Search found 437 matches

Sunday, 22nd October 2017, 03:13

Forum: Dungeon Crawling Advice

Topic: +5 elec demon trident vs wyrmb vs octopus king

Replies: 4

Views: 2035

Re: +5 elec demon trident vs wyrmb vs octopus king

Warm tip: If you use spectral weapon with wyrmbane, make sure you get the last hit on dragons yourself. Spec weap kills do not give you pluses.

Saturday, 21st October 2017, 05:53

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

Thanks for the numbers, guys. A final thought on my approximation methods -- though I didn't say so, my reasoning is also based on passing to continuous uniform distributions and ignoring effects of discretization. I think the higher error on the low end of to-hit is caused by the actual discrete di...

Saturday, 21st October 2017, 04:00

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

Yeah, I know the approximation is bad on the low end, this is what my simulation showed as well, I just didn't look at values as low as you went. Since I mentioned high spellpower in my original comment and the character is high enough level not to worry about to worry about low damage attacks, I th...

Saturday, 21st October 2017, 02:15

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

You're so insistent, you got me curious so I simulated this with a couple lines of python. My little study shows that indeed, the chance of getting hit by a bolt spell at 21 ev is extremely similar to the chance of getting hit by a bolt spell with 16 ev and rmsl across a wide range of realistic accu...

Friday, 20th October 2017, 15:08

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

The way I like to deal with crawl math is to make really shitty approximations. For example, in this case: rMsl works by applying a multiplier to the hitrolls of monster missile attacks. For a bolt spell, the multiplier is between .5 and 1.0, uniformly distributed I believe. So the shitty approximat...

Friday, 20th October 2017, 14:53

Forum: Game Design Discussion

Topic: Old Nemelex

Replies: 7

Views: 2783

Re: Old Nemelex

Nemelex should have been removed a long time ago. The current iteration is totally broken, giving a practically limitless supply of powerful effects from before you reach one star of piety with absolutely no cost other than the turn it takes to draw a card. I've seen a lot of people play nemelex onl...

Friday, 20th October 2017, 12:17

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

Re: cap melee noise by monster hp

Stabs already make no noise.

Friday, 20th October 2017, 04:15

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

Re: cap melee noise by monster hp

That sounds reasonable. Unrelatedly, I guess you can read off your melee damage now by looking at the noise meter. It's a nice linear scale, from 0 to 48. Yeah. late edit: Both the change suggested in the OP and duvessa's less conservative variant are extremely simple to implement, less than one lin...

Thursday, 19th October 2017, 11:20

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

Re: cap melee noise by monster hp

To clarify, I don't think it's necessarily a problem that high damage melee makes more noise or that higher damage correlates with things like greater strength or skill. The problem comes from fights that should be uneventful based on the threat level posed by the monster having potential to create ...

Thursday, 19th October 2017, 07:06

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

Re: cap melee noise by monster hp

@bel: It does matter how much you make noise in cleared areas. @vaf: In retrospect, I should have focused more on the trash weapon issue in the OP. Normal players do not play a highly optimized game. Making normal tactics more similar to highly optimized tactics may not completely solve the underlyi...

Thursday, 19th October 2017, 03:54

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

Re: cap melee noise by monster hp

It is extremely common to fight trash monsters at all stages of a game of crawl. If you doubt the existence of d:15 kobolds, I'm sure you will remember fights with orcs at the depth. While many monsters will shout, usually not adjacent to you, there are plenty that don't. Many of these fit into the ...

Thursday, 19th October 2017, 02:01

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 4082

cap melee noise by monster hp

If you hit a monster in melee you make noise = damage_dealt/4 with a cap of 12 (the noise level of a shout) at the location of the monster. Making noise is the most dangerous thing most crawl monsters can do. Some of that noise, especially the part of it that originates closest to the player, is mad...

Wednesday, 18th October 2017, 22:18

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

I am well aware of that. The character has low evasion and will be hit by a lot of bolts with or without rmsl. e: I don't know why I'm doing this, but the relevance of bolt spells to my comment was that they would not be affected by SH. For this 16 ev character, the effect of rmsl on rolls vs. bolts...

Wednesday, 18th October 2017, 12:21

Forum: Dungeon Crawling Advice

Topic: Scarf of Repulsion vs +2 Generic Cloak

Replies: 21

Views: 7991

Re: Scarf of Repulsion vs +2 Generic Cloak

You should take the 4 ac. The kind of effects I would worry about with a character like this are high damage bolt spells, as from an OOF or electric golem. You have good resistances though, so I would not worry too much. Other sorts of missiles will have to get through your SH value, which is pretty...

Wednesday, 18th October 2017, 12:10

Forum: Dungeon Crawling Advice

Topic: Vitality vs Spirit

Replies: 6

Views: 2408

Re: Vitality vs Spirit

Guardian spirit is usually better for this kind of character. Your mp regen rate alone will wash out the advantage of regen from vitality and you have more than 15 max mp.

Wednesday, 18th October 2017, 01:59

Forum: Crazy Yiuf's Corner

Topic: No Way Out?

Replies: 10

Views: 2977

Re: No Way Out?

If he's a formicid, he can still shaft out.

Tuesday, 17th October 2017, 07:00

Forum: Game Design Discussion

Topic: Remove butchering and simplify corpse drops

Replies: 10

Views: 3178

Re: Remove butchering and simplify corpse drops

The fact is that the worst supported version of the interface cannot show more than one item at a time and there is no realistic path to improving that. There are reasonable ways to show, say, two items per cell in a terminal interface, but that is never going to happen in crawl. Whatever you do, th...

Tuesday, 17th October 2017, 05:43

Forum: Game Design Discussion

Topic: Remove butchering and simplify corpse drops

Replies: 10

Views: 3178

Re: Remove butchering and simplify corpse drops

Because crawl can't display more than one item on the same square. That is a pretty dumb reason "the interface isnt robust enough" is a bad reason to create gameplay rules, interface should flow from gameplay, not define it. If you follow that logic, then creatures shouldn't drop items ei...

Monday, 16th October 2017, 14:35

Forum: Dungeon Crawling Advice

Topic: Mid-late game banish effectiveness

Replies: 4

Views: 1892

Re: Mid-late game banish effectiveness

I am skeptical that it makes sense to skill invo much past the old cap of 10.5 on banish spellpower. Late game lugonu play is all about corrupt and to a lesser extent escape to abyss. I have no idea what the effect of invo is on corrupt other than that it reduces the fail rate. I suspect there is no...

Saturday, 14th October 2017, 01:57

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

I think we've reached well beyond the useful space for publicly discussing hellcrawl mechanics in a tavern thread.... but! The serious alternative to food for hellcrawl is no food. We have had that for about a year. It is good. It is good because food in dcss doesn't do anything and removing it mean...

Friday, 13th October 2017, 12:24

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

I can only assume this is a motivated misreading. I am not saying that lava orcs were removed because they were too apt/mut-y. Getting removed is a lot farther than the vast majority of apt/mut proposals get. Being in trunk for a while puts lava orcs in the top half of 1% of species proposals. Lava ...

Friday, 13th October 2017, 10:29

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

You keep saying no to what I'm saying, but you haven't presented an alternative theory of modern standards for species proposals that fits anything that has happened in the recent past. You may think my idea of the standard is too definite or too blunt, but the fact is there are hundreds of proposal...

Friday, 13th October 2017, 07:43

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

It is not merely easy to code this. It is absolutely trivial. It involves nothing more than setting data values. Less work would go into making the species in the OP than would go into writing a typical wikipedia page on an anime character. It would take less text than appears in the OP itself. The ...

Friday, 13th October 2017, 06:08

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

Four years is a long time and standards have evolved, but even if you count gargoyle as a success for the mut/apt approach to species proposals, you have to look at the hundreds that went nowhere. I mean maybe it's not nice being that straightforward about it, but it's kinder to let them know what's...

Thursday, 12th October 2017, 07:57

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

I tried the branch. It's rough, but the concept is sound. I remain convinced that a reservoir or "buffer" is necessary to avoid various issues involving banking and tedious manual exploration, but hp/mp "bleeding out" when the reservoir is depleted makes sense to me. It helps det...

Thursday, 12th October 2017, 03:01

Forum: Game Design Discussion

Topic: New Advanced Race - Automatons

Replies: 9

Views: 3339

Re: New Advanced Race - Automatons

Hello again. Without the item eating thing, you've got another apt/mut proposal, with major similarities to existing species. You need something crunchier than that. Here's a similar notion that's been getting some discussion around here and that would be great to somehow get into dcss, even if only...

Wednesday, 11th October 2017, 23:16

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

Look, sorry to come off as combative here. Insomnia in a foreign country is making me bored and slightly more of a pain in the ass than usual. But... The reason the amount and more importantly the nature of code is relevant is that it should give you an idea of what the barrier to getting this in th...

Wednesday, 11th October 2017, 22:41

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

I mean, there could literally be an in-game wizard that allows players to put together a species like this at character creation, give it a name and description and save it. You could have online servers where players share their weird new species and play them. This is true of a lot of dcss content...

Wednesday, 11th October 2017, 22:26

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 8945

Re: New Advanced Race - Gnomes

Adding a species like this, which is nothing more than a combination of existing game features (mutations, size, aptitudes), is not even a weekend coding project. It's a lunch break coding project. If there were a nontrivial chance of species like this getting into dcss, there would be hundreds of s...

Wednesday, 11th October 2017, 13:36

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

Guy drops into the thread whining about how hard the game is but how he's too good for the lower difficulty mode, then goes super saiyan when he gets called on it. Zero sympathy.

Wednesday, 11th October 2017, 11:51

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

As far as speedrunning goes we're already pretty far down that hole. Stair removal is a big step in that direction already. Very conventional dcss types seem to have a hard time seeing the difference between a 3000 turn limit on levels and speedrunning. Maybe there's something to their position. Dec...

Wednesday, 11th October 2017, 02:21

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 38013

Re: Don't make ogre a fat human

Actually, it is a good claim.

Wednesday, 11th October 2017, 01:47

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

The main virtues of the concept implojin has talked about to my mind are: 1) The regeneration happens automatically without player action or control in the normal course of play, 2) It eliminates resting, 3) It is limited by exploration (space, which is finite, for the most part), not time, 4) Turn-...

Wednesday, 11th October 2017, 01:19

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 38013

Re: Don't make ogre a fat human

Yeah, but so do rocks. Shield provides a lot more value than a second kind of high damage attack imo.

Tuesday, 10th October 2017, 15:36

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 38013

Re: Don't make ogre a fat human

You know, I've never understood the fascination with giant clubs. The advantages of being large are 1.) being able to throw large rocks and 2.) lower shield skill requirements to eliminate penalties. Giant clubs should be removed, nothing but a nab trap.

Tuesday, 10th October 2017, 15:00

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

I eagerly anticipate this PR.

Tuesday, 10th October 2017, 14:10

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

What is so hard about this? The issue is not what people do, it's what people can do and what people "should" do if the only thing they care about in the world is winning the game of crawl they are playing. Anyone can get long streaks if they're willing to do things like the insane explora...

Tuesday, 10th October 2017, 12:06

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

You talk safe crawl, but you want to play chicken with the death timer. Unbelievable. Anyway, I suspect something like the status light thing will be forthcoming.

Tuesday, 10th October 2017, 11:41

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

Your objection is not about 200 turns. Your objection is about 3000 turns. There's an order of magnitude difference between the reality and the numbers you try to frame the discussion with. Losing 200 turns does not cause you a problem unless you've already wasted 2800 turns. e: And by the way, what...

Tuesday, 10th October 2017, 11:18

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

I'm sorry, your question is why is it ridiculous to reveal 1 tile per turn while exploring? You know autoexplore doesn't do that, so this is something you're doing manually, right? This may take thousands of turns to engineer and it definitely does make a difference. When people say serious winrate ...

Tuesday, 10th October 2017, 07:25

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

@fingolfin: It is actually extremely easy to do such things. This is an elementary mistake many people make and that deserves some clarification. The issue is not standing still as such. A variation on doomRL scumming would be to patrol a part of the level where you can easily get to favorable terra...

Tuesday, 10th October 2017, 05:57

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

People who need 3.0 x 10^3 turns to clear normal levels will quickly acquaint themselves with the turn limit and turn counting behaviors needed to accommodate their peculiar style of play. In normal play, rubbing up against that limit is unusual but the player would be given very ample and easy to u...

Tuesday, 10th October 2017, 01:01

Forum: Game Design Discussion

Topic: Add Poison Arrow to Another Book

Replies: 19

Views: 5802

Re: Add Poison Arrow to Another Book

Problem with fulsome distillation and evaporate is more the fiddliness of the thing. Packs corpse interaction and inventory management into a single awkward package. If you had something that just generates the clouds when you kill things it might work.

Tuesday, 10th October 2017, 00:54

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1006116

Re: Stupid ideas for 0.19

New weapon brand: of the North Star, e.g. a glaive of the North Star.

Makes affected monsters explode after several turns.

Monday, 9th October 2017, 23:28

Forum: Game Design Discussion

Topic: Replace inedible corpses with plain corpses

Replies: 19

Views: 6227

Re: Replace inedible corpses with plain corpses

Legendary pro-mod hellcrawl has of course removed food, but some may not know that it has also removed monster corpses. The correct model for ally-producing necromancy spells is death channel, where the undead are spawned on kill rather than as part of a secondary corpse interaction. I realize some ...

Monday, 9th October 2017, 23:15

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

The idea of showing the clock explicitly contains a kernel of goodness. I do not think that the timer is a significant factor in normal play outside of clearing a few longer levels, mainly vaults:$, so displaying a timer all the time would be bad. When you start getting the warning messages though, ...

Sunday, 8th October 2017, 13:01

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

Yes, I wrote about something like this a while ago, ctrl-f elixir: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=23312&p=312770&hilit=elixir#p312770 I agree that turn-based leakage would be good too. Making high turncount behaviors reduce regeneration instead of increasing regenera...

Sunday, 8th October 2017, 12:48

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

You don't merely want to prevent the player from staying on the level. You want to force the player to engage with levels in a somewhat normal way. Making them move around enough to find stairs to get to the next level and avoid getting killed forces them do that to some degree. Shafting them does n...

Sunday, 8th October 2017, 10:59

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

You aren't just "lol dead" with the current timer either. The game spawns high level summons on your location, you can theoretically escape them. There is some delay before it will do it again, so you can get to stairs even if for whatever reason you decided to ignore the many warnings lea...

Sunday, 8th October 2017, 10:06

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 441484

Re: [proclick] new fork, hellcrawl

Dude, these guys are complaining that they can't spend 3000 turns on a level. Yeah, that's a normal game experience every crawl player holds close to their heart. "Some of the best times I've ever had playing crawl happened after the 8000th turn on vaults:5..."
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