Search found 447 matches

Sunday, 27th March 2011, 01:17

Forum: Game Design Discussion

Topic: Heart of Zot proposal

Replies: 9

Views: 2840

Re: Heart of Zot proposal

On forcing diversification, as long as the possibility of the Heart of Zot's existence alone doesn't drive character construction too far away from what it would otherwise be, I'm fine. If the current extended endgame already sufficiently encourages this, there's little need to worry. On diagram con...

Saturday, 26th March 2011, 20:07

Forum: Game Design Discussion

Topic: Heart of Zot proposal

Replies: 9

Views: 2840

Re: Heart of Zot proposal

Well a developer only has to approve it for implementation; then anyone may write patches.

Saturday, 26th March 2011, 09:29

Forum: Game Design Discussion

Topic: Lets just get rid of FeBe instead of nerfing Felids.

Replies: 31

Views: 8830

Re: Lets just get rid of FeBe instead of nerfing Felids.

I almost proposed something like that, but then I remembered about the existence of things like Borgnjor's Revivification, Death's Door, Sanctuary, Enter the Abyss, and legendary Elixir/Portal cards. Without a lives cap, as I was thinking at the time, this would reduce death to a cue to use one of t...

Saturday, 26th March 2011, 06:20

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

I was speaking from a flavour perspective, as well. Flavour needs sensibility, and your examples seem to lack that; the trick in reflavouring things is in getting them to make sense. Setting things ablaze with hexes can make sense; a puny spriggan-wieldable weapon called "giant spiked club"...

Saturday, 26th March 2011, 05:58

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

what?

that's nonsense; it's not equivalent to those at all.

Saturday, 26th March 2011, 05:57

Forum: Game Design Discussion

Topic: Heart of Zot proposal

Replies: 9

Views: 2840

Re: Heart of Zot proposal

I'm not so sure about a focus on acid/mutation, either; including it is fine, though. Requiring a ranged attack, as you suggested, any more than current extended endgame areas seems a bit silly, so try not to do it. Having a different threat set is completely fine, but requiring adjustment of pre-en...

Saturday, 26th March 2011, 05:31

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

Compare it to the other major source of damage-dealing, which is weapon skill, and I'm sure you'll agree that conjuration is absolutely rippling with flavor. Indeed, its major competitor involves mashing the arrow keys to bump into monsters until they fall over. mashing fight vs. mashing spells jjj...

Saturday, 26th March 2011, 04:09

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

"This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes."
That says nothing about oil.
In changing it to hexes, the flavour would change too; this is trivial.

Saturday, 26th March 2011, 01:36

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

(damage is not everything, but I'll let you pretend) yes, Conjurations has a few flavours, but only a few, and it really overdoes most of them. "single-target" is immensely dull, aside from iood (which is weird in a good way), and has tons of spells "penetrating beam" would be ni...

Saturday, 26th March 2011, 00:55

Forum: Game Design Discussion

Topic: DoT skill change

Replies: 13

Views: 2971

Re: DoT skill change

making the Conjurations school even narrower makes me die inside
I'd love to remove it, but it would probably be a pain to sort out and rebalance everything

Friday, 25th March 2011, 20:26

Forum: Game Design Discussion

Topic: Lets just get rid of FeBe instead of nerfing Felids.

Replies: 31

Views: 8830

Re: Lets just get rid of FeBe instead of nerfing Felids.

on extra lives in general: if extra lives aren't needed to win, they're a crutch for bad play, but if they are, I'm not sure they're feasible at all without huge variance in trivial/unwinnable games. considering this: general lives improvement idea: to make life loss important, what if it had a nast...

Friday, 25th March 2011, 19:24

Forum: Game Design Discussion

Topic: Enchanters

Replies: 1

Views: 884

Re: Enchanters

I've been complaining about this forever. Crawl can't seem to make up its mind about what enchanter means. On playing enchanters without stabbing, I tried playing a few OgEn by whacking confused things with a giant club and enslaving other things, but it was kind of annoying. Silence worked best non...

Friday, 25th March 2011, 02:53

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2790

Re: Spellcasting specialist species

it's called "wizard", but you have to play it that way yourself
(you can decide how to play your characters)

Friday, 25th March 2011, 00:29

Forum: Game Design Discussion

Topic: Bows

Replies: 20

Views: 5708

Re: Bows

Poisonous clouds work by contact, at least; they affect (nonbreathing) vampires and grey draconians.

Thursday, 24th March 2011, 20:36

Forum: Game Design Discussion

Topic: Scroll of detect curse / LOS

Replies: 4

Views: 1224

Re: Scroll of detect curse / LOS

smock wrote:It should also detect invisible mummies and curse skulls/toes, which are walking curses, just for kicks. (You know, in case you zap a wand and make it invisible.) :)
This is a joke, right?

Thursday, 24th March 2011, 18:33

Forum: Game Design Discussion

Topic: "Heaven"?

Replies: 7

Views: 2124

Re: "Heaven"?

I take it you haven't been to hellpan, land of irresistible hellfire and torment.

The new holies mean there's more than just smiting, too.

Thursday, 24th March 2011, 08:06

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31800

Re: Anything changing with circular LoS vs. diagonal movemen

On having it as a runtime option, I don't think it would be feasible to balance for both of them, especially with in vault design, where it's sometimes desirable to fine-tune based on line of sight.

On ASCII beauty, I quite agree. Good stuff.

Thursday, 24th March 2011, 03:10

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31800

Re: Anything changing with circular LoS vs. diagonal movemen

squarelos was beautiful and square explosions are beautiful A pity about all those vaults that would need reevaluation, though, what with expecting a different los. Then again, a few might need modification with the introduction of large diagonal movement costs, too, if they happen to expect diagona...

Wednesday, 23rd March 2011, 21:33

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31800

Re: Anything changing with circular LoS vs. diagonal movemen

galehar: not much gameplay worry about that specifically, but so long as people take realism/aesthetics as a valid argument, I think it remains relevant. If you're not worried about realism/aesthetics, disregard it. dpc: I don't think you understand the purpose of that post; it was not to argue for ...

Wednesday, 23rd March 2011, 20:54

Forum: Game Design Discussion

Topic: What are labyrinths for?

Replies: 5

Views: 1733

Re: What are labyrinths for?

labyrinths but good: hells
(even better now that hellbanishment is gone)

Wednesday, 23rd March 2011, 19:59

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31800

Re: Anything changing with circular LoS vs. diagonal movemen

bringing up again (even I forgot!) that it's not even true euclidean and also inconsistent: https://crawl.develz.org/tavern/viewtopic.php?p=3988#p3988 the first question here: will you embrace these inconsistencies or try to ignore them and pretend it's euclidean? the second question: if you're embr...

Wednesday, 23rd March 2011, 06:10

Forum: Game Design Discussion

Topic: Elemental race aptitude concept

Replies: 3

Views: 1562

Re: Elemental race aptitude concept

If you want your race to dabble in opposing elemental schools, I think it might work better if you make it so they cross-train instead of anti-train (but with crazy apts).

Tuesday, 22nd March 2011, 21:59

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31800

Re: Anything changing with circular LoS vs. diagonal movemen

Don't octagons tile nicely in hyperbolic space? Rather impractical for crawl, though. I, too, would like to see a better approximation of chebyshev space; purely, it probably wouldn't work too well in crawl, but I think something like squarelos would be better than a full euclidean approximation. I'...

Tuesday, 22nd March 2011, 13:02

Forum: Game Design Discussion

Topic: Hell effect banishment

Replies: 23

Views: 5418

Re: Hell effect banishment

Hell effect banishment is now gone.

Sunday, 20th March 2011, 21:01

Forum: Game Design Discussion

Topic: Wrath/Abjuration/XP

Replies: 1

Views: 858

Re: Wrath/Abjuration/XP

1) wrath overhaul will happen eventually, which should address this 2) for non-wrath stuff made permanent exp/item-giving monsters (e.g. miscasts, hell effects), I was going to make them make permanent monsters that didn't give exp or items, but it needed more discussion (iirc making permanent monst...

Sunday, 20th March 2011, 20:16

Forum: Game Design Discussion

Topic: Character overview and Resists

Replies: 17

Views: 4187

Re: Character overview and Resists

Zin is kind of funky since it's a you.piety/MAX_PIETY chance and there's only one pip to show it.

Sunday, 20th March 2011, 19:45

Forum: Game Design Discussion

Topic: Staves for "Knights"

Replies: 9

Views: 1881

Re: Staves for "Knights"

I meant diluting as in monk used to mean unarmed combat (aside from nut cases who picked up weapons) and now it lost that meaning (now it means that or staves or anything that a staff user picks up when quarterstaves stop being good).

Sunday, 20th March 2011, 19:42

Forum: Game Design Discussion

Topic: Character overview and Resists

Replies: 17

Views: 4187

Re: Character overview and Resists

Just adding some substance here: According to learndb, "Negative energy deals 66%, 33%, 0% with positive resistance." and there aren't many monsters with scary negative energy attacks for when these monsters are present, though, it indeed matters for characters without decent EV, if they d...

Sunday, 20th March 2011, 19:26

Forum: Game Design Discussion

Topic: Deep Elf Aptitudes

Replies: 8

Views: 2229

Re: Deep Elf Aptitudes

I've complained about this before, too.

The deep elf description in the manual even says "they developed their mental powers, evolving a natural gift for all forms of magic (including necromancy and earth magic)"

Sunday, 20th March 2011, 19:22

Forum: Game Design Discussion

Topic: Should Holy Wrath work on Priests?

Replies: 5

Views: 1476

Re: Should Holy Wrath work on Priests?

(holy weapons affect ghouls, mummies, vampires, and demonspawn. lichform players also can't wield holy weapons and they get hit by it.) (Yredelemnul also doesn't like it when worshipers do holy stuff, but it's not like it infuses them with deathy stuff that makes them holy vulnerable, or anything.) ...

Sunday, 20th March 2011, 19:15

Forum: Game Design Discussion

Topic: Staves for "Knights"

Replies: 9

Views: 1881

Re: Staves for "Knights"

if you're worried about diluting backgrounds through weapon choice, you shouldn't have let monks start with staves
(unarmed combat was sort of their thing)

as long as weapon choice fails to make a significant difference in playstyle, though, I don't really see it mattering

Sunday, 20th March 2011, 07:49

Forum: Game Design Discussion

Topic: Staves for "Knights"

Replies: 9

Views: 1881

Re: Staves for "Knights"

"tridents, which are also available"
only for gladiators and fighters, which both have shields
so you'd be best off comparing with weapons they can choose

but the priest thing still applies, unless quarterstaves are super priest flavour

but whatever man

Sunday, 20th March 2011, 07:00

Forum: Technical Support

Topic: Compiling from web snapshot in Ubuntu 10.10

Replies: 3

Views: 1604

Re: Compiling from web snapshot in Ubuntu 10.10

Not sure about the no git one (not an expert on crawl compilation), but the first one was just fixed.

Friday, 18th March 2011, 23:48

Forum: Game Design Discussion

Topic: Should Holy Wrath work on Priests?

Replies: 5

Views: 1476

Re: Should Holy Wrath work on Priests?

1) actually, Beogh is an evil god. try converting from TSO to Beogh (TSO will yell at you and you will get wrath). 2) The Shining One hates evil dudes too, like necromancers and worshipers of evil gods. Try killing one under TSO (you will gain piety). 3) but this does not mean that holy wrath weapon...

Friday, 18th March 2011, 23:41

Forum: Technical Support

Topic: Autopickup all missiles

Replies: 11

Views: 3435

Re: Autopickup all missiles

you could make it so you don't stop after autopickup (I do this)

this isn't really a game design issue, though, is it? more of an interface deal

Friday, 18th March 2011, 20:07

Forum: Technical Support

Topic: Best way of marking levels as unfinished

Replies: 1

Views: 1245

Re: Best way of marking levels as unfinished

use ! to annotate levels
you can view level annotations in the Ctrl-O screen

Friday, 18th March 2011, 19:47

Forum: Game Design Discussion

Topic: Is Iljyb getting jacked?

Replies: 23

Views: 4890

Re: Is Iljyb getting jacked?

grinder has pain punches instead of a pain weapon now

Tuesday, 15th March 2011, 21:58

Forum: Dungeon Crawling Advice

Topic: Unreasonable D: 1

Replies: 8

Views: 2470

Re: Unreasonable D: 1

100% intended except for the ice beast thing which was fixed

Tuesday, 15th March 2011, 17:51

Forum: Game Design Discussion

Topic: Hexes discussion

Replies: 4

Views: 1771

Re: Hexes discussion

tazoz wrote:How about reducing slow effectivness to 1.5 (as was done with haste)

didn't this already happen

Tuesday, 15th March 2011, 09:47

Forum: Game Design Discussion

Topic: New Race: Pixie

Replies: 13

Views: 3973

Re: New Race: Pixie

don't worry about that; they're hardly like spriggans
worry about other things
like everything else about this race

Monday, 14th March 2011, 21:12

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 10369

Re: Thoughts on Armour

  Code:
Animal skin

The skins of several animals.

Armour rating: 2       Evasion modifier: +0

what evp

Monday, 14th March 2011, 20:59

Forum: Suggestions & Criticism

Topic: Versioning CrawlWiki

Replies: 12

Views: 4353

Re: Versioning CrawlWiki

but does anyone complain that it's not up to date regarding trunk? I thought the bulk of it was complaining was split between it referencing ancient versions, being full of bad advice, and being plain wrong.

ignore that if people actually think crawlwiki is a source for trunk information

Monday, 14th March 2011, 17:17

Forum: Game Design Discussion

Topic: A more nuanced evil god proposal

Replies: 23

Views: 6084

Re: A more nuanced evil god proposal

written before dpeg:
required reading

written after dpeg:
oh I see dpeg got here first (but still reading the wiki page would be nice)

Monday, 14th March 2011, 03:24

Forum: Game Design Discussion

Topic: Mimics break autoexplore

Replies: 23

Views: 6042

Re: Mimics break autoexplore

urgency is nice, yes, but I don't think it's either necessary or sufficient would couple nicely with both styles I listed though (for the first it makes it so the player cannot wait to grow powerful enough to defeat potential mimics & for the second I guess it would just have to be dangerous eno...

Monday, 14th March 2011, 00:46

Forum: Game Design Discussion

Topic: Mimics break autoexplore

Replies: 23

Views: 6042

Re: Mimics break autoexplore

written before prat: aren't trap mimics already gone? at least I hope they are I can see mimics working if they either fulfilled all of: ⋅ dangerous and replacing something valuable enough to make a choice of whether to actually go for the thing ⋅ rare enough not to be annoying &...

Monday, 14th March 2011, 00:19

Forum: Game Design Discussion

Topic: Mephitic Cloud Suggestions.

Replies: 31

Views: 10984

Re: Mephitic Cloud Suggestions.

what? gameplay should always come first (this is crawl philosophy) I don't really have an opinion on making meph a hex though I'd like bland schools like Conj to have some variety Associating schools with gameplay effects (like conj/damage and hex/incapacitation) is pretty dull I think it would be b...

Monday, 14th March 2011, 00:18

Forum: Game Design Discussion

Topic: Mimics break autoexplore

Replies: 23

Views: 6042

Re: Mimics break autoexplore

oh oops
it's pretty easy to tell bazaar mimics are false, though; they're just an interface screw.
and my points still stand

Sunday, 13th March 2011, 23:34

Forum: Game Design Discussion

Topic: Mimics break autoexplore

Replies: 23

Views: 6042

Re: Mimics break autoexplore

except mimics aren't an interesting challenge or anything like that
they're just cute (???) and annoying
and should not exist

Sunday, 13th March 2011, 17:24

Forum: Game Design Discussion

Topic: Mephitic Cloud Suggestions.

Replies: 31

Views: 10984

Re: Mephitic Cloud Suggestions.

being bad in the late game doesn't stop it from trivializing the early game and a good chunk of the mid game
read: it makes things boring and horrible
(this is why I avoid mephitic cloud)
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