Search found 447 matches

Monday, 28th February 2011, 02:40

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 16452

Re: Option to autocast buff spells.

that would be very annoying, having to manually deactivate every buff after fighting, to avoid mp drain

Monday, 28th February 2011, 01:37

Forum: Game Design Discussion

Topic: High level charm spells

Replies: 5

Views: 1840

Re: High level charm spells

1) the charms wouldn't be permanent; they would deplete maximum mp and possibly have other effects 2) spells with permanent effects clash with crawl's current design, as it's possible to remove heavy armour, put on +int and wizardry, and quaff brilliance (though this is less bad since it's actual re...

Monday, 28th February 2011, 01:31

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 16452

Re: Option to autocast buff spells.

tazoz wrote:If a person has the patience to refresh the spells constantly he deserves the extra survivability the spells gives

making tedious play optimal is bad design
that is, nobody deserves extra survivability for recasting constantly

Sunday, 27th February 2011, 04:50

Forum: Game Design Discussion

Topic: Suggestions regarding chunk management

Replies: 11

Views: 3365

Re: Suggestions regarding chunk management

On merging chunks, distinguishing them is important for simulacrum, but other than that I agree it would be nice.

Sunday, 27th February 2011, 02:22

Forum: Game Design Discussion

Topic: Autoinscribe special sticks to prevent turning them to snake

Replies: 2

Views: 1045

Re: Autoinscribe special sticks to prevent turning them to s

I hope you also know autoinscriptions exist and you're just requesting that the default configuration include one to put !D on all OBJ_STAVES and some other special cases (brands, enchantment).

edit: I hope you also know that this will probably confuse a bunch of newbies.

Friday, 25th February 2011, 23:52

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 24569

Re: Racial/Fighting HP

(hp gain from fighting is already lower for felids)

Friday, 25th February 2011, 20:40

Forum: Game Design Discussion

Topic: Radical Ogre Proposal

Replies: 91

Views: 30942

Re: Radical Ogre Proposal

could you please stop comparing crawl ogres to other ogres? I personally want them mostly unchanged (just a bit of tweaking with fighting hp scaling but that applies to more than ogres, and maybe a bit more racial hp if they don't have enough after that) because I like them as a good challenge race,...

Friday, 25th February 2011, 11:42

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 9041

Re: Magic 27

written befor galehar: 1) venom magi are fine hybrids as-is, but please don't push them into that. please don't give them "throw poison", either; it's needless symmetry (and there's too much as-is). 2) yes, the books are what differentiate elementalists (is this really a problem? spell sel...

Friday, 25th February 2011, 05:54

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 9041

Re: Magic 27

elementalists are more different from each other than the melee classes

Friday, 25th February 2011, 02:38

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 9041

Re: Magic 27

That's irrelevant to Yred's position as a starting god, though.

Friday, 25th February 2011, 01:23

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 9041

Re: Magic 27

Yred gifts are better now. As for arguing for keeping Yred as a starting god, I'd say it both does the ally playstyle quite well (both simpler and more synergistic (drain life) early on than a reanimating necromancer, with more powerful allies too (bone dragons); my only worry here is that it overla...

Thursday, 24th February 2011, 19:56

Forum: Game Design Discussion

Topic: Vehumet piety gain

Replies: 9

Views: 2660

Re: Vehumet piety gain

1) veh isn't a pure magic god and tgw doesn't want melee bonuses. tgw wants to prove a point. 2) the same tedium applies to finishing things off with conjurations 3) well thinking of veh that way is your problem 4) stop basing everything on your concept of vehumet's flavour; base it on gameplay reas...

Thursday, 24th February 2011, 19:34

Forum: Game Design Discussion

Topic: Dodging aptitudes

Replies: 28

Views: 6210

Re: Dodging aptitudes

1) winrate isn't a good metric of anything, sorry to say. Centaurs actually have one of the highest winrates, too (right under felids and deep dwarves).
2) you're probably remembering that centaurs are the least played race (this is true online, ignoring removed races and the new felids)

Thursday, 24th February 2011, 19:28

Forum: Game Design Discussion

Topic: What's the consensus on the possibility of shapeshifting?

Replies: 19

Views: 4448

Re: What's the consensus on the possibility of shapeshifting

who needs a summoning spell when you have Breathe Bees

Wednesday, 23rd February 2011, 22:40

Forum: Game Design Discussion

Topic: Suggestion: More Vaults in the Vaults

Replies: 18

Views: 4959

Re: Suggestion: More Vaults in the Vaults

I guess I meant undetectable purely by placement (like with doors in dead ends or in fancy vaults) but leading to something nifty.

Wednesday, 23rd February 2011, 19:42

Forum: Game Design Discussion

Topic: Idea - autogenerate branches!

Replies: 11

Views: 2606

Re: Idea - autogenerate branches!

written before dpeg:

I think the biggest challenge, aside from ensuring sensible branches, is generating a good branch ending, unless this sort of thing doesn't end up as a real branch, in which case it's no worry.


written after dpeg:

I agree with dpeg.

Wednesday, 23rd February 2011, 19:39

Forum: Game Design Discussion

Topic: Suggestion: More Vaults in the Vaults

Replies: 18

Views: 4959

Re: Suggestion: More Vaults in the Vaults

written before danr: Pardon me continuing the mapping tangent, but as I see it, since mapping is a limited resource and the few secret doors aren't obvious or available through spoilers (bad design in my opinion, but that's a different topic) wouldn't be knowable through magic mapping without using ...

Wednesday, 23rd February 2011, 19:13

Forum: Game Design Discussion

Topic: Brainstorm: Character class designed around enchanted gear

Replies: 26

Views: 5680

Re: Brainstorm: Character class designed around enchanted ge

Distortion is completely inappropriate for starting gear. Invisibility is pretty inappropriate too, and shoehorns the class into stabbing (a kobold or some such starting with evokable invisibility would be crazy). Oh and Invis gear would fit best with assassins anyway (second-best with artificers). ...

Wednesday, 23rd February 2011, 19:07

Forum: Crazy Yiuf's Corner

Topic: Air Walk

Replies: 3

Views: 1460

Re: Air Walk

I hear it made you lose your whole inventory. a great spell.

Tuesday, 22nd February 2011, 20:04

Forum: Game Design Discussion

Topic: Ogre Warper proposal: give 'em rocks!

Replies: 18

Views: 3750

Re: Ogre Warper proposal: give 'em rocks!

I'm with minmay.

Tuesday, 22nd February 2011, 19:59

Forum: Game Design Discussion

Topic: Deep Elven Monks

Replies: 35

Views: 9251

Re: Deep Elven Monks

The point to the first nitpick was that while staves apt is important, evocations apt is more important, and you seem to be focusing only on staves. Want to make ogres good at using magical staves? Maybe you should improve their -2 evocations aptitude. This goes less so for vampires with their -1 ev...

Tuesday, 22nd February 2011, 11:56

Forum: Game Design Discussion

Topic: Makhleb CKs?

Replies: 11

Views: 2891

Re: Makhleb CKs?

1) only fighters and gladiators get falchions now 2) TSO itself offers very little in the early game (and while a paladin may have thematic strength, it didn't really offer enough to distinguish itself), and basing a religious class primarily around something aside from the religion (falchion) is ba...

Tuesday, 22nd February 2011, 10:38

Forum: Game Design Discussion

Topic: Makhleb CKs?

Replies: 11

Views: 2891

Re: Makhleb CKs?

they're gone
As I see it, there are too many starting gods and Makhleb wasn't defining enough to stay.
They cut TSO starts, too, but I doubt as many people will be upset about that.
(I agree on both accounts)

Tuesday, 22nd February 2011, 08:44

Forum: Dungeon Crawling Advice

Topic: Troll Monk of Nemelex

Replies: 49

Views: 16571

Re: Troll Monk of Nemelex

you can rearrange the letters with =i, if that helps at all

Tuesday, 22nd February 2011, 07:40

Forum: Dungeon Crawling Advice

Topic: Wizards

Replies: 28

Views: 8752

Re: Wizards

level 2 attack spell: call imp
note that slow is level 2, too, now (so it's more useful)

Tuesday, 22nd February 2011, 06:28

Forum: Game Design Discussion

Topic: Deep Elven Monks

Replies: 35

Views: 9251

Re: Deep Elven Monks

I would like to know what the reason is for the generally low aptitudes overall for staves. These are my guesses: - Staves are seen as being more powerful than other weapon types due to the potential damage of elemental staves, so they are "nerfed" to offset that. Evocations helps much mo...

Tuesday, 22nd February 2011, 05:55

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 20295

Re: Lousy Demonspawn mutations

You know how the demonspawn mutation system works, right? For example, you always get a body slot facet (or multiple in the case of monstrous) and it (/they) doesn't (/don't) take the place of anything else. You always get a scalesey facet (includes thin skeletal structure and distortion field) and ...

Tuesday, 22nd February 2011, 02:13

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 20295

Re: Lousy Demonspawn mutations

MarvintheParanoidAndroid wrote:Breath weapons were removed.

Monday, 21st February 2011, 20:20

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

was anyone even resisting? pretty sure I, at least, was only pointing out how some of the reasons provided for staves for monks were invalid (this helps flesh ideas out so they don't end up lopsided and ugly), rather than resisting the idea itself (though I'd still prefer actual staves/UC synergy)

Sunday, 20th February 2011, 22:50

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 20295

Re: Lousy Demonspawn mutations

minmay wrote:If some mutations are way better than others then that may be a problem

Sunday, 20th February 2011, 07:13

Forum: Game Design Discussion

Topic: Don't spawn insta-kill monsters by stairs

Replies: 42

Views: 10047

Re: Don't spawn insta-kill monsters by stairs

it can happen when you travel into sight of monsters too

Sunday, 20th February 2011, 00:47

Forum: Crazy Yiuf's Corner

Topic: I just need to rant

Replies: 16

Views: 3884

Re: I just need to rant

early grinder is brilliant, and really, I don't think it's all that nasty

also, doesn't grinder have DEPTH: 3-6, !Lair, !Slime
(compare with sigmund, DEPTH: 2-7)

Saturday, 19th February 2011, 00:28

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 10105

Re: Obsidian axe?

(I knew that, but of course, I don't memorize all evasion penalties and was too lazy to look it up -- looks like CPM EVP is 8 though)

Saturday, 19th February 2011, 00:24

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

(On playstyle, you're still just bashing things; shields or lack thereof don't change this. Do you, as a player, dramatically change how you play if you have a shield? I don't just mean taking and dealing less damage, either. I'm mostly nitpicking about your poor word choice here, but as I have said...

Friday, 18th February 2011, 20:43

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 10105

Re: Obsidian axe?

marvinpa, stop being right There. War axe is one handed. ;) marvinpa, stop being wrong about some things and right about others; it's very confusing mrmistermonkey, stop missing details thedark, I'm pretty sure str stops helping with armour penalties after a while I think it's 27 for GDA and someth...

Friday, 18th February 2011, 20:34

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

danr, you seem to think I'm not really opposed to letting monks start with staves really, and I have said this before, I just think it's not adding anything, but you may have confused my refutations with me hating your idea As for people being interested in it, I don't trust this as a measure of how...

Friday, 18th February 2011, 20:18

Forum: Dungeon Crawling Advice

Topic: Mummy Builds

Replies: 56

Views: 18241

Re: Mummy Builds

(those things are already happening, starting with eldritch tentacles (malign gateway)
there are plans for a lot more, too, but I'm not sure how many are implemented)

Friday, 18th February 2011, 05:46

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

While light vs. heavy armour differ in that it's easier to cast in the former, my principle is that, generally, melee classes shouldn't concern themselves with making it convenient for players to pick up spellcasting, and spellcasting classes shouldn't concern themselves with making it convenient fo...

Friday, 18th February 2011, 04:19

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

not sure how a staves start gives them anything special looking at general uniqueness alone, it would blur their definition a lot, and it was never particularly strong (just another punchy class but with unarmed combat instead of a weapon and slightly more dodging/stealth bias than a gladiator but l...

Friday, 18th February 2011, 03:00

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 10105

Re: Obsidian axe?

(but the OP even says that the obsidian axe is 14 damage and -2 acc, and the learndb even says that broad axes are the same)

Friday, 18th February 2011, 02:48

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 10105

Re: Obsidian axe?

marvinpa, stop being right

everyone else, stop trusting the wiki

Friday, 18th February 2011, 01:49

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 13163

Re: Staves as starting weapon for monks

just like Fi/Gl are the poor cousins of Cr/Re/CK/Be, right? how exactly do staves work with unarmed combat, anyway? or is your idea just to make it a choice for monks, like how all the other backgrounds get their pick of one of a bunch of samey weapons? If this is about making some nice weapon/UC sy...

Wednesday, 16th February 2011, 22:23

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 8122

Re: Crawl's midgame is too long!

by keeping Vaults levels large and open (with ranged threats) and Dungeon small and compact (with melee threats) would preserve this and help differentiate these branches

note, too, that it's hard to run away when everything is clogged up with ettins and titanic slime creatures

Wednesday, 16th February 2011, 22:18

Forum: Crazy Yiuf's Corner

Topic: cang

Replies: 13

Views: 3223

Re: cang

not really
no

Wednesday, 16th February 2011, 19:43

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 8122

Re: Crawl's midgame is too long!

I actually think Vaults levels should start small and get bigger with more ranged threats in open spaces. Cutting it down a few levels might help if it's still dull, too. Contrast with Dungeon levels, which should get smaller with more melee threats in tight spaces. If Hive was a one-level branch, p...

Wednesday, 16th February 2011, 19:36

Forum: Dungeon Crawling Advice

Topic: Mountain Dwarf Berserker for total melee carnage

Replies: 14

Views: 2946

Re: Mountain Dwarf Berserker for total melee carnage

(you don't really need to train evocations to use a ring of levitation
rings of teleportation are quite nice, though
and if you're a stabber, particularly kobold (for the carnivore/gourmand/saprovore), rings of invisibility should be splendid, but you don't really need good success rates for them)

Wednesday, 16th February 2011, 19:31

Forum: Dungeon Crawling Advice

Topic: Best Race for a Chaos Knight?

Replies: 6

Views: 2428

Re: Best Race for a Chaos Knight?

deep dwarves are just fine as chaos knights of Makhleb; it's mostly a matter of personal preference

Wednesday, 16th February 2011, 10:33

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 8122

Re: Crawl's midgame is too long!

I actually don't really notice monsters becoming harder in Snake until the ending vault (it could stand to be more dramatic and shortening to 3 levels would help sharpen this), and in Orc only barely so (usually difficulty is spiky, given everything under knights pretty much being popcorn, knights b...

Wednesday, 16th February 2011, 07:54

Forum: Crazy Yiuf's Corner

Topic: cang

Replies: 13

Views: 3223

Re: cang

On zchris' answer, I'm pretty sure that was the point.

Wednesday, 16th February 2011, 03:08

Forum: Game Design Discussion

Topic: God Proposal -- God of the Flesh

Replies: 27

Views: 6281

Re: God Proposal -- God of the Flesh

except in nethack, isn't its permanent? (it is not permanent with this god) my biggest concerns are: a) the spoilery aspect of what mutations from what corpses b) the code counterpart, cleanly associating mutations with monsters without tons of special cases or putting one in each of their definitio...
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