Search found 60 matches

bt

Friday, 1st January 2021, 14:34

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 13359

Re: DCSS is not a very good roguelike.

A progression system makes people feel like they accomplished something even tough they lost the run. Why is that bad, you play the games to have a good time, don't you? Also, there are a lot of threads by new players about lost runs, where they say they felt good about getting their first rune or ...

bt

Thursday, 31st December 2020, 09:59

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 13359

Re: DCSS is not a very good roguelike.

It's interesting how the word "roguelike" comes to mean the opposite it once meant. It used to be about generating unique and crazy games, now it's understood as delivering a steady stream of rewards over time. We're not far from calling Call of Duty a roguelike: permadeath - check, meta ...

bt

Wednesday, 23rd December 2020, 10:37

Forum: Game Design Discussion

Topic: Thoughts on some trunk (0.26) mechanics

Replies: 7

Views: 2634

Re: Thoughts on some trunk (0.26) mechanics

I like !attraction. What was wrong (in my eyes) with !stabbing was that distraction stabs, for most builds, are a rather random uncommon event; so !stabbing wasn't very useful; it was a niche potion without much of a niche (again, for most builds). But at least any melee character has circumstances...

bt

Tuesday, 22nd December 2020, 17:19

Forum: Game Design Discussion

Topic: Thoughts on some trunk (0.26) mechanics

Replies: 7

Views: 2634

Thoughts on some trunk (0.26) mechanics

In no particular order: 1. Willpower/Will (former MR) It would be nice to have a two letter abbreviation for search purposes only, like WP or WL. Typing "Will" is worse than "MR", and "Wi" is too common a combination for a good narrow search. Seeing as a lot of numbers ...

bt

Friday, 18th December 2020, 13:05

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: VpEn^Dith Which rings to wear

Replies: 4

Views: 2119

Re: CIP: VpEn^Dith Which rings to wear

I almost always rate first Will+ above everything else (except on Sp and Fo maybe). Dex also provides boost to % chance to make a weak stab, which En in general make lots of, and which turns into instakill-stab with your beautiful Spriggan's Knife. Seeing as Vp have an easy time getting spellpower w...

bt

Friday, 18th December 2020, 12:39

Forum: Game Design Discussion

Topic: New Quiver usability

Replies: 8

Views: 2957

Re: New Quiver usability

2. When you pick up new types of quiverable items the letter they are assigned to in the Q menu changes, which, combined with a constant need to requiver your throwables if you are using a sling, makes quivering different ammo in the early game quite messy. This is a tricky one because the Q menu m...

bt

Tuesday, 15th December 2020, 21:31

Forum: Game Design Discussion

Topic: Lets talk Condenser Vanes

Replies: 6

Views: 1927

Re: Lets talk Condenser Vanes

My experience of lamp of fire was also that it was too unreliable to be worth using. Maybe it was just ill-documented? I think it's fair to say that LoF mechanics were a bit opaque. It let out a stream of fire clouds that did sorta of a random walk roughly in the direction you targeted, so you want...

bt

Tuesday, 15th December 2020, 08:49

Forum: Game Design Discussion

Topic: Lets talk Condenser Vanes

Replies: 6

Views: 1927

Re: Lets talk Condenser Vanes

I do find vane and tremorstones less interesting to use than the items they replaced (lamp of fire, wand of clouds/scattershot)... Well, lamp of fire and wand of scattershot were so interesting that in the end I never used them after the frustrating first trials. If you have no idea before using an...

bt

Monday, 14th December 2020, 19:39

Forum: Game Design Discussion

Topic: Lets talk Condenser Vanes

Replies: 6

Views: 1927

Re: Lets talk Condenser Vanes

Condenser vane was already nerfed in trunk, it has one charge, costs about 600 gold and takes longer to recharge. Even with these changes it's still very-very strong as are evocations in general. I do find vane and tremorstones less interesting to use than the items they replaced (lamp of fire, wand...

bt

Monday, 14th December 2020, 08:56

Forum: Game Design Discussion

Topic: New Quiver usability

Replies: 8

Views: 2957

Re: New Quiver usability

You can use Q* to select by inventory letter (good for macros and autoinscribing), which helps a little, and the problem doesn't happen with sling bullets (because those aren't also throwable) Yeah, I thought about using that, but it'll take 3 to 4 extra keys for throwables/ammo and there's not a l...

bt

Sunday, 13th December 2020, 16:15

Forum: Game Design Discussion

Topic: New Quiver usability

Replies: 8

Views: 2957

New Quiver usability

1. New quiver system makes early game with a sling a bit of a pain. Example: say you have a sling, some stones, a dagger and some poison darts. In the previous system you could wield the sling, select stones as your ammo, then wield the dagger and select darts as your ammo, and the game would rememb...

bt

Wednesday, 25th November 2020, 19:49

Forum: Game Design Discussion

Topic: Treasure troves' cost should be rebalanced

Replies: 11

Views: 3167

Re: Treasure troves' cost should be rebalanced

Don't a lot of troves in fact generate then, if not earlier? I tend to think of troves as late-D things which I usually can't access until later. In my experience troves are most common in Depths, followed by Vaults and Elf. Of course it can be a statistical thingy or bias as well :). I pretty much...

bt

Wednesday, 25th November 2020, 08:55

Forum: Game Design Discussion

Topic: Treasure troves' cost should be rebalanced

Replies: 11

Views: 3167

Re: Treasure troves' cost should be rebalanced

I take all the troves that I can (if it's at all possible) and find them to be worth about one item slot upgrade on average, which, as sanka pointed out, is not very relevant late game. IMO, troves should more often generate earlier, probably somewhere in low D (like 13-15), rather than in Depths, a...

bt

Tuesday, 21st July 2020, 15:01

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 35749

Re: What Is the Best Roguelike?

You see, I don't care if the game is already won or not, if I just want to use a particular spell like Darkness I can switch to using Darkness easily. I remember a game where my MuEn switched from being a stabber in Dungeon to CPA in Depths and then back to being a stabber for Zot. StS does not all...

bt

Monday, 20th July 2020, 15:48

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 35749

Re: What Is the Best Roguelike?

You are probably still missing my point so let me give you more examples. If I want to be a stabber, I can play as En/As and then join Sif Muna/Dith or any god with allies. If I want to be a heavy warrior casting Shatter, I can play Gr of Vehumet. If I find a storm bow in Elf, I can easily train Bo...

bt

Saturday, 18th July 2020, 19:10

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 35749

Re: What Is the Best Roguelike?

Bit of a false equivalence, it's more if you want to apply vulnerability and heal after fights you pick Ironclad. Fireball is a starter kit, not really a build as such. Fireball can be a build if desired. I am not sure why you think Ironclad is about vulnerability and healing, it is possible to win...

bt

Saturday, 18th July 2020, 08:45

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 35749

Re: What Is the Best Roguelike?

When I want to cast fireball in Lair, I can start as DEFE and choose Vehumet. If I want to play Searing Blow build or Dead Branch/Corruption build, there is no way for me to get it except play many games and hope to finally get it. That's what I meant. I am not that interested in winning (in both S...

bt

Tuesday, 14th July 2020, 09:01

Forum: Dungeon Crawling Advice

Topic: TSO !stabbing

Replies: 2

Views: 1730

Re: TSO !stabbing

TSO prevents stabbing and so potions are useless. I seem to remember there was a commit to mark them as such, not quite sure though.

bt

Tuesday, 14th July 2020, 08:57

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158756

Re: Clock Brainstorming Thread

I disagree with the sentiment that the clock needs to be lenient. I think that fighting monsters would be a lot more interesting with a tight clock. The issues with resting and autoexplore and backtracking are solvable. You can make characters snap to full HP/MP after they've been away from combat ...

bt

Monday, 13th July 2020, 14:03

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158756

Re: Clock Brainstorming Thread

Are those things considered scummy? What is the alternative to not resetting a fight when you get a string of bad rolls? It's not scummy to reset some fights. But if you have unlimited time, it would be optimal to reset nearly every fight where you fail to dodge the monster's attacks. (There's no c...

bt

Monday, 13th July 2020, 08:35

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158756

Re: Clock Brainstorming Thread

Class 2: * Resetting every fight multiple times * Extremely conservative exploration strategies Class 2 issues seem harder to address. If your first hit on a monster is weak, it makes sense to reset the fight and try again. You could afford to do this for every monster if there's no food clock. In ...

bt

Sunday, 12th July 2020, 08:29

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 158756

Re: Clock Brainstorming Thread

Personally, I don't see the need for a clock in current version of DCSS. Considering the food wasn't really any kind of clock for years and years, it makes sense to remove it, but doesn't make sense to replace it with a different mechanic, unless the goal is to make the game harder of course, and IM...

bt

Wednesday, 8th July 2020, 19:03

Forum: Dungeon Crawling Advice

Topic: How to get out of this one?

Replies: 5

Views: 2481

Re: How to get out of this one?

Nice :). Fan is fun, it's gone in .25 though, which is a shame.

bt

Wednesday, 8th July 2020, 09:16

Forum: Dungeon Crawling Advice

Topic: How to get out of this one?

Replies: 5

Views: 2481

Re: How to get out of this one?

Yes, fan will blow the fog away. In the event that it won't (it totally will though) it'll blow daevas behind the fog and out of LoS, so a win-win for you either way. Just don't forget to quaff haste first.

bt

Tuesday, 7th July 2020, 11:31

Forum: Dungeon Crawling Advice

Topic: How to get out of this one?

Replies: 5

Views: 2481

Re: How to get out of this one?

I would haste, then drink some heal wounds, depending on HP state. Then you can fan of gales to clear clouds and push daevas away (instead of walking), then blink a couple of times and re-fog and heal more. Scroll of summoning will give more summons per action, box of beasts always gives one or none...

bt

Monday, 29th June 2020, 13:24

Forum: Dungeon Crawling Advice

Topic: Online play, accounts question

Replies: 4

Views: 2098

Re: Online play, accounts question

Hmm, I don't think it was griefing, two games streak isn't worth much, nor does anyone have a reason to, as far as I'm aware. Could be a one-game-try new account, though there are some peculiar things about the morgue for sure - one minute 0.24 game of unarmed MuCK with autoskilling on, it's like a ...

bt

Monday, 29th June 2020, 09:34

Forum: Dungeon Crawling Advice

Topic: Online play, accounts question

Replies: 4

Views: 2098

Online play, accounts question

I play on CXC, today someone created the same name account on a different server (LLD) and killed my streak. Is there a way to avoid this type of stuff happening besides creating an account on each server yourself? And is there a way to communicate to already created account on other server to ask t...

bt

Wednesday, 24th June 2020, 19:26

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP]: SpEn of Dithmenos

Replies: 9

Views: 2996

Re: [CIP]: SpEn of Dithmenos

I would probably go Abyss with your character if you got access to 3 or more mutation potions. You mean potions of mutation, or beneficial mutation? Thaks for all your tips. Since yesterday I stopped clearing Depths (ran into a big vault full of dragons (including a golden one), liches and more). I...

bt

Wednesday, 24th June 2020, 08:50

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP]: SpEn of Dithmenos

Replies: 9

Views: 2996

Re: [CIP]: SpEn of Dithmenos

You currently have no way to deal with high end threats like orbs of fire, ancient liches, electric golems, golden dragons etc. who are all very much present in the late game. In your case the most straightforward way to go about this is to learn some spells. Mana Vipers, Shadow Creatures and Summon...

bt

Friday, 19th June 2020, 12:55

Forum: Game Design Discussion

Topic: Add debuff to Wu Jian's whirlwind

Replies: 17

Views: 5877

Re: Add debuff to Wu Jian's whirlwind

> it should be better to to dance around than to stand in a corridor. This seems to be the picture someone had when designing Wu, but it seems to me hard to reconcile this with the constraints that heavy use of tab and autoexplore should not be systematically and frequently suboptimal (which iirc y...

bt

Friday, 19th June 2020, 12:37

Forum: Dungeon Crawling Advice

Topic: Draft guide to Crawl's time system

Replies: 8

Views: 2959

Re: Draft guide to Crawl's time system

I'm not entirely sure how the game handles rounding, but to give an example that isn't 10 speed, let's look at a naga who walks towards an orb of fire. The naga takes 14 auts, or 1.4 turns , and the orb of fire gains 15 energy per turn , so 15 x 1.4 = 21 energy gained. This means the orb will alway...

bt

Wednesday, 17th June 2020, 17:45

Forum: Game Design Discussion

Topic: Add debuff to Wu Jian's whirlwind

Replies: 17

Views: 5877

Re: Add debuff to Wu Jian's whirlwind

Ok, got it, numbers feel two times bigger than what I would think is sensible (+8EV is free ring of Phasing), and I still think debilitating effect on enemies is better than player buff. Though your idea has the benefit of being way easier to communicate to player and balance.

bt

Wednesday, 17th June 2020, 16:08

Forum: Game Design Discussion

Topic: Add debuff to Wu Jian's whirlwind

Replies: 17

Views: 5877

Re: Add debuff to Wu Jian's whirlwind

First you said that wirlwind needs a buff, and now you say that getting bonus EV from wirlwind would be too strong because wirlwind is strong enough as it is :?: Slightly confused. Surely there is some amount of EV for wirlwind that would be balanced, whether that be 0EV (no buff needed) or 10EV, o...

bt

Wednesday, 17th June 2020, 09:23

Forum: Game Design Discussion

Topic: Add debuff to Wu Jian's whirlwind

Replies: 17

Views: 5877

Re: Add debuff to Wu Jian's whirlwind

When I play Wu I tend to wirlwind all the time, because you can deal damage whilst slowly backing away, and you can deal pseudo-cleaving damage. The only positional disadvantage is not being able to use kill-holes. TBH this does really hurt, taking 2x damage whilst dealing 1.6x damage isn't very go...

bt

Tuesday, 16th June 2020, 09:26

Forum: Game Design Discussion

Topic: Add debuff to Wu Jian's whirlwind

Replies: 17

Views: 5877

Add debuff to Wu Jian's whirlwind

Currently using whirlwind outside Serpent Lash and Heavenly Storm is rarely a good play, because increase in damage output usually doesn't compensate for bad positioning. Also, in my opinion, Wu Jian as a whole if not exactly weak (Serpent Lash is all kinds of amazing) is a bit bland. Suggestion: Ad...

bt

Saturday, 13th June 2020, 15:44

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] FeEE of Kiku, greater polytheist done

Replies: 0

Views: 1087

[YAVP] FeEE of Kiku, greater polytheist done

Morgue: https://crawl.xtahua.com/crawl/morgue/PaperRat/morgue-PaperRat-20200613-124117.txt Game went pretty smooth overall despite three deaths (mostly a mix of bad rolls and bad decisions) and multiple near-death situations, which interestingly enough are not as scary with felids as with other spe...

bt

Saturday, 23rd May 2020, 15:40

Forum: Dungeon Crawling Advice

Topic: Shafts changes

Replies: 4

Views: 2555

Re: Shafts changes

Odds wrote:2. Is there any way to avoid shafts or other traps - any skill that helps, or anything like that?


God Ashenzari protects you from getting shafted (in all senses) by exploration traps.

bt

Monday, 18th May 2020, 08:40

Forum: Dungeon Crawling Advice

Topic: Robe for Ice elementalist

Replies: 4

Views: 2395

Re: Robe for Ice elementalist

If you have no other source of MR+, I would go with Robe of Night. If you have MR+, but don't have any of rF+/rC+, then robe of resistance (though I, probably, wouldn't use it for rF+ only). Reducing LoS is less important for blaster caster, IMO, and having no resistances and reduced LoS on a slow s...

bt

Friday, 15th May 2020, 08:36

Forum: Game Design Discussion

Topic: x-v: Monster info screen improvements

Replies: 2

Views: 1684

Re: x-v: Monster info screen improvements

I'm concerned about displaying spell damage in this way because unlike monster base melee damage, spell damage is not consistently distributed between spells. An orc priest's Pain and Smite have maximum damage of 14 and 17 respectively, but their average damage is 7.5 and 12 respectively, a much bi...

bt

Thursday, 14th May 2020, 11:57

Forum: Game Design Discussion

Topic: x-v: Monster info screen improvements

Replies: 2

Views: 1684

x-v: Monster info screen improvements

There are two (well, two and a half) things that, I think, it would be great to have in the monster info screen: 1. Comparative movement speed In DCSS knowing the relation between your and enemy move speed is one of the most important things, cause it heavily influences the terms of engagement. Curr...

bt

Monday, 11th May 2020, 21:13

Forum: Game Design Discussion

Topic: Connect magic schools with player resistances

Replies: 17

Views: 5583

Re: Connect magic schools with player resistances

- Viability of training to level 10 somewhat depends on the aptitude. - Players might have some extra incentive to use medium armor and get some spell casting value out of the training rather than just a resistance. - For most resistances, training to even skill level 10 isn't worth it. - Even so, ...

bt

Sunday, 10th May 2020, 10:30

Forum: Game Design Discussion

Topic: Tremorstones

Replies: 2

Views: 1746

Tremorstones

So current iteration of T-stones at 14 Evocations one-shots stone giants, quicksilver dragons, liches and almost one-shots caustic shrikes, not to mention the assorted popcorn. It also deals about 20 hp worth of damage at most to a AC29 character, usually less. Is it working as intended? Seems a bit...

bt

Sunday, 10th May 2020, 10:24

Forum: Game Design Discussion

Topic: Connect magic schools with player resistances

Replies: 17

Views: 5583

Re: Connect magic schools with player resistances

If I'm not missing something, this would allow full melee heavy armour users to get resistances with a relatively minor XP investment, and melees already require less XP to function than casters. Not sure if it's a bad thing, but incentives this would create feel a bit weird to me in general.

bt

Tuesday, 21st April 2020, 08:53

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 51089

Re: Positional Attack Magic Implementation [Now Playable]

A damage spell overhaul was the perfect opportunity to reduce that tedium by getting rid of manual targeting. But instead the worst cases of clunky manual targeting (fireball, LRD, freezing cloud, bouncing bolts) escaped unscathed, as did magic dart and freeze and sandblast and stone arrow and iron...

bt

Friday, 17th April 2020, 09:00

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 2867

Re: Combine Scroll of Noise and Fan of Gales

I think it's a little reductive to say the only reason fan of gales was removed is "inventory management". I also think you are giving a false choice when saying there are only "two possibilities" (remove all inventory management vs accept all inventory management). A third opti...

bt

Wednesday, 15th April 2020, 10:27

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 2867

Re: Combine Scroll of Noise and Fan of Gales

I guess, I just don't get the whole inventory space argument. As I see it, there are two possibilities: 1. You want to have inventory management as part of your game In this case having more useful items than you can carry is a feature, not a bug - player has to make a decision what to have on hand ...

bt

Tuesday, 14th April 2020, 13:02

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 2867

Re: Combine Scroll of Noise and Fan of Gales

Scroll of fear is enough, imo. I don't think there's too much overlap. Main difference (besides the effect itself) being that the knockback scroll is 100% reliable and affects all monsters, when ?fear is MR check dependent and affects only living. Some redundancy is to be expected though since ?fea...

bt

Monday, 13th April 2020, 15:05

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 2867

Combine Scroll of Noise and Fan of Gales

Seeing as Fan of Gales (FoG) is being removed, maybe there's some value to adding it's admittedly niche effect (pushing back monsters and clouds) to an already existing Scroll of Noise (SoN), because the effect of FoG is tactically interesting (not being just different type of damage) and very uncom...

bt

Tuesday, 31st March 2020, 15:56

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 51089

Re: Positional Attack Magic Implementation [Now Playable]

Some feedback after playing several casters in trunk. 1. Foxfire and starting FE book in general While Foxfire is fairly interesting to use and deals good damage for a lvl 1 spell, the drawbacks make it really awkward to start a run with. You can't use it in melee in a corridor at all. This along wi...

bt

Tuesday, 24th May 2011, 19:20

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - NaNe of Chei

Replies: 6

Views: 2194

Re: YAVP - NaNe of Chei

But isn't 3 running with chei 'doable but annoying' too? It's actually quite fun. You just got to remember not to move when a dangerous monster enters your LOS. Chei buffs are very good, especially for caster. Also you should train a ranged weapon. Don't forget to Bend Time (almost irresistible slo...
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