Search found 16 matches

Friday, 4th September 2020, 14:16

Forum: Game Design Discussion

Topic: Long term trend discussion: Stealth nerfs

Replies: 20

Views: 10505

Re: Long term trend discussion: Stealth nerfs

The current iteration of Stealth, as I understand it, is an auxiliary skill that lets you save resources by seeking out the easiest fights, chipping away at enemy groups before the "real fight" starts, and killing a certain percentage of monsters "for free." This leaves you with ...

Tuesday, 22nd October 2019, 22:03

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7767

Re: Food suggestion

I don't think anybody has argued against goldifying food; only against whether to remove it entirely? I didn't want to open that can of worms myself, but I'm hopeful that goldification will facilitate that discussion. Inventory management issues make food seem simultaneously more important and more ...

Tuesday, 15th October 2019, 15:17

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7767

Re: Food suggestion

Good point about tiles. (Are the quantities legible on the tiles interface? I seem to recall not, but maybe I was playing at a weird resolution of something.) Would there be space to display it next to the hunger level, e.g. "Very Hungry (23|3)"? The numbers could turn green or red for one...

Monday, 14th October 2019, 23:47

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7767

Re: Food suggestion

“Goldifying” food would be a welcome change, especially now that Fedhas no longer uses rations. There is a question of the best place to display the two numbers (rations and chunks) but that can be worked out as a part of the development process. Have at it! Yeah, I'm currently thinking of displayi...

Monday, 14th October 2019, 20:15

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7767

Food suggestion

I don't think there's any longer a reason for food to take up two slots of every character's inventory. Food rations have been standardized, and even blood potions are gone. Rations and chunks could now simply be tracked as a character stat, like gold or hunger. The (e)at menu could be standardized ...

Sunday, 13th October 2019, 16:13

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 3068

Re: Eye of Ashenzari

I love the idea, and there's got to be some reasonable way to balance it. What if you make it Fragile? Then once you run out of scrolls it becomes a push-your-luck game: how long do you dare keep wearing this crummy amulet instead of using the good items you found? If you can keep wearing it forever...

Sunday, 8th September 2019, 17:03

Forum: Contributions

Topic: Saving skill configurations

Replies: 4

Views: 3262

Re: Saving skill configurations

Yeah, I'm probably underestimating the work involved. But you'd have to hardcode the starting skills for each starting build separately in the rc file, I assume? That sounds like a lot of work in and of itself, unless you only play a couple characters. I wouldn't mind doing a little extra work above...

Saturday, 7th September 2019, 13:08

Forum: Contributions

Topic: Saving skill configurations

Replies: 4

Views: 3262

Saving skill configurations

I'm thinking of patching in a feature to remember "default" skill configurations for each character build. At the beginning of each game, the first time you use the 'm' menu, Crawl remembers what settings you chose, and defaults to these the next time you start a new character of the same ...

Wednesday, 21st August 2019, 22:25

Forum: Game Design Discussion

Topic: Balance Kiku's Corpse Delivery

Replies: 6

Views: 2888

Re: Balance Kiku's Corpse Delivery

It does seem like you could reduce the variance and reduce the number of frustrating outcomes, without buffing it on average.

Also, how come the corpses are based on present location instead of simply HD or something?

Wednesday, 21st August 2019, 22:17

Forum: Game Design Discussion

Topic: High-level poison spell

Replies: 4

Views: 2376

High-level poison spell

As a preface, I'm aware that poison magic is intended to be weak in the late game, and I don't mean that to change. Still, within those constraints, it might be fun to have a more exciting top end for poison mages. This might be achievable if these spells are pitched toward very niche, underpowered ...

Friday, 26th July 2019, 00:53

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 4947

Re: Giving Stories to Uniques through Multiple Encounters

I don't think options 1 and 2 are mutually exclusive. It might just depend what works best in each individual case. Sometimes an NPC story takes many years, and an adventurer might stumble in at an early stage or a late stage. Other times it makes sense your journeys intertwine. The idea of missing ...

Thursday, 25th July 2019, 23:53

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5647

Re: Agnostic

Apologies if I've caused any offense. Clearly I'm new here and I could probably do well to remember that actual game devs take this stuff more seriously than the average forum nerd. I can't blame anyone for feeling this discussion isn't worth their time, but for anyone else, I'll try to acknowledge ...

Thursday, 25th July 2019, 21:07

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 4947

Re: Giving Stories to Uniques through Multiple Encounters

Maybe the easiest way to do this is just to let the unique run away to nearby stairs if they're losing the fight, or maybe if you pass them up the first time you see them. Not only does it avoid awkward questions about their survival, now it adds an interesting incentive to kill them before they get...

Thursday, 25th July 2019, 19:55

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5647

Re: Agnostic

Certainly I could be wrong about Dg. (I said I can't see what purpose they serve, but there could be a purpose I'm not seeing.) And to be perfectly clear, this is just idle discussion for me. The dev team has their own opinions which I'm not trying to sway, and I probably couldn't anyhow. But "...

Thursday, 25th July 2019, 16:26

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5647

Re: Agnostic

Truthfully, under status quo, I don't see the wisdom in Demigods' existing at all. They just reward unfun behavior, because gods are fun. I imagine nearly all players agree. Some people will go atheist as a challenge, but Dg (or any other reward) takes the challenge out. Some beginners might be inti...

Thursday, 25th July 2019, 02:30

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5647

Re: Agnostic

"Agnosticism" doesn't really make sense in the Crawl universe. At least not in the Dungeon, where you can watch with your own eyes as the gods set people on fire. "Atheism," here, is more like a pointed refusal to worship the gods. It seems like the gods would have diverse perspe...

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