Search found 81 matches

TGW

Friday, 29th June 2012, 10:23

Forum: Game Design Discussion

Topic: Allow targeting towards unseen squares

Replies: 18

Views: 3982

Re: Allow targeting towards unseen squares

dd wrote:Much better would be to allow targeting to scroll the screen, similarly to the (x) command.

You can't see the beam path if you're scrolled all the way across the level, though.

TGW

Thursday, 28th June 2012, 10:47

Forum: Game Design Discussion

Topic: Allow targeting towards unseen squares

Replies: 18

Views: 3982

Re: Allow targeting towards unseen squares

Extremely niche consideration: hugeterm players would get to target at pretty much any angle, while normalterm players would be limited to fewer firing directions. You're 99% right though, it shouldn't stop you from firing toward squares just because they're behind fog or walls. In particular, this ...

TGW

Thursday, 19th May 2011, 15:04

Forum: Game Design Discussion

Topic: Tornado

Replies: 51

Views: 10686

Re: Tornado

randomly slapping on schools for balance reasons isn't a satisfactory solution, especially when it means everyone is a conjurer in endgame

TGW

Thursday, 19th May 2011, 15:02

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

(fighting^2)/5 is a bad curve; use something like (fighting^1.6)/1.3 instead

really though you should use the TGW HP Formula™

TGW

Wednesday, 20th April 2011, 17:43

Forum: Game Design Discussion

Topic: Turn Traps&Doors into Awareness skill

Replies: 14

Views: 3286

Re: Turn Traps&Doors into Awareness skill

The stair ambush changed hasn't been implemented. The YASD that initiated the discussion was actually wrong. I'm pretty sure that it is not possible to get killed on the turn you enter a level for the first time. Monsters are generated asleep, so the worst they can do is wake up and shout. Waking u...

TGW

Friday, 15th April 2011, 10:55

Forum: Game Design Discussion

Topic: Okawaru Idea

Replies: 2

Views: 1194

Re: Okawaru Idea

This would make Okawaru a lot less attractive to casty builds. There's already a god like that.

TGW

Friday, 15th April 2011, 03:48

Forum: Game Design Discussion

Topic: Hexes and Charms

Replies: 15

Views: 3754

Re: Hexes and Charms

I don't see why the game still pays lip service to the self vs. other split when it actually mostly uses the much better positive vs. negative split.

Silence should be a hex in either system, but hey.

TGW

Saturday, 9th April 2011, 18:08

Forum: Game Design Discussion

Topic: Casting Success Scale

Replies: 24

Views: 5531

Re: Casting Success Scale

What was the point of the committed change if "bad" and "poor" are both still used? "Terrible" was perfectly clear. "Bad" and "poor" are synonyms. The point was to remove some useless details and simplify. I didn't realise there was any ambiguity. I...

TGW

Saturday, 9th April 2011, 17:32

Forum: Game Design Discussion

Topic: Casting Success Scale

Replies: 24

Views: 5531

Re: Casting Success Scale

What was the point of the committed change if "bad" and "poor" are both still used?

"Terrible" was perfectly clear. "Bad" and "poor" are synonyms.

TGW

Wednesday, 6th April 2011, 20:01

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36290

Re: New Ashenzari

Why not remove them in general, then? Why remove them? They don't create any gameplay problem for non-ash worshippers. They add a little realism and flavour to the curse system. And this is good, up until it starts stepping on ash's gameplay. And they take a huge chunk out of Ashenzari's flavour wi...

TGW

Wednesday, 6th April 2011, 16:42

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36290

Re: New Ashenzari

Why not remove them in general, then?

TGW

Friday, 1st April 2011, 10:51

Forum: Crazy Yiuf's Corner

Topic: We got a Bump

Replies: 5

Views: 1965

Re: We got a Bump

Tell him learndb is better.

TGW

Wednesday, 30th March 2011, 01:24

Forum: Game Design Discussion

Topic: Fulsome Distillation and Evaporate

Replies: 53

Views: 13854

Re: Potions of decay and vampire mosquitoes

That was tried briefly a while ago (0.6 trunk) and it was very unfun. Basically, people would die on D:1 because they were getting poisoned by kobold corpses.

TGW

Tuesday, 29th March 2011, 19:20

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36290

Re: New Ashenzari

What if Ashenzari let you choose which appropriate skill to boost instead of the old two boosts? This would let people use it to increase their highest skill as well as for picking up new skills if they want. Let the player change the boosted skill for a piety cost.

TGW

Monday, 28th March 2011, 16:06

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36290

Re: New Ashenzari

I think that rather than introducing flavour kludges, entirely removing layered curses and requiring a blade to butcher would be preferable. I don't think either of these are particularly interesting mechanics.

TGW

Wednesday, 23rd March 2011, 20:47

Forum: Game Design Discussion

Topic: [OT stuff from] Name of the Crusader background

Replies: 10

Views: 2683

Re: [OT stuff from] Name of the Crusader background

Man-at-Charms.

TGW

Sunday, 20th March 2011, 15:19

Forum: Game Design Discussion

Topic: Stat balance.

Replies: 5

Views: 1768

Re: Stat balance.

(You don't strictly "need" it but you do suffer horrific penalties without it.)

TGW

Friday, 18th March 2011, 11:03

Forum: Game Design Discussion

Topic: Food Costs for God Abilities

Replies: 15

Views: 3226

Re: Food Costs for God Abilities

What about using my spell hunger scale?

(Hunger expressed in grape fractions: tenth, fifth, half, one, two, five, ten.)

TGW

Sunday, 13th March 2011, 21:06

Forum: Suggestions & Criticism

Topic: Versioning CrawlWiki

Replies: 12

Views: 4242

Re: Versioning CrawlWiki

It's not even necessarily out of date. It's just not accurate a lot of the time. For example, the first random page I go to says imps are "impossible to catch with a throwing net" (and that they have -9 MR). The second refers to pandemonium lords as "tier-1 demons" and recommends...

TGW

Sunday, 13th March 2011, 16:40

Forum: Game Design Discussion

Topic: Mimics break autoexplore

Replies: 23

Views: 5826

Re: Mimics break autoexplore

Keeping something explicitly unfun just because other roguelikes have it is an awful idea, and not how Crawl works.

TGW

Sunday, 13th March 2011, 01:46

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 7832

Re: Hexes and Magic Resistance

'Hexes aren't supposed to be good against everything' is a bad design decision, because nobody will ever consider getting 20 levels of a skill if it's useless against most endgame enemies.

TGW

Saturday, 12th March 2011, 21:26

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 7832

Re: Hexes and Magic Resistance

I prefer partial success to the other proposed solutions, but of course there's the problem of coming up with appropriate partial successes - what do we do with Teleport Other, polymorph, banishment? tele other: longer duration polymorph: partial as now, full success polies to something with lower ...

TGW

Saturday, 12th March 2011, 17:13

Forum: Game Design Discussion

Topic: Mephitic Cloud Suggestions.

Replies: 31

Views: 10521

Re: Mephitic Cloud Suggestions.

Don't screw with spell schools to try to balance things. It doesn't work, plus it takes mephitic cloud from the playstyles that use it. What are you going to do for Wz, Cj, VM, and AE? 1) Reduce confusion duration from cloud. Things shouldn't be incapacitated forever with one cloud. 2) Tie cloud dur...

TGW

Saturday, 12th March 2011, 16:48

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 7832

Re: Hexes and Magic Resistance

Partial success is the correct solution. Successful hexes work as now, unsuccessful ones can confer a lesser effect. With regards to mephitic cloud, don't screw with schools to try to balance things. 1) Reduce the confusion duration. 2) Tie cloud duration more strongly to spell power. 3) Intelligent...

TGW

Friday, 11th March 2011, 02:43

Forum: Game Design Discussion

Topic: Sure Blade

Replies: 6

Views: 1729

Re: Sure Blade

rwbarton wrote:For the record, Sure Blade is far from useless both early and late in the game. If anything, the spell is closer to being overpowered than underpowered.

TGW

Thursday, 10th March 2011, 17:38

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 8662

Re: Magic 27

Reserve one slot for lava orcs and another for nomes.

TGW

Thursday, 10th March 2011, 17:36

Forum: Game Design Discussion

Topic: Name of the Crusader background

Replies: 20

Views: 4408

Re: Name of the Crusader background

Crusaders should be removed if the enchantment split isn't reverted or fixed.

TGW

Thursday, 10th March 2011, 17:35

Forum: Game Design Discussion

Topic: Unlocking Species

Replies: 44

Views: 13723

Re: Spellcaster backgrounds

Mumra's got the right idea. Also, people should note that the variety of possible characters is just as big a draw for many new players. When I showed Crawl to a friend, the first thing he picked was DSCK of Xom. Correct approach is to help the player choose a character if they want. There are propo...

TGW

Thursday, 10th March 2011, 17:31

Forum: Crazy Yiuf's Corner

Topic: I simply had to say this :)

Replies: 3

Views: 1661

Re: I simply had to say this :)

shout out to all the devs

except marvinpa

TGW

Wednesday, 9th March 2011, 20:11

Forum: Game Design Discussion

Topic: Categorization on Species selection screen

Replies: 11

Views: 2861

Re: Spellcaster backgrounds

Racial categories are basically completely arbitrary and meaningless. I don't know how the suggested ones would be meant to help anyone.

TGW

Wednesday, 9th March 2011, 15:53

Forum: Game Design Discussion

Topic: Gain Foo potions

Replies: 4

Views: 1232

Re: Gain Foo potions

Instead, now people hold off on using their items just because the mutation curing system penalizes people who have any mutations, even ostensibly "good" ones.

TGW

Tuesday, 8th March 2011, 20:26

Forum: Game Design Discussion

Topic: Dodging aptitudes

Replies: 28

Views: 6009

Re: Dodging aptitudes

Note that Mf already lost its absurdly high racial HP.

TGW

Tuesday, 8th March 2011, 06:32

Forum: Crazy Yiuf's Corner

Topic: JUST FOR FUN: Monster Ideas

Replies: 36

Views: 9374

Re: JUST FOR FUN: Monster Ideas

you're my favorite person ever

TGW

Monday, 7th March 2011, 11:58

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25383

Re: Spellcaster backgrounds

Elementalists have completely different books and playstyles.

TGW

Saturday, 5th March 2011, 18:28

Forum: Game Design Discussion

Topic: Holding down key on message history

Replies: 5

Views: 1896

Re: Holding down key on message history

easy_exit_menu = false does this, I think. It's an important option for anyone who doesn't like being killed by the interface.

TGW

Friday, 4th March 2011, 23:14

Forum: Crazy Yiuf's Corner

Topic: Screwy and Contradictory Randarts

Replies: 2

Views: 1203

Re: Screwy and Contradictory Randarts

The learndb has a lot of entries for 'apropos randarts' and 'unapropos randarts.'

TGW

Friday, 4th March 2011, 20:51

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 21652

Re: Getting rid of Fighting.

Point 3 is a terrible idea. Training skills should not confer gigantic penalties to a character.

TGW

Friday, 4th March 2011, 16:51

Forum: Game Design Discussion

Topic: Experience reform?

Replies: 5

Views: 1650

Re: Experience reform?

I don't agree that majorly redoing the experience system is feasible, but getting a bonus for runes could be kind of neat.

TGW

Friday, 4th March 2011, 12:40

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

My proposal evens out the class HP difference by XL 27. :S

[(Old Class HP)(27-XL) + 10(XL-1)]/26 + Racial HP*(1+fighting/18)

(Old Class HP being the current class HP modifier, a constant; and Racial HP being the current HP curve determined by race.)

TGW

Friday, 4th March 2011, 12:34

Forum: Crazy Yiuf's Corner

Topic: Is 0.8 harder?

Replies: 16

Views: 4485

Re: Is 0.8 harder?

It's about average for a Soup version in terms of power. Some stuff was nerfed (mostly OP stuff), some things were added. A good thing about 0.8 is that MarvinPA has been fixing a ton of awful features. Sandblast, Stone Arrow, Static Discharge, and LRD are much improved, while Slow, Ring of Flames, ...

TGW

Wednesday, 2nd March 2011, 21:00

Forum: Contributions

Topic: Hit dice calculation

Replies: 1

Views: 1656

Re: Hit dice calculation

HD is the number of 'dice' rolled to determine the monster's HP (the number of sides on each is a different variable). It's also used in monster spell power calculations and in resisting a few effects. http://crawl.develz.org/wordpress/bots Type in "orc wizard hd:100" or something to see h...

TGW

Wednesday, 2nd March 2011, 03:27

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

it already is

TGW

Wednesday, 2nd March 2011, 01:07

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

New Class HP = [(Old Class HP)(27-XL) + 10(XL-1)]/26

TGW

Tuesday, 1st March 2011, 23:10

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

it's the best proposal

TGW

Tuesday, 1st March 2011, 17:03

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23712

Re: Racial/Fighting HP

New HP = Class HP + racial HP*(1+fighting/18)

TGW

Sunday, 27th February 2011, 07:06

Forum: Game Design Discussion

Topic: Suggestions regarding chunk management

Replies: 11

Views: 3224

Re: Suggestions regarding chunk management

danr wrote:With merged chunk stacks, would the game be able to remember how old each chunk is?

Think potions of blood.

TGW

Friday, 25th February 2011, 19:02

Forum: Game Design Discussion

Topic: Magic 27

Replies: 41

Views: 8662

Re: Magic 27

Elementalists are all completely different. I question whether you've actually played them all.

TGW

Thursday, 24th February 2011, 19:28

Forum: Game Design Discussion

Topic: Vehumet piety gain

Replies: 9

Views: 2560

Re: Vehumet piety gain

I mean it's tedious to summon something just to finish off something weak.

"For magic-user, no, not really." What does this mean? Vehumet gives bonuses to magic use and none to melee. This is enough without requiring people to use all magic all the time.
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