Search found 39 matches

Thursday, 20th May 2021, 17:53

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 1427

Re: Against Piety Decay

I'd say piety decay is not a good mechanic. As said, it conflicts with auto-explore and it doesn't promote an interesting choice at all.

Friday, 1st January 2021, 17:46

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 2312

Re: DCSS is not a very good roguelike.

Well difficulty selection is a very good thing to have. As mentioned elsewhere species selection can replace a dedicated difficulty system, but it might be better to have it as an stand alone system. A global modification to monster's stats, chance to use special abilities, experience and so on. Act...

Thursday, 31st December 2020, 13:59

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 2312

Re: DCSS is not a very good roguelike.

Finally, meta-progression (in modern roguelikes) is usually designed as a sort of a set of training wheels, you get new mechanics introduced gradually, so newbies have an easier time learning them. The base game difficulty is usually understood to be the final state with most the of the things unlo...

Thursday, 31st December 2020, 13:40

Forum: Game Design Discussion

Topic: mummy and 0.25.a0.863...

Replies: 15

Views: 1458

Re: mummy and 0.25.a0.863...

Well the bloodless form could be better in combat to round up this better.
Still the corpse eating I was referring is the trunk's heal on kill, hence the ("").

Wednesday, 30th December 2020, 19:04

Forum: Game Design Discussion

Topic: mummy and 0.25.a0.863...

Replies: 15

Views: 1458

Re: mummy and 0.25.a0.863...

Vampires X Ghouls Fangs 3 > Claws 1 Vampiric Byte > "Corpse" Eating Slightly Worse combat aptitudes < Slightly better combat aptitudes Decent Stats > Worst Stats in game A Vampire could have it's bloodless state slightly more suited to combat to even out this - I mean vampire warrior is ev...

Wednesday, 30th December 2020, 14:44

Forum: Game Design Discussion

Topic: mummy and 0.25.a0.863...

Replies: 15

Views: 1458

Re: mummy and 0.25.a0.863...

All this said, the relevance between having ghoul, mummy and vampire needs to be addressed. I'd propose: * Remove ghouls entirely - vampires already fill their niche when bloodless * Buff mummy's non-weapon aptitudes by 1-2. But reduce their EXP to -2. * Improve vampires - allow transmutation spells...

Wednesday, 23rd December 2020, 00:23

Forum: Game Design Discussion

Topic: Do Races really need to be very balanced against each other?

Replies: 2

Views: 522

Re: Do Races really need to be very balanced against each ot

/off Well backgrounds really could give 4 points of aptitude bonus (distributed among it's skills). //off

One thing that's very (old) D&D is the experience penalty. Difference in XP gains feels like the most indirect difference between races.

Tuesday, 22nd December 2020, 20:24

Forum: Game Design Discussion

Topic: Do Races really need to be very balanced against each other?

Replies: 2

Views: 522

Do Races really need to be very balanced against each other?

I remember watching a video where it was said that Darksouls' "easy mode" was playing a ranged character. Basically the build/character choice at the start of the game can/should influence difficulty. Since this isn't a PvP game, there's little reason to add so many negative traits to offs...

Tuesday, 22nd December 2020, 20:11

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 31901

Re: Remove the id game (new reason)

At very least, removing potions and scrolls from the pool of unidentified items would make sense. Having them randomized doesn't really create interesting decisions.

Friday, 19th May 2017, 06:01

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 27302

Re: Remove Beogh

Change water walking to fire/lava walking and add fire resistance.

Monday, 8th May 2017, 18:56

Forum: Game Design Discussion

Topic: Spellcasters and resting

Replies: 24

Views: 5161

Re: Spellcasters and resting

I agree its qute diruspiting to gameplay to rest ao often as casters. Specially early. Here are some ideas: 1 have weaker spells free of mana cost (or spell costs reducing mana cost based on spell power) 2 have reduced mana costs 3 havings spells with cooldown timer based on skill instead of mana ci...

Friday, 5th May 2017, 23:24

Forum: Game Design Discussion

Topic: Remove Human, Keep Gnoll

Replies: 10

Views: 2063

Re: Remove Human, Keep Gnoll

Or make demigod inherent human aptitudes (and balanced stats +1 every three levels)

Friday, 5th May 2017, 23:22

Forum: Game Design Discussion

Topic: xl apt is bad

Replies: 3

Views: 1615

Re: xl apt is bad

Level cap for each race would make balance hard to see. This race X gets stats quick but maxes out with 3 less levels compared to the other race Y. Xp affinity means a trade off of early or later advantages but also means some species are terrible for extended. While others are boring early. Since r...

Friday, 5th May 2017, 23:13

Forum: Game Design Discussion

Topic: Remove item identification

Replies: 31

Views: 7249

Re: Remove item identification

Choice without information is meaningless.

If early power is a concern just reduces early drops a bit.

Thursday, 19th January 2017, 16:30

Forum: Crazy Yiuf's Corner

Topic: ITT we remove races

Replies: 26

Views: 5583

Re: ITT we remove races

ONIchinchin wrote:when you unironically realize that all crawl races are just different versions of humans

Yep, Felids are humans who happen to be like cats. :mrgreen:

Thursday, 19th January 2017, 14:06

Forum: Crazy Yiuf's Corner

Topic: New species proposal: Behemoth

Replies: 2

Views: 752

Re: New species proposal: Behemoth

There's always dungeon sprint.

Thursday, 19th January 2017, 14:04

Forum: Crazy Yiuf's Corner

Topic: New species idea: Robots

Replies: 7

Views: 1280

Re: New species idea: Robots

electric attacks *heals* them half of damage I have a stupid question, does this mean that it inflicts full damage and then heal half of it, or just that it heals and the robot is otherwise immune? Wouldn't it be better if electric had a chance of triggering haste, while still inflicting full damag...

Thursday, 19th January 2017, 13:16

Forum: Crazy Yiuf's Corner

Topic: Revert Ogre apt change

Replies: 35

Views: 5656

Re: Revert Ogre apt change

Given this is a single player game, I wouldn't mind seeing Ogres as "easy/strong" race that sacrifices armor for a good mix of aptitudes.
So why not just having the increase mace without losing anything? (or maybe reducing XP affinity slightly)

Thursday, 19th January 2017, 13:15

Forum: Crazy Yiuf's Corner

Topic: New species idea: Robots

Replies: 7

Views: 1280

Re: New species idea: Robots

Maybe the machine shouldn't be able to revoke religion but was prohibited from casting.
i.e. what stops a machine from following a religion's creed anyway?

Religion is perhaps the most interesting choice during the game and the in build abilities can cover some spell needs anyway.

Thursday, 19th January 2017, 13:07

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 2454

Re: Rokurokubi (a multi-tile species proposal)

It would be crazier/more fun if the head wasn't a target.
Or if the body didn't follow the head.

Saturday, 14th January 2017, 10:57

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 17754

Re: New Experimental: Cyno Species

Here's an idea 1 - Have aptitudes set to 0 to compute initial skills based on background. A skill tome could increase a skill cap by 1-2 <--- This would keep backgrounds relevant (higher skill cap for some skills and usable starting values). 2 - Remove skill training and and gain skill levels in eve...

Thursday, 12th January 2017, 10:19

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 17754

Re: New Experimental: Cyno Species

How about Skill cap being based on character level? (I'd risk increasing it to 2/3) An even higher aptitude?

Between this and low(er) XP affinity they would have a harder time, no?

Wednesday, 28th December 2016, 10:36

Forum: Game Design Discussion

Topic: Instruments of Transmutation (Tmut Reform Idea)

Replies: 28

Views: 4524

Re: Instruments of Transmutation (Tmut Reform Idea)

Well how about a few things instead:
1 shapes have active abilities and unlock abilities based on skill rank (or level)
2 the spell school becomes a racial feature (moving non morph spells to other schools)
3 shapes last until ended (it takes some time to complete a morph)

Saturday, 26th November 2016, 00:32

Forum: Crazy Yiuf's Corner

Topic: Please implement smart skill training

Replies: 11

Views: 2849

Re: Please implement smart skill training

A message for weapon skill reaching the minimun delay or a known spell reaching maximun power would be helpful.

Sunday, 20th November 2016, 16:46

Forum: Dungeon Crawling Advice

Topic: Easiest Spellcasting race/bg?

Replies: 15

Views: 3631

Re: Easiest Spellcasting race/bg?

I have some luck as DeSu.
The spellcasting aptitude helps a lot on getting extra spells.
Add in sif or behemut and you'll branch into Conjuration.

As a summoner you'll have bodies to buy time to flee and the high INT helps on hunger.

Monday, 14th November 2016, 03:00

Forum: Suggestions & Criticism

Topic: Make quote windows with high contrast

Replies: 0

Views: 1407

Make quote windows with high contrast

Point being
This doesn't really show strong - maybe if the frame was darker like a dark grey

Monday, 14th November 2016, 01:02

Forum: Dungeon Crawling Advice

Topic: Summoner Tactics

Replies: 25

Views: 6384

Re: Summoner Tactics

The most tactical spell/useful from the summoner start book is lightning spire by far. You must set it in a way your other summons won't get in it's line of fire. A good tactic is place it in one direction and move toward the other. Worst case it can tank some hits - I rather set it for extra hits w...

Monday, 14th November 2016, 00:33

Forum: Crazy Yiuf's Corner

Topic: Expand inventory, Regularize spellcast macros

Replies: 11

Views: 2810

Re: Expand inventory, Regularize spellcast macros

1 - Anything that decrease the need of memorizing is a plus in my book (less stash travels is good too)
2 - I always wondered why it wasn't like that from the start - Tough i wouldn't restrict it to spell macros - abilities like smite, evocation and breath have place on numbers as well.

Sunday, 13th November 2016, 20:45

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 7495

Re: Make Demigods appealing

I think there's something more fundamental here: new players can't evaluate what Dg stats actually mean in-game. Perhaps the 'solution' to all these Dg idea threads is to document stats better. 'Better' being "easier to find in-game" as well as "clear wording". I think that is a...

Sunday, 13th November 2016, 12:07

Forum: Game Design Discussion

Topic: Improve tabbing with ranged weapons

Replies: 16

Views: 4071

Re: Improve tabbing with ranged weapons

Maybe something akin to granting plants a flag (count as a wall for bow targeting purposes).

Sunday, 13th November 2016, 02:11

Forum: Game Design Discussion

Topic: Mutate 'mutation' system

Replies: 10

Views: 2702

Re: Mutate 'mutation' system

I would agree that 3 ranks for a random based thing with no control is a bit excessive. Perhaps good mutations should be heavily weighted towards improving good mutations you already have (i.e. 66+% of the time they improve an existing one instead of gaining a new one). On top of that upgrades for g...

Saturday, 12th November 2016, 22:16

Forum: Game Design Discussion

Topic: Remove 'remove curse scroll'

Replies: 7

Views: 2857

Re: Remove 'remove curse scroll'

By requiring experience to remove you mean something akin to having the drained effect - the curse is lifted when you earn enough xp?

Saturday, 12th November 2016, 05:24

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 7495

Re: Make Demigods appealing

Demi-God is all all about stats. Demi-God's need more stats. Adding Chei to me made Demi-God stats look bad. True... But Chei is kinda cool unlike demigods given several interesting gameplay options. I'd say that halflings, humans and even high elves have a similar low appeal to demigods <--- but t...

Saturday, 12th November 2016, 01:43

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 7495

Re: Make Demigods appealing

why are you talking like this The quote windows have nearly the same format as regular text for me. Most forums have a different colored background in quote "frames". This felt particular confusing since i quoted 3 people in the same reply. But it's newbies who dabble with mutations. Expe...

Saturday, 12th November 2016, 00:18

Forum: Game Design Discussion

Topic: Species Proposal: Turtlekin

Replies: 18

Views: 4435

Re: Species Proposal: Turtlekin

Well the whole hide in shell passive could be done when you wait instead of being activated but then your effects wouldn't work... It could be simply be a mutation - "You develop a turtle-like shell" Maybe removing body armor and shield slot but having AC and SH based on level would be mor...

Saturday, 12th November 2016, 00:05

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 7495

Re: Make Demigods appealing

giving Dg god powers makes no sense. not having god powers is the sole and entire point of Dg and is what makes it unique. if not having god powers is boring then Dg should just be removed I agree would prefer any new species in their place as they currently are - if anything I would mix them and h...

Friday, 11th November 2016, 04:08

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 7495

Make Demigods appealing

Edit: Adjusted the mutation mechanic for increased appeal - instead of a random mutation (like Ds) they now choose Edit: Changed "Grant them immunity to negative mutations and deformation and gain a random good mutation every three levels" to full mutation immunity and gain a mutation form...

Friday, 11th November 2016, 03:08

Forum: Game Design Discussion

Topic: Remove curses

Replies: 41

Views: 6736

Re: Remove curses

Maybe removing cursed maluses is enough - in fact the cursed gear could be even slightly strong (but still sticky) - amulet of harm is a good example of a cool cursed item (even tough drain shouldn't last so long)

Friday, 11th November 2016, 02:57

Forum: Game Design Discussion

Topic: Proposal: Remove identification

Replies: 50

Views: 8440

Re: Proposal: Remove identification

Indeed the need of identification should go - it only adds gamble (burn up resources), make you hoard stuff (specially remove curse scrolls), mess up wand charges (at low evocation). If there would be a common potion of randomness and a common scroll of randomness early game the gamble aspect could ...

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