Search found 27 matches

Friday, 22nd November 2019, 23:21

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 17796

Re: Positional Attack Magic Implementation [Now Playable]

Reposting here since it got deleted on reddit... I have about 300 wins to my name and have been playing since 0.4. I do play online, but these days I only play online exclusively to get a token 15 rune win for the tournament on the latest branch. I feel these changes are badly misguided and represen...

Saturday, 18th October 2014, 08:12

Forum: The Dart Board

Topic: Crawl "Sudden Death" Challenges Season 3 - SIGNUPS CLOSED

Replies: 174

Views: 42493

Re: Crawl "Sudden Death" Challenges Season 3 - SIGNUPS OPEN

I'd partake in this event!

Saturday, 20th September 2014, 10:08

Forum: Game Design Discussion

Topic: Proposal: Redesigns to Torment, Hellfire and Caster AI

Replies: 62

Views: 9271

Re: Proposal: Redesigns to Torment, Hellfire and Caster AI

Hellfire "checks" the hp stat. It hits gargoyles more than trolls, for example. You've missed the point completely. You seem to be using pejorative terms like "lazy" and "cheap" to describes something that is actually juat simple and straightforward. I can understand d...

Saturday, 20th September 2014, 09:01

Forum: Game Design Discussion

Topic: Proposal: Redesigns to Torment, Hellfire and Caster AI

Replies: 62

Views: 9271

Re: Proposal: Redesigns to Torment, Hellfire and Caster AI

I don't really agree with making monster AI smart, because that is such a dramatic change that the game you end up with is not going to be crawl. It might make for a good game, just as a roguelike with non-persistent floors can be a perfectly fine game. However, just like a roguelike with non-persi...

Saturday, 20th September 2014, 04:55

Forum: Game Design Discussion

Topic: Proposal: Redesigns to Torment, Hellfire and Caster AI

Replies: 62

Views: 9271

Proposal: Redesigns to Torment, Hellfire and Caster AI

Greetings all, This is a set of ideas I've been tossing around in my head for some time and decided to put it on paper. The core concern is this: Casters and caster effects, specifically those in the extended end-game represent a poor substitute for tactical play. While casters can be interesting ea...

Friday, 10th May 2013, 16:44

Forum: Crazy Yiuf's Corner

Topic: [ C @ @ L ] Fantasy Crawl Tourney MEGATHREAD

Replies: 23

Views: 3740

Re: [ C @ @ L ] Fantasy Crawl Tourney MEGATHREAD

Blade wrote:1. GONNNNG
2. BOUMMMMG
3. PTOANNNG
4. PANG
5. BONNNG
6. SHROANNG
7-10. idk, jeanjacques, elliptic, n7, bart or something. who cares



If team Gong doesn't win, I'ma be hella pissed.

Friday, 10th May 2013, 16:24

Forum: Crazy Yiuf's Corner

Topic: [ C @ @ L ] Fantasy Crawl Tourney MEGATHREAD

Replies: 23

Views: 3740

Re: [ C @ @ L ] Official Torunament Prediction MEGATHREAD

1. jeanjacques
2. elliptic
3. mikee
4. 78921
5. bmfx
6. medar
7. magistern
8. sebi
9. pivotal
10. kautzman

--

clan score: 17849
I might have be slightly optimistic about my own performance.

Saturday, 17th March 2012, 00:36

Forum: Game Design Discussion

Topic: The Scaling Problem

Replies: 30

Views: 3467

Re: The Scaling Problem

sardonica wrote:
Show us, then. Show us all these nigh-indestructible gods.


That was specifically directed at ADOM, but if you want a crawl example:

http://crawl.develz.org/morgues/0.8/Kau ... 025024.txt

Friday, 16th March 2012, 22:11

Forum: Game Design Discussion

Topic: The Scaling Problem

Replies: 30

Views: 3467

Re: The Scaling Problem

When talking game design, we usually use "scaling" to describe how an effect depend on a variable. Melee damage is scaled to weapon skill level. But the game difficulty isn't scaled to anything, and certainly not player's XL. Actually, very few things are scaled to player XL. So it seems ...

Friday, 16th March 2012, 19:59

Forum: Game Design Discussion

Topic: The Scaling Problem

Replies: 30

Views: 3467

Re: The Scaling Problem

@minmay: I would agree with you that at Lair, you've become established, but the critical mass I speak of is a point where literally everything you run up against is non-threatening. Even after leaving lair, There are certain things that can likely kill you should you choose to engage or mismanage a...

Friday, 16th March 2012, 11:51

Forum: Game Design Discussion

Topic: The Scaling Problem

Replies: 30

Views: 3467

The Scaling Problem

This is an issue I've been meaning to discuss for some time and given that I'm suffering a bit from insomnia, it seems like a good time to put it on the forums. 'Scaling' describes how the mechanics of the game change as a PC progresses and the numbers get bigger. It is closely related to the diffic...

Thursday, 14th July 2011, 17:56

Forum: Game Design Discussion

Topic: Strategic problem with NMVD (no more victory dancing) system

Replies: 37

Views: 4903

Re: Strategic problem with NMVD (no more victory dancing) sy

What you're calling interesting choices is exactly what I hated the most about the old system. More than the tediousness of victory dancing. Factoring the skill training and xp pool state in the tactical decisions is not something I'm missing. I think what a lot of people are missing about the old ...

Friday, 17th June 2011, 20:01

Forum: Contributions

Topic: Sounds

Replies: 4

Views: 1022

Re: Sounds

Just off the top of my head, I'm thinking the soundtrack to crawl should be Propane Nightmares on loop. Forever. With no way to turn it off!

Tuesday, 14th June 2011, 21:02

Forum: Technical Support

Topic: Webtiles

Replies: 102

Views: 23839

Re: Webtiles

edlothiol, I was wondering if you can attemp to say at this moment how much faster webtiles will probably be down the road. I realize we can't probably expect to match the speed of native code but I'd still love to hear your opinion. And thanks for doing this, it's already very playable. Yeah.. it`...

Friday, 10th June 2011, 21:07

Forum: Game Design Discussion

Topic: I am pretty annoyed by recent 0.8 patch

Replies: 14

Views: 1207

Re: I am pretty annoyed by recent 0.8 patch

I like Minmay's explanation better.

Tuesday, 7th June 2011, 19:15

Forum: Game Design Discussion

Topic: Summons

Replies: 24

Views: 3326

Re: Summons

Attaching your HP pool to your summons makes me really nervous personally, especially in the earlier game when you summon several things that are A) Dumb, B) Weak and C) Difficult to control. I think you are approaching 'unfun' territory in the name of balance. That said, it's also something I'd lo...

Monday, 6th June 2011, 20:01

Forum: Game Design Discussion

Topic: Summons

Replies: 24

Views: 3326

Re: Summons

Attaching your HP pool to your summons makes me really nervous personally, especially in the earlier game when you summon several things that are A) Dumb, B) Weak and C) Difficult to control. I think you are approaching 'unfun' territory in the name of balance. That said, it's also something I'd lov...

Monday, 6th June 2011, 19:14

Forum: Game Design Discussion

Topic: Do Berserkers need to be nerfed?

Replies: 29

Views: 2121

Re: Do Berserkers need to be nerfed?

I'm just spitballing here and I haven't really thought this out at all, but has significantly raising the level of the Berserk spell been discussed? Perhaps in the range of 7 or 8? I personally think it is *that* good and that it would see use but it would come at a pretty significant cost, the leas...

Thursday, 26th May 2011, 19:04

Forum: Technical Support

Topic: Webtiles

Replies: 102

Views: 23839

Re: Webtiles

My two cents on the monster list: I find myself being able to very easily identify the monsters as I see them, making it almost moot for me, but my history of playing crawl is Tiles for a year+ > Console for a few months > Webtiles, so perhaps it's because at this point it's second nature to do so. ...

Wednesday, 25th May 2011, 17:18

Forum: Game Design Discussion

Topic: Fire magic

Replies: 2

Views: 673

Re: Fire magic

I wouldn't say that fire is necessarily weaker than ice, but rather, it's different and doesn't offer as much utility, and what utility it does offer usually comes in the form of more damage! For example, Fire offers Conjure Flame, which is a fantastic piece of utility that can basically guarantee a...

Tuesday, 24th May 2011, 20:51

Forum: Game Design Discussion

Topic: Potion Identification

Replies: 3

Views: 1057

Re: Potion Identification

Quaff IDing potions of cure mutation is punishment enough :S

Tuesday, 24th May 2011, 20:48

Forum: Game Design Discussion

Topic: Text Colors - Documented?

Replies: 11

Views: 2684

Re: Text Colors - Documented?

Certain consumables have colors too. Purple is used to mark items that are not necessarily good, but situational (scroll of immolation, potion of mutation) Yellow seems to be used to mark 'good' items. Potions of healing, Potion of Heal wounds, wand of healing, wand of teleport, scrolls of blink. Th...

Tuesday, 24th May 2011, 03:04

Forum: Game Design Discussion

Topic: Show Actual Attack Delay Time

Replies: 9

Views: 897

Re: Show Actual Attack Delay Time

I totally agree that it's very hard to make a good weapon choice without using lots of spoilers. Trying them out is always a possibility, but with so much variance in damage and monster stats and resistances, it's quite hard to evaluate a weapon's potential damage like that. Having a menu which dis...

Monday, 23rd May 2011, 17:12

Forum: Game Design Discussion

Topic: Show Actual Attack Delay Time

Replies: 9

Views: 897

Re: Show Actual Attack Delay Time

The option is show_game_turns. Why would you need to know the exact attack delay? You just need to know when you've reached the minimum delay, and this calculation is really simple. The reason why it'd be nice to see delay is that right now, it's very difficult to assess the effectiveness of weapon...

Monday, 23rd May 2011, 05:20

Forum: Technical Support

Topic: Webtiles

Replies: 102

Views: 23839

Re: Webtiles

It's my understanding the webtiles is based in Europe. While I think I've become accustomed enough to the lag from the US to Europe to make it my main way to play, is there a chance we'll see it on CAO as well or some other venue in North America?

Monday, 23rd May 2011, 04:35

Forum: Game Design Discussion

Topic: Show Actual Attack Delay Time

Replies: 9

Views: 897

Show Actual Attack Delay Time

If we examine a weapon, it will show Base Attack Delay, but not adjusted attack delay based on your skill with the weapon, brand of the weapon (speed), minimum attack delay for a given weapon and various armor penalties. Just reading the leardb entry for attack delay makes my head spin and it's a pr...

Monday, 23rd May 2011, 03:48

Forum: Game Design Discussion

Topic: Tornado

Replies: 51

Views: 4459

Re: Tornado

I've played around with the spell quite a bit and I'll try to communicate my thoughts in ideas on the spell based on what I've seen. For the post endgame, I would not walk into Pan or Hell without it. My current personal school of thought is to start a X Elementalist and splash air hard as soon as I...

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