Search found 36 matches

Friday, 14th June 2019, 05:23

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 29969

Re: Remove 3rd pip of fire/cold resistance

Newbies will do things like wear a +0 randart helmet with rF+++ when they already had rF somewhere else, rather than just getting a +2 helmet of intelligence, which would probably be much better for them. Newbies also tend to under value things like a +3-4 ring of evasion/protection, which are actu...

Tuesday, 16th May 2017, 04:07

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26862

Re: Riposte: the post

One other thought, add parry. Riposte should follow a parry, after all. It's a + to your dodge depending on long blades skill and maybe encumbrance.

Friday, 21st April 2017, 14:41

Forum: Game Design Discussion

Topic: New monster: kobolds with blowguns -> kobold assassins

Replies: 7

Views: 2645

Re: New monster: kobolds with blowguns -> kobold assassins

I love this idea for the fact that it both makes the game more interesting and more playable. It surfaces information about the game which is hidden behind Ctrl-X for console players.

Monday, 3rd April 2017, 11:31

Forum: Game Design Discussion

Topic: Remove cloud ownership

Replies: 12

Views: 4745

Re: Remove cloud ownership

Yeah dissipation of clouds is pretty unintuitive and unfun, but I don't have a better idea to prevent degeneracy. One thing I'd be wary of is if we want to distinguish ownership of clouds, let's try to make it a method which works in console as well.

Friday, 31st March 2017, 17:30

Forum: Game Design Discussion

Topic: Rework Halfling

Replies: 23

Views: 8303

Re: Rework Halfling

I really like Siegurt's idea, it would've been better with old halfling though.

Thursday, 30th March 2017, 15:51

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39051

Re: Don't make ogre a fat human

So therefore this boils down to "I think ogres should be more powerful" It has nothing whatsoever to do with niches or percieved roles or racial uniqueness, that is all just a smokescreen for "i want more power" which is a reasonable way to feel as a player, but has nothing to d...

Thursday, 30th March 2017, 07:24

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7591

Re: A nice change of pace.

Agreed, crawl's procedural generation is good, I phrased my point poorly. What I meant is that even if it's your second time seeing a vault, generic - generic - generic - flipped and rotated vault - generic is more of a change of pace than generic - generic - generic - generic - generic. Within gene...

Thursday, 30th March 2017, 05:26

Forum: Game Design Discussion

Topic: Have shops show how many matching items are in inventory

Replies: 7

Views: 2384

Re: Have shops show how many matching items are in inventory

ion, It's so you can get a limited number of the item at the cheap price, but to get more/all will be more expensive, and you are more likely to run into interesting tradeoffs regarding which items to buy. FR: implement dungeon market forces. The discovery of more/cheaper supply will lower prices d...

Thursday, 30th March 2017, 05:19

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7591

Re: A nice change of pace.

> the vault behaves exactly the same whether it's flipped or not Which is why you *can* flip them at will without worrying about balance. The difference it makes is for the humans who play the game. They may enjoy the visual variation, or may not recognize a vault as one until further in. Agreed it ...

Thursday, 30th March 2017, 05:15

Forum: Game Design Discussion

Topic: Remove or Upgrade Late-game Troll Armours

Replies: 12

Views: 4350

Re: Remove or Upgrade Late-game Troll Armours

> If you had 3 slight variations of plate armour, it would be worse than just having one item called plate armour. Depends on what the variation is. If it's only AC/ER tweaks, agreed it's pointless. If you're adding egos like Regen, it's better. We already have fire/ice and pearl/shadow/storm which ...

Thursday, 30th March 2017, 03:42

Forum: Game Design Discussion

Topic: Remove or Upgrade Late-game Troll Armours

Replies: 12

Views: 4350

Re: Remove or Upgrade Late-game Troll Armours

> We could tweak the numbers to make them slightly different from Swamp and Steam, but slightly different wouldn't be substantially different. Ah but remember that the status quo is not "slightly different" or "substantially different", but "identical to an armour available ...

Thursday, 30th March 2017, 03:32

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39051

Re: Don't make ogre a fat human

[...](the rest of the posts in the thread are irrelevant). Isn't this ironic in an open forum, to deem only your contribution worth reading? Anyways, could not agree with sjohara's post above more: A Deep Elf isn't going to think very hard about a dropped Executioner Axe. A Minotaur isn't going to ...

Wednesday, 29th March 2017, 10:37

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 39051

Re: Don't make ogre a fat human

If one option is so good that it dominates all the others, then the desirability of pursuing the other options is limited (unless one wants to roleplay or something). This is why even though trolls can also use giant clubs, you don't see anyone using them. The only way to get meaningful options int...

Wednesday, 29th March 2017, 10:28

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 7591

Re: A nice change of pace.

The problem with encompass vaults is that they're only a change of pace the first time you find them. Subsequent times, they're less of a change of pace than a randomly generated level. Small thing, but any reason why these vaults can't be rotated/flipped at will? It won't be as new as a random vau...

Friday, 24th March 2017, 15:42

Forum: Game Design Discussion

Topic: My final thoughts on WJC, and moving on.

Replies: 37

Views: 13279

Re: My final thoughts on WJC, and moving on.

Thirded, highly disappointed in the changes, whoever made them clearly did not grok what WJC was about. There is a difference between balancing and perverting the purpose of a proposed god.

Friday, 24th March 2017, 15:37

Forum: Dungeon Crawling Advice

Topic: Builds to Try in 0.19 Before 0.20 Comes Out

Replies: 6

Views: 2692

Re: Builds to Try in 0.19 Before 0.20 Comes Out

Unless you're really excited about high elves or delayed fireball, there aren't any changes of this kind in 0.20. DD still dominates pretty much the same as before, in particular. Are you forgetting the absolute butchering of ogres as a unique race? They're large humans with worse defences but more...

Friday, 3rd March 2017, 11:49

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 14456

Re: Playable skeleton species! (Branch inside)

He has a link: https://github.com/PabloMansanet/crawl/tree/skeleton

Download that somewhere on your computer, read and follow instructions here: https://github.com/PabloMansanet/crawl/ ... NSTALL.txt

Thursday, 2nd March 2017, 03:09

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39654

Re: Balancing the Council God

> they make the game take more real-world time to play without adding more meaningful, difficult decisions. If it added time for no benefit, that would be a problem. But adding time in order to have fun combat is a good thing, in my opinion. That is why some of us play the game, to enjoy combat! Not...

Wednesday, 1st March 2017, 17:40

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39654

Re: Balancing the Council God

bel, no need to censor yourself, I think your input is valuable. I totally agree that strong, free mechanics would break the game. > Making them cost something (piety, exhaustion, whatever) is the most logical and simplest way to proceed, reduces cognitive load and fixes the (perceived) brokenness. ...

Wednesday, 1st March 2017, 15:47

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39654

Re: Balancing the Council God

Re: feedback loops and decisions, The most enjoyable parts of this god are when you chain together martial attacks and achieve "combos" and force multipliers. For example, the most basic is whirlwinding past an enemy while lunging at another distracted monster. Seeing two, three monsters p...

Wednesday, 1st March 2017, 14:23

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39654

Re: Balancing the Council God

More on the feedback loop: there needs to be a way to see that a monster is slowed on console. Currently `v` is the only way, it doesn't show up on the monster list on the side, nor is there any visual indicator. This is a huge hindrance to getting in a flow state with the god, because you will neve...

Wednesday, 1st March 2017, 14:11

Forum: Dungeon Crawling Advice

Topic: Should I use Firestarter?

Replies: 3

Views: 1495

Re: Should I use Firestarter?

I dunno, D:6 isn't that far. And if you don't play with dungeon toys when you get them, when will you? Unless it's something like heavy armour unrands for a caster, I almost always try to use the nice loot.

Wednesday, 1st March 2017, 13:48

Forum: Game Design Discussion

Topic: Allow Monks to start with staves

Replies: 11

Views: 4353

Re: Allow Monks to start with staves

Thanks for the context chequers. It seems like the rationale was that monks had a lot of offensive xp to start with, and there was no reason for it all to be forced into UC. I can agree with that, but I disagree with the solution being to give them access to nearly any weapon class from the start. I...

Wednesday, 1st March 2017, 04:27

Forum: Game Design Discussion

Topic: Allow Monks to start with staves

Replies: 11

Views: 4353

Re: Allow Monks to start with staves

Why this antagonism against staves? Monks can start with any other damn weapon, why shouldn't they start with a staff? It's not flavor at the expense of gameplay, it doesn't really hurt gameplay, when there's already another *better* class that has the option to start staves. Personally I'd want mon...

Tuesday, 28th February 2017, 17:20

Forum: Dungeon Crawling Advice

Topic: What would be the best place to use Heaven on Earth?

Replies: 10

Views: 4035

Re: What would be the best place to use Heaven on Earth?

If your character isn't resilient enough to hang in there, it can be really disappointing. Paired with vamp, Spiny, or possibly the best synergy in Powered by Death, it makes your character basically a melee god incarnate for as long as there are enemies to fight. You can tear through places like Or...

Tuesday, 28th February 2017, 13:15

Forum: Game Design Discussion

Topic: Glyph decorations/diacritics in console

Replies: 3

Views: 2441

Re: Glyph decorations/diacritics in console

Better visual information in terminal would really be a huge improvement. As it is tiles is already a much easier game due to wider visual information bandwidth.

Tuesday, 28th February 2017, 10:49

Forum: Game Design Discussion

Topic: Make charms reserve life.

Replies: 43

Views: 15814

Re: Make charms reserve life.

Personally, I consider charms defaulting to always-on as the best solution. Putting xp into several other skills gives your character passive benefits, so it seems perfectly workable to do it with one more skill. Balance can be adjusted as a separate problem. Failing that, however, total removal is...

Thursday, 17th November 2016, 03:40

Forum: Dungeon Crawling Advice

Topic: Which Builds Does Hepl Help?

Replies: 5

Views: 2583

Re: Which Builds Does Hepl Help?

Although if you're already at -30% hp, another -10% on top of that is hard to swallow.

Sunday, 13th November 2016, 11:44

Forum: Game Design Discussion

Topic: Improve tabbing with ranged weapons

Replies: 16

Views: 6048

Re: Improve tabbing with ranged weapons

Make tab try to skewer through as many enemies as possible, and end with `.` on the last one, giving you a chance to hit something even if you miss.

Sunday, 13th November 2016, 11:35

Forum: Dungeon Crawling Advice

Topic: Beogh smiting overpowered

Replies: 19

Views: 7340

Re: Beogh smiting overpowered

Seriously. That is some terrible opaque micromanagement gameplay.

Thursday, 20th October 2016, 08:31

Forum: Technical Support

Topic: Augh, not again

Replies: 1

Views: 1470

Re: Augh, not again

It means git isn't in your PATH. Try `which git` just to confirm, then go ahead and google how to install git for whichever OS you have.

Thursday, 20th October 2016, 02:49

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33725

Re: Purpose of the Charms school

I love the MP reservation as cost for charms idea. It really fits my idea of charms, as semi-permanent augmentations to martial prowess, which requires skill and concentration to maintain. There seems to be two main arguments against this: 1. this would make charms OP for melees, for whom the opport...

Wednesday, 19th October 2016, 04:41

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 16051

Re: Ranged weapons: alternative to ammo management?

My fear is that by having such a clearly defined niche for ranged, it's not giving players an *alternative* play style, it's just giving players one more tool in their toolbox for the *right* way to play. Already in crawl, a lot of good players recommend converging on a hybrid style, this would be a...

Wednesday, 19th October 2016, 04:32

Forum: Game Design Discussion

Topic: auto_butcher when hungry or below

Replies: 18

Views: 5264

Re: auto_butcher when hungry or below

Don't see why you would oppose a clear improvement. Not auto butchering when you have over n chunks in inventory would be an improvement in every way. If you've made a kill hole, you can look at the stack of equipment in 2~3 turns, there's no need to also be sitting there putting every carcass throu...

Tuesday, 18th October 2016, 20:29

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 16051

Re: Ranged weapons: alternative to ammo management?

If ranged combat is going to be in crawl, it needs to be something more than merely infinite-distance melee that forces extra weapon-swapping. Given that, I still prefer: <Sequell> ranged reform[1/1]: 1) give launchers their own equipment slot; 2) ammo always mulches; 3) keep skills the same (at le...

Thursday, 6th October 2016, 15:17

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25483

Re: Idea: Make charms tactical rather than strategic

I think there can be different types of charms. I think some, like transmutations, can be semi-permanent with max mp decrease. You can prevent heavy armour guys from always having charms on by making spell failure meaningful for these toggles. Taking damage can have a chance to disrupt your concentr...

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