Search found 100 matches

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Sunday, 30th October 2016, 18:00

Forum: Crazy Yiuf's Corner

Topic: I now admit stealth is good

Replies: 9

Views: 3329

Re: I now admit stealth is good

I'm a merfolk and I found a distortion mace on like D:2. I just dropped it and my polearms was still low so I was using a +8 elec artifact spear, although I have now upgraded to a glaive. I did enter shoals, being a merfolk with ice beasts and rMissile has helped ginormously. Killing enemies a few a...

o_O

Sunday, 30th October 2016, 04:25

Forum: Crazy Yiuf's Corner

Topic: I now admit stealth is good

Replies: 9

Views: 3329

I now admit stealth is good

Although I suppose Nikola might have instakilled Rupert and himself if I walked down without 0 stealth

And my other Lair branch is Shoals... what do :?

o_O

Monday, 1st February 2016, 20:30

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 7238

Re: Wand removal nitpick

Rast wrote:I like wand of draining - combines damage and debuff.

It's also interesting in monster hands, and increases the value of player rN.


I agree about draining, and I think the way it lowers target HD Allows good interaction with status effect wands and spells.

o_O

Thursday, 28th January 2016, 21:57

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59943

Re: Luring (was: DCSS has a power creep problem)

Make packs work like the old balistomyocytes: you only get exp when the whole pack is dead and if left alone the pack will regenerate over time?

It's only a partial solution to one of those problems, but it would force you to confront or ignore the whole pack.

o_O

Wednesday, 27th January 2016, 20:44

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59943

Re: Luring (was: DCSS has a power creep problem)

stairdancing is both more tedious and more effective then luring, so any solution should not just mak you stair dance packs instead of lure packs. I favor pack hive minds - if one sees you they all see you, but then you require pillar dancing to string out a pack and stair dancing to separate it, so...

o_O

Friday, 22nd January 2016, 17:15

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3134510

Re: Best/Worst Artifacts

My TrBe found a ring and needs about 40 more gold to buy it.

+blink rF+++ mp+9 int+4 stealth-

o_O

Friday, 8th January 2016, 18:40

Forum: Game Design Discussion

Topic: Distortion should create an aura

Replies: 28

Views: 5493

Re: Distortion should create an aura

I would agree that given how deadly disto can be a visual effect is warranted, beyond the line of text and cv info. An effect centered around the weapon graphic would work, without needing an aura. Maybe color the whole weapon like the singularity papal picture?

o_O

Tuesday, 29th December 2015, 20:44

Forum: Dungeon Crawling Advice

Topic: Surviving after lair and orc?

Replies: 16

Views: 3758

Re: Surviving after lair and orc?

Spread out your time between the branches. If something nasty is found in swamp, go do dungeon. If you see Nikolai in D, go do spider for a while. Keep in mind that branch ends are way harder then the floors above them. Carefully clear elf1 at some point, especially if you want a runed armor or some...

o_O

Wednesday, 23rd December 2015, 16:46

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 6893

Re: Swap Haste and Ring of Flames

making the clouds spread out based on terrain (like freezing cloud) would help, then you could still hit more then 1 or 2 enemies when standing in a hallway like a proper crawler.

o_O

Tuesday, 22nd December 2015, 16:55

Forum: Dungeon Crawling Advice

Topic: Armour & ogres

Replies: 13

Views: 3445

Re: Armour & ogres

It will take many levels of armor skill for it to do anything on robes. Hold off until you have a dragon armor and until the cost of raising more important skills is vastly higher then a few levels of armor. Probably this will start to happen after lair.

o_O

Thursday, 17th December 2015, 20:51

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 6893

Re: Swap Haste and Ring of Flames

Haste speed should depend on spell power. ! & / haste retain relavence unless you can cast it at full power. Ring of flames at level 6 seems ok. It's a fun spell but doesnt see much use, and isn't clearly stronger then freezing cloud (unless you need an rF+), although I don't know how their dama...

o_O

Wednesday, 16th December 2015, 17:14

Forum: Crazy Yiuf's Corner

Topic: PSA: Orc shortened

Replies: 46

Views: 11344

Re: PSA: Orc shortened

Probly a good change overall although I'm sad there's no more quick dips into Orc if something nasty is in lair, or something great is in a shop.

o_O

Monday, 14th December 2015, 19:25

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 11180

Re: Pakellas: don't think this god is a great addition.

Pakellas is unique because otherwise you will not have rods. I found pak to be rather strong because of the unlimited wand of haste and tele. Being able to soften up enemies and make everyone stand in clouds was useful as well, considering it only required moderate investment in a single skill. Mana...

o_O

Sunday, 14th September 2014, 16:46

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23535

Re: Demigods and their stats

I like the stat customization, DG's main ability is high stats so full customization makes sense for them. It also makes sense that they should hit really hard with either weapons or spells in the later game. The innate sustain abilities sounds like an unnecessary buff for a species that is already ...

o_O

Tuesday, 19th August 2014, 01:25

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5589

Re: Why is there an MP cap?

Mana could just have its own stepdown function like spellpower and what not. No need for a cap.

o_O

Tuesday, 8th July 2014, 03:53

Forum: Game Design Discussion

Topic: Make hellfire green

Replies: 28

Views: 7545

Re: Make hellfire green

Does RF provide partial helfire resist or was that just a suggestion I read somewhere?

o_O

Saturday, 17th August 2013, 01:49

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 9737

Re: Invisibility seems worse at high spell power

What it more spellpower gave less glow. It would add another balancing lever to invis and haste too, so they could remain at the reasonably easy to cast lvl 6 but have serious downsides if cast without very high spellpower.

o_O

Sunday, 9th June 2013, 18:50

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 58700

Re: New Species: Gargoyle

As a toggle selfpet would overlap heavily with Statue Form, but it could also stack with statue form. With both you become a turret, basically.

Alternatively not being totally immobilized by self petrify would be ok because petrify makes you a stone, but you are already a stone.

o_O

Monday, 3rd June 2013, 02:14

Forum: Game Design Discussion

Topic: Lava Orc comments

Replies: 46

Views: 13876

Re: Lava Orc comments

I feel like the lava orc temperature powers should be smoothed out more. Instead of -2, 0, +2, it should be -2,-1,0,+1,+2 or whatever, and the same with the AC boosts and fire damage. Also, the fire damage could probly scale with level too. Obviously the current temperature system is gamey but I ass...

o_O

Sunday, 26th May 2013, 21:13

Forum: Game Design Discussion

Topic: Remove burdened and item weight

Replies: 64

Views: 14221

Re: Remove burdened and item weight

yea, everything you have lots of is just so light they fill up your items before weight becomes a real issue. Now that str reduces armor evasion penalties it has a real purpose too. Of course, we could just make scrolls and pots heavier. The idea being you have to choose between int for spells or st...

o_O

Saturday, 18th May 2013, 04:03

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45693

Re: Suggestions concerning Poison Magic

Most other schools have THAT ONE SPELL. Haste, Deflect Missiles, Invisibility, Iron Shot/Crystal Spear, Storms, Haunt or Lichform, OOD, CBlink, Butterflies, whatever Tmut has. Do fire spells peter out in the extended endgame? Who cares, they are training wheels for fire storm. Notice that these spel...

o_O

Wednesday, 1st May 2013, 06:51

Forum: Game Design Discussion

Topic: Species Brainstorm: Slug Heroes

Replies: 7

Views: 2436

Re: Species Brainstorm: Slug Heroes

This sounds like it could be great, if it were done right. Would eating things give permanently the highest bonus of the things you have eaten (eg, you get some portion of the AC of the highest AC armor you have ever eaten) or temporary bonuses from all things, so you rove around like a jelly to kee...

o_O

Wednesday, 1st May 2013, 06:27

Forum: Game Design Discussion

Topic: Specially Designed Smart Monsters

Replies: 49

Views: 9296

Re: Specially Designed Smart Monsters

I should mention that its assumed: not all monsters will get AI upgrades, uniques would be more likely to get more/better AI, ranged monsters that outrun and avoid an average melee char are not the goal of this idea and any monster that gets highly effective AI would probly also be rebalanced to com...

o_O

Monday, 29th April 2013, 06:01

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 26965

Re: Random gods revisited

Just imagine removing the flavor/theme from stock gods and breaking them down into mechanics. Kiku likes it when you kill things. Kiku grants you: Food on demand, weak minions on demand, bonus to a particular spell school, spells from that school, partial resistance to 1 damage type, an ability that...

o_O

Monday, 29th April 2013, 05:34

Forum: Game Design Discussion

Topic: Specially Designed Smart Monsters

Replies: 49

Views: 9296

Specially Designed Smart Monsters

So really smart centaurs would be impossible to kill in melee and smart orc priests would just smite everything, but it would be fun to have some really smart monsters that weren't so problematic for balance. What we find annoying may vary, but in general they shouldn't retreat, be uncatchable for m...

o_O

Thursday, 25th April 2013, 11:56

Forum: Game Design Discussion

Topic: Should corrosion be temporary and more severe?

Replies: 45

Views: 11554

Re: Should corrosion be temporary and more severe?

In Starcraft1 Devourer acid spit worked like this. It would splash on stuff and reduce their armor by 1 per effect for a while. I like this idea, but it could also work as an effect totally separate from acid. I feel like permanent corrosion might be more interesting if monsters with it were more li...

o_O

Tuesday, 16th April 2013, 02:04

Forum: Game Design Discussion

Topic: Jewellery Rebalancing

Replies: 21

Views: 6631

Re: Jewellery Rebalancing

Some amulet properties are just not strong enough to compete for your one and only amulet slot, except as a swap. They might be better off as rings, especially if that allows making ammys strategic. Still, I'm not sure something like warding would be worth carrying around even as a ring swap. I gues...

o_O

Friday, 12th April 2013, 22:53

Forum: Game Design Discussion

Topic: Make Ds mutations more gamechanging

Replies: 78

Views: 19519

Re: Make Ds mutations more gamechanging

dpeg wrote:*mutation list*


These all sound like alot of fun actually. They would all be very powerful for a character willing to adapt to them, but would change the game completely for that DS.

o_O

Wednesday, 27th February 2013, 02:16

Forum: Game Design Discussion

Topic: Idea: noise indicator

Replies: 39

Views: 8736

Re: Idea: noise indicator

Its not like noise is a hard to understand concept. Things hear loud noises, unless there are louder noises. Feedback of some sort would be nice.

o_O

Sunday, 24th February 2013, 21:33

Forum: Game Design Discussion

Topic: Remove paralysis

Replies: 26

Views: 6441

Re: Remove paralysis

Make MR checks less binary by having MR reduce duration/severity of effects. Getting paralyzed with 0MR by a high spell power paralyze gives many turns of paralysis. Getting paralyzed with very high MR by a low spell power paralysis would only cause a turn or two of paralysis on the off chance it ma...

o_O

Friday, 1st February 2013, 02:38

Forum: Game Design Discussion

Topic: New Book of Conjurations

Replies: 161

Views: 40490

Re: New Book of Conjurations

Earth damage is more or less unresistable.

I'd say its a good change, it was odd for pure conjurers to have a grab bag of ice/air spells but very little in the way of pure magic damage. Also, freezing cloud is way OP in a starting book.

o_O

Saturday, 26th January 2013, 20:55

Forum: Game Design Discussion

Topic: Fixing Yred for Extended Endgame

Replies: 29

Views: 7497

Re: Fixing Yred for Extended Endgame

I guess having to swap away eventually is the cost of going Yred. Just like an enchanter or poisoner has to eventually branch out and learn real spells, Yred is powerful now in exchange for running out of use later. Still though, maybe demons and undead should be split? Somehow I don't see zombies c...

o_O

Saturday, 26th January 2013, 20:31

Forum: Game Design Discussion

Topic: Proposal: monsters stealthier than you

Replies: 3

Views: 1554

Re: Proposal: monsters stealthier than you

Might want to make it not revealed by damage to avoid people zipping magic darts or whatever in front of them as they move.

Other then that, I like it. Some stealthed monsters following you could turn a fight interesting very quick.

o_O

Tuesday, 22nd January 2013, 02:47

Forum: Game Design Discussion

Topic: Randart and fixedart spells (split from New Vehumet)

Replies: 18

Views: 3295

Re: New Vehumet

Vehemut special spells don't have to be unique or Veh only. There are lots of things like bolt of magma, ball lightening and so on that are rarely found or used that veh could 'adopt'. It might be fun to add enough 'uncommon and unusual' spells that you are liable to find one or two in every game, b...

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Sunday, 6th January 2013, 22:26

Forum: Dungeon Crawling Advice

Topic: air elementalist vs orbs of fire

Replies: 22

Views: 5626

Re: air elementalist vs orbs of fire

Don't worry about rMut too much, you are going to get mutated but it doesn't matter because you are leaving the dungeon after Zot. Haste, freezing cloud, a single target conjuration and some weapon skills are completely capable of getting you through Zot, so your extra skills and firepower should gi...

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Friday, 7th December 2012, 02:23

Forum: Game Design Discussion

Topic: Banishment chances up?

Replies: 8

Views: 2669

Re: Banishment chances up?

Abyss is nasty, although it gets slightly more survivable with some practice. In general avoid what can be avoided, keep moving when possible, never miss an opportunity to hide and regen HP, and burn consumables as needed without hesitation.

o_O

Saturday, 29th September 2012, 00:26

Forum: Game Design Discussion

Topic: Summoning cap / MP drain

Replies: 11

Views: 2503

Re: Summoning cap / MP drain

Use the permabuff idea where summons are permanent, and each active summon reduces max MP until it dies or is unsummoned.

o_O

Friday, 21st September 2012, 22:42

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14264

Re: Dungeon Layout

Maybe instead of a rune lock D:14 is a dead end and D:15 is reached by one down-stair at the bottom of each of the two lair branches and Elf (or orc?). That way (1) you have to go through someplace dangerous to advance, but you can avoid the extremely dangerous rune vaults and (2) you can take the u...

o_O

Sunday, 19th August 2012, 11:00

Forum: Dungeon Crawling Advice

Topic: When should I head for Elven halls?

Replies: 25

Views: 8327

Re: When should I head for Elven halls?

I guess lv 20 MiFi warrior is still not enough to clear floor 5, with conjurers throwing iron shot which killed me with 43 damage. So far my plan has been 1) lair 2) swamp or snake pit 3) Orcish mines 4) Elven halls. Is Elven Hall meant to be cleared after progressing much farther? Perhaps I should...

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Wednesday, 8th August 2012, 17:22

Forum: Game Design Discussion

Topic: Ignite Poison vs. Snake/Spider/Swamp

Replies: 11

Views: 3334

Re: Ignite Poison vs. Snake/Spider/Swamp

single element oriented branches inherently have this problem. If you have the spell and resist that hardcounters poison you walk through them, otherwise they are extremely dangerous, basically OOD branches. Diversifying spider more might be good, but already the most dangerous things in snake and s...

o_O

Monday, 30th July 2012, 15:55

Forum: Game Design Discussion

Topic: Monster invocations / god abilities

Replies: 25

Views: 7143

Re: Monster invocations / god abilities

What about Sif followers with actual spells and actual mana pools? Or maybe just a Sif spellcaster unique at first, with channeling and some spells from a random book or two. Hopefully I get around to playing with mumra's Demigod patch at some point (this is where you collect 'abstract followers' as...

o_O

Thursday, 21st June 2012, 04:06

Forum: Game Design Discussion

Topic: Lair Branches

Replies: 51

Views: 8606

Re: Lair Branches

Swamp's layout would lend itself well to some kind of ambush mechanic, especially if it replaced the stupid fleeing. Something to the effect of: Several monsters jump out of the water/trees around the player! now you must either fight them at close range or wade through shallow water to run. Threats...

o_O

Monday, 18th June 2012, 06:30

Forum: Game Design Discussion

Topic: Dungeon Suggestion

Replies: 9

Views: 2245

Re: Dungeon Suggestion

Maybe the dungeon structure could gradually change, especially if it gradually included less one tile hallways and less cover against ranged attacks (like in the vaults).

o_O

Sunday, 17th June 2012, 15:12

Forum: Game Design Discussion

Topic: Remove most armours from the game

Replies: 77

Views: 17745

Re: Remove most armours from the game

An armor with better ranged properties might be useful. In particular GDR applied to physical ranged damage. Its complicated and unintuitive but also fits with medium armor's niche as general purpose hybrid armor. In any case the only real problem is that medium armor is completely replaced by drago...

o_O

Saturday, 16th June 2012, 08:13

Forum: Dungeon Crawling Advice

Topic: Which armour is better?

Replies: 13

Views: 3352

Re: Which armour is better?

It basically comes down to evokable blink vs a bunch of AC. RN+ is irrelevant except in special areas, rF and rC cancel and +4 slaying is weak and also cancels with the +stats. SCBlink is extremely powerful, but you also need to use a ring slot to get it. I assume you have scrolls, wands and potions...

o_O

Thursday, 14th June 2012, 07:40

Forum: Dungeon Crawling Advice

Topic: Shafted

Replies: 11

Views: 3147

Re: Shafted

Some people would say you should have had the scrolls and potions ID'd by then. I find I loose more scrolls to fire by saving them for ?identification then I waste from just reading them. Fear, blink, Heal Wounds and Invisibility would have given you a better shot. Realistically though, sometimes yo...

o_O

Wednesday, 13th June 2012, 07:29

Forum: Game Design Discussion

Topic: Monsters and Jewelry

Replies: 25

Views: 4212

Re: Monsters and Jewelry

Couldn't a jelly eat it anyway? A unique with two rings of Resist Player sounds like fun.

o_O

Monday, 11th June 2012, 08:20

Forum: Game Design Discussion

Topic: Snails & Beetles

Replies: 11

Views: 2458

Re: Snails & Beetles

A snail should be more like a castle. You can always kill a castle from range with a siege, but sometimes that isn't worth the time and cost. You can always go around a castle but its likely defending something you want. To make people attack them rather then siege them, snails need: 1) to be defend...

o_O

Sunday, 8th April 2012, 11:03

Forum: Dungeon Crawling Advice

Topic: End Game Characters

Replies: 23

Views: 7242

Re: End Game Characters

For casters, focus on haste, repel/deflect missiles, a mid level conjuration, an area of effect conjuration and ideally cBlink. Carry a shield and a weapon you can deal some damage with if you need to. Kill things one at a time and stairdance, or drop freezing clouds in corridors to take out whole g...

o_O

Thursday, 29th March 2012, 23:38

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14264

Re: Dungeon Layout

Lair should loose ~2 floors. Part of the problem with the midgame is the Lair is a huge bonus level with loot and experience disproportionate to its difficulty.
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