Search found 247 matches

Thursday, 20th April 2017, 19:14

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 48499

Re: Bultungin/Gnoll Feedback

Been playing a bunch of gnolls, mostly for the fun factor of steamrolling the early game and being able to easily use anything you find. However, the games are getting quite samey. Get lots of skills to 10ish, then pick your endgame spell/weapon and focus it. The most interesting parts have been fin...

Monday, 20th March 2017, 13:03

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

If I read the changelog right, the current changes are: - No more slow from whirlwind. - Wall jump needs a valid target. While I still think it would have been more interesting to leave the mechanics intact and restrict their use (by piety, MP, etc), this should at least help confirm if unlimited en...

Wednesday, 15th March 2017, 15:25

Forum: Crazy Yiuf's Corner

Topic: Remove Webpage Security Certificates

Replies: 14

Views: 1939

Re: Remove Webpage Security Certificates

Webpages are a band-aid for lack of good communal species communication. Suggestion: remove internet, focus development on mental telepathy.

Wednesday, 15th March 2017, 15:13

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 4901

Re: Skill locked chests (a more palatable Archaeologist)

The curse change seems interesting. Leaving that aside as a separate issue, I think the following combination of prior suggestions and one of my own (#5) would be good: 1 - Do away with ?acquirement. It adds nothing interesting because it rarely causes you to change your strategy. Most of the time t...

Wednesday, 15th March 2017, 14:28

Forum: Game Design Discussion

Topic: Trim pointless monster gear

Replies: 22

Views: 4113

Re: Trim pointless monster gear

Why not preserve both a little unpredictability in monster power and the player's chance at a good drop by buffing monster base stats a little as proposed and allowing only ego items to generate equipped? That way, you still have some risk/reward of that early goblin with a dagger of electrocution, ...

Friday, 10th March 2017, 13:15

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 4901

Re: Skill locked chests (a more palatable Archaeologist)

I like it. Actually I'd rather this, or somthing like it, be more common than you propose and replace ?acquirement. ?acquirement reinforces existing builds on average and reduces interesting choices. Acquirement biased more toward good, maybe multiple, items with forced types and cost offers the the...

Thursday, 9th March 2017, 19:50

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2846

Views: 421730

Re: Best/Worst Artifacts

  Code:
the ring of Godan {rPois rF+++ rC++ SInv}


Figures I'd get this when I already have SInv from Ash. Into the lava it goes.

Thursday, 9th March 2017, 15:28

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

What does "solve" mean in this context and how does WJC "solve" luring? Sorry, that was poorly worded and I was afraid that line might get singled out. I hope it doesn't detract from my main point about the overpowering nature of en passant cleaving. FWIW, I meant that it makes ...

Thursday, 9th March 2017, 15:05

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

Just finished an 8 rune game with MfFi^WJC and figured I'd give feedback. I couldn't bring my stats up yet, but it's player name Moni on CAO if you want to find the morgue/ttyrec later. The three rune game was incredibly easy, even using a plain trident for a good chunk of it. I am convinced more an...

Tuesday, 7th March 2017, 18:13

Forum: Game Design Discussion

Topic: Small idea for Barachian

Replies: 9

Views: 1431

Re: Small idea for Barachian

Playing off the monstrous frog theme, a tongue attack could be interesting and add versatility. A couple ideas: Swallow whole: target within two squares is constructed, and in three turns swallowed whole if it fails to escape as per a throwing net. Player is slowed while this happens and for some ti...

Sunday, 5th March 2017, 18:19

Forum: Game Design Discussion

Topic: Rework Ring of Flames

Replies: 18

Views: 2740

Re: Rework Ring of Flames

Part of the issue with RoF, in my experience, is the fact that, by the time you get it, rF is seldom something of which you need more, and if it were, I wouldn't want to rely on having a specific spell up to cover it. Whereas, another dot of rC- could be a big issue (shard shrikes come to mind).

Friday, 3rd March 2017, 20:24

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

I'm basically comfortable using Whirlwind against anything minimally troublesome, and don't find this playstyle to be more tedious or tiring than, say, casting offensive spells. I made the mistake of putting two points in the same post and didn't mean to cause them to become conflated. My criticism...

Friday, 3rd March 2017, 19:05

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

I'd also vote for maintaining the status quo. (In any case, the fact that Whirlwind can make it suboptimal to tab through popcorn is a terrible reason to change it; in general, game features that otherwise work fine should not be changed simply so that the small minority of players who aim to maxim...

Friday, 3rd March 2017, 17:28

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2846

Views: 421730

Re: Best/Worst Artifacts

No More Talking, it's axe time.

  Code:
The +7 executioner's axe of No More Talking {venom, rPois rC+}


OK so venom on an axe isn't the best ever, but with a name like that on an executioner's axe, I have to win with it.

Thursday, 2nd March 2017, 16:47

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 5452

Re: Playable skeleton species! (Branch inside)

As currently implemented, I think Reap might become strictly a buff in the later game, when the smaller HP pool is less of an issue and the player has access to plenty of consumables and good armour. I wonder if adding a hp-on-kills effect and making Reap be the only way skeletons can regen HP might...

Thursday, 2nd March 2017, 16:26

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 16603

Re: Balancing the Council God

Doesn't nerfing whirlwind's damage actually encourage the opposite of what you you want from the god, in terms of fighting in open areas with multiple enemies? If the player is now encouraged to attack-while-moving until slow is applied, then tab, won't he just fight until slow, then run to a safe s...

Wednesday, 1st March 2017, 16:45

Forum: Game Design Discussion

Topic: Let undead cast dragon form

Replies: 3

Views: 796

Let undead cast dragon form

Undead should be able to cast dragon form and become bone dragons. It would be a rare, but fun, reason to branch into high level tmut as undead.

Wednesday, 1st March 2017, 16:30

Forum: Game Design Discussion

Topic: Detect foo should clear after foo moves

Replies: 0

Views: 422

Detect foo should clear after foo moves

Sorry for the title, couldn't think of a more concise way to describe this. Situation: the character detects a monster or item behind a wall, but doesn't actually move in to see it. Let's say it's a kobold. (As seen on the character's screen) @.#.} The character then moves out of detection range. In...

Tuesday, 28th February 2017, 18:28

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 17053

Re: Weapon-less Ieoh Jian Council (now implemented)

Played my first game with IJC a while back as Gargoyle. http://crawl.akrasiac.org/rawdata/Osk/morgue-Osk-20170226-084054.txt Impressions: ⋅ IJC was VERY strong. More than anything, being able to attack while moving opens up a ton of tactical flexibility. The free slows and other abilities ...

Tuesday, 21st February 2017, 18:45

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 12987

Re: New Experimental: Cyno Species

Shoutitis could be interesting as a species innate, but I don't think I'd want to play with it unless there was a linked upside, something like a small amount of damage when you bark, a-la Singing Sword, or a chance at weakness or -wiz effects on monsters. Fear would be more appropriate but also a h...

Monday, 20th February 2017, 22:10

Forum: Game Design Discussion

Topic: Make mutagenic meat prioritise increasing current mutations

Replies: 6

Views: 882

Re: Make mutagenic meat prioritise increasing current mutati

I agree having a chance at tier 2/3 mutations would be a positive change (and one I've really wanted too). But I think adding a second layer of complexity to mutation roulette may not be the best way to go. What about, instead, giving the new !mutation a 80/15/5 chance per mutation of being tier 1/2...

Tuesday, 14th February 2017, 19:58

Forum: Crazy Yiuf's Corner

Topic: Oh !@#$ moments

Replies: 20

Views: 2995

Re: Oh !@#$ moments

What is an "oh the player is standing between a potion and a grate with some gold behind it" moment? It's shorthand. The long version is "oh !@#$%^&*()". Also known as an "oh the player is standing between a potion and a grate, some gold, a bread ration, a zot trap, Cer...

Friday, 10th February 2017, 14:11

Forum: Game Design Discussion

Topic: Allow Octopodes to wear scarves

Replies: 18

Views: 2872

Re: Allow Octopodes to wear scarves

In addition to randart distresstingly furry scarves, there had better be an unrand with a Dr. Who reference.

Wednesday, 8th February 2017, 17:00

Forum: Game Design Discussion

Topic: Abyss:5 spawn rate counterproductive to risk/reward theme

Replies: 11

Views: 1567

Re: Abyss:5 spawn rate counterproductive to risk/reward them

Fair enough regarding difficulty, but in the time I've spent there, I've seen any number of exits generate. Even if the chance of rune generation were 1/10th of the current chance of exit generation, it would be an improvement for those who choose to dive there, and would not decrease substantially ...

Wednesday, 8th February 2017, 16:45

Forum: Game Design Discussion

Topic: Abyss:5 spawn rate counterproductive to risk/reward theme

Replies: 11

Views: 1567

Abyss:5 spawn rate counterproductive to risk/reward theme

Premise of Abyss depth: Abyss 3-5 can spawn the Abyssal rune. Abyss 4 and 5 offer higher chances of the rune spawning, at much greater player risk. Problem: Monster density of Abyss:5 is so high that even if you are capable of taking on the monsters, you'll actually spend more time, both real world ...

Wednesday, 8th February 2017, 14:48

Forum: Crazy Yiuf's Corner

Topic: Oh !@#$ moments

Replies: 20

Views: 2995

Oh !@#$ moments

This just happened so I though it might be fun to do a thread of oh !@#$ moments. Antaeus, Guardian of Cocytus comes into view. He is wielding the +14 obsidian axe {chop, +Fly SInv *Curse}. This may actually be a blessing in disguise, if mesmerize affects him. I'm wearing boots of running and have r...

Tuesday, 7th February 2017, 03:45

Forum: YASD! YAVP! and characters in progress too

Topic: CIP = MiFi^Chei - DUPZ attempt #3 - Extended with Chei?

Replies: 18

Views: 2550

Re: CIP = MiFi^Chei - DUPZ attempt #3 - Extended with Chei?

Is chei a requirement? If not, I've found spriggan to be a surprisingly awesome choice for statue form, paired with Ash rather than chei though. Ash lets you overcome their mediocre Earth skill easily and bootstrap statue form pretty quickly. And you can start out with a typical stealth / shortblade...

Sunday, 5th February 2017, 18:54

Forum: Dungeon Crawling Advice

Topic: Fencer's gloves on unarmed ghoul?

Replies: 4

Views: 844

Re: Fencer's gloves on unarmed ghoul?

Thanks! I'm around 19 (depending how many times I've used Apocalypse recently...), and it feels like I'm doing a bit better than without, so I'll plan on keeping them on.

Sunday, 5th February 2017, 18:21

Forum: Dungeon Crawling Advice

Topic: Fencer's gloves on unarmed ghoul?

Replies: 4

Views: 844

Fencer's gloves on unarmed ghoul?

Unarmed ghoul, worth giving up claws for riposte from Fencer's Gloves?

I dumped with # on CAO, but not sure how to link morgue. Character name is Osk.

Thanks!

Sunday, 5th February 2017, 14:17

Forum: Dungeon Crawling Advice

Topic: Velocity card hasted enemies

Replies: 6

Views: 1174

Velocity card hasted enemies

I haven't played a Nemelex follower since you had to play Dungeon Janitor to get decks, so I'm not sure if this is new, or something I've forgotten, or a bug I should report. I'm playing Trunk on CAO, and just drew the velocity card from a plain deck of escape. Instead of hasting or swiftnessing mys...

Friday, 3rd February 2017, 16:08

Forum: Game Design Discussion

Topic: Remove fast regen from Crimson Imp

Replies: 11

Views: 1943

Remove fast regen from Crimson Imp

Blink + Decent HP + EV+++ + quick regen + weak attack makes crimson imps an exercise in tedium for low level characters without any real threat, except in the rare cases where they spawn with a wand or the like (if they even still can in recent versions). You can mash tab, but that introduces danger...

Saturday, 14th January 2017, 05:36

Forum: Game Design Discussion

Topic: How come amulets of rage are still swappable?

Replies: 21

Views: 2946

Re: How come amulets of rage are still swappable?

Why not make amulets take 3 turns to swap like body armour?

Friday, 13th January 2017, 19:27

Forum: Dungeon Crawling Advice

Topic: Will lignification prevent porkalation?

Replies: 4

Views: 1262

Re: Will lignification prevent porkalation?

Thank you. I suspect it's my poor playing, but I've always found kirke to be an underrated threat. It's good to have an extra panic button.

Friday, 13th January 2017, 16:26

Forum: Dungeon Crawling Advice

Topic: Will lignification prevent porkalation?

Replies: 4

Views: 1262

Will lignification prevent porkalation?

Wondering if quaffing a potion of lignification will prevent Kirke from turning you into a pig? Wiki lists porkalator as affecting natural, demonic, or holy creatures, so I guess this could be rephrased to: is tree form "natural"? Likewise, will quaffing a potion of lignification shift you...

Friday, 30th December 2016, 17:32

Forum: Game Design Discussion

Topic: Ziggurat improvements

Replies: 21

Views: 2371

Re: Ziggurat improvements

I like this, and agree it's an elegant solution to making zigs a little more fun. However, I think I'd see if it were feasible for the soul stone to only work in ziggurats. I have a feeling that some builds might find the first zig easier than a 15-rune game, and so might introduce issues unless it ...

Friday, 2nd December 2016, 15:36

Forum: Game Design Discussion

Topic: Annual Ds Mutations Suggestion List

Replies: 4

Views: 974

Re: Annual Ds Mutations Suggestion List

Some ideas to vary things up a bit and add utility for ranged/magic characters:

Horns - make it retaliatory like MI
Tail - manticore type ranged attack, with damage at level 1, 2, barbs at 3
Tentacle fingers - extend accuracy bonus to spells

Thursday, 1st December 2016, 14:49

Forum: Game Design Discussion

Topic: Demonspawn revamp suggestion

Replies: 9

Views: 1560

Re: Demonspawn revamp suggestion

I think you're casting too broad a net here, especially since these reforms aren't likely to have much in the way of ripple effects that necessitate wholesale overhaul. I suspect this will just end up in a CY style throw-it-all-at-the-wall brainstorming session instead of something that could effect...

Tuesday, 22nd November 2016, 20:35

Forum: Game Design Discussion

Topic: Make all Draconian breath weapons perfectly accurate

Replies: 16

Views: 3637

Re: Make all Draconian breath weapons perfectly accurate

PowerOfKaishin wrote:I die a little inside when I get one of the crappy colors like Mottled or Black.


This 19 times over. Some of the colors are just a letdown and, unlike demonspawn, you don't have more fun mutations to make up for it.

Friday, 4th November 2016, 13:40

Forum: Game Design Discussion

Topic: u feel urself speed up

Replies: 16

Views: 2514

Re: u feel urself speed up

"You are no longer not the speed you were before"

Monday, 31st October 2016, 17:52

Forum: Crazy Yiuf's Corner

Topic: Jellies as PC

Replies: 2

Views: 807

Re: Jellies as PC

This feels like a felid on ... whatever the opposite of steroids is. Here's an alternate idea, that optionally does away with eating items (tedium) and gives it a unique twist with regards to equipment: A sort of spin on Octopodes with far fewer, but more versatile slots. Jellies start out with 1 ps...

Thursday, 27th October 2016, 15:36

Forum: YASD! YAVP! and characters in progress too

Topic: CiP OpFi^Chei

Replies: 4

Views: 688

Re: CiP OpFi^Chei

Wow, with 7 recharging scrolls and those two rods, I'd be pretty tempted to actually bump evo even higher and charge those puppies up, . IME, rod of clouds can carry you through a 3 rune game with ease, given moderately careful play. When you start getting acid clouds more regularly, it's absolutely...

Friday, 21st October 2016, 19:11

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 6185

Re: Ranged weapons: alternative to ammo management?

As to your particular proposal though (point blank counterattacks) I can't say I see any alternative to switching to melee. The other things you've mentioned (raising ranged skill higher or defenses higher) seem unlikely to have more impact than simply training up a melee weapon. Given the current ...

Friday, 21st October 2016, 18:37

Forum: Game Design Discussion

Topic: Change to amulet of harm removal rules.

Replies: 14

Views: 2682

Re: Change to amulet of harm removal rules.

Spitballing: remove amulet of harm and potion of might, replace with "potion of harm", that has the effect of amulet of harm. Plays a little into the theme of potions/scrolls that have both good and bad effects, like lignification/immolation.

Friday, 21st October 2016, 18:22

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 6185

Re: Ranged weapons: alternative to ammo management?

New ranged still won't require tactics, right? Wrong. EVERY idea suggested to introduce tactics into ranged combat is on the table. Arguing about details which devs agree to try out won't proceed this discussion. Imagine there's a forum bot that quotes every ranged-tactics idea and then replies wit...

Friday, 21st October 2016, 01:55

Forum: Crazy Yiuf's Corner

Topic: fan of gales knockback

Replies: 6

Views: 882

Re: fan of gales knockback

I dug through the spaghetti for a bit before giving up. ... _gale_push_dist returns (I think) the distance to push whatever is getting pushed. The part that changed was: old: dist = player_adjust_evoc_power(1 + you.skill_rdiv(SK_EVOCATIONS, 1, 10)); new: dist = 1 + random2(pow / 20); This looks lik...

Thursday, 20th October 2016, 19:51

Forum: Crazy Yiuf's Corner

Topic: fan of gales knockback

Replies: 6

Views: 882

fan of gales knockback

When fan of gales got the elemental summons removed, the changelog indicates the intention was to buff the knockback: bcf4d46 | Chris Campbell | 2016-05-28 02:22:48 +0100 Make the lamp of fire and fan of gales not create elementals And strengthen their other effects - make the fire clouds last longe...

Wednesday, 19th October 2016, 19:53

Forum: Game Design Discussion

Topic: Encouraging progress with a decaying dungeon

Replies: 10

Views: 2154

Re: Encouraging progress with a decaying dungeon

Trying to tease out the premise a little here. Are there still issues with players delaying progress that have not been addressed with OOD spawns? So far I see the issue of "what if the player can beat the OOD spawns and get even more XP"? That seems well-addressed by making OOD spawns dur...

Wednesday, 19th October 2016, 18:28

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 6185

Re: Ranged weapons: alternative to ammo management?

Every idea which doesn't start with " I think ranged attacks as primary killdudes is perfectly fine for crawl - here's how I refute Lasty's specific concerns " gets swallowed into "once ranged isn't a primary attack we're much more free to play with its dimensions". In other wor...

Wednesday, 19th October 2016, 15:39

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 6185

Re: Ranged weapons: alternative to ammo management?

My fear is that by having such a clearly defined niche for ranged, it's not giving players an *alternative* play style, it's just giving players one more tool in their toolbox for the *right* way to play. I agree with this assessment, although I disagree with Lasty in that I think removing ranged e...

Monday, 17th October 2016, 13:23

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 2284

Re: direct damage and crawl magic costs

This doesn't address everything the OP mentioned, but I feel like a little buff to the level 1 and 2 blasty spells would go a long way to achieve the same effect of eliminating early-mid game MP regen tedium. It's usually a crapshoot if they'll hit, or do damage, and if not, sorry you're out of MP, ...
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