Search found 215 matches

Friday, 9th November 2018, 05:42

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 4909

Re: Remove Translocations

The trap avoidance argument makes sense for those with enough patience to not rely on auto-explore to map levels, but even the idea of preventing an occasional trap-induced death is not enough incentive for me to manually explore. Starvation and piety decay from characters looping around levels seve...

Friday, 9th November 2018, 03:30

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 4909

Re: Remove Translocations

I just can't get behind that reasoning. I'd say it was worth it back when monsters could take items you'd seen from the ground and use them against you, but now, spending 1 MP to pick up an item a bit earlier just seems wasteful. Grabbing items from within the sight radius of some dangerous enemy I ...

Thursday, 8th November 2018, 19:05

Forum: Game Design Discussion

Topic: Sif Muna memorization

Replies: 4

Views: 638

Re: Sif Muna memorization

Sif's amnesia ability is useful for changing your selected spells before entering a new area, but does nothing to allow a player react to a situation in progress (unless spell memorization was recently adjusted to no longer be a several turn, interruptable process). FR, give Sif Muna a "cast fr...

Thursday, 8th November 2018, 18:54

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 4909

Re: Remove Translocations

The way you worded the OP makes it sound like there are only a few decent Translocation spells that should be preserved, which I disagree with. I know there are a number of Translocations spells that some players consider useless, but which spells are deemed useless vary from player to player, where...

Thursday, 8th November 2018, 18:05

Forum: Game Design Discussion

Topic: Allie command Stand here.

Replies: 9

Views: 1220

Re: Allie command Stand here.

Will allies enter travel restricted areas? If not, then excluding the doorway in question seems like a simple solution to the bottleneck micromanagement issue and might generally be useful at controlling the degree to which allies draw aggro. I'm not sure how to handle the situation of a crimson imp...

Thursday, 8th November 2018, 17:29

Forum: Game Design Discussion

Topic: Sif Muna memorization

Replies: 4

Views: 638

Sif Muna memorization

***** ability, instantly memorize a spell from the library at the cost of nutrition and piety. Sif Muna worshipers are especially likely to hit the hard caps on spell memorization, meaning that the choice of which spells to memorize for any particular location become quite important. While these dec...

Thursday, 8th November 2018, 16:46

Forum: Game Design Discussion

Topic: Change jewellery (P)UT key into (W)EAR key

Replies: 21

Views: 1766

Re: Change jewellery (P)UT key into (W)EAR key

Currently, the '%' key brings up a character information screen that allows players to interact with their equipped items (but apparently not to equip items). Why not change the binding to 'E' for Equip and rework the hotkeys on that screen to consistently refer to the equipment slot rather than the...

Thursday, 8th November 2018, 16:26

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 4909

Re: Remove Translocations

I think the only problem with the Translocations school is that it's so weak in the early game. Apportation, the only level 1 spell, is pure utility which many players will rarely, if ever, want to use. Blink requires careful positioning and use of terrain to get it from being borderline suicidal to...

Thursday, 1st November 2018, 01:59

Forum: Game Design Discussion

Topic: Suggestion: Make ID scrolls much rarer

Replies: 29

Views: 2771

Re: Suggestion: Make ID scrolls much rarer

The identify game is only interesting in early on when items like amulet of harm, potion of mutation, and other major inconveniences still lurk. By the time a character gets to Vaults:5, chances are good they're only using identify scrolls on a subset of artefacts they find, but initially there are ...

Saturday, 29th September 2018, 22:48

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 6476

Re: Kobolds are just worse deep elves

Kobolds are more suited to Artificer than Deep Elves, if nothing else... though I haven't been interested in Artificer ever since decks became Invocations-based....

Saturday, 29th September 2018, 22:09

Forum: Game Design Discussion

Topic: Jiyva altar should be guaranteed at L:6

Replies: 2

Views: 841

Re: Jiyva altar should be guaranteed at L:6

I'm pretty sure that's not the reason, as Jiyva ceases to exist if you kill TRJ, and an altar is often found right outside the Slime Pits.... It's generally more practical to collect the items you want and then switch to Jiyva once your mutations start getting out of hand, anyway. I often pick Gozag...

Saturday, 29th September 2018, 14:18

Forum: Game Design Discussion

Topic: Don't charge MP for cancelled spells

Replies: 1

Views: 497

Don't charge MP for cancelled spells

If you try to cast a dangerous spell, the game warns you and asks for confirmation... but only after taking your MP. I can't think of any good reason why the MP should be charged even if you choose not to attempt the spell cast, so I propose that the confirmation prompt should occur first, and only ...

Thursday, 19th July 2018, 19:28

Forum: Game Design Discussion

Topic: Stack Five alternative

Replies: 35

Views: 2536

Re: Stack Five alternative

Doubling your damage output is not exactly the same as being able to handle twice as many enemies at a time. Even if you can kill twice as many in the same amount of time, the 2X enemies will still be able to do more damage to you during that time than the 1X enemies would be able to. (I'm not going...

Thursday, 19th July 2018, 18:34

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

Well, I can't blame you for thinking that. Even I didn't expect it to work very well until I actually tried it.

Thursday, 19th July 2018, 14:28

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

What do you mean by "reliably and consistently"? If you mean a character that uses Leda's in every fight once it's available, I'd say that's a character that's played poorly. If you mean a character that makes effective use of Leda's in situations where it makes sense to cast, I wouldn't m...

Thursday, 19th July 2018, 03:43

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

Again, I don't advise using Leda's to kite. Sometimes Prism kiting is the superior strategy (especially against ranged threats), but there are also situations where it's advantageous to not have to kite. If you're going to be setting off loud explosions, being able to stand on a staircase and corral...

Wednesday, 18th July 2018, 22:49

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

Right, that's why I like to lay down a wall with Conjure Flame first, and mix in other forms of damage like Fulminant Prisms. The extra turns that Leda's buys are perfect for mixing in other spells. Gell's Gravitas is the same, you won't get any decent damage out of it if there's just 1 or 2 monster...

Wednesday, 18th July 2018, 18:52

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

I don't recommend using Leda's as a substitute for Swiftness. For one thing, it slows the player's speed as well, though on average to a lesser degree than it slows monsters. For another, the gradually decreasing radius means that after a while, the player will still be burdened with the speed penal...

Wednesday, 18th July 2018, 01:34

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

I should perhaps mention that my general DEWz strategy is to put all points in INT and cap Spellcasting before finishing Lair, so I was able to get full LoS range from Leda's by the time it was gifted to me, every time. Also, the school skill XP required to get the failure rate down to 1% was quite ...

Sunday, 15th July 2018, 23:55

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

I consider spamming Cause Fear to avoid monsters while hoping to find ammo from the RNG god to be comparable to getting banished to the Abyss in the early- or mid-game. It's just a question of whether you luck into salvation (ammo or the exit) before you find yourself surrounded and out of panic but...

Sunday, 15th July 2018, 07:59

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

I can respect that. There is still a risk in engaging in melee with a leopard gecko using a dagger, it's just somewhat less of a risk than going in barehanded. Personally, I consider losing a character to a melee fight on D:1 to be preferable to losing a character later on due to running out of ammo...

Sunday, 15th July 2018, 04:18

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

Okay, if a dagger deals 50% more dps on average than unarmed combat, that means that monsters will survive combat 50% longer on average with a player fighting unarmed than with a dagger, in other words they have 50% more turns to reduce the player's HP to 0 before they die. Seems plenty significant ...

Sunday, 15th July 2018, 03:21

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

If memory serves, I played a game with no remove curse or identify scroll until ~D:6 earlier this week, but I agree it's not a common occurrence. Like, for example, leopard geckos. True, the dagger only has 1 more point of base damage than unarmed combat (though that is a 33% increase, so it's not n...

Sunday, 15th July 2018, 01:29

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

If a mage wields a weapon and it turns out to be cursed -3, they're not locked out of using spells to defend themselves. An AM who does this is locked out of using their bow, and their selection of spells is designed to be used in conjunction with their bow, so they can't rely on spells alone to sur...

Sunday, 15th July 2018, 00:48

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

Killing monsters is a better outcome than driving them away. For one thing, it means you won't have to deal with them again later, and for another, it actually yields XP (and sometimes even useful items). Granted, the most important use of Cause Fear is as a panic button, but evading monsters won't ...

Saturday, 14th July 2018, 22:54

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

Wait, what? Since when does casting Cause Fear destroy consumables? Regardless, the best case scenario for Cause Fear is that it lets you fight monsters one-at-a-time, at range. In terms of preventing running dry on ammo, that at best means you avoid shooting some popcorn standing in the way of an a...

Saturday, 14th July 2018, 20:02

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Re: Arcane Marksman

I don't mean to suggest that it's impossible to win a character that starts as an Arcane Marksman without worshiping Okawaru. It's possible to start an Arcane Marksman, throw away the bow and arrows, and just melee your way through the whole game, in which case ammo resupply gifts are irrelevant. Bu...

Saturday, 14th July 2018, 19:05

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 2700

Re: remove Leda's Liquefaction

I've been quite happy to have Sif gift Leda's to quite a few of my DE wizards. It's a terrible spell for some characters (meleedudes in particular) and against some enemies (phantoms especially), but an excellent spell for/against others. Try combining it with Translocation spells like Blink, Gell's...

Saturday, 14th July 2018, 18:20

Forum: Game Design Discussion

Topic: Limit Vehumet gifts to Conjurations and elemental schools

Replies: 6

Views: 1226

Re: Limit Vehumet gifts to Conjurations and elemental school

Granted, but Sif and Oka will keep giving you gifts as long as you keep gaining piety with them, whereas Vehumet has a hard limit. I'd advocate giving a choice of spells at each offering rather than just removing Yara's, as "Which of these spells do I think I can use most effectively?" is ...

Saturday, 14th July 2018, 15:12

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 2332

Arcane Marksman

While the Arcane Marksman is a very interesting class concept, in it's current form it's arguably the least fun background to start as, for once simple reason: it's too dependent on ammo, starting with no viable means of melee combat. Even the Hunter starts with a short sword to avoid wasting ammo o...

Monday, 23rd April 2018, 14:54

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Search

Replies: 3

Views: 729

Re: Spell Library Upgrade: Search

Nice! But, there should probably be a note like "CTRL+F to search by name or school", as other UI pages list available hotkeys.

Monday, 23rd April 2018, 14:49

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Filter

Replies: 1

Views: 618

Spell Library Upgrade: Filter

As spell libraries grow larger, managing them takes more time. The Hide/Show pages help a fair amount with this, but even so, the burden adds up after a while, especially if players change their minds about which types of spells they're interested in as their circumstances change. So, I suggest addi...

Monday, 23rd April 2018, 13:48

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Search

Replies: 3

Views: 729

Spell Library Upgrade: Search

Searching for (part of) the name of a spell lists spellbooks that contain that spell, although this feature has been deprecated by the awesome spell library feature. If a spellbook has not been identified, those spellbooks will not appear in the search, and if it has been identified, the spells are ...

Thursday, 15th February 2018, 04:57

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 552

Re: Pious mutation

Oh right, I remember forlorn now that you mention it. I don't know why it was deemed a bad idea, though if I had to guess I'd say either it interfered with piety-driven mutation gain from Jiyva or that it just bothered people who got hit by Malmutate (but then, what doesn't?). I am a bit curious if ...

Thursday, 15th February 2018, 03:42

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 552

Pious mutation

The core proposal is to add a good mutation that improves the rate of piety gain like wearing an amulet of faith. Beyond that: I propose having the mutation deprecate actual amulets of faith and allow the inert amulets to be removed without penalty. I propose granting the mutation as an intrinsic to...

Friday, 12th January 2018, 21:22

Forum: Game Design Discussion

Topic: The Honest Items Initiative

Replies: 0

Views: 627

The Honest Items Initiative

Ever since the game stopped generating positive enchantments on apparently mundane weapons and armour (to prevent tedious scumming for bonuses), the inconsistency of continuing to generate negative enchantments on apparently mundane weapons and armour has bothered me. I don't see this as a balance i...

Tuesday, 18th July 2017, 19:36

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 3114

Re: Ashenzari Reform

Btw, Fedhas worshipers without fruits are not handicapped anywhere near as severely as Ashenzari worshipers without remove curse scrolls. All Fedhas worshippers really need to build piety or assert dominance over a floor are corpses; a stack of fruit just allows an extra boost of power or an alterna...

Tuesday, 18th July 2017, 03:43

Forum: Game Design Discussion

Topic: Book wielding

Replies: 5

Views: 1053

Re: Book wielding

This proposal is obviously incompatible with the complete removal of books from the game, but it notably is compatible with proposals to allow memorization of spells previously seen in a book without having the book on hand (although I would reflavor "memorization" to "preparation&quo...

Monday, 17th July 2017, 13:27

Forum: Game Design Discussion

Topic: Remove rPois

Replies: 17

Views: 3342

Re: Remove rPois

Characters with rPois can, and do, still get poisoned, just at a lower rate. In practice, it just means that the number of poisonous enemies required to bring down a character increases. Poison immunity is a different story, but that's not available to most player characters.

Monday, 17th July 2017, 05:29

Forum: Game Design Discussion

Topic: Book wielding

Replies: 5

Views: 1053

Book wielding

Right now, characters specializing in one-handed weapons have no reason to not (eventually) train and wear some kind of shield. I propose that characters be able to wield a spellbook in place of a shield. This would create an alternate choice for spellcasting characters, similar to the existing choi...

Monday, 17th July 2017, 03:45

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 3114

Re: Ashenzari Reform

My personal motivation for a change like this is that I've long seen Ash's reliance on remove curse scrolls to curse equipment (but not necessarily to uncurse it) as a huge problem for Ash... especially in the early portion of games where remove curse scrolls aren't generated in the first 8-10 level...

Sunday, 16th July 2017, 22:47

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 1594

Re: Bias Ds mut gain towards gaining levels in existing face

I actually would quit a level 16 if I found out I didn't like the combination of DS mutations I would end up with, and have quit higher level characters for less on many occasions. For me, the game is less about winning or losing and more about having fun along the way... if I stop having fun, for a...

Sunday, 16th July 2017, 22:37

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 3114

Re: Ashenzari Reform

I agree with the proactive assessment, but a side effect of avoiding bad situations is that emergency resources don't need to be used as often and therefore are more likely to be available if a crisis does occur. So, I don't really see a need for additional escape mechanics. --- The way I read the O...

Sunday, 16th July 2017, 20:53

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 3114

Re: Ashenzari Reform

I have; multiple times. Ashenzari can be a fine choice for sneak/caster Draconians. True, it takes 3 pieces of auxiliary armour to achieve partially bound and 4 for fully, but Wizards and Gladiators start with a hat, which solves their partially restricted equipment slot. The skill bonuses from armo...

Sunday, 16th July 2017, 18:08

Forum: Dungeon Crawling Advice

Topic: Lernean hydra vault too difficult

Replies: 14

Views: 2282

Re: Lernean hydra vault too difficult

There's nothing about it that can't be managed with the right equipment. Granted, some characters have fewer options than others, and it can take a while to find the needed equipment, but there's nothing forcing players to tackle Swamp first. Btw, in my experience, the easiest rune branch varies fro...

Sunday, 16th July 2017, 18:00

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 3114

Re: Ashenzari Reform

To the original proposal: I would suggest making binding free and available at ------, and make un-binding moderately expensive and available at *----- (maybe 30 piety or so, i.e. enough to reset piety to 0 if used immediately when acquired). So, a player could choose to bind everything immediately ...

Wednesday, 18th January 2017, 20:09

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 3688

Re: Remove, rename or rework Sword of Jihad

The sword is holy branded, which fits with the idea of being religious. What religion allows you to brand your butterknife with demon-slaying powers? Othodox Christianity does stuff like this. They bless all kinds of things, and they believe demons are real. I know of an Orthodox priest who even bl...

Wednesday, 18th January 2017, 19:13

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 3688

Re: Remove, rename or rework Sword of Jihad

1. It uses real terms from a real religion. I think it's a little bit gross. You are, of course, entitled to your opinion. However, I don't think it's a good idea for game designers to try to avoid offending people, because there will always be people who will choose to find something offensive, an...

Monday, 16th January 2017, 22:08

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 2195

Re: Complete mutation revamp: a plea for 0.2X

Yeah, teleportitis is much nastier after being tweaked to look for really dangerous places to drop you.

Monday, 16th January 2017, 22:06

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 1486

Re: Let players fly at will without +Fly

If somebody gets stuck by using their last potion of flight to get into a that they need another potion of flight to get out of, that's on them. Shafting onto an island with no stairs is a problem that's arguably not the player's fault (although, that's arguably more of a problem with the vault than...
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