Search found 86 matches

Monday, 23rd July 2012, 13:26

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: MiDK [now YAVP, MiDK of Zin]

Replies: 25

Views: 7466

Re: CiP: MiDK

Turn off everything except Dodging.

Monday, 23rd July 2012, 13:05

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: About Proposals

I was answering to your comment that "major proposals that add content should have a flavor rationale". The damage boost of CommanderC's proposal hasn't less flavour than the current stat boost. I do not understand what you are implying. I am simply outlining the rules that future proposa...

Monday, 23rd July 2012, 12:29

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: About Proposals

It's certainly not worse than the stat boost! Let us compare it directly to the boost so that the gameplay value of the two might be assessed. Movement malus is in AUT, stat bonus is per stat. Movement malus : Piety/20 + 2, up to 10. Stat bonus : Piety/10, up to 15. Action malus : up to 50%. Damage...

Monday, 23rd July 2012, 11:49

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

About Proposals

Successful major proposals are easy to understand or fix issues with the game. Is your proposal easy to understand?

Secondly, major proposals that add content should have a flavor rationale. That way they are not simply numbers.

Monday, 16th July 2012, 11:59

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

Fixed percentage of nutrition.

Monday, 16th July 2012, 10:45

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

Make it less strong somehow. Maybe make it a fixed number. The point of item destruction is to force players to only carry few consumables. Changing the fixed per item chance to a fixed number of item destroyed would encourage players to carry junk items to absorb the destruction and reduce the cha...

Monday, 16th July 2012, 10:02

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

I edited the post at the top to make it short.

Saturday, 14th July 2012, 21:32

Forum: Game Design Discussion

Topic: Beogh conversion

Replies: 21

Views: 5306

Re: Beogh conversion

What's wrong with the suggestion? It lets you make bands of your own selection via micromanagement, or simply forbid normal orc follower conversion.

Friday, 13th July 2012, 09:25

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

About Conservation: Semi-related: Does conservation protect food from harpies/spores? It does, although not infallibly. Partly redacted from the last paragraph: Conservation has no effect. [...] The trouble is that food destruction only occurs from two sources in the game, it's not that dangerous un...

Thursday, 12th July 2012, 02:21

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8481

Re: About Hunger

Food Reform was interesting.

Thursday, 12th July 2012, 02:16

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

Food damage is capped at the amount of food you're carrying on your person, and it's really freaking stupid to be carrying a bunch of heavy crap that you don't actually need instead of some wands or something that could potentially actually be useful. Are you able to carry the items you want? If so...

Thursday, 12th July 2012, 01:39

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

It costs MP. 3 MP, to be precise. The same as Slow.

Thursday, 12th July 2012, 01:23

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8481

About Hunger

I built this resource for the topic on the Devour Food brand, and I thought I might split it off to request feedback about the hunger mechanic. Hunger comes from: The decrementation of satiation per turn via the following causes: [*] A Ring of Hunger increases this value by 3. [*] Being under the ef...

Thursday, 12th July 2012, 00:39

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Making Bend Time exhaust you with an awesome range of "whack me please" hardly makes it worthwhile in anything but 1-on-1'ing a monster you can't take down without slowing it. For which you really ought to have enough MP to use it. And even then, exhausting kind of makes it look like a po...

Wednesday, 11th July 2012, 23:55

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Re: Make Devour Food Less Strong

Opening post updated.

Wednesday, 11th July 2012, 21:52

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

I coded a patch some time ago that tweaked the piety costs of various skills, before Temporal Distortion was added, and moved them around. Bend Time cost 0 Piety and exhausted you, Step From Time cost less MP and Piety, and Slouch was a bit weaker and cheaper.

Wednesday, 4th July 2012, 11:25

Forum: Game Design Discussion

Topic: Make Devour Food Less Strong

Replies: 25

Views: 5859

Make Devour Food Less Strong

Here is a topic that tries to think of all the ways you get hungry: viewtopic.php?f=8&t=5086 A harpy is an enemy that has a unique power. They are very rare mostly. These birdfolk appear in the Vaults, the Dungeon and in the Shoals only it is a common foe. It is a brand that eats 10% of your rat...

Tuesday, 3rd July 2012, 09:32

Forum: Game Design Discussion

Topic: Make Haste Less Useful

Replies: 39

Views: 9500

Re: Make Haste Less Useful

Break it up into two spells, one which affects the upper body (offensive) and one which affects the lower body (defensive). So, Finesse and Swiftness? Sure! I didn't say my ideas on this thread were good; just tossing out some that the OP didn't list. I am the opener, and I purposefully did not lis...

Monday, 2nd July 2012, 14:24

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Cheibriados becomes less fun the more experienced you are at the game because you realize more the benefits you get from changing where you are. Couldn't one view the "I can't move where I want to" conduct as a fun challenge? This seems a little like saying Oka is less fun once you realiz...

Monday, 2nd July 2012, 14:20

Forum: Game Design Discussion

Topic: Make Haste Less Useful

Replies: 39

Views: 9500

Re: Make Haste Less Useful

Fangs.

Monday, 2nd July 2012, 14:18

Forum: Game Design Discussion

Topic: Make Haste Less Useful

Replies: 39

Views: 9500

Make Haste Less Useful

Haste is currently superior to all other Level 6 spells. Benefits: * Decreases movement delay by 33%. * Decreases attack delay by 33%. Detriments: * Requires skill to cast (all spells). * Requires hunger to cast (all spells). * Increases hunger by 5. * Causes glow. To make Haste worse, the amount of...

Friday, 29th June 2012, 18:40

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Harmless humour. Spellpower usually relates to spell success, anyway.

Friday, 29th June 2012, 18:20

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Sounds good. Triple its power.

Friday, 29th June 2012, 18:09

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16342

Re: Elemental Magic Schools Differentiation

Any change (especially nerf and removal) provokes hostile reactions, we see it all the time. I wouldn't worry so much about that: feature X will be most dear to some players who won't like changing/nerfing/removing it. This is so objectionable. I don't even have things I especially object to being ...

Friday, 29th June 2012, 18:04

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Strength and to a lesser extent Dexterity are known to be bad.

Edit: Haste is a nice spell.

Friday, 29th June 2012, 18:01

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

cerebovssquire wrote:Idea: there is a chance of Haste berserking you that decreases with spellpower.


Level 2 Enchantment miscast is berserking you, so good job on being so foresighted.

Friday, 29th June 2012, 17:58

Forum: Game Design Discussion

Topic: Ogres and trolls following Beogh?

Replies: 28

Views: 6623

Re: Ogres and trolls following Beogh?

God of brutes.

Friday, 29th June 2012, 17:46

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Also makes you glow, Level 7.

Friday, 29th June 2012, 17:44

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

It makes you glow and is Level 6? =S

Also, can we stay on topic?

Friday, 29th June 2012, 17:32

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Clutter is subjective. Playing something like a Merfolk of Zin involves carefully husbanding multiple minor resources - the ability to swim, the ability to evade poison and sickness, what have you. It's enjoyable. Having a god of many minor tricks that add up is actually a nice idea. So I do support...

Friday, 29th June 2012, 17:23

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

I wonder if people see the idea of many small bonuses equalling a strong single benefit... hmm... perhaps not...

Friday, 29th June 2012, 17:12

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Re: Make Cheibriados Better

Trample immunity sounds nice. Damage shaving is extremely powerful. I wonder why no one noticed that boots of running are the most sought-after item in the game.

Friday, 29th June 2012, 17:10

Forum: Crazy Yiuf's Corner

Topic: Where in the world is Car- MyOtheHedgefox?

Replies: 113

Views: 22458

Re: Where in the world is Car- MyOtheHedgefox?

Amazingly amazing.

Friday, 29th June 2012, 17:04

Forum: Game Design Discussion

Topic: Centaur herbivore condition

Replies: 3

Views: 1164

Re: Centaur herbivore condition

I played all sorts. It was just a matter of including a lot of timing when you ate.

Friday, 29th June 2012, 16:59

Forum: Game Design Discussion

Topic: Memorizing spell duration based on chance to memorize

Replies: 11

Views: 2561

Re: Memorizing spell duration based on chance to memorize

Instead of having spells take 3 (or was it 4?) turns to memorize, have the time required to memorize be based on your %chance to cast it. Redacted. This spell is rather tricky to learn. becomes "This spell will take some time to learn." Sounds good. As said, it's Spell Level turns. Making...

Friday, 29th June 2012, 16:57

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44964

Re: Potion of beneficial mutation

dd wrote:Or they should be more common.


Yup. If they were a bit more common, people wouldn't care.

Friday, 29th June 2012, 16:56

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49788

Make Cheibriados Better

Cheibriados is currently an inferior god. Benefits: * Half a ring of sustenance. * Effects of poison and sickness halved. * (Piety/10,15) bonus to each stat. * The ability to slow enemies at the cost of piety, the ability to vanish at the cost of piety, the ability to damage foes faster than you at ...

Friday, 29th June 2012, 16:48

Forum: Game Design Discussion

Topic: Require killing Hell/Pan lords to get their runes

Replies: 49

Views: 11362

Re: Require killing Hell/Pan lords to get their runes

Horrid initial idea. Pandemonium Lords should have better rewards for killing them, though. No real reason to apart from 15,000 EXP and whatever they use in combat.

Friday, 29th June 2012, 16:45

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44964

Re: Potion of beneficial mutation

One: the idea of Gain Attribute potions being poor... and the idea of replacing them. Gain Attribute potions are largely poor because they are a mutation - meaning that they are removed as Polymorph Other comes into effect and they take the place of other mutations. They're only strictly positive if...

Friday, 29th June 2012, 16:40

Forum: Game Design Discussion

Topic: Heroism and the skill cap...

Replies: 35

Views: 7048

Re: Heroism and the skill cap...

It is interesting to create an exception to a systemic, but this is not the way to do it. Okawaru is one of the strongest deities of the pantheon for the two Invocations and the gifts.

Friday, 29th June 2012, 16:39

Forum: Game Design Discussion

Topic: Allow targeting towards unseen squares

Replies: 18

Views: 4006

Re: Allow targeting towards unseen squares

Can't you do this with Z . anyway...

Friday, 29th June 2012, 16:38

Forum: Game Design Discussion

Topic: Deep water, Lava, and Dig.

Replies: 19

Views: 4915

Re: Deep water, Lava, and Dig.

Concisely, permanent level-changing effects are by and large frowned on unless they're destructive.

Friday, 29th June 2012, 16:37

Forum: Game Design Discussion

Topic: Secret Doors

Replies: 88

Views: 20297

Re: Secret Doors

This is silly. Secret doors are nice and fun. I play the early game a lot, and ossuaries use them marvelleously, as does the sewer entry with the hidden door. There's a feeling of worry as you seek the door for the vault. There should be no real trend of minimalism or feature creep.

Friday, 29th June 2012, 16:35

Forum: Game Design Discussion

Topic: Centaur herbivore condition

Replies: 3

Views: 1164

Re: Centaur herbivore condition

It was intended to make Centaurs less horrid. Nausea's a frustrating mechanic for most people, particularly since if you eat when desperate you get Sick and your Nausea amount increases anyway. I actually preferred food reform.

Sunday, 29th January 2012, 12:09

Forum: Crazy Yiuf's Corner

Topic: Nice and simple tabletop games?

Replies: 20

Views: 6293

Re: Nice and simple tabletop games?

Up the size of the bracketed text, please.

Wednesday, 25th January 2012, 11:23

Forum: Crazy Yiuf's Corner

Topic: Weaponmastery: Post this on the wiki?

Replies: 10

Views: 2214

Re: Weaponmastery: Post this on the wiki?

It's okay. Sorry if I seemed harsh.

Wednesday, 25th January 2012, 10:40

Forum: Crazy Yiuf's Corner

Topic: Weaponmastery: Post this on the wiki?

Replies: 10

Views: 2214

Re: Weaponmastery: Post this on the wiki?

Just the thing at the top, it was about an unrelated topic and had a link to it, so it distracted from the main thrust, i.e. your suggestion. Back to editing my post.

Wednesday, 25th January 2012, 10:27

Forum: Crazy Yiuf's Corner

Topic: Weaponmastery: Post this on the wiki?

Replies: 10

Views: 2214

Re: Weaponmastery: Post this on the wiki?

Please rewrite this so that it shows required links to understand it on the top and removes personal comments, thanks. Edit: The way that it's expressed on the wiki is a bit simpler. So, every weapon gets a set of abilities. I like the idea of a weapon getting one ability for each stat. If there was...

Saturday, 21st January 2012, 00:55

Forum: Game Design Discussion

Topic: Redundant monsters

Replies: 31

Views: 8414

Re: Redundant monsters

If you doubt any of my claims here about monster stats, feel free to look for yourself . I did. Every monster in the H genus has multiple attacks, and all but two (manticore, minotaur) can fly. And extremely fast monsters functionally "strike multiple times" anyway, so on a monster that's...

Friday, 20th January 2012, 23:45

Forum: Game Design Discussion

Topic: Redundant monsters

Replies: 31

Views: 8414

Re: Redundant monsters

This is an incomplete reply to minqmay. ################################################### Vampire Bats: A Speed 30 vampiric monster with low HP. Each hit drains the enemy, leaving them sickened, and heals the bat. A solid support monster suffering from low damage output. ##########################...
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