Search found 16 matches

Sunday, 5th September 2021, 19:56

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 4787

Re: Against Piety Decay

It matters sometimes, though typically not very much. Probably most impacted are slow-regenerating characters that incorporate abilities with piety costs into their core strategy and are exceptionally interested in gift acquisition. But, it's clearly not a necessary piece of the design puzzle, cons...

Saturday, 11th July 2020, 21:29

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3456

Re: Proposal for an upper bound on turns taken: Zot Specters

Note that the work to remove much of food-related stuff is currently underway already: https://github.com/crawl/crawl/search?o=desc&q=eat&s=committer-date&type=Commits Thanks Siegurt! Yes, I was aware. My proposal intends to address the (admittedly minor) problem of potential exploits r...

Saturday, 11th July 2020, 19:32

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 3456

Proposal for an upper bound on turns taken: Zot Specters

I know a lot has been said about food (and its removal) already, but I need to repeat some of what's already been said to provide the necessary context for this conversation. Firstly, I agree with the position that the only function food fulfils in its current state (0.25) is preventing exploits res...

Monday, 4th February 2019, 08:12

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32885

Re: Experimental branch: Known Traps

This does however further incentivize "clearing" a level (killing as many of the creatures on it as is reasonable before descending) while revealing fewer than "all the tiles" (as every revealed tile has associated risk) That's where floor items come in! Each unexplored tile cou...

Monday, 4th February 2019, 07:21

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19068

Re: New launcher system

Reduced damage when close by is a great idea. It allows you to kill popcorn in melee (which is great from a usability perspective), while encouraging tactical play in harder fights. By the way, I just want to check if we're all in the same page: Launchers, as they exist, are significantly more power...

Thursday, 31st January 2019, 06:31

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19068

Re: New launcher system

I agree with duvessa's original post, in that I don't see a need for an ammo system at all, either limited or unlimited (a magazine system). Something that could make ranged more interesting that "just like a melee weapon but with LOS range" is a mechanic that penalizes firing into melee, ...

Thursday, 31st January 2019, 01:04

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DDNe looking for advice from experienced players

Replies: 1

Views: 1041

CIP: DDNe looking for advice from experienced players

Morgue: https://pastebin.com/vpiMUMJm I'm interested in having a high winrate/being able to streak, I'm not there yet. Any advice? Things which I believe I did wrong: 1) I should have memorised and used Animate Dead a long time ago. 2) I probably should have gotten a weapon skill before going into e...

Thursday, 16th November 2017, 02:38

Forum: Game Design Discussion

Topic: New god Idea: Zayne, the silent death

Replies: 2

Views: 1401

New god Idea: Zayne, the silent death

The idea: making a god that supports non-caster "assassin" types. God dislikes making a lot of noise (I'm not sure what the exact implementation would be, but most conjurations should trigger this), likes stabbing, killing monsters. Abilities scale off Invocations and Dex. Gives a passive,...

Sunday, 12th November 2017, 01:54

Forum: Game Design Discussion

Topic: Make food take 0 auts to eat.

Replies: 6

Views: 2524

Re: Make food take 0 auts to eat.

This would be my take on your idea, Shtopit. *Players have a "Long-term food reserve" and a "Short-term food" reserve. *This would be displayed, numerically, to the player, as well as how much nutrition was consumed last turn. *Picking up permafood adds to the Long-term food rese...

Sunday, 12th November 2017, 00:46

Forum: Game Design Discussion

Topic: Make food take 0 auts to eat.

Replies: 6

Views: 2524

Re: Make food take 0 auts to eat.

Some time ago I thought of something related, that imho is the prosecution of your proposal. Right now, there is a division between food and hunger: you have the food in your inventory and your hunger metre. I think that this division should be deleted. Have food take no room in the inventory, and ...

Saturday, 11th November 2017, 21:24

Forum: Game Design Discussion

Topic: Make food take 0 auts to eat.

Replies: 6

Views: 2524

Make food take 0 auts to eat.

By making food take 0 auts to eat it would effectively remove what little tactical significance food eating has, without the need to change the spell hunger system. It would also enable us to make an option (ideally on by default) that auto-eats chunks when hungry, and auto-eats permafood (from the ...

Saturday, 11th November 2017, 21:18

Forum: Game Design Discussion

Topic: Idea: Inform the player when the level has been cleared

Replies: 3

Views: 1575

Re: Idea: Inform the player when the level has been cleared

To avoid repeating the message every time a monster is pulled up the stairs and killed, would it be possible to flag monsters that spawned with the level, and inform once when they're all dead? That's a good idea Matt, we could also make it so it auto-annotates cleared levels (in a similar way to a...

Thursday, 9th November 2017, 00:21

Forum: Game Design Discussion

Topic: Idea: Inform the player when the level has been cleared

Replies: 3

Views: 1575

Idea: Inform the player when the level has been cleared

Now that monsters don't spawn anymore, giving the player a message after killing the last monster ("You feel safer now.", or something) might help some players avoid hanging out in a level more than its necessary to get rid of non-existent monsters. It might also encourage players to hunt ...

Wednesday, 8th November 2017, 18:34

Forum: YASD! YAVP! and characters in progress too

Topic: [CiP] DEFE of Vehumet, looking for advice

Replies: 8

Views: 2466

Re: [CiP] DEFE of Vehumet, looking for advice

Thanks for the advice guys! I was training air because I heard Deflect Missiles was really good. My plan was something like 16 charms/ 8 air. Is it really not worth it?

Wednesday, 8th November 2017, 17:17

Forum: YASD! YAVP! and characters in progress too

Topic: [CiP] DEFE of Vehumet, looking for advice

Replies: 8

Views: 2466

[CiP] DEFE of Vehumet, looking for advice

Dungeon Crawl Stone Soup version 0.20.1 (tiles) character file. Nasst the Nimble (Deep Elf Fire Elementalist) Turns: 18194, Time: 02:44:09 Health: 69/72 AC: 9 Str: 5 XL: 12 Next: 6% Magic: 13/27 EV: 18 Int: 26 God: Vehumet [***...] Gold: 545 SH: 0 Dex: 15 Spells: 5/30 levels left rFire . . . SeeInv...

Tuesday, 7th November 2017, 11:37

Forum: Game Design Discussion

Topic: Ogres don't "have an excellent grasp of magic".

Replies: 4

Views: 2720

Re: Ogres don't "have an excellent grasp of magic".

I think new players need a strong push to use magic as an Ogre, because it doesn't fit in with their expectations that well. Granted this is a more general problem (how do we convince players to train fighting on book backgrounds?), but still, I think "most ogres end up casting, at a minimum, s...

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