Search found 44 matches

Sunday, 1st May 2011, 08:04

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

When to get the passive boost: (a1) proportional to bondage level (a2) only when running around with all slots filled and cursed (a3) only when not using uncursed items (a4) a hybrid where you get a little for some bondage but a lot more (b) What passive boost to get: (b1) boost TO some level (b2) ...

Saturday, 30th April 2011, 17:55

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

I'm sorry, but do you even play this game? Jill's powergaming lesson http://agc.deskslave.org/comic_viewer.html?goNumber=377 If you have to pay for it, you either want that defensive skill high enough so that you don't get hit at all, or don't want to waste a single XP point on it, relying on your ...

Saturday, 30th April 2011, 17:19

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

It's neither. How about you read the proposal I've made on the wiki before calling it stupid? You'll find several links to it on this very thread. I've just read it, and i still say it is stupid. Bound hands: 1) with slicing weapons - I'd say next useless - if it is low, you aren't boosting it yet....

Saturday, 30th April 2011, 16:28

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

Skill boost is just as stupid. I could comment on how smart your comments are, but I will just ignore you. Let me elaborate: it is very, very boring; another god already does that; if it is a boost of "up to a level", it is very unfair to those that invested into those skills; if it is a ...

Saturday, 30th April 2011, 16:11

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

Skill boost is just as stupid. I don't see how applying your jewellery's bad effects to enemies fit in this theme. He knows the inner working of those bad effects, and can turn them against your enemies. Like "Dark Patrick and Cromachy of the crows", Ashenzari can teach you how to decieve ...

Saturday, 30th April 2011, 11:26

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

It would be interesting if Ashenzari was a god that is able to find use for items that are usually useless (or even bad)- not only scrolls of curse, but also various random wands/scrolls/decks, potions for Mummies or any evocable item for Felids... Something like using ring of hunger to make enemies...

Friday, 29th April 2011, 17:12

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 41407

Re: New Race: Golem

IMHO, these should have DD-like damage reduction, and no normal healing at all - machines are much sturdier, but they can't repair themself, you need spare parts for that.

Friday, 29th April 2011, 16:25

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 8149

Re: Player Ghosts - What's the incentive?

I actually wonder why hunter ghosts can't shoot at the player. It would be more interesting. Ghosts shouldn't be just free xp. Those would be far too strong - it's like running into extremely early Centaur that is also immune to Mephitic Cloud - players won't be able to run away from those. Hell, i...

Friday, 29th April 2011, 14:15

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 8149

Re: Player Ghosts - What's the incentive?

Their strength varies too much. If the player was a Hunter, they are free XP(no weapon), if the player was a Draconian Transmuter, they can ranged-drain you and Mephitic Cloud you (how the hell do they cast Evaporate without material components?). They make the game too easy for Necromancers (a coup...

Thursday, 28th April 2011, 16:20

Forum: Game Design Discussion

Topic: Schoolless spells

Replies: 1

Views: 847

Schoolless spells

That is, spells without any magical school. Their success would depend only on Spellcasting and attributes(and their level). Something like "mana shout", destroying MP for every monster around you. Mostly meta-magic kind of spells ("empower", "quicken", "seek"...

Thursday, 28th April 2011, 11:07

Forum: Game Design Discussion

Topic: New book of Air

Replies: 21

Views: 4330

Re: New book of Air

As a standalone, this change should be reverted.
If you want to remove Mephitic Cloud from starting books, you also have to at least nerf orcish priests - their overpowered Smite is only countered by easy availability of equally overpowered abilities like Berserk or Mephitic Cloud.

Wednesday, 27th April 2011, 10:27

Forum: Game Design Discussion

Topic: Starting Artificiers with quarterstaffs?

Replies: 1

Views: 961

Starting Artificiers with quarterstaffs?

Noticed this http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f4ca3dc1040db71c04b49995c5b63eb269003b6 I have always played Artificiers as heavy Armor item-using conjurers kind of characters (best shield, heaviest armor - without any real drawbacks), so this new equipment choice seems very strange ...

Tuesday, 26th April 2011, 20:27

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

You cannot use equipment to temporarily boost your XL in order to learn new spells. By contrast, there are rings, randarts, and many other things with intelligence bonuses; we don't want "stack up every stat bonus in the dungeon" to be a prerequisite for learning more spells. Well, you've...

Tuesday, 26th April 2011, 18:41

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

Items give you bonuses and penalties to your intelligence, so that won't really work unless you base it on "naked" intelligence score (in which case it is inconsistent). That shouldn't be a concern at all - right now it depends on XL, and you can lose that already (via draining attacks) -...

Tuesday, 26th April 2011, 16:44

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

ElectricAlbatross raises a good point (XL giving slots being a problem) but why not take the simplest solution: compute spell slots from Spellcasting skill alone. Since we want to restrict spell slots somewhat anyway, we don't have to shove the exact amount of currently XL-deduced slots into Spellc...

Tuesday, 26th April 2011, 15:30

Forum: Game Design Discussion

Topic: Add a way not to spend mat. components if they are in hand

Replies: 3

Views: 1214

Add a way not to spend mat. components if they are in hand

Situation: my Earth Elementalist is attacked in a corridor, by 3 monsters - 2 newts and 1 Ogre, in that order. I have 3 stones - they are already in my hand - and a Sandblast spell. I don't need stone boost to kill newts, but wasting time on rewielding them back(after killing the newts) can be fatal...

Tuesday, 26th April 2011, 09:42

Forum: Game Design Discussion

Topic: How to Remove Victory Dancing

Replies: 40

Views: 9539

Re: How to Remove Victory Dancing

Grimm: that will never happen, as it encourages scumming (imagine mummy player sitting on a level hacking away at bushes to train all skills to 100%).

Sunday, 24th April 2011, 13:42

Forum: Game Design Discussion

Topic: Spriggans and Slow

Replies: 9

Views: 2404

Re: Spriggans and Slow

But would they be able to afford it due to food costs?

Friday, 22nd April 2011, 11:39

Forum: Technical Support

Topic: Previous trunk builds

Replies: 1

Views: 974

Re: Previous trunk builds

Can't you just build them yourself?
You can get source for every version out there from Git repository http://gitorious.org/crawl/crawl/commits/master

Friday, 22nd April 2011, 10:07

Forum: Game Design Discussion

Topic: Spider Form Proposal: Webs and "suck"

Replies: 6

Views: 1962

Re: Spider Form Proposal: Webs and "suck"

I don't like the idea eating dead insects. Forms shouldn't change the character's diet. Spriggans could use the form just to eat meat for example. It should not necessarily work for herbivores - they can suck the blood but it won't be digested at all. Same effect as quaffing a potion of blood. But ...

Thursday, 21st April 2011, 09:15

Forum: Game Design Discussion

Topic: Merge evocations and traps&doors

Replies: 16

Views: 4253

Re: Merge evocations and traps&doors

Bows and crossbows are two different animals entirely. Pulling a bow relies a lot on strength. A hand crank helps a lot with winding a crossbow. A crossbow, by all means, shouldn't be a repeating weapon but it is because otherwise gameplay would be insanely tedious. I'm not shooting the idea immedi...

Thursday, 21st April 2011, 09:06

Forum: Game Design Discussion

Topic: How to Remove Victory Dancing

Replies: 40

Views: 9539

Re: How to Remove Victory Dancing

The player needs to rest after each battle. The player also needs to train the skills he want, and allocate time for that. How about assuming that while he is resting(waiting for XP and MP to recover), he is actually exercising instead, doing the "victory dance" for skills he wishes off-sc...

Wednesday, 20th April 2011, 18:01

Forum: Game Design Discussion

Topic: Turn Traps&Doors into Awareness skill

Replies: 14

Views: 3286

Re: Turn Traps&Doors into Awareness skill

1) I see variable LOS based on a skill being a nightmare. Ranged attackers and casters will be ridiculously penalized until they get it trained up. Stabbers and mele fighters will do everything they can to keep it low, and stumble into every trap as a consequence (I wouldn't call that an 'interesti...

Wednesday, 20th April 2011, 10:41

Forum: Game Design Discussion

Topic: Turn Traps&Doors into Awareness skill

Replies: 14

Views: 3286

Turn Traps&Doors into Awareness skill

Right now Traps&Doors skill is ridiculously weak and useless - If I were to start a character with Lvl 27 in T&D, I wouldn't be excited in the least - starting with even lvl 10 in every other skill is a whole new universe of brokenness. Actually, that character would be much weaker than ever...

Wednesday, 20th April 2011, 10:10

Forum: Game Design Discussion

Topic: Throw frost\flame and throwing skill

Replies: 3

Views: 1216

Re: Throw frost\flame and throwing skill

Bad idea that have been tried and rejected - throwing once was part of Evaporate and was subsequently removed. 2) It will make early game for conjurers slightly harder, good thing, IMO Early game for (non-wizard) conjurers is much harder than for everyone else - those 3 MP they start with are often ...

Tuesday, 19th April 2011, 09:38

Forum: Game Design Discussion

Topic: Removing Spellcasting as a Skill

Replies: 32

Views: 9813

Re: Removing Spellcasting as a Skill

Fighting and Spellcasting skills are too vague, they do everything and nothing specific. They are more like a "trainable attribute", they are not a "skill" - you can straight on replace them with HP/MP training and no one would really notice(except for spell levels). It is also v...

Sunday, 17th April 2011, 13:35

Forum: Game Design Discussion

Topic: Armor enchantments - increase not AC but effectivity of AC

Replies: 2

Views: 1090

Re: Armor enchantments - increase not AC but effectivity of

Well, it can be considered a revised version of current system. It is much less item luck dependent, and allows greater player flexibility, as well as greater freedom to design items. This means I am likely to get hit for more with the same AC. which is very, very bad, as two characters with the sam...

Sunday, 17th April 2011, 12:03

Forum: Game Design Discussion

Topic: Armor enchantments - increase not AC but effectivity of AC

Replies: 2

Views: 1090

Armor enchantments - increase not AC but effectivity of AC

Every character would have two values describing defense : total AC (the heavier your armor, the greater), and his ability to use it effectively. Total AC would be just a sum of all the armor you wear, and some mutations (dragon scales, etc). Stoneskin/Occlub's armor, etc., goes here as well. Effect...

Sunday, 17th April 2011, 11:31

Forum: Game Design Discussion

Topic: Stairs

Replies: 1

Views: 780

Re: Stairs

That's a pretty strong boost to Spriggans, Centaurs and magic users that can outrun/teleport away from overwhelming enemies. Aren't they overpowered enough - do we really need to nerf all others that much? It would also necessitate major nerfing of player ghosts and Sigmund-like instadeath uniques.....

Saturday, 16th April 2011, 20:09

Forum: Game Design Discussion

Topic: the Weapon Reform

Replies: 54

Views: 15570

Re: the Weapon Reform

You can see afternoon stars just fine - during total solar eclipse. :)

Saturday, 16th April 2011, 20:07

Forum: Game Design Discussion

Topic: Magic Detection

Replies: 3

Views: 1225

Re: Magic Detection

This can be an interesting addition to the abilities of an Awareness skill (replacing Traps&Doors), or Ash powers.

Friday, 15th April 2011, 16:00

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 7832

Re: Hexes and Magic Resistance

It should not be an MR reduction effect, but a separate hexes-only curse effect, so that the resistance is only reduced for further hexes spells.

Sunday, 10th April 2011, 21:34

Forum: Game Design Discussion

Topic: Casting Success Scale

Replies: 24

Views: 5531

Re: Casting Success Scale

If miscasts are coding monstrosities, it in itself is a perfectly valid reason to rewrite it - same reasons as for planned Fight rewrite.

Saturday, 9th April 2011, 18:52

Forum: Game Design Discussion

Topic: Casting Success Scale

Replies: 24

Views: 5531

Re: Casting Success Scale

What if risk and success were separate?
So you can have both "low risk+low success chance spells" and "high risk and high success".
If you managed to open a gate to hell and send lava down at your enemies, it doesn't mean that you wouldn't burn yourself in the process.

Friday, 8th April 2011, 16:47

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

I really like the idea of having school variety cost you in more spell slots. That's simple, easily explained and would create choices I like it too - very logical, and completely under player's control. But it should be more gradual. First 4 for free, next one is +1, 6th one is +3, 7th is +5, etc....

Friday, 8th April 2011, 16:26

Forum: Game Design Discussion

Topic: Ogre- second head

Replies: 9

Views: 2597

Re: Ogre- second head

Evaporate is fine, but people keep asking to throw potions like in nethack. Dipping items. Again, this isn't nethack and it would only add tedium. Crawl is about tactical combat not alchemy. Things that are on this list have often been discussed over and over. If you really think you know better, y...

Friday, 8th April 2011, 05:48

Forum: Game Design Discussion

Topic: Ogre- second head

Replies: 9

Views: 2597

Re: Ogre- second head

1) Both dual-wielding are already on that list of things that won't ever be done but people still suggest all the time for some reason . At least two of those are already implemented (Felids and Evaporate), so never say never. That list needs to state the reason for each and every point in it. What...

Friday, 8th April 2011, 05:34

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

Make Spellcasting a factor of all spell (plus evocations not invocations) skills. Value equals all spell skill values / 5 max 27 Make casting from scrolls train evocations to allow non casters build up to read books. Make ability to memorize a factor of spellcasting level (as determined above) and ...

Thursday, 7th April 2011, 23:34

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 20978

Re: Cross-school spellcasting is too easy

If you don't want people to grab a spell here and there, and use mainly spells from one or two schools: 1) eliminate schools like conjuration - almost every spell in it is "conjuration/fire", "conjuration/ice", etc. - it is a direct invitation to mix spells from fire and ice. And...

Thursday, 7th April 2011, 18:11

Forum: Game Design Discussion

Topic: Don't punish the player for having more skills

Replies: 10

Views: 2808

Re: Don't punish the player for having more skills

First level non-wizard spellcasters with low aptitudes have to hoard every single XP point and victory dance to hell just to get a decent mana reserve... XP starts to be plentiful only at level 10+.

Crawl isn't easy enough to allow you to skip min/maxing.

Thursday, 7th April 2011, 18:01

Forum: Game Design Discussion

Topic: Don't punish the player for having more skills

Replies: 10

Views: 2808

Re: Don't punish the player for having more skills

AFAIK training cost depends on amount of exp spent on skills it depends on total sum of skills you have (with a cap that is reached very fast). So that starting Armor skill that doesn't give you anything (since you are wearing robes) is making it harder for you to train every useful skill you need....

Thursday, 7th April 2011, 16:07

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36286

Re: New Ashenzari

Or Ash can give you the scrolls that are for currently unbound slots(or at least a higher chance of those)...

Thursday, 7th April 2011, 15:57

Forum: Game Design Discussion

Topic: Don't punish the player for having more skills

Replies: 10

Views: 2808

Don't punish the player for having more skills

I completely disagree with the suggestion in https://crawl.develz.org/tavern/viewtopic.php?f=8&t=444&p=4911&hilit=crosstraining#p4911 Right now training a skill gives the player a benefit (improved access to that skill and improved cross-training), and the following punishments: 1) Waste...

Thursday, 7th April 2011, 12:35

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 7832

Re: Hexes and Magic Resistance

Don't know about generic MR resistance, but, IMHO, anything that is vulnerable to Mephitic Cloud must be made at least as suspectable to Hexes's Confusion. Mephitic Cloud(via Evaporate) is a 2nd level Transmutation/Fire spell - so it is cheaper and much easier to cast, is an area spell and has sever...

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