:19

Forum: Game Design Discussion

Topic: Ashenzari small buff idea

Replies: 4

Views: 308

Re: Ashenzari small buff idea

Any such bonus information should be randomly generated, in other words, information that can't be learned by digging through the source code (as information that can be precisely determined by digging through source code should be available to all players, regardless of god, so as to not give an ad...

Friday, 8th April 2022, 01:10

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 6

Views: 602

Re: Ally Swapping vs Opportunity Attacks

How so? When I resort to pillar dancing, it's because I'm being chased by an enemy I'm in danger of dying to and can't disengage from without a consumable which I don't want to (or don't have the option to) use. If the opportunity attack caused the enemy to spend a turn attacking instead of chasing,...

Thursday, 7th April 2022, 00:35

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 6

Views: 602

Re: Ally Swapping vs Opportunity Attacks

I'm not convinced of that, but I'm also not really looking at this from a balance perspective. I would like to point out that even if ally swapping should be nerfed, opportunity attacks aren't necessarily the best way to do it. Here's some food for thought: both opportunity attacks and ally swapping...

Friday, 25th March 2022, 15:31

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 625

Re: Felid's Teeth and Claws

I used to feel the same way about INT for non-spellcasters (especially Trog worshipers). But, even for such characters, INT isn't completely useless, because if you take stat damage and run out of INT, you can't read scrolls, which matters sometimes... especially for Mummies. It's not much, but it's...

Thursday, 24th March 2022, 20:37

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 625

Re: Felid's Teeth and Claws

That would be rough on trolls and ghouls. Having UC use the higher of STR or DEX might be a better approach, as there are species of both flavors designed with UC in mind.

Wednesday, 23rd March 2022, 17:44

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 625

Felid's Teeth and Claws

Felid's are a low strength species and are uniquely unable to wield DEX-based weapons. Furthermore, their unarmed attacks are modified to behave like short blades in terms of stabbing. It seems like their attacks should be further modified to use DEX instead of STR like short blades.

Wednesday, 23rd March 2022, 16:52

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 6

Views: 602

Ally Swapping vs Opportunity Attacks

A common ally positioning maneuver is to swap from (enemy) (player) (ally) to (enemy) (ally) (player). This is much more dangerous with the new opportunity attacks mechanic, as the enemy may get a free attack against the player who swaps positions with their ally. Combined with the fact that summone...

Wednesday, 16th March 2022, 17:16

Forum: Game Design Discussion

Topic: Excrutiating Wounds

Replies: 1

Views: 377

Excrutiating Wounds

The spell only affects melee weapons, which is obvious to players that know that the pain brand can only appear on melee weapons. But, new and unspoiled players don't know this, and would reasonably expect the spell to affect ranged weapons as well, potentially to great disappointment if they invest...

Thursday, 10th March 2022, 23:09

Forum: Game Design Discussion

Topic: Dex weapons (FR: make (long)bows scale with Str again)

Replies: 2

Views: 608

Re: Dex weapons (FR: make (long)bows scale with Str again)

I think having some STR and some DEX launchers is a good idea, though I'm not sure about which should be which, though I think it's best to keep each category of launcher consistent, so that players can start with early-game weapons and progress to late-game weapons without having one or the other b...

Thursday, 10th March 2022, 21:22

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 636

Re: God of the Forge

Strive for Perfection is meant to be used either as a quick way to get new gear tuned up without spending piety or to stockpile scrolls to read right before a dangerous fight, whether that's a boss fight, an awkward situation following a trap, or simply a large group of very dangerous enemies. Howev...

Thursday, 10th March 2022, 00:22

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 636

Re: God of the Forge

I guarantee that without Instability, there would be players that would not stop at or anywhere near a mere +9 and +20... they would just keep stacking bonuses to truly absurd levels, through grindy behavior that would render much of the game's challenge completely obsolete. That's why Strive for Pe...

Tuesday, 8th March 2022, 21:34

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 636

Re: God of the Forge

Thematically related, at least....

Tuesday, 8th March 2022, 06:53

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 636

God of the Forge

Description: A god of the forge that strengthens and customizes the non-artefact equipment of loyal followers. Artefacts are works of art that should not be tampered with, as a matter of respect for their creators. Goals: Normally, players tend to eventually replace most or all their equipment with ...

Monday, 14th February 2022, 01:10

Forum: Game Design Discussion

Topic: Boulder beetle too hardcore?

Replies: 4

Views: 765

Re: Boulder beetle too hardcore?

They do a lot of damage per hit, yes, but they don't hit very often, and that makes them fairy easy to escape from if you're not ready to kill them yet, although depending on the situation, expending a consumable may be required. In particular, their tendency to blink away makes them very easy to es...

Monday, 24th January 2022, 07:09

Forum: Game Design Discussion

Topic: New search breaks muscle memory, again

Replies: 6

Views: 1143

Re: New search breaks muscle memory, again

Maybe add a boolean config option like "fire_preserve_keybindings" which, when true, would cause the quiver menu to be populated by going through fire_order and, for each category, assign all quiverables of that category to their matching letter, if that letter is not already assigned to a...

Thursday, 6th January 2022, 20:35

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 1347

Re: Djinni vs MP recovery

Because your statement is self-contradictory. "... no game mechanic that involves MP is relevant for them" contradicts "they spend HP instead of MP", because that implies they do use mechanics that use MP. Please read carefully what I wrote: "However... in light of that last...

Thursday, 6th January 2022, 10:19

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 1347

Re: Djinni vs MP recovery

For them, MP doesn't exist, they spend HP instead of MP, and therefore no game mechanic that involves MP is relevant for them. This is self-evidently false. They do interact with mechanics that involve MP, including but not limited to spellcasting, invocations, Portal Projectile, and gloves of infu...

Thursday, 6th January 2022, 06:11

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 1347

Djinni vs MP recovery

For Djinni, spending MP translates to spending HP. It would follow, then, that the reverse... recovering MP translating to recovering HP... should also be true. This isn't just a consistency issue, but also a balance one. TSO's "Gain power from killing" and Jiyva's conversion of consumed i...

Thursday, 6th January 2022, 01:31

Forum: Game Design Discussion

Topic: Dj Spell Rework

Replies: 9

Views: 1526

Re: Dj Spell Rework

I was mistaken about the spell competence limit. Based on previous testing, I determined that djinn couldn't reach the same levels of spell power as other species, but retesting it now, this is not the case. Spell power for a djinn with spellcasting 27 is the same as spell power for other species wi...

Thursday, 6th January 2022, 01:22

Forum: Game Design Discussion

Topic: Running out of projectile ammo irritates me. Infinite ammo?

Replies: 9

Views: 1679

Re: Running out of projectile ammo irritates me. Infinite a

... just annoying to swap to melee all the time vs. a week enemy. This by itself is a solid argument in favor of adjusting the ammo system. Even without any ammo system, however, ranged weapons would still be different from spells, evocables, and melee. Spells use MP, evocables use charges, and mel...

Wednesday, 5th January 2022, 04:09

Forum: Game Design Discussion

Topic: Dj Spell Rework

Replies: 9

Views: 1526

Re: Dj Spell Rework

Djinn are a bad species to pick for casting any spells aside from what their background provides. Even with rerolls and/or acquirement-style spell acquisition, that would still be the case. They get hit 3 times: lack of ability to memorize desired spells, lack of ability to worship magic-related god...

Saturday, 1st January 2022, 02:10

Forum: Game Design Discussion

Topic: Fletchery

Replies: 3

Views: 1416

Re: Fletchery

I've found that the relevance of ammo varies severely depending on background, species, weapon type, and god. If you want a truly miserable experience, try playing a deep elf arcane marksman who worships a god other than Okawaru... although, I admit this isn't quite as bad now that weapons aren't ra...

Saturday, 1st January 2022, 00:16

Forum: Game Design Discussion

Topic: Orb of Zot

Replies: 1

Views: 1148

Orb of Zot

Since it's now a thing that orbs can be worn as offhand items, it seems like the Orb of Zot should be wearable as well, for consistency. My thought is to make it an unrandart that applies the normal orb run effects while in the inventory and additional effects while worn that are highly appealing bu...

Friday, 31st December 2021, 23:55

Forum: Game Design Discussion

Topic: Demonic Touch

Replies: 3

Views: 1421

Re: Demonic Touch

From my testing, the -Will seemed to have only a minor influence on success rates for affecting monsters. Generally not enough to justify using a turn to apply it, even if successfully applying it on the first attempt were guaranteed.

Sunday, 26th December 2021, 01:31

Forum: Game Design Discussion

Topic: Fletchery

Replies: 3

Views: 1416

Fletchery

While exploring, characters with this feature passively increase stack quantity for arrows and bolts if present in inventory. Maybe also for sling stones, though sling/rock compatibility makes this questionable. Suggested as a racial feature for deep elves and other species meant to have an affinity...

Sunday, 26th December 2021, 01:02

Forum: Game Design Discussion

Topic: Stat adjustment potions

Replies: 0

Views: 760

Stat adjustment potions

3 potions: Strength, Dexterity, and Intelligence. Each increases its associated stat by 2 and decreases the other 2 stats by 1 each. Thus, they don't make a player more powerful, but provide a mechanism to alter a character's power distribution. Why? Crawl is meant to be a game where players adapt t...

Friday, 24th December 2021, 11:06

Forum: Game Design Discussion

Topic: Armour Egos

Replies: 0

Views: 585

Armour Egos

I feel like there are rarely interesting choices in selecting which armour ego to wear for some equipment slots (especially boots). This is partly because non-body ego armour is rare enough that you're lucky to find more than one for a particular slot before some artefact renders them obsolete, and ...

Tuesday, 14th December 2021, 21:59

Forum: Game Design Discussion

Topic: Remove the STR+DEX check for auxiliary attacks

Replies: 0

Views: 726

Remove the STR+DEX check for auxiliary attacks

Auxiliary attacks already benefit from DEX in terms of accuracy and in terms of STR in terms of damage. Players who understand the general concept of STR and DEX would expect this behavior; it's intuitive and consistent with how STR and DEX are generally conceptualized in similar games and with how ...

Friday, 10th December 2021, 15:38

Forum: Game Design Discussion

Topic: Demonic Touch

Replies: 3

Views: 1421

Re: Demonic Touch

Allowing players to wield 2-handed weapons with their offhand disabled would be really bad in terms of consistency. Making the will debuff stackable would be interesting, though... instead of a simple binary risk/reward decision, it would become a press-your-luck risk/reward decision.

Friday, 10th December 2021, 04:55

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

You're absolutely right; playing more cautiously can compensate for unfriendly RNG to a large extent, and I do this already when I judge it to be necessary to keep a character alive long enough to make things more interesting. You're also right that having a lower maximum attainable power limits the...

Thursday, 9th December 2021, 11:10

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

The risk of dying is an important part of the game, it's not a problem. To a very large degree, death can also be avoided through skillful tactics, again not a problem. Horns pushing a helmet off your head is also not a problem, because you shouldn't be using a strategy that relies on wearing a helm...

Tuesday, 7th December 2021, 21:14

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

I agree that it's absolutely in the spirit of Crawl to get stuff that doesn't fit your current build, and to have to decide whether to ignore that stuff (in the case of equipment, not draconian color, obviously) or adapt to it by adjusting skill investments. This is perfectly fine, and completely di...

Tuesday, 7th December 2021, 01:41

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

Maybe I was wrong about demonic guardian vs. foul stench, but your experience with demonic guardian vs ignite blood is apparently very different than mine. For me, the guardians seemed to end up engulfed in flame nearly every single time they appeared, and they generally didn't last very long as a r...

Sunday, 5th December 2021, 23:16

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

You don't have to be wielding a weapon for it to trigger, but your offhand slot must be empty. It won't trigger while wearing a shield, even if your main hand is empty... not sure why. You can confirm this in-game in trunk by reading the description of demonic touch in the mutations list, or by read...

Saturday, 4th December 2021, 21:07

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

For any of these pairings, no matter what choices you make, you're getting at best partial value and at worst negative value from at least one of your mutations, meaning the character is gimped. I guess if you're expecting to get no value out of your demonspawn mutations, then even a partial benefit...

Saturday, 4th December 2021, 11:51

Forum: Game Design Discussion

Topic: Death Of Jiyva

Replies: 7

Views: 2992

Re: Death Of Jiyva

No idea what the current status is. My design certainly was that both the Royal Jelly and Dissolution have to be killed before Jiyva must die. I just tested this (in crawl_tiles-0.28-a0-973, seed #7471888789291940195). Dodged Dissolution, killed TRJ, confirmed Jiyva's death. If the intent is that J...

Saturday, 4th December 2021, 11:01

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Re: Demonspawn incompatibilities

I expect that assumption is generally correct. But, escaping with the orb isn't always a player's only goal. So long as there's at least a theoretical chance that subordinate goals can still be achieved, it's still worth continuing the game. But, once there's absolutely no possibility of meeting a r...

Saturday, 4th December 2021, 08:13

Forum: Game Design Discussion

Topic: Servitor transparency

Replies: 0

Views: 671

Servitor transparency

There should be some way other than relying on spoilers; digging through source code; or blind trial and error, to determine how memorizing spells will affect the behavior of Spellforged Servitor. The Servitor description tells you which spell will be cast based on your current spell memorization, b...

Saturday, 4th December 2021, 04:35

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 2515

Demonspawn incompatibilities

Having demonspawn mutations that synergize with particular strategies is good, in that it encourages variety. Surprising players with the introduction of these mutations over the course of the game has some merit, despite not interacting particularly well with compelled irreversible stat selections ...

Friday, 3rd December 2021, 22:37

Forum: Game Design Discussion

Topic: Stat / mutation order

Replies: 0

Views: 635

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: 1323

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: 1323

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: 1189

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: 1985

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: 1985

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: 1985

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...
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