Search found 215 matches

Monday, 14th January 2019, 18:35

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 3954

Re: Make trog and oka stop showering you with needles

Now that I think about it more, it would be bad to restrict dart gifts to players carrying a blowgun, as it could create an incentive to stash blowguns to avoid spending piety on needles. Restricting them to games where a blowgun has been generated (in the player's initial inventory, a monster's inv...

Monday, 14th January 2019, 05:27

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 3954

Re: Make trog and oka stop showering you with needles

At least if you don't have a blowgun in inventory and/or haven't trained the skill at all, needles aren't the most immediately useful gifts you could hope for, and shouldn't be gifted if these gods are supposed to care about whether or not their gifts are helpful until it looks like the player might...

Monday, 14th January 2019, 01:57

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 958

Re: Confusing Touch is too strong

That's a nice change, but even so, there are plenty of situations where Confuse is stronger than Confusing Touch. Not only does Confuse allow a player to disable ranged threats from a distance (and without the chance of the enemy randomly performing a melee attack against the player), but it also is...

Sunday, 13th January 2019, 17:28

Forum: Game Design Discussion

Topic: Confusing Touch is too strong

Replies: 8

Views: 958

Re: Confusing Touch is too strong

That's not accurate. Sure, spell power doesn't affect confusion chance for Confusing Touch, but it won't work on enemies that can successfully evade your Unarmed Combat attacks or that have very high HD. So, basically, instead of the primary and secondary skills being Enchantments and Spellcasting, ...

Saturday, 12th January 2019, 16:15

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 3254

Re: Sif Muna Rework

There are lots of ways to use Divine Energy effectively, and often using it well isn't difficult at all and doesn't require resorting to melee. I don't really recommend jumping from one fight to the next without resting MP, though. You could get some marginally more efficient piety growth, but not e...

Friday, 11th January 2019, 18:06

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 872

Re: Armour/Dodging/Shields breakpoints

Eliminating the breakpoints on AC/EV/SH would be good, particularly considering it can take multiple skill levels to increase these stats by 1 point. Spell memorization breakpoints can be ignored, because 1 level always equals 0.5 Spellcasting, which is super easy to manage. Breakpoints for specific...

Friday, 11th January 2019, 10:59

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 872

Re: Armour/Dodging/Shields breakpoints

I agree that adding those messages would be useful, but knowing how many skill levels are required to improve a defense is important to consider when deciding whether training that skill is a good investment at the time. By the time the message appears, you'd already have committed to the investment...

Friday, 11th January 2019, 05:09

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 872

Re: Armour/Dodging/Shields breakpoints

I just meant the next increase, so if your EV was 14, it would offer to set the breakpoint that would get you to 15.

Friday, 11th January 2019, 00:51

Forum: Game Design Discussion

Topic: Armour/Dodging/Shields breakpoints

Replies: 8

Views: 872

Armour/Dodging/Shields breakpoints

I really like the convenience of being able to check a weapon's description and set your training target to the mindelay breakpoint. Wouldn't it be nice if we could do something similar with Armour/Dodging/Shields breakpoints, like, "with current stats and equipment, you will reach X EV at skil...

Friday, 11th January 2019, 00:42

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 3254

Re: Sif Muna Rework

Several backgrounds start with good escape or fight-ending spells, and Wizards start with a few. If you're choosing to worship Sif Muna, there's a decent chance you picked one of those backgrounds. Even if you didn't, you can usually still use Divine Energy to bring a drawn-out fight to conclusion m...

Wednesday, 9th January 2019, 17:16

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 3254

Re: Sif Muna Rework

Tumalu wrote:With book gifts draining your piety ...


I'm pretty sure receiving gifts doesn't actually take piety away, it just sets a certain amount of piety that needs to be gained before you receive another gift.

Wednesday, 9th January 2019, 16:58

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 3254

Re: Sif Muna Rework

Replacing book gifts with the ability to memorize unknown spells ("Sif Muna grants you access to her spell library.") seems like a huge quality of life improvement in some ways, but also would massively hurt Sif's replay value, as you'd be able to select the same exact spells each game, an...

Wednesday, 9th January 2019, 00:02

Forum: Game Design Discussion

Topic: Make rings of fire/ice improve their respective brands

Replies: 6

Views: 753

Re: Make rings of fire/ice improve their respective brands

As much as I'm always interested in boosts to spell power, it's always bothered me that they're available in ring form for Fire Magic and Ice Magic, but not for other schools. Also, it's weirdly inconsistent that every elemental resistance is available in ring form except electricity. So, why not re...

Friday, 4th January 2019, 20:33

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

Spawning enemies that require a certain amount of items to defeat is healthy, but the question is what exactly is "a certain amount"? I don't have a precise answer to that question, but I'm willing to venture that it falls somewhere below "more than everything the character is likely ...

Friday, 4th January 2019, 05:15

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

To attempt that, I would need to know how to view online deaths in a comprehensible and detailed enough manner to be able to assess what options were available to the players in their final turns, and how to filter out all such deaths that were not caused by a killer bee on D:2. Right now, I don't e...

Thursday, 3rd January 2019, 04:19

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

Well then, I'll make a mental note to learn what a ttyrec is should I ever encounter D:2 bees again.

Thursday, 3rd January 2019, 01:07

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

I should have been more clear in my initial post. I didn't mean to suggest that encountering bees on D:2 would automatically mean unavoidable death, but rather that under normal, average circumstances it would. One D:2 bee would be reasonable, but bees spawn in swarms. Expecting players to almost al...

Wednesday, 2nd January 2019, 17:12

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

If it resulted in lots of unavoidable deaths, yeah, that would be bad. As far as I know, this results in vanishingly few unavoidable deaths. Even if you do run into a D:2 bee, it's a situation where good play can make death more avoidable. A: The number of unavoidable deaths caused by D:2 bees. B: ...

Monday, 31st December 2018, 15:23

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

Orbs of Fire on Depths:1 would actually be more reasonable than Bees on Dungeon:2, because by that point you likely would have some tools on hand you could use to escape.

Thursday, 27th December 2018, 02:14

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 837

Re: Abomination player species

I actually like micromanaging my hunger state as a Vampire, except that the closer you get to Bloodless, the harder it is to lose nutrition. I guess it's not for everyone, but what challenge species is? That said, I don't want to encourage players to save monsters for later consumption (or to adopt ...

Wednesday, 26th December 2018, 23:51

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 837

Re: Abomination player species

Yes, Vampire is one of my favorite species, but the current version IMO is not as good as older versions, because the nutrition states are so lopsided. It used to be that low nutrition was good for sneaky stabbing and high nutrition was good for sustained fighting. Now, low nutrition is good for sne...

Wednesday, 26th December 2018, 22:57

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 837

Abomination player species

I propose Abomination as a challenge species with unique strategic considerations to add to Crawl's variety and replay value. Features: Cannot worship good gods, Fedhas, or Trog Cannot become berserk Inherent rank 1 evolution mutation Chance to lose a mutation instead of gaining is reduced to -1% pe...

Saturday, 22nd December 2018, 18:36

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

From my experience, the nets delay a bee by 1 turn per net, and when you consider that it takes a turn to throw a net, nets really are not a viable escape tool vs. bees.

Friday, 21st December 2018, 00:34

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

One bee would be relatively reasonable, but I think bees only generate in swarms. And yes, I'm not saying there's *never* a situation where a character can survive encountering a bee swarm on D:2, in fact if I could choose which consumables to have randomly found by that point in the game, I'm certa...

Thursday, 20th December 2018, 00:03

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Re: Generate killer bees later

You'd have to be pretty lucky to get a consumable that would save you from a bee swarm before finishing D:2, and if you stayed close enough to stairs to be able to escape the much faster than average bees, you'd likely never discover a stairwell down to D:3. Most characters do not start with nets, a...

Wednesday, 19th December 2018, 17:54

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 3361

Generate killer bees later

Most characters on D:2 won't have the tools to successfully fight or flee from a swarm of killer bees. This scenario involves no meaningful decisions and no relevance to player skill, and as such does not meet the design goals.

Wednesday, 19th December 2018, 17:12

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 9319

Re: Experimental branch: Known Traps

My folder name contains 0.23-a0-577, so I guess I should update. Thanks.

Wednesday, 19th December 2018, 02:31

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 9319

Re: Experimental branch: Known Traps

I liked the dispersal traps until I stabbed a sleeping Sonja who happened to be generated on one, meaning I couldn't collect the loot. I approve of the revealed traps idea in general, but at this point Ashenzari should really be either reworked or removed. A big part of the god's identity is providi...

Monday, 17th December 2018, 05:13

Forum: Game Design Discussion

Topic: Gorgons: A New Enemy for the Snake Pit?

Replies: 23

Views: 1615

Re: Gorgons: A New Enemy for the Snake Pit?

Not every threat needs to work against every character build, though. The whole point of having a variety of threats is so that if a character is built to negate some of them, there will still be others that are harder for it to deal with. I do agree with your point about the ranged ability giving m...

Monday, 17th December 2018, 02:21

Forum: Game Design Discussion

Topic: Gorgons: A New Enemy for the Snake Pit?

Replies: 23

Views: 1615

Re: Gorgons: A New Enemy for the Snake Pit?

It's more that I just think gaze attacks aren't very interesting, and between that and how the existing petrification attacks are ranged, *if* a new one were to be added, melee would make for better variety. Btw, if melee status effects are almost never good because they're too easy to avoid, does t...

Sunday, 16th December 2018, 05:00

Forum: Game Design Discussion

Topic: Gorgons: A New Enemy for the Snake Pit?

Replies: 23

Views: 1615

Re: Gorgons: A New Enemy for the Snake Pit?

if Snake should get a new petrifying monster, especially a fast one, I'd rather see a petrifying bite that bypasses magic resistance than another petrifying gaze that you render harmless with magic resistance.

Sunday, 16th December 2018, 04:50

Forum: Game Design Discussion

Topic: Power spiral

Replies: 23

Views: 2637

Re: Power spiral

I don't think portal vaults even need timers, really; there's still the fact that they close when you leave in order to pressure players into deciding how much of it they're willing to risk trying to clear. Also, the strategic decision about when a character should risk entering one is more interest...

Thursday, 13th December 2018, 16:40

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

It's true in theory, but not so much in practice... particularly when you consider that not every background even starts with spells. The degree to which Spellcraft is trained can have a huge impact on the hunger costs of spells, and investing skill xp into magic schools instead of Spellcraft can ge...

Sunday, 9th December 2018, 20:45

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 6577

Re: Revised^n Report on the god Nemelex

One change I would still make is to greatly increase the number of destruction cards compared to summoning/escape - by their nature, a single destruction card does less than a single summoning/escape card. Currently the weights are 5:4:2 destruction:summoning:escape, which is 46%:36%:18%. I think i...

Tuesday, 4th December 2018, 14:25

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

I like CBoE in theory, but I never end up using it in practice. The idea of gambling on MP recovery is appealing, especially when average results become more favorable with increased skill investment, but the confusion and INT damage are much bigger deterrents now that amulets of clarity and rings o...

Monday, 3rd December 2018, 20:28

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

+1 to duvessa's advice, and I'll add that I make a point to chop up at least one corpse at the end of every fight that leaves one, regardless of my nutrition level, and that I generally don't eat a ration until I'm at least nearly starving, if not starving, now that it only takes 1 turn to eat a rat...

Monday, 3rd December 2018, 17:02

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

Using Necromutation to circumvent spell hunger strikes me as highly inadvisable. If you can't find or acquire a staff of energy, +INT gear and Spellcasting (which any magic user that cares enough about MP to consider using a CBoE should want to train anyway for the increases to max MP and global spe...

Sunday, 2nd December 2018, 06:06

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

But with ripostes, the frequency of procs scales with the number of melee attackers. Using faster weapons can't replicate that scaling, and moreover, choosing a weapon that you can swing faster often involves sacrificing damage done per hit (and, consequently, in some cases, the chance of proc'ing a...

Sunday, 2nd December 2018, 05:24

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

Okay, it appears I did misremember one point... apparently the chance to trigger a riposte is not tied to the Long Blades skill (though, of course, the chance of actually connecting with a riposte swing is). Maybe more people would appreciate the riposte mechanic if the proc chance scaled with long ...

Sunday, 2nd December 2018, 04:08

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

That idea never occurred to me, but when I requested permission to be able to edit the wiki, I never got a reply, so thoughts of contributing to the wiki haven't exactly been on my mental radar.

Sunday, 2nd December 2018, 03:09

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

I don't know why anyone would think they can add 10 EV and start dishing out mad riposte damage, but if people actually think that, then that's all the more reason to put the actual chance a monster has to hit you in the log. Again, if you're relying solely on Dodging, you're going to have a bad tim...

Saturday, 1st December 2018, 21:04

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

I seldom even find long blades near the dungeon entrance, but if one of my spellcasters did find one and wasn't worried about it being cursed, I would probably equip it until I found something better. In the early game, unskilled melee attacks aren't even worthless (at least, not against everything ...

Saturday, 1st December 2018, 19:57

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 1248

Re: Merge Long and Short Blades

Short blades are already OP when used correctly; giving short blade stabbing bonuses to long blades would just be overkill. Building characters around riposte is not a newb trap; the first character that I actually bothered to win the game with was a riposte-oriented skald. Ripostes aren't limited t...

Saturday, 1st December 2018, 06:49

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

As someone who has also had an autoexplore-into-paralysis death, I agree that they're rare, but I think part of that rarity comes from players generally prioritizing AC over EV/SH, which is at least in part motivated by the desire to survive paralysis. Funneling players into a single strategy hurts ...

Saturday, 1st December 2018, 04:21

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

I consider the CBoE + lichform to be a very niche example of a more widespread problem, which is that instant total loss of player control is entirely non-interactive, and an exceptionally unsatisfying way for a run to end. In fact, I'd say that the CBoE + lichform is probably the most excusable exa...

Saturday, 1st December 2018, 02:38

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 2923

Re: Necromutation, Curing & Confusion

Wands of healing wouldn't help you if you get confused in lichform, as you can't zap while confused. The removal of amulets of clarity is what really hurt, but lichform characters at least have an option for prevention that mummies don't... they can play mutation roulette in hopes of getting the Cla...

Tuesday, 27th November 2018, 06:25

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 3250

Re: Change manuals for gnolls

To which the correct answer is almost always "no", because if the skill is worth having, it's worth training even without a manual.

Monday, 26th November 2018, 18:02

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 3250

Re: Change manuals for gnolls

Option 4: Remove manuals from the game entirely. If you're training a skill, you carry the manual... if not, you don't. This is a complete no-brainer decision. At best you could argue that in the rare case where a desirable manual is generated in a shop, the player has to make a decision about when ...

Friday, 9th November 2018, 19:34

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 4607

Re: Remove Translocations

That reminds me of a post I saw here a while back but can't seem to find now. Basically, someone tried playing a game making excessive use of exclusions to minimize the number of unique tiles stepped on as a trap avoidance strategy and after winning reported the strategy to be effective but painfull...

Friday, 9th November 2018, 14:33

Forum: Game Design Discussion

Topic: Allie command Stand here.

Replies: 9

Views: 1153

Re: Allie command Stand here.

If you ordered the allies to stand next to a single-space door, and the allies don't move to make room for each other to get closer, then a single command would get them to line up next to the door properly, but what about a 2-space door? Whichever space you picked, an ally would move from the oppos...
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