Search found 202 matches

Tuesday, 23rd August 2016, 18:28

Forum: Game Design Discussion

Topic: Nerf elemental resistances of PC

Replies: 39

Views: 4438

Re: Nerf elemental resistances of PC

Current damage reduction for rF+/rF++/rF+++ is 50%/67%/80%, that makes first pip extremely important (ring of Robustness is often less valuable vs corresponding attack) while second pip does not help much and third pip is almost insignificant even vs the scariest attacks. Base HP: 100 Effective HP ...

Tuesday, 23rd August 2016, 05:50

Forum: Crazy Yiuf's Corner

Topic: Crawl late game is easier than its early game

Replies: 21

Views: 1428

Re: Crawl late game is easier than its early game

Better a one dimensional game whose difficulty only decreases by 80% by the end game than a multi dimensional game whose "difficulty" quickly reduces itself to near 0 and the only challenge is not killing yourself out of sheer boredom or inertia We have a player who won 19 Naga Wanderers ...

Tuesday, 23rd August 2016, 04:32

Forum: Dungeon Crawling Advice

Topic: VS bite?

Replies: 15

Views: 992

Re: VS bite?

MainiacJoe wrote:This is misleading because no XL:1 character has STR 28 DEX 28 (unless you silently reduced these for this run). The (S+D)/50 chance that you actually take a bite does matter, not just the weapon speed.


Clearly Cheibriados is best VS god. :)

Monday, 22nd August 2016, 13:27

Forum: Crazy Yiuf's Corner

Topic: Race Idea: Elemental

Replies: 15

Views: 1579

Re: Race Idea: Elemental

If you started the game with 0 Fighting AND 0 Splcasting (no start does this) you'd have 6 HP and 6 MP, or basically 12 HP with Spirit shield at XL 1...this is 1 HP less than Hu. And what happens if you want to cast a spell? If you take a blow that wipes out your mana pool and you're playing a cast...

Monday, 22nd August 2016, 03:48

Forum: Crazy Yiuf's Corner

Topic: Race Idea: Elemental

Replies: 15

Views: 1579

Re: Race Idea: Elemental

You avin a giggle there m8? Imo, the -5 HP far more than outweighs all of these advantages. Many of the attributes you pointed out would only be relevant after the player has already "won" (read: reached Lair or later). Elementals, as laid out in the OP, have severe constraints that make ...

Sunday, 21st August 2016, 16:44

Forum: Game Design Discussion

Topic: Make Benemut Bypass Mutation Resistance

Replies: 10

Views: 1017

Re: Make Benemut Bypass Mutation Resistance

The mutation resistance could interact with benemut by giving a cap to good mutations with multiple levels, instead of outright negating them. If you already have e.g. scales 1 and you gain ResMut 1, the scales can get up to scales 2 but cannot reach scales 3; the benemut potion will instead cause ...

Sunday, 21st August 2016, 15:22

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2721

Views: 285705

Re: Best/Worst Artifacts

Sandman25 wrote:I bet you love mutation roulette.


Image

Sunday, 21st August 2016, 14:48

Forum: Dungeon Crawling Advice

Topic: Ancestor Type Choice

Replies: 14

Views: 1708

Re: Ancestor Type Choice

CypherZel wrote:Isn't hexer so much better then the others that there's really no other point of going knight or Mage?


See my previous post, please. All three ancestors are very good.

Saturday, 20th August 2016, 17:11

Forum: Dungeon Crawling Advice

Topic: Magic vs Melee

Replies: 72

Views: 7545

Re: Magic vs Melee

The problem, I think, is that armour doesn't limit movement speed. If heavy armour made you slower, you would suddenly have reasons to not go for it. Make dex have you move faster, with body armour limiting your speed in a scaling way unless your strength is high enough. Stealth and ranged characte...

Saturday, 20th August 2016, 04:45

Forum: Crazy Yiuf's Corner

Topic: New Unique: Amphiaraos, the Fallen Charioteer

Replies: 7

Views: 590

Re: New Unique: Amphiaraos, the Fallen Charioteer

Batty movement + archery + drowned souls (that leave bushes)

Sounds either exceptionally annoying or amazingly deadly, or possibly both.

Friday, 19th August 2016, 17:58

Forum: Dungeon Crawling Advice

Topic: Ancestor Type Choice

Replies: 14

Views: 1708

Re: Ancestor Type Choice

I haven't seen the more recent iterations of battlemage, but my impression has always been that hexer is much better than the other two. This is, as far as I know, a problem from Hep's early testing that got fixed, but the impression stuck in the collective memory of the playerbase. I've played a b...

Friday, 19th August 2016, 14:42

Forum: Crazy Yiuf's Corner

Topic: minmay vaults

Replies: 21

Views: 1145

Re: minmay vaults

I've enjoyed your vaults and if you're firm on not submitting any more I will miss them.

Thursday, 18th August 2016, 03:53

Forum: Game Design Discussion

Topic: Large Abominations Ought Not Look Like Tormentors

Replies: 25

Views: 2539

Re: Large Abominations Ought Not Look Like Tormentors

here are the current large abomination tiles: http://i.imgur.com/il7jLCq.png can you indicate which abominations look like the tormentor tile so that they can be edited/removed (which currently looks like this): http://i.imgur.com/z1g9B70.png (rip using the pentagram to highlight demons) 4th from l...

Tuesday, 16th August 2016, 15:25

Forum: Game Design Discussion

Topic: Rename "Metabolic Englaciation"

Replies: 11

Views: 1348

Re: Rename "Metabolic Englaciation"

4Hooves2Appendages wrote:Just remove the 'metabolic'.


Which en/glaciates monsters, Englaciation or Glaciate?

Friday, 5th August 2016, 06:29

Forum: Crazy Yiuf's Corner

Topic: New branches or runes?

Replies: 7

Views: 379

Re: New branches or runes?

Forest got cut several versions ago and parts of it were merged into Lair, Swamp, and Depths. Since then I don't believe there's been any new (legitimate) ideas for new branches. If you have an idea and you're willing to code it up, create a new monster set that challenges the player in a significan...

Friday, 5th August 2016, 05:05

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 5680

Re: Can we brainstorm a way to shorten pandemonium?

Hell length is deceptive. There's no reason to not dive it unless you're scumming it, and it's dangerous enough (and there is nothing harder in the game than Hell, aside from deep zigs, so there's no real point in doing so) that you don't want to stick around there. The majority of time in each Hell...

Friday, 5th August 2016, 03:21

Forum: Dungeon Crawling Advice

Topic: Gda

Replies: 16

Views: 873

Re: Gda

arandomperson12 wrote:Thus far, I have never actually died after getting a rune.


Then it seems that you are better served in shoring up your early game than by reserving strategical resources for the late game, right?

Friday, 5th August 2016, 02:28

Forum: Game Design Discussion

Topic: Move the Crypt into the Orcish Mines.

Replies: 13

Views: 1321

Re: Move the Crypt into the Orcish Mines.

huh, until I read Quazifuji's comment, I somehow thought that you meant to rotate Elf/Crypt, the way Snake/Spider are rotated. Now I see you intend for both branches to be in Orc, simultaneously, every game. I don't "intend" for anything: I'm not a developer. Elf/Crypt roulette. An intere...

Friday, 5th August 2016, 02:14

Forum: Game Design Discussion

Topic: Move the Crypt into the Orcish Mines.

Replies: 13

Views: 1321

Re: Move the Crypt into the Orcish Mines.

how is chei antimagic High defenses, high stats to kill in 1-3 blows, enemy position manipulation via Temporal Distortion, screen-hitting attack against a bunch of fast and fragile elves via Slouch. If you have more Dungeon Crawling Advice-type questions I'm happy to answer in that forum. I think i...

Friday, 5th August 2016, 01:42

Forum: Game Design Discussion

Topic: Move the Crypt into the Orcish Mines.

Replies: 13

Views: 1321

Re: Move the Crypt into the Orcish Mines.

I think if crypt is moved to orc, I still either won't do it, or will come back to do it just as late in the game as I do now. Maybe so. In that case the status quo remains, aside from location. Many players don't do Elf or come back to it late in the game. I think that's fine. What I don't think i...

Thursday, 4th August 2016, 22:23

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 5680

Re: Can we brainstorm a way to shorten pandemonium?

This is starting to veer off topic, but I find meaningful distinction between "complete part of the game" and "complete the entire game". I already pick-and-choose (I frequently win with five runes), but if I decide I want to see if a given character can Fully Complete The Game t...

Thursday, 4th August 2016, 21:44

Forum: Dungeon Crawling Advice

Topic: Gda

Replies: 16

Views: 873

Re: Gda

arandomperson12 wrote:Also, if you die early, then you can restart easily, but deaths in the lategame cause you to lose a lot more progress.


I encourage you to tally up your time spent on characters that died before getting a rune, and time spent on characters that died after getting a rune, and then to compare the two.

Thursday, 4th August 2016, 21:32

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 5680

Re: Can we brainstorm a way to shorten pandemonium?

I don't see much point to the hell/pan roulette, dpeg; it shortens the overall all-rune game, which I think lots of people are interested in, but doing it by only giving the player one of the branches seems like it wouldn't actually address the core issues with either pan or hell. In my experience,...

Thursday, 4th August 2016, 21:23

Forum: Game Design Discussion

Topic: Move the Crypt into the Orcish Mines.

Replies: 13

Views: 1321

Move the Crypt into the Orcish Mines.

The Crypt is one of the least frequently completed branches in the game. By the time the player discovers the Crypt entrance in the Vaults, its challenge is nonexistent. This is unfortunate, as the somewhat recent revamp has made it much more interesting and varied. As it is right now, with its posi...

Thursday, 4th August 2016, 01:35

Forum: Dungeon Crawling Advice

Topic: Lignification: I never use it

Replies: 17

Views: 1888

Re: Lignification: I never use it

It makes you immune to torment so if you're feeling cheesy you can quaff one right before reading a couple scrolls of torment on some poor sap. I had a game a while back where I would have died in Tomb if not for a spectator pointing out that treeform made me immune to torments and highly resistant...

Thursday, 4th August 2016, 01:30

Forum: Game Design Discussion

Topic: Remove MP Cost of Deity-Given Abilities

Replies: 20

Views: 1942

Re: Remove MP Cost of Deity-Given Abilities

If anything I think most god abilities are severely undercosted magic-wise.

Wednesday, 3rd August 2016, 04:17

Forum: Game Design Discussion

Topic: Remove MP Cost of Deity-Given Abilities

Replies: 20

Views: 1942

Re: Remove MP Cost of Deity-Given Abilities

Thematically and Flavour-Wise: You're calling upon a God. You aren't using any of your magic to do so. You're just asking Chei to smite the unnaturally quick. Why do I use magic to do so? (An argument could be made for Yred's "Animate Whatever" ability to be "Yred guiding your own ma...

Tuesday, 2nd August 2016, 04:43

Forum: Dungeon Crawling Advice

Topic: The #1 thing I have done to improve my gameplay

Replies: 36

Views: 3636

Re: The #1 thing I have done to improve my gameplay

autofight_stop = 85 I often consider setting autofight_stop = 90 or 95. Setting autofight_stop to 85 is the single biggest thing I have done to improve my gameplay. Experts will probably say you shouldn't use autofight but I do. The default is 30 and I have found if my health is at 30 % I am likely...

Monday, 1st August 2016, 20:48

Forum: Game Design Discussion

Topic: Remove/reform written description of MR level

Replies: 17

Views: 1710

Re: Remove/reform written description of MR level

"Quite resistant" is probably a poor choice for a description because "quite" means very different things in different dialects of English. In that case "resistant" (by itself) seems sufficient for 3 pips. Anyway I don't mind either direction (reword or remove) to solv...

Sunday, 31st July 2016, 04:52

Forum: Dungeon Crawling Advice

Topic: Ugh Pandemonium is going on forever

Replies: 11

Views: 1094

Re: Ugh Pandemonium is going on forever

arandomperson12 wrote:Also, gargoyles have bad axe aptitude, so you should have used maces&flails instead.


-1 and 0 is not really that much of a difference. Invest in the skill that matches the best weapon you've found before you've invested heavily in any weapon skill.

Thursday, 28th July 2016, 23:50

Forum: Game Design Discussion

Topic: AK alternative - mini-abyss portal

Replies: 16

Views: 1090

Re: AK alternative - mini-abyss portal

I just completed an AK win. Starting with Lugonu from the very beginning added very little to the experience. In general, I do not like it when characters start with gods. Not even Xom or Trog. Choosing a god is one of the most important and entertaining parts of playing a character. Evaluating whic...

Wednesday, 27th July 2016, 03:50

Forum: Game Design Discussion

Topic: Move either Borgnjor's or Door to Poison

Replies: 21

Views: 2227

Re: Move either Borgnjor's or Door to Poison

Death's Door could work as a Translocations spell. I don't think it fits in any other school except that or Necromancy without serious thematic overstretches. Tloc already has a bunch of "save yourself" spells.

Saturday, 23rd July 2016, 18:27

Forum: Dungeon Crawling Advice

Topic: Great player and Greater player

Replies: 57

Views: 7666

Re: Great player and Greater player

...but that isn't actually a wizard. One thing you learn when doing a greatrace is that backgrounds are meaningless after the first 10 minutes. Backgrounds are a starting kit, not a class or a job. There is no "intended" build for any background, and you have absolutely no obligation to s...

Saturday, 23rd July 2016, 01:09

Forum: Dungeon Crawling Advice

Topic: Great player and Greater player

Replies: 57

Views: 7666

Re: Great player and Greater player

I think once k get great player I will do Great Mi Doing a greatrace takes much longer than you'd think. Even at one win a day, you're looking at almost four full weeks of winning daily. These are not real titles, only inside jokes of the IRC crawl community (which is a pretty small group of old pl...

Wednesday, 20th July 2016, 19:27

Forum: Game Design Discussion

Topic: Note auxiliary attacks in character/innates screen.

Replies: 0

Views: 177

Note auxiliary attacks in character/innates screen.

Draconian tail-slaps and other racial auxiliary mutations are not apparent on your character information screens. The only way you know that you have auxiliary attacks is by noticing it in the message log.

>Your large, muscular tail bludgeons enemies in combat.

Monday, 18th July 2016, 23:24

Forum: Game Design Discussion

Topic: Give Poison Magic acid

Replies: 3

Views: 422

Re: Give Poison Magic acid

Arrhythmia wrote:That poison magic has no spells about level 6 is one of the best things about the spell school IMO.


What are your reasons for your opinion?

Friday, 4th March 2016, 22:10

Forum: Dungeon Crawling Advice

Topic: Worth leaving Chei?- +10 GDA

Replies: 22

Views: 1024

Re: Worth leaving Chei?- +10 GDA

Winning crawl isn't particularly impressive, winning the game with chei however is quite the accomplishment. I disagree. In my experience Cheibriados is one of the easier gods to win with. His abilities alone are more than sufficient to make up for the conduct, then on top of that having such an en...

Friday, 4th March 2016, 21:45

Forum: Game Design Discussion

Topic: Remove ghosts from the game (or let us disable them).

Replies: 59

Views: 5079

Re: Remove ghosts from the game (or let us disable them).

I would be pro the removal of ghosts if most of my deaths or most of my early deaths were their cause. Since they arent, i believe other player's ghosts bring a fun aspect to webtiles. According to the all-time list , player ghosts are the #7 killer in the game, and are responsible for 3.15% of dea...

Monday, 20th April 2015, 05:07

Forum: Game Design Discussion

Topic: Remove Ammo

Replies: 49

Views: 4423

Re: Remove Ammo

I don't think anyone even plays characters that mainly use throwing to deal damage, so I think you could treat javelins, tomahawks, etc. as "special" ammo without really affecting anyone too much. You could rename "bow" to "bow and arrows" or "crossbow and bolts&q...

Monday, 13th April 2015, 03:00

Forum: Dungeon Crawling Advice

Topic: Lets talk about defenses

Replies: 6

Views: 752

Re: Lets talk about defenses

As a strategic matter, it seems that heavy armor melee builds are fastest and most straightforward to win (this is reflected in high scores in recent versions). That is correct. Melee and light armor with moderate AC and high EV gives you more access to magic, which is interesting/fun, but I'm not ...

Thursday, 9th April 2015, 15:57

Forum: Game Design Discussion

Topic: Curse Ashenzari, abbility

Replies: 40

Views: 4075

Re: Curse Ashenzari, abbility

Sprucery wrote:
jejorda2 wrote:1 Dramatically reduce the number of rem curse scrolls

This would affect non-Ashenzarites pretty heavily.


Will it? I easily end up with 20+ ?rc by the time I retrieve the Orb. It's not unusual to have 30+.

Wednesday, 11th March 2015, 02:56

Forum: Game Design Discussion

Topic: Merge Assassin into Hunter

Replies: 59

Views: 6752

Re: Merge Assassin into Hunter

This thread makes me wonder: If a background started with a melee weapon of venom, would that automatically be imbalanced, even before we look at its other items and starting skills? Venom is a particularly good brand for the early game because it allows you to win virtually every single fight via ...

Tuesday, 17th February 2015, 05:49

Forum: Crazy Yiuf's Corner

Topic: Why is online so mindblisteringly slow?

Replies: 12

Views: 1243

Re: Why is online so mindblisteringly slow?

Focus so much on the lag from the server and you may be missing the most important factor: webtiles gets very slow if it stays open for a long time. The lag in the browser can become much more significant than the lag from the server. To fix this you have to keep refreshing the browser. Or, you can...

Thursday, 12th February 2015, 04:26

Forum: Crazy Yiuf's Corner

Topic: Why is online so mindblisteringly slow?

Replies: 12

Views: 1243

Re: Why is online so mindblisteringly slow?

If I play too long the game gets bogged down; I suspect it's some sort of memory issue. Saving out and force-reloading the page makes it run silk-smooth again (temporarily).

Thursday, 12th February 2015, 03:08

Forum: Game Design Discussion

Topic: Amulet of accuracy

Replies: 7

Views: 2117

Re: Amulet of accuracy

Amulets in general are fairly weak right now IMO. I find myself hunting down "regeneration and wearing it until I need another utility amulet and swapping that in (rCorr for Slime, rMut for Abyss/Zot, Clarity as necessary). They don't have remotely the same punch as rings do.

Tuesday, 10th February 2015, 01:07

Forum: Crazy Yiuf's Corner

Topic: The Mundane Challenge

Replies: 33

Views: 2773

Re: The Mundane Challenge

So nets and blowguns are the order of the day.

Monday, 9th February 2015, 04:59

Forum: Game Design Discussion

Topic: Make Very Ugly Things more intersting

Replies: 9

Views: 815

Re: Make Very Ugly Things more intersting

duvessa wrote:Is there an actual compelling reason for very ugly things to exist? Surely 6 different regular ugly things is enough.


I wonder if VUTs as often-solitary pack leaders of UTs would make more sense than the current incarnation. They could benefit from all nearby ugly things.

Friday, 6th February 2015, 04:13

Forum: Game Design Discussion

Topic: Ogres best friend GSC

Replies: 41

Views: 2778

Re: Ogres best friend GSC

GSC is a weapon that tends to miss half the time, so I wouldn't say it is no-brainer. IMHO executioner axe vs GSC is a no-brainer for the axe. I'm not sure I follow you here. Ogres have +3 aptitude for maces, vs. -3 aptitude for axes. That's a swing of 6 which is an enormous XP difference. How does...

Friday, 6th February 2015, 03:49

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 13597

Re: Changes to make Crawl harder

I generally win Crawl in ~3 hours. For a game with permadeath, that's not really "short" at all to me. Three hours (likely much more as I'm not always absolutely attentive to Crawl when I play) is a very significant chunk of my free time. Many players take much longer than that to win. I t...
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