Search found 16 matches

Friday, 28th September 2018, 18:08

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4809

Re: Ziggs, Pandemonium, and Farming

I don't think there was a debate about this, because this is the first time I've ever heard of farming extended-game branches in order to prepare for extended-game. I don't think the behaviour you describe would ever improve a character's chances, frankly. Ziggs was and still is fairly common for p...

Friday, 28th September 2018, 17:58

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4809

Re:

But I do think making Abyss the sole option for farming is a bad idea. Well, there's another idea if you mean "more XP" with farming. You can do Zot 1-4 after you have collected three runes. This should be doable for most chars, especially if you have sources of invisibility (draconians c...

Friday, 28th September 2018, 17:53

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4809

Re: Ziggs, Pandemonium, and Farming

I think you need to better define what "there isn't enough experience in the game before Hell and Pandemonium to support most builds" means. The game gives players a certain amount of XP before extended. Different builds require a different amount of experience to safely complete extended...

Friday, 28th September 2018, 00:36

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4809

Ziggs, Pandemonium, and Farming

The debate about this no doubt happened a year ago, but I wasn't around when it happened, so a couple of thoughts about the Ziggs and Pandemonium changes since 0.17: * Pandemonium is no longer for farming. This is my first impression from having attempted it several times, since coming back. I know ...

Saturday, 15th September 2018, 00:13

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7188

Re: Bring back Pakellas

They're already powerful, and you don't want to tie a god to making them powerful because then people who don't worship the god would be missing out on a feature of the game. Pakellas is an interesting concept, but I think the emphasis should be on him being a god of inventions and contraptions, rat...

Friday, 14th September 2018, 01:09

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7188

Re: Bring back Pakellas

It could be. Besides being limited use, evokables are distinguished from spells in that you didn't start with enough to carry you through the middle game, but had to adapt to what you found. You knew exactly what you were getting with a spell start, not so with evokables. Your armor and skill option...

Wednesday, 12th September 2018, 17:44

Forum: Game Design Discussion

Topic: Hornet adjustment

Replies: 17

Views: 4904

Re: Hornet adjustment

I die to hornets maybe once every 100 games. They're a rare enemy in dungeon and usually not that hard to kill from a distance for range characters, while any character that chooses to fight them in close combat will generally have high enough armor to survive paralysis. Paralysis in general kills m...

Wednesday, 12th September 2018, 03:07

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

Is "pure summoner" an archetype that should be supported in Crawl? Is standing back and summoning waves of creatures for every fight interesting gameplay? Crawl doesn't have pure invokers, pure charmers, pure translocators, or pure evokers to name a few despite these being very strong sch...

Friday, 7th September 2018, 23:22

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

An alternative to making all allies give full experience, because I can see how this could be a balance issue for certain gods and easy to access hybrid spells like animate dead, is to create or modify an existing god to provide the benefit. The most obvious candidate is Hepliaklqana, who as it is, ...

Thursday, 6th September 2018, 09:51

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

No one currently tries to consistently out damage their allies. They just choose to live with the penalty or, more generally, not play Summoners. You can't find a ttyrec where people constantly try to maximize their damage against allies, but you can find plenty where they avoid using allies as much...

Wednesday, 5th September 2018, 21:18

Forum: Game Design Discussion

Topic: No Potion Petition for mummies

Replies: 25

Views: 8696

Re: No Potion Petition for mummies

Besides being bad, what else do mummies have to offer? The issue, as I see it, is that mummies have no interesting mechanic that makes you think, this species can actually be fun to play in these circumstances. No potions, mutation attempts hurt them even harder than living races, food clock is almo...

Wednesday, 5th September 2018, 05:17

Forum: Game Design Discussion

Topic: Classify backgrounds into difficulty

Replies: 54

Views: 17428

Re: Classify backgrounds into difficulty

Can you do an analysis of the highest skills for end game characters? I think that might be a better look at the balance in the game, since ultimately, I'd say that, in order of importance for success: choice of skills > species > god > "class" Most people follow a very similar progression...

Wednesday, 5th September 2018, 04:37

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

Since I didn't bump the other thread, I guess I'll put more effort into this one, and provide a list of the previous counter arguments and my opinions. 1. Summoning experience penalty encourages hybrid builds, which we want. I don't see this as a positive when all the most popular builds are already...

Wednesday, 5th September 2018, 03:24

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

As far as I know, you get half the experience for kills made by summons, slaves, etc. Not scientific, but I did a test just now. A bat gives 20% experience into level 1 when you kill it yourself. It gives 10% when you kill it with a summon. That's a pretty large penalty. A pure summoner who never ki...

Wednesday, 5th September 2018, 03:01

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Re: Remove Summoner Kill Experience Penalty

Right, so I changed my last sentence to anticipate a few of the counter arguments already. I could bump the other thread in case that's better?

Wednesday, 5th September 2018, 02:50

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13990

Remove Summoner Kill Experience Penalty

I used to post here a long time ago, but forgot my old account. Any way, recently started playing again and I see that summoned pets still take half the experience, as before, but that much of the advantages of being a summoner has been removed. For example, there is now a summoned allies limit, and...

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