Search found 215 matches

Monday, 16th January 2017, 17:09

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 1135

Re: late game god

That sounds really cool, especially when you consider that it's possible to have wrath from multiple gods at once.

Monday, 16th January 2017, 17:07

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 1405

Re: Move melee damage bonus from fighting to weapon skill

If this is true, the wiki's page on Fighting is lying. "Fighting is a generic combat skill that provides small bonuses to your accuracy and damage with melee attacks (but not spells or ranged attacks)" The wiki isn't reliable From the in-game description: "Fighting skill increases yo...

Monday, 16th January 2017, 15:50

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 1442

Re: Let players fly at will without +Fly

I know gameplay trumps flavor, and this is a legitimate issue, but something about the proposed solutions just rubs me the wrong way. Like, it would harm the diversity between species. Players getting stuck should try to be prevented, but can we try a less drastic solution first, like maybe increasi...

Monday, 16th January 2017, 08:30

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 1135

Re: late game god

My complaint with the passive abilities is not just about power level, especially since you said the numbers weren't final. It's more an issue that they're all bonuses that can be provided by items, and I expect gods to offer something qualitatively different. Also, this isn't necessarily a problem,...

Monday, 16th January 2017, 05:19

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 1135

Re: late game god

While the idea of a god that only accepts worshipers who already worship a different god is interesting, I would never choose this particular god even if I didn't have to deal with wrath from another. The passive abilities, while nice, are not enough be worth worshiping on their own, and the 3 abili...

Sunday, 15th January 2017, 19:50

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 1412

Re: Bioengineering God

I've updated the proposal. Good feedback so far; please keep it coming. In my example, I deliberately avoided some good mutations that players have developed an aversion to (particularly body-slot mutations), but in practice I imagine players would welcome those if they had the option to turn them o...

Sunday, 15th January 2017, 00:50

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 1412

Re: Bioengineering God

Well, this god is not intended to front-load power to the degree that Oka and Trog do, but it only takes a little piety to fish out some mutations in the beginning, so it's not like there's no early benefit at all. Access to the different mutation potions and mutagenic meat can speed up progress eve...

Saturday, 14th January 2017, 22:37

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 1412

Re: Bioengineering God

"No set"? You're saying even... Str +4, Int +4, Dex +4, HP +30%, MP + 30%, AC +7 rF+++, rC+++, rElec, rPois, rCorr, MR +90 Clarity, SInv, Passive Mapping Movement Delay -4, Stealth +120, at-will Blink Carnivore, Regen+++ ... wouldn't be good enough in your opinion? Because I've tried that,...

Saturday, 14th January 2017, 21:40

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 1412

Bioengineering God

Mutations can be interesting, fun, powerful, and cool, but because they're so completely random, many players choose to ignore them entirely, settling for less interesting gameplay in the name of safety. This god is an attempt to encourage players to have fun with mutations by rewarding experimentat...

Saturday, 14th January 2017, 19:25

Forum: Game Design Discussion

Topic: FR: Remove chunks, and (optionally) lengthen hunger clock

Replies: 6

Views: 703

Re: FR: Remove chunks, and (optionally) lengthen hunger cloc

I actually like managing chunks. It does change the way I play, at times discouraging me from using certain spells and abilities, at times encouraging me to give up on trying to down a difficult unique or ghost sooner than I otherwise would, which makes those decisions a bit more interesting. The di...

Saturday, 14th January 2017, 18:33

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 1405

Re: Move melee damage bonus from fighting to weapon skill

Linear delay scaling has been tried and no one was happy with the results. It's remarkably difficult to come up with damage formula changes that are clear improvements over status quo. This makes sense, considering the entire game is balanced around the current formulas. If all the monsters were to...

Friday, 13th January 2017, 01:10

Forum: Game Design Discussion

Topic: Please don't make Pan/Hell either/or

Replies: 23

Views: 2501

Re: Please don't make Pan/Hell either/or

My only problem with extended being tedious is that there's no upper bound on how many Pan levels you have to grind through before you clear out all of its runes. If I have good luck, there's no problem, but if I have bad luck, it can feel like trying to farm some stupidly rare drop in a Final Fanta...

Thursday, 12th January 2017, 18:32

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 1405

Re: Move melee damage bonus from fighting to weapon skill

1. Fighting helps ranged weapons as much as it does melee ones. If this is true, the wiki's page on Fighting is lying. "Fighting is a generic combat skill that provides small bonuses to your accuracy and damage with melee attacks (but not spells or ranged attacks)" 2. There is no effectiv...

Thursday, 12th January 2017, 15:17

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 1405

Re: Move melee damage bonus from fighting to weapon skill

According to the wiki , weapon skills already contribute more to both accuracy and damage than the Fighting skill, meaning that there's always value it training it past a weapon's mindelay. In a way, the Fighting skill is also kind of gimped, in that it only benefits melee attacks. Ranged attackers...

Thursday, 12th January 2017, 03:23

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 2142

Re: Complete mutation revamp: a plea for 0.2X

In other words, for the vast majority of characters, there are no ways to effectively defend against malmutate. Granted, given that Amulets of Resist Mutation have been removed, it's also clear the the devs don't want the defense against malmutate to be as simple as an item swap. Though with the tr...

Wednesday, 11th January 2017, 22:18

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 2142

Re: Complete mutation revamp: a plea for 0.2X

1) In terms of improving clarity, a good place to start would be to add descriptions accessible from the 'A' screen. 2) Maybe mutations with both advantages and drawbacks should have a separate category than "good" or "bad". That said, some of the good mutations are quite potent,...

Wednesday, 11th January 2017, 14:42

Forum: Game Design Discussion

Topic: Combine !HW and !mut

Replies: 6

Views: 671

Re: Combine !HW and !mut

So, I've seen a number of posts recently proposing to combine 2 consumables that have nothing to do with each other which, from my point of view, would only serve to make item management more awkward. If there are people that actually want this, why not make a god that randomly pairs one consumable ...

Wednesday, 11th January 2017, 05:46

Forum: Crazy Yiuf's Corner

Topic: Cauterizing Ignite

Replies: 3

Views: 636

Cauterizing Ignite

Ignite Blood should cauterize severed hydra heads.

Friday, 6th January 2017, 19:59

Forum: Game Design Discussion

Topic: Why is extended still a thing?

Replies: 13

Views: 1475

Re: Why is extended still a thing?

I'm saying there are occasions when an extra level or two in a defensive skill would have been enough to save a character, not that players can accurately identify those occasions. But, the reason we can't identify those occasions is not because of Crawl's randomness... it's because, unlike some oth...

Friday, 6th January 2017, 16:37

Forum: Game Design Discussion

Topic: Why is extended still a thing?

Replies: 13

Views: 1475

Re: Why is extended still a thing?

Aptitudes stop mattering if a player spends sufficiently long grinding in extended, but they can make the difference in whether or not a player can survive long enough to do that. Some players think aptitudes don't matter because they've become skilled enough to usually win even with bad aptitudes, ...

Thursday, 5th January 2017, 17:47

Forum: Crazy Yiuf's Corner

Topic: Unrandarts and stupid memes - Enemies of progress

Replies: 25

Views: 2866

Re: Unrandarts and stupid memes - Enemies of progress

For great fun, use Wizard mode to create artifacts. Just don't be surprised if doing so makes the game less challenging.

Thursday, 5th January 2017, 17:42

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 1039

Re: Make divine protection non-exploitable

Still, the fact that you can be killed while under the effects of Divine Protection, even at high piety levels, is enough to make relying on it to keep you alive while fighting a risky proposition at best. Attempting to exploit this feature seems suicidal, so in my mind, it's not broken.

Thursday, 5th January 2017, 09:19

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 1727

Re: Assassin's Cowl (unrandart)

I don't know of an spell that can generate massive amounts of noise at great distances in recent versions. The closest I can think of is Fulminant Prism, which due to its delay could be used in conjunction with a few Controlled Blinks to get some distance from the explosion before it goes off, but t...

Thursday, 5th January 2017, 05:38

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 1727

Re: Assassin's Cowl (unrandart)

As I understand it, the game client displays "noise" as the louder of the two values, so I imagine that spells with no spell noise would appear as "Silent" in the spell list and spell descriptions. The client already has the ability to update spell descriptions to account for Veh...

Thursday, 5th January 2017, 03:23

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 1727

Re: Assassin's Cowl (unrandart)

I'm not attached to the name or the AC modifier. Actually, I prefer both "Silent Cowl" and "Demonskin Cowl" to "Assassin's Cowl". The main point of this artifact is to be able to cast spells without making noise. Many spells, including most summoning and several hexes (...

Thursday, 5th January 2017, 02:45

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 1039

Re: Make divine protection non-exploitable

Yeah, my current understanding is the chance of the protection status effect actually cancelling damage is proportional to your piety, and each time it actually cancels damage, you lose a good chunk of piety, so after the first cancel, you could be killed by a lucky hit. In my test, I died with ****...

Wednesday, 4th January 2017, 16:32

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 1727

Assassin's Cowl (unrandart)

My Metamagic God proposal didn't generate as much excitement as I'd hoped, and I suspect that part of the reason is that most of the features resemble existing items (ring of wizardry, staff of energy, robe of archmagi), but the ability to eliminate casting noise seems like it would enable interesti...

Wednesday, 4th January 2017, 09:02

Forum: Game Design Discussion

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

Replies: 81

Views: 15727

Re: Weapon-less Ieoh Jian Council, a radical change.

Overall, I think this is a healthy direction to take the concept, but I think tying the slow effect to lunge like this is going to be a problem. In the success case, you lunge at a monster, slowing it, then follow up with whirlwind attacks for extra damage and paralysis. But, in the failure case, yo...

Tuesday, 3rd January 2017, 21:49

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 1039

Re: Make divine protection non-exploitable

I just tested it by creating a character in 0.19.0, turning on Wizard mode, granting worship of El, granting max piety, activating Divine Protection, creating a hydra zombie, and meleeing it (entire process took less than a minute). I was able to fight it while protected, and I was killed by it whil...

Saturday, 24th December 2016, 23:51

Forum: Game Design Discussion

Topic: Feedback on changes to Sandblast

Replies: 17

Views: 1305

Re: Feedback on changes to Sandblast

I really dislike the idea of losing access to the spell entirely if the supply of stones runs out. If it has to be locked into a single power level, I'd prefer it never use stones. But, I'd much rather Sandblast check the quiver for stones (or large rocks! :twisted:), which would solve the problems ...

Thursday, 22nd December 2016, 18:32

Forum: Game Design Discussion

Topic: Vp needs rework

Replies: 20

Views: 1960

Re: Vp needs rework

What if vampires had an ability to convert nutrition into a potion of blood (maybe at the cost of 1 HP from the self-inflicted wound)? Players would still need to collect blood if they wanted to stay Alive, but no longer would there be an incentive to stand around waiting for nutrition to timeout wh...

Tuesday, 20th December 2016, 01:28

Forum: Game Design Discussion

Topic: Remove or rework demonspawn monstrous mutations

Replies: 15

Views: 1885

Re: Remove or rework demonspawn monstrous mutations

They can also trigger on riposte strikes. >:D

Wednesday, 14th December 2016, 19:33

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

You want boons to be situational, and also for players to be able to trust them (ie build around them). Seems contradictory. It's not. I don't book a flight to get to the grocery store, but when I'm travelling a long distance, I trust that the plane isn't going to suddenly stop working midair. The ...

Sunday, 11th December 2016, 13:45

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

That's even worse. Players wouldn't be able to trust their boons at all.

Friday, 9th December 2016, 17:29

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

To an extent, I think you're right. I do anticipate situations where characters will want different boons for different spells (success or hunger for high-level or off-school spells, power or MP for spells that have been brought down to 1"%, etc.) or against different enemies (an enchanter woul...

Thursday, 8th December 2016, 18:23

Forum: Game Design Discussion

Topic: Give the player a message when death is imminent

Replies: 8

Views: 1358

Re: Give the player a message when death is imminent

The first time you encounter any monster, you should immediately stop and examine it.

Wednesday, 7th December 2016, 17:15

Forum: Game Design Discussion

Topic: Proposal: Sif Muna's Library

Replies: 28

Views: 1881

Re: Proposal: Sif Muna's Library

What about this? * Reading (or picking up) a book places all spells it contains into a spell inventory, possibly flavored as the player's own spellbook. * Accessing the spell memorization screen displays a menu of schools with spells available to memorize, and an "all" option. * Upon selec...

Wednesday, 7th December 2016, 01:24

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 1719

Re: Mark scrolls of noise as harmful or remove them outright

True, but that generally takes longer (in game time), especially because you're not guaranteed to encounter them in a single autoexplore sweep. Which brings up a second use for scrolls of noise: if you get hungry while travelling between levels, you can read one in the hopes of attracting food (thou...

Tuesday, 6th December 2016, 20:48

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 1719

Re: Mark scrolls of noise as harmful or remove them outright

I'm a completionist. Even if I don't kill a unique when I first notice them, I'll always go back and hunt them later, if possible. Besides, sometimes it's worth killing them ASAP to take their stuff and/or get the experience boost.

Tuesday, 6th December 2016, 19:28

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 1719

Re: Mark scrolls of noise as harmful or remove them outright

It's more effective than shouting at attracting uniques on empty floors. Sometimes tracking them down can be a pain.

Tuesday, 6th December 2016, 18:23

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

It can take quite a lot of skill in Spellcasting (or a staff of energy) to reduce spell hunger to 0 on mid-to-high-level spells, to the point where I've sometimes had to budget the usage of spells when I first learn them in order to not burn through permafood (or more rarely starve mid-fight). It ma...

Tuesday, 6th December 2016, 16:08

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

Erm, no... I think if you read a bit more carefully you'll notice that you can only have 1 boon active at a time.... Also, +100% spellpower is perhaps not as strong as you imagine, considering the demonspawn mutation "Augmentation" gives +120% at rank 3 and full HP.

Tuesday, 6th December 2016, 14:35

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 1947

Re: Metamagic God

It seems to me that * Clear: Difficulty -50% (applied before skills/INT/armour/shield, e.g. a level 9 spell would be reduced from 390 to 195 at max piety) is strong enough to basically make all the other choices this god provides basically moot. Usually, in my experience in Crawl, you train just en...

Tuesday, 6th December 2016, 11:16

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 1130

Re: Constrict-dancing Octopodes

Yeah, I once tried to constrict 8 monsters as an octopode, and only managed 6. A big part of the difficulty is that constrict damage keeps ramping up over time, so before you can grab the 7th, the 1st dies. That's why maintaining constriction is more valuable than it might first appear.

Tuesday, 6th December 2016, 01:00

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 1130

Re: Constrict-dancing Octopodes

What are you talking about?

Monday, 5th December 2016, 17:17

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 1130

Re: Constrict-dancing Octopodes

I mean... I guess that's an option, but it seems like a missed opportunity for a strategic choice....

Saturday, 3rd December 2016, 22:34

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 1130

Constrict-dancing Octopodes

Octopodes use 2 tentacles per "hand" and 4 for movement. When not moving, they can constrict 4, 6, or 8 adjacent enemies depending on how many tentacles are being used to wield a weapon/shield. But, if an octopode has enough free tentacles to constrict 6 or 8 enemies, and only needs to use...
PreviousNext

Return to advanced search

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