Search found 2166 matches

bel

Saturday, 28th December 2019, 15:32

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

Sidestepping the question of whether the game is too hard or easy: Arguments of the form "this change will make the game too hard" can easily be dealt with by simply buffing the players. For instance, If it is determined that caster types are too weak after some change, one can give starti...

bel

Wednesday, 25th December 2019, 07:58

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

Whoever recommended Slay the Spire, thanks.

bel

Tuesday, 17th December 2019, 14:14

Forum: Crazy Yiuf's Corner

Topic: Seed reccomendations?

Replies: 7

Views: 9810

Re: Seed reccomendations?

You can access the morgue files directly.

Sequell doesn't track seeded games. Although there was some talk of adding that functionality (in a separate category, of course).

bel

Tuesday, 17th December 2019, 11:07

Forum: Crazy Yiuf's Corner

Topic: Seed reccomendations?

Replies: 7

Views: 9810

Re: Seed reccomendations?

Seeded games can be played online as well. On some servers like CPO, there's an option in the menu. On other servers, you can enter a custom seed by using your rcfile.

bel

Tuesday, 17th December 2019, 10:54

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

I doubt anyone knows anymore what this thread is about. I would say random pointless sniping, but that would be too accurate.

Usually when threads get this way, I suggest that people realize that there's no referee on this forum, so just declare victory and go home.

bel

Tuesday, 17th December 2019, 03:30

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

FWIW, the idea of "going downstairs and you see you're screwed, so you go back up again", is addressed in my "upstairs pass" proposa l. The idea in the proposal is simple: make taking upstairs not free, but provide limited "outs". So you can't stair dance indefinitely, ...

bel

Saturday, 14th December 2019, 22:04

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP:15 Rune DEFE Mk957

Replies: 78

Views: 22739

Re: CIP: DEFE Mk957

I think in this case it would be fine to use Gong.

Potion of lignification is quite useful in Tomb. Carry some. You don't seem to have learned enough Tmut for Necromutation: that is another useful (but not required) spell.

bel

Friday, 13th December 2019, 08:02

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 5209

Re: 'Agony' and 'dispel undead' range 1 - bug or feature?

Several spells have changed in trunk. See this thread and this document. The latter might be out-of-date, not sure.

bel

Thursday, 12th December 2019, 02:05

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49891

Re: Positional Attack Magic Implementation [Now Playable]

I wouldn't say "half as useful", but I get your point that Foxfire is indeed less useful even in a corner.

However, I feel that DEFE is completely fine as a recommended background. I didn't have any problems with it when I tried it. I don't know about HOFE.

bel

Thursday, 12th December 2019, 00:12

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5189

Re: anti-luring feature: statues

I don't understand the comment above. Statues don't move.

bel

Wednesday, 11th December 2019, 23:37

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49891

Re: Positional Attack Magic Implementation [Now Playable]

Foxfire is only less useful in the middle of a corridor. If you're in a corner and the monster is still some distance from you, it works fine, because there are two free squares adjacent to you where they can spawn and path to the enemy. Besides, hobgoblins are speed-10, so it's usually always possi...

bel

Wednesday, 11th December 2019, 23:21

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

If you're talking about proposal 2 (or the Brogue mechanism), then in your case, Azrael will not follow you all the way to level 1. A single teleport will get rid of him, most likely. You can also jump down a shaft. In Brogue, you can jump down a hole and non-flying enemies will not follow you. Goin...

bel

Wednesday, 11th December 2019, 23:14

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

Well, the OP said that the question "should stair dancing be nerfed?" is not within the scope of this thread. If you want to create another thread, I'll gladly respond to about your argument, which I feel is flawed in many ways.

bel

Wednesday, 11th December 2019, 22:41

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5189

Re: anti-luring feature: statues

It might be useful to define more precisely what is meant by "luring", because people may have different definitions. I think a reasonable definition is: "retreating to a cleared (and thus safer) area so that you can fight monsters there, and thus control the situation better". T...

bel

Wednesday, 11th December 2019, 22:23

Forum: YASD! YAVP! and characters in progress too

Topic: CIP:OpFi Oka

Replies: 87

Views: 60920

Re: CIP:OpFi Oka

Unarmed combat without forms sucks for damage. You haven't trained too much UC anyway, so it wouldn't be a big waste if you started training a weapon now. But maybe you want to stick with UC because that's how you want to play. The following advice is meant if this is the case. You might as well get...

bel

Wednesday, 11th December 2019, 21:54

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

Yes, Brogue has that mechanism. It works like this: if a monster has "hunting" status and is N distance away from you when you take stairs, then the monster appears on your floor after N turns (assuming it's normal speed).

(Brogue stairs are instantaneous, btw.)

bel

Wednesday, 11th December 2019, 05:29

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24086

Re: Update stair logic (nerf stair dancing)

First, a correction: Brogue doesn't pull enemies upstairs based on LoS, but based on "hunting" status -- similar to how monsters remember you in DCSS even if you break LoS. I'll stay within the context of this thread and not talk about removing upstairs. I have proposed before that upstair...

bel

Friday, 6th December 2019, 09:30

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

Agency --> player's outcome is consistently determined by player's choices. Let us unpack this statement. First, "determined" is a strong condition. Crawl has a lot of RNG-influenced stuff, so it's hard to have deterministic outcomes. The game has inherent variance. Instead, a better form...

bel

Wednesday, 4th December 2019, 22:43

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

Traps should be relatively "dangerous" because the player has a lot of resources and if you don't increase the danger by a significant amount, you're not increasing the variance by a meaningful amount. Certain types of variance can feel un-fun or unfair because the player doesn't have mea...

bel

Wednesday, 4th December 2019, 20:39

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

I really like shafts, think they make the game far more interesting, and would like to see more of 'em. Fundamentally, what do shafts do to "make the game more interesting" that you couldn't do by intentionally moving into bad situations? People say what you say about shafts fairly often,...

bel

Tuesday, 3rd December 2019, 13:22

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 12732

Re: Fedhas rework

The ballistomycete ability seems pretty good (read: OP). It's like having an limitless supply of passive ball lightnings. And it confuses enemies as well. And you can place the ballistomycete to block line of fire as well. Crowds are no problem at all with one or two of these around. Not as broken a...

bel

Monday, 2nd December 2019, 13:02

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

"Unavoidable deaths" is kind of irrelevant, because almost no death in Crawl is strictly "unavoidable". However, we can tweak the idea to "difficulty level", or "chance of dying" to make the idea relevant. I think the reason why shafts feel bad is the followi...

bel

Monday, 2nd December 2019, 09:31

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

It seems to me that you have no positive vision of the game beyond what it already is. You might be sad if .24 were the last stable release, but only because that is a change in the way things are in crawl, not because you have any real hope of things moving in interesting new directions. As for th...

bel

Monday, 2nd December 2019, 09:22

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

nvm. I don't know what's going on in those Sequell queries. I just hope the discovery that those figures are apparently wrong is not buried beneath the usual tide of tealizard guff. I've had an interesting conversation with ebering where it turns out the Sequellese in the earlier thread...

bel

Saturday, 30th November 2019, 16:05

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

nvm. I don't know what's going on in those Sequell queries.

bel

Saturday, 30th November 2019, 09:57

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

Why do most people complaining about shafts claim they've started disliking shafts specifically after those were made exploration-based? Because shafts became 500% more common, that's why. Is that number true? According to posts in the thread I linked above, the number of shafts over a won game has...

bel

Saturday, 30th November 2019, 09:40

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

"Unavoidable deaths" is kind of irrelevant, because almost no death in Crawl is strictly "unavoidable". However, we can tweak the idea to "difficulty level", or "chance of dying" to make the idea relevant. I think the reason why shafts feel bad is the followin...

bel

Thursday, 28th November 2019, 22:47

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: FoFi of Okawaru (4 runes)

Replies: 17

Views: 5196

Re: CIP: FoFi of Okawaru (2 runes)

Btw, you do not need to switch gods for extended. Often, switching gods can get you killed. Okawaru wrath can drop multiple titans on you, so without access to teleport his wrath can be non-trivial even if you're reasonably powerful. Okawaru is a completely fine god for extended. If you want to bran...

bel

Thursday, 28th November 2019, 16:12

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36951

Re: Poll: What do you think about shaft effects?

The reasoning is somewhat unclear. Are you talking about shafts in general, or just the new exploration-based system? All the new system does (in principle) is to have shafts depend on exploration instead of having an actual shaft trap tile on the floor. The trap rate was toned down from when it was...

bel

Tuesday, 26th November 2019, 07:17

Forum: Game Design Discussion

Topic: Ally commands

Replies: 18

Views: 5384

Re: Ally commands

If you shoot or cast spells at an enemy your allies will almost always move to block you from further doing so, and there appears to be no command to prevent this. This is indeed really annoying behaviour. Allies are sometimes useful as shields, and thus this behaviour can make sense. In other case...

bel

Monday, 25th November 2019, 13:45

Forum: Game Design Discussion

Topic: Better DD

Replies: 18

Views: 6676

Re: Better DD

I haven't found time to work on this more. That said, the latest healing function is quite serviceable in practice. It is enough for a proof of concept, at least, and it can always be tweaked if needed. The branch is playable, if people want to playtest or try it out or whatever. There is some debug...

bel

Monday, 25th November 2019, 13:32

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 6236

Re: Items scattering

As mentioned, this has been proposed before. Several other games use this mechanic, including Brogue and Sil. Though it can create its own problems, like Sil destroying items if they have no place to spawn nearby. Why is every discussion on this forum derailing to some extremes in neighboring topics...

bel

Monday, 25th November 2019, 13:20

Forum: YASD! YAVP! and characters in progress too

Topic: Yet another shaft death ended streak of Nebukadnezar

Replies: 6

Views: 2532

Re: Yet another shaft death ended streak of Nebukadnezar

I also watched the ttyrec. As duvessa mentioned, the death was very far from unavoidable. The first and main mistake was fighting the worker ant in an unexplored area. From there, the mistakes compounded. They even had two identified scrolls of teleportation in their inventory when they died! Keep i...

bel

Monday, 25th November 2019, 13:00

Forum: Dungeon Crawling Advice

Topic: Conjure Ball Lightning

Replies: 5

Views: 3038

Re: Conjure Ball Lightning

The usual way to use conjure ball lightning is to cast it in a relatively open area once or twice against an enemy monster or group at the edge of LoS (or slightly outside), and move backwards. As for its power level, it does a huge amount of damage and few monsters have rElec, so it works against m...

bel

Wednesday, 13th November 2019, 03:06

Forum: Game Design Discussion

Topic: Visible items in deep water

Replies: 25

Views: 7988

Re: Visible items in deep water

OP seems reasonable. Items "disappearing" in deep water (but not really) is quite confusing.

There used to also be an interaction with Sunlight and deep water -- you could evaporate water to retrieve the "disappeared" items.

bel

Monday, 11th November 2019, 11:16

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: TeFe Geryon in Hell down.

Replies: 22

Views: 6178

Re: CIP: TeFe Geryon in Hell down.

Switching gods is usually a bad idea.

If you're using a robe, learn Ozocubu's Armour.

bel

Sunday, 10th November 2019, 13:47

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: TeFe Geryon in Hell down.

Replies: 22

Views: 6178

Re: CIP: TeFe. Just finished the Slime Pits

You can try Slime next. TRJ isn't hard if you have immolation and/or ignition. Haste/brilliance, then hit it once with OoD, then read immolation and fireball or ignition it. Repeat immolation if needed. Lack of MR might hurt you in Slime. Golden eyes come in swarms and can chain confuse you. You can...

bel

Friday, 8th November 2019, 08:27

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 6106

Re: Is it possible to automatically clear the character name

Control-U is also pretty odd as a 'clear this text field' shortcut, is that some kind of standard thing that I haven't come across? (it's not vim/emacs/anythingwindows/visual studio) nor do I see it in any help documentation (you'd want a hit for something esoteric like that on the menu, but that's...

bel

Tuesday, 5th November 2019, 05:34

Forum: Game Design Discussion

Topic: shops -> machines

Replies: 5

Views: 2012

Re: shops -> machines

FWIW, players in Brogue backtrack to machines all the time to replace an item to pick up an alternate one. And it doesn't have to be within-level backtracking either. I know one person who picks up the amulet (this step reduces hunger), then backtracks all the way to D:1 to optimize his build to go ...

bel

Monday, 4th November 2019, 08:13

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: OpHu ^ Oka. Throwing still strong.

Replies: 18

Views: 5806

Re: CIP: OpHu, in trouble in Snake

You probably need to read fear to survive.

bel

Monday, 4th November 2019, 03:02

Forum: Game Design Discussion

Topic: Remove Butchering, Just Drop Chunks

Replies: 6

Views: 2597

Re: Remove Butchering, Just Drop Chunks

[Of course, it's preferable to remove food altogether; but since some kind of clock is desirable] If the devs thought a food clock was necessary, the mummy & 0.24 vampire wouldn't exist. This is a larger point which is hard to discuss in this thread, but some general comments. I think that the ...

bel

Saturday, 2nd November 2019, 02:53

Forum: Game Design Discussion

Topic: Remove Butchering, Just Drop Chunks

Replies: 6

Views: 2597

Re: Remove Butchering, Just Drop Chunks

Proposal looks ok. I think some variant has been proposed before. My preferred solution would be to remove chunks/nutrition from corpses altogether. Chunks are mostly important for countering spell hunger -- this problem can be fixed by removing spell hunger . While we're on the topic, can the silly...

bel

Monday, 28th October 2019, 05:32

Forum: Game Design Discussion

Topic: Make all Vehumet spell offers permanent

Replies: 7

Views: 4449

Re: Make all Vehumet spell offers permanent

I have proposed this before. Variants of the proposal also been proposed before IIRC.

Making the spell gifts overwrite the previous gifts is BS. With other gods, you don't lose old gifts when you get new ones, so why does Vehumet work this way?

bel

Saturday, 26th October 2019, 15:34

Forum: Technical Support

Topic: Morgue files for seeded play

Replies: 2

Views: 2985

Morgue files for seeded play

I recently played a game on CPO (0.23 seeded version). Where do I find the morgue file?

bel

Wednesday, 23rd October 2019, 17:29

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7768

Re: Food suggestion

[Edit: ignore earlier comment. It's not an issue.]

OP seems fine to me. I don't see any issues.

bel

Wednesday, 23rd October 2019, 09:31

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Re: Simplify silence, and remove it as a player spell

That's pretty thin gruel.

You know all the resistances, spell sets, AC, EV, HP, MR of all the monsters without looking them up on the x-v screen? Is that a reason to remove these mechanics from the game?

bel

Tuesday, 22nd October 2019, 22:23

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Re: Simplify silence, and remove it as a player spell

I recall already having discussed this in another thread . Suffice it to say that I don't find Silence to be particularly complex or unintuitive. Everything one needs to know is available on the x-v screen. Silence has a lot of niche uses. I would much rather have an underpowered spell in the game r...

bel

Tuesday, 22nd October 2019, 09:32

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6539

Re: Simplify silence, and remove it as a player spell

I think the vast majority of cases where Silence affects something or not is shown in the "x-v" screen. Most of the "hard things to remember" can be determined by looking at the "x-v" screen. So there's not much upside to simplification, imo. The proposal itself seems t...

bel

Monday, 21st October 2019, 08:43

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6181

Re: Stash (bag of holding)

From what I gather, you want to keep thing similar to what they're now, just a bit more convenient interface-wise. The main advantage here is that you wouldn't need to backtrack across levels to get the items you need. Everyone has their own take on inventory in DCSS, so if people don't agree with y...

bel

Wednesday, 18th September 2019, 20:13

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 19803

Re: Formicids should not get swift

I don't think there's any particular reason Formicid has dig other than some vague "close to Earth" theme. Unlimited digging is a pretty bad thing to have, design-wise. As for whether Formicid should have Swift or not, whatever. Stasis no longer exists in-game except as Formicid racial pro...
PreviousNext

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.