Search found 447 matches

Wednesday, 16th February 2011, 03:04

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 8056

Re: Crawl's midgame is too long!

early levels feel a bit big too, for how little they contain

as for the proposed cuts, I agree with them, but from my understanding, 27 is sacred or something, so floor size reduction is probably better

Tuesday, 15th February 2011, 19:52

Forum: Game Design Discussion

Topic: Traps->Statues?

Replies: 4

Views: 1557

Re: Traps->Statues?

you may also take interest in lua traps
that is, pressure plates that do things defined in lua
(have a look at source/dat/des/variable/traps.des)

Tuesday, 15th February 2011, 00:20

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2730

Re: God items

danr: the OP actually acknowledges the wiki page about one-off uses for misc. items
(the OP is actually about the specific god items idea)

Tuesday, 15th February 2011, 00:16

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

written before danr: Nobody ever said anything about slowly raising the numeric statistics of random panlords, you silly goose. Obviously a proper implementation would need discussion, but you seem to be more intent on pretending the only way to do this is to give panlords more numbers. On tornado b...

Monday, 14th February 2011, 18:41

Forum: Dungeon Crawling Advice

Topic: Mummy Builds

Replies: 56

Views: 17956

Re: Mummy Builds

(failed semicontrolled blinks degrade to random blinks now in trunk)

Monday, 14th February 2011, 18:25

Forum: Contributions

Topic: Can't code but still want to contribute?

Replies: 31

Views: 54404

Re: Can't code but still want to contribute?

(for tiles and vaults you will want to select "Upload: Graphics" and "Upload: Maps and Vaults", respectively)

Monday, 14th February 2011, 10:17

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3206034

Re: Best/Worst Artifacts

exp reduction from draining really isn't that bad

Monday, 14th February 2011, 08:55

Forum: Dungeon Crawling Advice

Topic: In need of advice for playing a Vampire Monk

Replies: 39

Views: 11965

Re: In need of advice for playing a Vampire Monk

centaur monks should work well too

Monday, 14th February 2011, 06:42

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

on your first: the biggest difference here is that you can scum pan forever (so you can eventually get what you want), and no, you don't need to be crazy powerful to do it. on your second: things like hellion island will only generate once, so they have nothing to do with scumming (as a consequence,...

Monday, 14th February 2011, 05:30

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

on your first point: on loot: well that and anything else that didn't generate earlier, like magical staves, potions of cure mutation, piety, etc. I'm not sure exactly what pan loot is like, including that in the pan vaults, but this floor trash, at the very least, can be quite valuable. on grinding...

Monday, 14th February 2011, 03:44

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

'casual' players would presumably bail out after getting the fiery, glowing, dark, and magical runes, in addition to a single demonic rune as long as difficulty increases take their time to become noticeable, 'casual' players needn't even worry about it; they're forcing it upon themselves if they ha...

Sunday, 13th February 2011, 18:38

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

then they get a wacky Lair and they're no more interesting for the rest of the game
racial elephant enslavement also doesn't sound very elegant to me but whatever

Sunday, 13th February 2011, 18:15

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

overshadow? no.
base hp gain from fighting on racial hp? yes.

Saturday, 12th February 2011, 20:30

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 76268

Re: What in Crawl isn't fun?

(you can also use ` to repeat your last action, so to eat repeatedly you could er``````)

Saturday, 12th February 2011, 18:43

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

How does the high hunger make them iffy spellcasters? I'd blame it more on the bad magic schools, but it's still fine and I'd be sad to see them change.

Saturday, 12th February 2011, 18:12

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

ogres don't like eating raw meat; you're thinking of trolls

Friday, 11th February 2011, 23:52

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

curio, trolls can throw large rocks, too, you know, right? weapon choice bias is a pretty superficial differentiation, too, and some people even play giant spiked club trolls and unarmed ogres. oh and trolls are fine at casting, so long as you victory dance a ton (ogres are better at breadth but the...

Friday, 11th February 2011, 22:26

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

while I agree some extra HP might be okay, I'd accomplish that by scaling HP from fighting with racial HP and rebalancing around that
just as long as they're still a good challenge

Friday, 11th February 2011, 20:36

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

challenge species are fun (because they are challenging)

Friday, 11th February 2011, 18:33

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11556

Re: Ogre Healthcare Department

If I recall correctly, HP bonus from Fighting skill is silly and the same for everyone (except for special-cased felids) based on XL; ogres only have high racial HP.

Friday, 11th February 2011, 01:39

Forum: Game Design Discussion

Topic: Question about luck

Replies: 6

Views: 1673

Re: Question about luck

There's a corner of stone sticking out somewhere in the forest path; search there (and then there'll be another secret door in the room you find)

Thursday, 10th February 2011, 18:55

Forum: Game Design Discussion

Topic: Question about luck

Replies: 6

Views: 1673

Re: Question about luck

you'll get some nice out of depth monsters if you wait too long on any level, too

Thursday, 10th February 2011, 18:52

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

Bim, what's so bad about "rushing"? Preventing it does nothing more than make your challenge zone unplayable for many builds, for which it would be quite fun. dpeg, the problem with using ziggurats for this is that it's common to have to scum for them, but fixing that would be nice. Scalin...

Wednesday, 9th February 2011, 23:32

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

a gradual shift to impossibility is exciting, as it promises constant challenge

Wednesday, 9th February 2011, 20:22

Forum: Game Design Discussion

Topic: Reagents

Replies: 9

Views: 2013

Re: Reagents

melee is pretty easy (but the early game is boring so I don't really like starting pure melee) but I find pure casters spammy so I don't play those so I can't compare them

hybrids are probably the most powerful, though

Wednesday, 9th February 2011, 19:32

Forum: Game Design Discussion

Topic: More end game stuff?

Replies: 35

Views: 7179

Re: More end game stuff?

Written before minmay: I think extended endgame material should scale in difficulty over time, particularly Pandemonium, Abyss, and Ziggurats (such as not to fall behind Pan). Hopefully this would make these infinite areas more interesting for those wanting to play further with their current charact...

Wednesday, 9th February 2011, 03:40

Forum: Game Design Discussion

Topic: Sleep/paralysis in 0.8 trunk

Replies: 43

Views: 13356

Re: Sleep/paralysis in 0.8 trunk

you are wrong, coyo7e

Monday, 7th February 2011, 19:03

Forum: Game Design Discussion

Topic: Memorizing from spellbooks on the floor

Replies: 17

Views: 4604

Re: Memorizing from spellbooks on the floor

the decay curse is gone in trunk

but you indeed forgot potion destruction by cold

Monday, 7th February 2011, 18:58

Forum: Crazy Yiuf's Corner

Topic: 78291's illusion

Replies: 2

Views: 1641

Re: 78291's illusion

Mara (a unique) weaves illusions of the player, which are basically what the player ghost would be like (had the player died), mimicking spells and damage and whatnot.

Wednesday, 2nd February 2011, 02:39

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

invis is a hex because it's a playstyle spell for enchanters, the hexes class. hexes and charms are not opposites. Slow is already mass-hasting for ally users, and more distinct from Haste than yet another spell, and I'd say if it isn't good enough, perhaps MR-checking spells like it should be a bit...

Wednesday, 2nd February 2011, 02:00

Forum: Game Design Discussion

Topic: Beogh

Replies: 41

Views: 10724

Re: Beogh

hexes are about branding weapons and projecting noise

Monday, 31st January 2011, 11:41

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 22911

Re: Cross-school spellcasting is too easy

a radical idea I've had for a while that would require a lot of reworking but would help with this: get rid of the exceedingly dull Charms and Conjurations schools, axing pure spells (I don't know about you, but I wouldn't be too sad to see Haste go) or reflavouring and moving them to other schools ...

Monday, 31st January 2011, 05:13

Forum: Crazy Yiuf's Corner

Topic: Player-made sprint maps

Replies: 8

Views: 3356

Re: Player-made sprint maps

the crawl vault format is simple enough

Sunday, 30th January 2011, 20:48

Forum: Dungeon Crawling Advice

Topic: Demonspawn Crusader

Replies: 3

Views: 1420

Re: Demonspawn Crusader

kiku's pain weapon blessing is great too

Saturday, 29th January 2011, 11:30

Forum: Dungeon Crawling Advice

Topic: Most Natural Combinations

Replies: 31

Views: 8236

Re: Most Natural Combinations

sorry to nitpick, but mummy paladins

Friday, 28th January 2011, 18:07

Forum: Game Design Discussion

Topic: How about a demonic axe?

Replies: 35

Views: 9450

Re: How about a demonic axe?

If axes pale in comparison to maces, buff axes or nerf maces; don't make them the same.

Friday, 28th January 2011, 18:03

Forum: Game Design Discussion

Topic: Class idea: Swashbuckler

Replies: 6

Views: 2371

Re: Class idea: Swashbuckler

I agree with KoboldLord. danr, it's hardly a difference; there are so many parallels and things that hardly affect it at all it's ridiculous. As I state below, too, there's pretty much no difference in gameplay, either, unless you branch out into stabbing or spellcasting or something. Guillard, stre...

Friday, 28th January 2011, 02:00

Forum: Game Design Discussion

Topic: How about a demonic axe?

Replies: 35

Views: 9450

Re: How about a demonic axe?

perhaps danr is confusing "interesting" with "universally appealing"

Wednesday, 26th January 2011, 22:58

Forum: Contributions

Topic: Round robin Sprint map

Replies: 6

Views: 2135

Re: Round robin Sprint map

NAME: dungeon_sprint_robin TAGS: sprint no_item_gen no_trap_gen no_monster_gen no_pool_fixup no_rotate no_hmirror no_vmirror DESC: Sprint Round Robin MONS: rat KMONS: Y = moth of wrath ORIENT: encompass MAP xxxxx x{[(x x...x xT.Tx xx+xx m...m +...+ m...m xxm+mxx x1.1.1x x.nnn.x x1nYn1x x.nnn.x x1.1...

Wednesday, 26th January 2011, 22:36

Forum: Game Design Discussion

Topic: How about a demonic axe?

Replies: 35

Views: 9450

Re: How about a demonic axe?

giant clubs require you to be ogre (a large price) or troll (better with UC anyway) as for axe bias being interesting, it's something you must consider when choosing axes, not getting excited when you find a big axe. While it may not be interesting on its own, removing that distinction just makes it...

Wednesday, 26th January 2011, 22:25

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 23458

Re: Martial Manuvers, Stances and Special Attacks.

I assumed "Maybe only give special moves to monks." meant "unarmed combat only", but if it meant making it background specific, then that's even worse.

Wednesday, 26th January 2011, 18:46

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 23458

Re: Martial Manuvers, Stances and Special Attacks.

Unarmed needs less raw damage and more special moves, yes, but only giving special moves to monks still leaves weapon types undifferentiated (and uninteresting).

Wednesday, 26th January 2011, 18:43

Forum: Game Design Discussion

Topic: How about a demonic axe?

Replies: 35

Views: 9450

Re: How about a demonic axe?

1) if there is no demonic axe, it makes the axes/noaxes more important when playing demonspawn; adding one dilutes the school in that regard 2) if you want 1/1.5-handed options go maces and flails, polearms, or long blades; axes' 2-hander bias makes them unique. 3) and you need to make axes the same...

Wednesday, 26th January 2011, 18:33

Forum: Crazy Yiuf's Corner

Topic: Help with a cool Valentine's Day Idea

Replies: 20

Views: 5235

Re: Help with a cool Valentine's Day Idea

USDlw, the funniest joke

Wednesday, 26th January 2011, 18:30

Forum: Dungeon Crawling Advice

Topic: Ogre Warper Fun!

Replies: 3

Views: 1645

Re: Ogre Warper Fun!

such is the fate of OgWr

Wednesday, 26th January 2011, 09:09

Forum: Contributions

Topic: Round robin Sprint map

Replies: 6

Views: 2135

Re: Round robin Sprint map

Might it be easier to organize a round robin like this using a subvault for each room, like sprints 2 and 3, or am I crazy (I imagine it'd get a bit messy what with everyone adding to a single monolithic vault)? This also makes it so as long as people who want to design the same room can agree on a ...

Wednesday, 26th January 2011, 03:09

Forum: Dungeon Crawling Advice

Topic: Most Natural Combinations

Replies: 31

Views: 8236

Re: Most Natural Combinations

GhMo is really good, but GhCK is better. OgIE and OgVM are probably two of the best ogres, but they may not seem natural as OgBe. Really, the best combos often aren't the most natural-sounding, species share best professions, and there are multiple great (and often thematic) combos where picking one...

Wednesday, 26th January 2011, 02:46

Forum: Game Design Discussion

Topic: Enchantment split - feedback

Replies: 12

Views: 3489

Re: Enchantment split - feedback

On 2, I'm sure this has come up a ton already, but you could also make status ailments (like confusion, for example) come in degrees and generally make them succeed more often but the power of the effect depend on how well they succeeded. Further on confusion, its chance to override a monster's acti...

Wednesday, 26th January 2011, 00:06

Forum: Game Design Discussion

Topic: How about a demonic axe?

Replies: 35

Views: 9450

Re: How about a demonic axe?

Short blades are all about the stabbing and being both common and fast; if you're not stabbing or using slaying or an additive brand, you should probably choose a different weapon type. If anything, I think short blades are too big: only daggers (best stabbing), quick blades (quick) and sabres (best...
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