Search found 159 matches

Monday, 28th January 2013, 00:08

Forum: Game Design Discussion

Topic: Evaporate

Replies: 18

Views: 3854

Re: Evaporate

We could also just remove items that have no use, and reduce the total number of potions that spawn to keep good ones from becoming more common. If we're worried about the identification mini-game for some reason, we can just reduce the number of identify scrolls, too. While i'm all for less clutte...

Monday, 28th January 2013, 00:06

Forum: Game Design Discussion

Topic: vampires shouldn't have to mash 5

Replies: 13

Views: 3581

Re: vampires shouldn't have to mash 5

Seems fine so long as it takes a few turns and is interrupted if you take any damage. Won't work if you're already poisoned and is a major risk if you try doing it with a tormentor on the screen.

Wednesday, 21st November 2012, 19:59

Forum: Game Design Discussion

Topic: Question on Haste

Replies: 60

Views: 17009

Re: Question on Haste

Personally I think haste is one of the worst parts of crawl. As it stands the tutorial should just mention it as a must get spell/school for most players, and that's foolish. Splitting haste brainstorming- Why not just make more haste spells with downsides? Fire/something lvl6: Current haste buff+fi...

Saturday, 13th October 2012, 18:35

Forum: Game Design Discussion

Topic: Stalking?

Replies: 42

Views: 10837

Re: Stalking?

minmay wrote:Permanent effects from corpses are bad.

Then don't make it permanent or every corpse.

Saturday, 13th October 2012, 17:58

Forum: Game Design Discussion

Topic: Stalking?

Replies: 42

Views: 10837

Re: Stalking?

I believe that Evaporate+FD could make a comeback with a god... at least I have listed these as tentative minor power for random gods. The point is that for a god, the brokenness can be counteracted by a conduct. I really don't think the spell combo had to be broken. Giving FD a result based on cor...

Tuesday, 9th October 2012, 21:45

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

Shields aren't bad. Stop saying that without qualifiers. Shields are usually bad for fighters , and other backgrounds which play in a similar fashion. Also bow/crossbow hunters. Shields are excellent for conjurors, minion generators, Kiku hybrids, Lugonites, unarmed specialists, anybody who lucked ...

Sunday, 30th September 2012, 02:04

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

I personally always thought that shields could use a rework(more shields/sizes and better scaling) but that generally falls under the "to complicated" relm of things. If it can't be reworked i'm all for either ditching fighter or dropping the shield and shortblade and letting them start wi...

Thursday, 27th September 2012, 21:09

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

Since poison and constriction have the exact same effect (damage over time), I'm not sure combining the 2 is especially interesting. It's more the movement restriction combined with a lasting dot. Poison is generally mitigated early game by running away or killing the poisoner before you get too ma...

Thursday, 27th September 2012, 19:37

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

Snakes either constrict or poison, never both things. Yes....and naga's are one of the only monsters that currently do both and since they rarely are seen outside of snake(which isn't even guaranteed) i'd say it's a combo that could get a little more exposure. Hence we could rework giant centipede'...

Thursday, 27th September 2012, 19:07

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

Anacondas don't poison, adders, mocs, and mambas don't constrict. Nagas. Which don't show up too much outside of their branch. Hence modifying a normal and earlier monster to introduce the threat might not be a bad idea. Adder's are quite a common early dungeon threat. That don't constrict. Again t...

Thursday, 27th September 2012, 18:30

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

njvack wrote:Anacondas don't poison, adders, mocs, and mambas don't constrict. Nagas.

Which don't show up too much outside of their branch. Hence modifying a normal and earlier monster to introduce the threat might not be a bad idea.

Thursday, 27th September 2012, 16:30

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

May or may not be desirable flavor, but giving giant centipede's constrict and an HP buff could make them a much larger threat. Possibly drop their poison to normal instead of strong though. I can't think of many(any?) monsters which have a poison constrict combo.

Wednesday, 19th September 2012, 21:53

Forum: Game Design Discussion

Topic: Cleave

Replies: 113

Views: 21560

Re: Cleave

Personal thoughts 1. Cleave needs to almost always happen since fighting multiple monsters outside a corridor is the only time when this is useful and that's easily the most dangerous situation in crawl. 2. If this is too powerful early or something, having it scale with axes and possibly fighting s...

Monday, 17th September 2012, 02:57

Forum: Game Design Discussion

Topic: Hive

Replies: 17

Views: 3815

Re: Hive

I've never quite gotten why it can't be called the hives, moved a bit lower, and include things like wasps, mosquito's, ants, etc.

Sunday, 16th September 2012, 20:24

Forum: Game Design Discussion

Topic: Sword of Cerebov -> triple sword

Replies: 19

Views: 4169

Re: Sword of Cerebov -> triple sword

dd wrote:A scary demon lord with a joke sword. What's wrong with the picture?

This does bother me to be honest.

Wednesday, 5th September 2012, 18:09

Forum: Game Design Discussion

Topic: Revise the rules for Polymorphing

Replies: 17

Views: 3931

Re: Revise the rules for Polymorphing

If you have no other good way to take down an unseen horror, polymorphing it is not likely to result in something harder to fight. Again I cite disintegration wands: incredibly useful in certain niches. How do you figure this out though without spoilers? My personal use of the polymorph wand was us...

Sunday, 2nd September 2012, 05:33

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21380

Re: Curses

I've thought about this for awhile. My various thoughts- 1. Redo cursed rings. Theres VERY few bad cursed rings, and the most important one is hunger or maybe TP. Other than that anything you put on that is cursed early isn't really enough of a threat to get off right this second, and they certainl...

Saturday, 1st September 2012, 20:20

Forum: Game Design Discussion

Topic: Let's have a reality check.

Replies: 29

Views: 6769

Re: Let's have a reality check.

My greatest complaint about Crawl development for the last several years has been that there are too many additions and not enough removals. I'd enjoy reading what you think should be removed, assuming you have more to say on the subject than OP. Maybe then this thread will have a use. As far as th...

Saturday, 1st September 2012, 16:57

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21380

Re: Curses

Ironically I just found the scythe of curses. I love this thing and don't know why the "can curse your other stuff" mechanic isn't found on more item.s

Saturday, 1st September 2012, 14:11

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21380

Re: Curses

I've thought about this for awhile. My various thoughts- 1. Redo cursed rings. Theres VERY few bad cursed rings, and the most important one is hunger or maybe TP. Other than that anything you put on that is cursed early isn't really enough of a threat to get off right this second, and they certainly...

Thursday, 30th August 2012, 11:17

Forum: Game Design Discussion

Topic: Trog's sacrifices

Replies: 65

Views: 14314

Re: Trog's sacrifices

Trogs Ritual of War- Sacrifice a corpse. Takes X turns. Activates a buff that increases piety loss per turn, however vastly improves piety gain for kills. Maybe some other small buff(weaker potion of resistance eff). You want us to have to train a spare orc over to a place where we expect to have a...

Wednesday, 29th August 2012, 00:33

Forum: Game Design Discussion

Topic: Trog's sacrifices

Replies: 65

Views: 14314

Re: Trog's sacrifices

Trogs Ritual of War- Sacrifice a corpse. Takes X turns. Activates a buff that increases piety loss per turn, however vastly improves piety gain for kills. Maybe some other small buff(weaker potion of resistance eff). And sacrificing corpses during Beserk to increase duration is a good idea as well. ...

Sunday, 26th August 2012, 07:32

Forum: Game Design Discussion

Topic: Retooling Okawaru

Replies: 31

Views: 7319

Re: Retooling Okawaru

One thing Oka (and other gifting gods) need is to take their gifts back if you abandon them. It doesn't make much sense to me that they'll happily take all your powers and allies that they gave you, but they'll let *that popcorn orc who spawned after you walked away* keep the gear. It is slightly o...

Sunday, 26th August 2012, 07:30

Forum: Game Design Discussion

Topic: Remove most armours from the game

Replies: 77

Views: 17585

Re: Remove most armours from the game

The fact the current strength requirement is not optimal does not imply that all kinds of penalties are "terrible". For comparison, Brogue has no drawbacks on armours, and it means that all endgame characters dress the same. I believe that the goal of a smooth body armour progression is w...

Sunday, 26th August 2012, 00:16

Forum: Game Design Discussion

Topic: Retooling Okawaru

Replies: 31

Views: 7319

Re: Retooling Okawaru

I think Okawaru's overall feel right now is fine. He is simple and unintrusive and not game-changing; this is ok, he is supposed to be simple. Because of his design he has a pretty broad appeal as well. If you would like a more exciting god, I would suggest you worship a different god, because for ...

Thursday, 23rd August 2012, 19:16

Forum: Game Design Discussion

Topic: Backgrounds

Replies: 35

Views: 8649

Re: Feedback on Trunk deployment (.12)

I am not convinced that there cannot be interesting new backgrounds. It may help to recall what has happened to backgrounds: many were cut (Thief, Chaos Knight of Makhleb, Paladin, Reaver, Stalker), other were changed quite a bit (Monk, caster backgrounds via book changes, religious backgrounds via...

Thursday, 16th August 2012, 23:49

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Eji1700: Yes, the god is pretty narrow. We're aware of it and it's stated right in the original post. The glamour comes from "spider form for real", just like Jiyva's appeal comes from "have jellies eat stuff for you". This is certainly not for everyone, and these gods will neve...

Thursday, 16th August 2012, 22:27

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Could someone explain without mentioning any flavor why this god is appealing? You get permaswiftness (by the way, how does it work with traps and stealth, like regular swiftness or not?), huge evasion too while potentially keeping decent HP and/or aptitudes. If octopodes keep their 8 rings that co...

Thursday, 16th August 2012, 17:10

Forum: Game Design Discussion

Topic: Trowel Card

Replies: 28

Views: 5894

Re: Trowel Card

BlackSheep wrote:So by all means, let's prevent Nemelexites from shopping!

Or just remake the trowel card?

Thursday, 9th August 2012, 17:21

Forum: Game Design Discussion

Topic: Demonspawn seem so incredibly weak

Replies: 83

Views: 26035

Re: Demonspawn seem so incredibly weak

One question does come to mind-
Why does claws 1 let you wear gloves but horns 1 doesn't let you wear a helmet? It just strikes me as inconsistent.

Wednesday, 8th August 2012, 15:07

Forum: Game Design Discussion

Topic: Ignite Poison vs. Snake/Spider/Swamp

Replies: 11

Views: 3330

Re: Ignite Poison vs. Snake/Spider/Swamp

God forbid that a very rare level 5 spell that is double-schooled in schools that have almost no synergy and that is completely useless against the majority of enemies in the game be effective at clearing a few mid level branches that most people put off until they're xl20 anyway (or dive) Actually...

Monday, 6th August 2012, 08:38

Forum: Game Design Discussion

Topic: Demonspawn seem so incredibly weak

Replies: 83

Views: 26035

Re: Demonspawn seem so incredibly weak

I would go with trying a caster too. Melee seems to burn out after lair when your skills just aren't up to par unless you luck out on some good wands early or get demonic guardian to at least level 2 early. Try a fire mage of Vehemet. You can get fireball going really quickly, and sticky flame can ...

Sunday, 5th August 2012, 09:37

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28908

Re: Summoning

sardonica wrote:
minmay wrote:Allowing them to move but not otherwise act would be fine, yeah.


Fundamentally changing the entire balance of crawl would be fine, yeah. I don't need evidence or reasoning, my name is blue.

It affects summoners, but other than them how is this "the entire balance of crawl?".

Friday, 3rd August 2012, 18:43

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28908

Re: Summoning

They should just disappear if they leave LOS and be unable to attack or otherwise affect anything out of LOS. Killing monsters out of LOS is bad. This is my feeling. We don't need a more complicated system for this. Maybe only a few rule breakers. Beogh and Yred "followers" Perhaps the sc...

Friday, 3rd August 2012, 06:57

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28908

Re: Summoning

I think the "summons keep your mana until they die/disappear" mechanic might be worth looking into. The idea that "this dragon cost 20 mana to summon, and you're not getting it back until he's dead" isn't a terrible one. Managing your max mana would actually be an issue instead ...

Friday, 3rd August 2012, 04:02

Forum: Game Design Discussion

Topic: Mapping Deactivation Keys

Replies: 5

Views: 1515

Re: Mapping Deactivation Keys

varsovie wrote:Why not auto-map to the upper case then (f to activate levitation and F to drop into lava :P)

Dunno about you but capslock would've claimed a few of my characters if this was the case.

Friday, 3rd August 2012, 04:00

Forum: Game Design Discussion

Topic: All Hill Orcs follow Beogh

Replies: 7

Views: 2710

Re: All Hill Orcs follow Beogh

Just no. Hill orcs are one of my favorite races when i do a melee/god combo simply because they've got all the right stats. Beogh is too much of a mess as is to FORCE on an entire race and this would remove a ton of gameplay.

Friday, 3rd August 2012, 03:59

Forum: Game Design Discussion

Topic: Deitys

Replies: 9

Views: 2297

Re: Deitys

I was going to link the won't do list but then I found out that choosing any god at character creation isn't on it even though I was sure it was. Just wanted to share that. Removing Zin, Yredelemnul, and especially Beogh as starting gods sounds fine to me, but I don't think many other changes to st...

Friday, 3rd August 2012, 03:57

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28908

Re: Summoning

I think the "summons keep your mana until they die/disappear" mechanic might be worth looking into. The idea that "this dragon cost 20 mana to summon, and you're not getting it back until he's dead" isn't a terrible one. Managing your max mana would actually be an issue instead o...

Thursday, 26th July 2012, 19:45

Forum: YASD! YAVP! and characters in progress too

Topic: CIP HOAk

Replies: 5

Views: 1485

Re: CIP HOAk

air/charms then Necromancy seems like a plan. In order to get started, take off your armour in a safe place - your spell failure should be below 100%. If it isn't, drink a potion of brilliance. Memorize the spells (at least one from each school, say repel missiles and regeneration). Now you can put...

Thursday, 26th July 2012, 16:44

Forum: YASD! YAVP! and characters in progress too

Topic: CIP HOAk

Replies: 5

Views: 1485

Re: CIP HOAk

spells that help you are definitely worth casting, most non-Troggers should learn some when possible (Blink is the most important, imo) In the case of a Lugonite blink might me superfluous. I agree that with rchandra that you should distort something quickly (especially as you mentioned that you la...

Wednesday, 25th July 2012, 21:18

Forum: YASD! YAVP! and characters in progress too

Topic: CIP HOAk

Replies: 5

Views: 1485

CIP HOAk

Dungeon Crawl Stone Soup version 0.10.0 character file. Eji the Fencer (Hill Orc Abyssal Knight) Turns: 44444, Time: 02:40:15 HP 140/140 AC 30 Str 23 XL: 15 Next: 82% MP 29/29 EV 6 Int 12 (13) God: Lugonu [******] Gold 1376 SH 14 Dex 17 Spells: 0 memorised, 14 levels left Res.Fire : + . . See Invis...

Wednesday, 25th July 2012, 17:17

Forum: Dungeon Crawling Advice

Topic: So apparently Projected Noise is a game-winning spell, what?

Replies: 27

Views: 5091

Re: So apparently Projected Noise is a game-winning spell, w

minmay wrote:I think it was a horribly broken and stupid spell that only lasted as long as it did because nobody except elliptic bothered to check what it actually does.

That's not true. I spent almost 4 days killing myself violently with it trying to understand what the hell it did.

Wednesday, 25th July 2012, 17:16

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 360203

Re: Fighting reform

Just wanted to ask-
Whats the reason that no character can start with a sword and instead must go short blades cross training?

Sunday, 22nd July 2012, 16:26

Forum: Game Design Discussion

Topic: Banishment Reform

Replies: 40

Views: 8786

Re: Banishment Reform

Odds are an exit will turn up, and for most characters conversion to Lugonu is totally possible too This is my real problem with being banished. First off due to how god punishments currently work, abandoning certain gods is suicide. Trog feels like the most notable example, so zerkers going to aby...

Sunday, 22nd July 2012, 16:21

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9496

Re: Proposal: Making the orb return run more dangerous

I believe Nethack was the same - you get the amulet of Yendor and then have to bring it back up to the surface. It would be okay if DCSS didn't copy the same basic mechanism. Or maybe it's a roguelike essential? NetHack has some bonus levels after you bring it back to the surface; the fifth and las...

Saturday, 21st July 2012, 11:58

Forum: Game Design Discussion

Topic: Change default autofight threshold

Replies: 12

Views: 2825

Re: Change default autofight threshold

I've read a few times recently that it's a good idea to set autofight to a higher percentage, e.g. so you stop auto-fighting earlier. Should that higher level (I think 50% HP was recommended?) be made a default? I think it makes more sense to use a conservative default, and let reckless players red...

Friday, 20th July 2012, 22:21

Forum: Game Design Discussion

Topic: Cure Poison on Poisonous Food

Replies: 22

Views: 4253

Re: Cure Poison on Poisonous Food

danr wrote:I hate having to eat chunks multiple times per D level, I basically only play spriggans now for that reason, even more so than for their speed.

My brother has a similar issue but prefers mummies.

Friday, 20th July 2012, 22:18

Forum: Game Design Discussion

Topic: Change default autofight threshold

Replies: 12

Views: 2825

Re: Change default autofight threshold

I've read a few times recently that it's a good idea to set autofight to a higher percentage, e.g. so you stop auto-fighting earlier. Should that higher level (I think 50% HP was recommended?) be made a default? I think it makes more sense to use a conservative default, and let reckless players red...

Friday, 20th July 2012, 21:56

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9496

Re: Proposal: Making the orb return run more dangerous

There's a reason why we have such a difficulty curve. The "gets harder and harder" curve only makes sense for games without permadeath. With permadeath, the correct design strategy (in my opinion) is to reduce the chance of dying the more the game progresses, in order to reduce player fru...
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