Search found 246 matches

Thursday, 12th October 2017, 13:12

Forum: Game Design Discussion

Topic: Is Ru poorly designed?

Replies: 25

Views: 4402

Is Ru poorly designed?

Or is it just me? I don't mean apocalypse because that is obviously broken, but Ru specifically in context of the design of the piety tiers. Why do you get apocalypse at 5* and not 6* ? What is the point? Why would I ever take that last sacrifice, ever? Shouldn't the capstone ability be earned, at t...

Thursday, 12th October 2017, 12:11

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 17557

Re: Don't make ogre a fat human

Range is imho a more interesting mechanic than simply "more damage". There could be a special polearm that gives +2 range to large species. Something interesting would also be to give bonus attacks of opportunity to large species: if a monsters enter your threatened area, you get an autom...

Thursday, 12th October 2017, 12:01

Forum: Game Design Discussion

Topic: Make shoals not lag

Replies: 6

Views: 870

Re: Make shoals not lag

The tactical decisions occur before you get into the fight. If you are quaffing flight in a fight so you dont die, then you already made a bad decision. If anything, I would like to see a bit more variation, like a random high tide that comes in every now and then with accompanying Krakens or what h...

Thursday, 12th October 2017, 10:06

Forum: YASD! YAVP! and characters in progress too

Topic: Bug? YASD OgFE of Vehemut

Replies: 12

Views: 927

Re: Bug? YASD OgFE of Vehemut

Check it again.

Thursday, 12th October 2017, 06:36

Forum: YASD! YAVP! and characters in progress too

Topic: Bug? YASD OgFE of Vehemut

Replies: 12

Views: 927

Re: Bug? YASD OgFE of Vehemut

So they do.. edited the OP and put the right one in. Didnt realize deep trolls could petrify but I am pretty sure thats not what happened, I didnt see any messages about petrifying, but the moment I quaffed berserk I just got spammed with a huge flurry of attacks so maybe I somehow missed all the wa...

Wednesday, 11th October 2017, 22:37

Forum: YASD! YAVP! and characters in progress too

Topic: Bug? YASD OgFE of Vehemut

Replies: 12

Views: 927

Re: Bug? YASD OgFE of Vehemut

It is the only txt file in the morgue with that character's name. Like I said, I think the game glitched or something, it seemed weird when I died.

Wednesday, 11th October 2017, 22:03

Forum: YASD! YAVP! and characters in progress too

Topic: Bug? YASD OgFE of Vehemut

Replies: 12

Views: 927

Re: Bug? YASD OgFE of Vehemut

Yeah, ok I can see in this that it thinks I was in Snake for some reason, so there is definitely some kind of bug at least with the morgue file here.

Wednesday, 11th October 2017, 22:01

Forum: YASD! YAVP! and characters in progress too

Topic: Bug? YASD OgFE of Vehemut

Replies: 12

Views: 927

Bug? YASD OgFE of Vehemut

Ok well I was going along pretty ok with this guy, had to be a little careful as he ran out of MP pretty fast thanks to that Ice dragon scales, but I mean I cleared snake without any major problems and vaults so far was pretty good. Got into some trouble with a deep troll pack on V:3 I think, no cov...

Monday, 9th October 2017, 06:32

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 17557

Re: Don't make ogre a fat human

The average maces aptitude is about -0.7. -1 isn't very far below average, and giant clubs are still a no-brainer on ogres, anyway (which is why I suggested nerfing it to -2 or -3, not -1). This is preposterous to me. Giant clubs and large rocks are special weapons which are stronger than usual but...

Saturday, 7th October 2017, 13:40

Forum: Dungeon Crawling Advice

Topic: Rule of thumb- Hells or Pan?

Replies: 22

Views: 1912

Re: Rule of thumb- Hells or Pan?

I find Pan to be easier in general, but Hell is much easier to get out of if you need to go. They both suck.

Saturday, 7th October 2017, 09:36

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP DrCj^Ru First 2 win streak

Replies: 28

Views: 1630

Re: CIP DrCj^Ru 2 runes down, clearing Vaults

Removing jewelry is fast, I think you take 10 aut to remove two rings. So you can read the scroll, and remove both rings, and you've used up a turn which is I think guaranteed to be fast enough to beat the scroll effect kicking in (correct me if Im wrong please). As long as you aren't waiting until ...

Thursday, 5th October 2017, 15:37

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP DrCj^Ru First 2 win streak

Replies: 28

Views: 1630

Re: CIP DrCj^Ru how do I improve my killdudes

Don't sac arcana on anybody but a berserker of Trog, but then you are with Trog not Ru.. unless you like the challenge of not having access to at least one if not more very useful spell schools. Duvessa did a good run down of the overview on Ru, I think in response to an OP asking about what are the...

Thursday, 5th October 2017, 13:35

Forum: Game Design Discussion

Topic: Automatic Identification of Known Brands

Replies: 6

Views: 953

Re: Automatic Identification of Known Brands

10 is an arbitrary number, just as any other number would be. Futhermore, it's a discontinuous mechanic and how would you communicate it to the player, especially new players? OPs suggestion is pretty good for a mid-point mechanic between having an identification system or not. I would argue however...

Thursday, 5th October 2017, 08:17

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP DrCj^Ru First 2 win streak

Replies: 28

Views: 1630

Re: CIP DrCj^Ru how do I improve my killdudes

You've cleared lair and two side branches and that is honestly the only books you have found so far? I would move into melee at this point, you already have the fighting and weapon skill investment in. Nothing in those books is going to be immensely helpful to you in the near future (LRD is too loca...

Friday, 29th September 2017, 15:33

Forum: Crazy Yiuf's Corner

Topic: Just thinking

Replies: 3

Views: 536

Re: Just thinking

Pretty sure that if you sac an arm as an octopode, you cant use 2handers even though you have seven arms.

Because reasons.

Thursday, 28th September 2017, 06:57

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2043

Re: Remove Catoblepas

Sprucery wrote:For extra fun let the accompanying monsters be resistant to petrification (gargoyles?).

Stone-birds that live off the victims who blunder too close. They move and hit like harpies, but won't wander too far from their bull.

Thursday, 28th September 2017, 06:49

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2043

Re: Remove Catoblepas

Another possible idea, in addition to making them noisy: Give them rage like the polar bears, only for their first action upon raging is to snort a huge cone (starting with 3 squares width in front of the catoplebas) of dust at the player. Make them immune to their own cloud effect of course, if not...

Thursday, 28th September 2017, 06:39

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2043

Re: Remove Catoblepas

I was thinking, if anything just make them bellow very loudly in rage when they first see you and at various points during the encounter. Like scroll of noise level noise, its a big, angry bull. Because the one thing that makes them more dangerous is having more enemies on screen at the same time. C...

Thursday, 28th September 2017, 06:31

Forum: Game Design Discussion

Topic: Identify enhancer staves/wands on sight:

Replies: 3

Views: 719

Re: Identify enhancer staves/wands on sight:

The risk is in having to walk over to them in the first place if you don't have apportation (which should be removed). Same reason unrand spell books are not ID'd on sight.

Monday, 25th September 2017, 23:27

Forum: Game Design Discussion

Topic: Let players choose their god at character creation

Replies: 37

Views: 6115

Re: Let players choose their god at character creation

Sorry if this is off topic, but I really gotta ask: why is pairing Tm with the worst species in the game an easy win? It's not like hunger matters, so what am I missing here?? Or if hunger does matter for some really cheasy tactics, why Tm? I cant figure this out.

Saturday, 23rd September 2017, 18:34

Forum: YASD! YAVP! and characters in progress too

Topic: Build Dilemmas

Replies: 9

Views: 894

Re: Build Dilemmas

But thats wrong on possibly every count.

Thursday, 21st September 2017, 18:51

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3221

Re: Don't make useless floor items

You are misusing this word. 'Goldify' refers to reducing stackable items (mainly food) to non-inventory counters (like gold). There is no reason to limit the abstraction to such a narrow definition, and indeed other people do not. AC is a non-inventory counter and affecting it directly rather than ...

Thursday, 21st September 2017, 13:08

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 13659

Re: remove mummies and vampires (or let them starve)

You could be facetious, or you could understand that a lot of careful thought goes into things like exactly how many milliseconds there are between when the player pushes the jump button, and when Mario actually jumps, because this kind of action/reaction feedback cycle is part of fundamental video ...

Thursday, 21st September 2017, 11:05

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 13659

Re: remove mummies and vampires (or let them starve)

I find the online experience of uninterrupted autotravel to be unnerving and too abrupt. It really is just a teleport, and this takes away from the "feel" of walking, which is an important game design aspect. For example, you want to communicate to your player that walking back to D2 to bu...

Thursday, 21st September 2017, 11:00

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3221

Re: Don't make useless floor items

The point is that if for example you play a felid then armors and weapons would be deleted, and monsters won't have access to equipment just because it's useless for your character. Monster equipment would be inconsistent between different kinds of characters. That's not desirable. Instead, don't l...

Thursday, 21st September 2017, 06:13

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 3221

Re: Don't make useless floor items

I dont play a lot of nagas, but I cant think of a game where I didnt find a barding by midgame. I like seeing cool items on the floor even if I cannot use them presently. I think the game generates too many mundane items in general (does every monster need to drop a leather armour?) but this is more...

Tuesday, 19th September 2017, 10:33

Forum: Dungeon Crawling Advice

Topic: Acceptable Spell Failure Rates?

Replies: 6

Views: 1085

Re: Acceptable Spell Failure Rates?

Deflect Missiles almost always drops while you are taking enemy fire, so C is not quite correct and with respect to the last post, I dont like to leave it floating around with for example > 10 or 15% fail rate if I can afford the XP. All of this comes down to where you have spent XP, what you have t...

Friday, 15th September 2017, 00:59

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5906

Re: Amulet of Harm drain

The point is not that drain isn't survivable. The point is that good amulets don't actually help that much early game anyway, and as well as harm, there is also innacc, gormad, and MP regen for melee characters (I am assuming RC is available meaning innacc does nothing here). Faith is also pretty u...

Friday, 15th September 2017, 00:30

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5906

Re: Amulet of Harm drain

Drain isnt a deal-breaker at any XL. At high level, you have a ton of options and consumables, and have probably diversified your skillset as well. Monsters are worth more xp, too, so a bit of careful play and you can quickly get back up to optimal levels. If you absolutely need your highest level s...

Thursday, 14th September 2017, 07:19

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5906

Re: Amulet of Harm drain

Yes, and for a skilled player the answer is no. The skill drain is overrated. You don't need min-delay to survive. You don't need the highest level spells available to you to survive. And here's the kicker : if you can consistently get low hp species to lair, you dont need 20% of your HP to survive....

Wednesday, 13th September 2017, 12:13

Forum: Game Design Discussion

Topic: Move staff of energy to scarf slot

Replies: 12

Views: 1540

Re: Move staff of energy to scarf slot

VeryAngryFelid wrote:We cannot move it to anything other than cloak/scarf/shield, otherwise some species won't be able to use it.

Octopodes cannot use cloaks or scarves, can they?

Wednesday, 13th September 2017, 10:22

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5906

Re: Amulet of Harm drain

If your character is so OP that the improvement gained by having an amulet makes no realistic difference to your survivability, then arguments about optimisation are already beside the point, arent they? All characters can be improved by wearing an amulet. Harm is only one of many amulets. Statistic...

Wednesday, 13th September 2017, 07:36

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5906

Re: Amulet of Harm drain

If you think it is suboptimal to wearID amulets because of harm, then you don't understand the statistics involved and you vastly underrate the utility of the harm amulet.

Tuesday, 12th September 2017, 11:24

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 6223

Re: Why does sound atract enemies?

If the noise trap is moderately close but still out of los, you'll often hear waking monsters shouting in response Are you sure about that? Monsters may move toward a noise, but you won't hear them shouting unless you are close to the noise, something like 3 tiles away or closer. I know this is wro...

Saturday, 9th September 2017, 08:14

Forum: Crazy Yiuf's Corner

Topic: What gods should exist?

Replies: 13

Views: 1729

Re: What gods should exist?

Ive been lurking these forums for quite some time, I cant even remember all of the game design threads that have mods remarking along the lines of "but that would interfere/nerf/obsolete X" where X is a God (and very often Ash but there are others). Maybe thats not how the game gets coded ...

Friday, 8th September 2017, 09:21

Forum: YASD! YAVP! and characters in progress too

Topic: Cip OpAs

Replies: 5

Views: 747

Re: Cip OpAs

Apparently you made this character to show how you stab stuff without disabling them with spells, but while disabling your character in the worst possible way for melee-orientated combat, which any spell-less stabber is going to get into a lot. Ultimately, a spell-less stabber (even one who uses wan...

Friday, 8th September 2017, 08:56

Forum: Crazy Yiuf's Corner

Topic: What gods should exist?

Replies: 13

Views: 1729

Re: What gods should exist?

Gods should exist which serve to alter existing game mechanics in an interesting fashion. Game mechanics should not exist in order to support a pre-existing god. Good bye, ash. Note that ash was created to alter and enhance the existing curse mechanic at the time, so by your logic ash should exist....

Thursday, 7th September 2017, 16:08

Forum: Crazy Yiuf's Corner

Topic: What gods should exist?

Replies: 13

Views: 1729

Re: What gods should exist?

Gods should exist which serve to alter existing game mechanics in an interesting fashion.
Game mechanics should not exist in order to support a pre-existing god.

Good bye, ash.

Thursday, 7th September 2017, 06:26

Forum: Crazy Yiuf's Corner

Topic: Tactical Scenario

Replies: 32

Views: 5209

Re: Tactical Scenario

You can take Ru and sac artifice, and score a lot of optimal Ru piety for it, if it makes you feel better. (I do, I don't like playing with evo too much either, and rarely trained throwing for that matter as well).

Wednesday, 6th September 2017, 10:30

Forum: Game Design Discussion

Topic: Chunks and the Food Clock, and Monster Generation

Replies: 6

Views: 1189

Re: Chunks and the Food Clock, and Monster Generation

The rational mind would make that conclusion, yes, but code is often compartmentalized so... But if true, then yes 2 for 3 is a significant change for the better. However the player can still amass a large store of permafood by simply moving forward and eating chunks instead, so the food clock is st...

Wednesday, 6th September 2017, 08:59

Forum: Game Design Discussion

Topic: Chunks and the Food Clock, and Monster Generation

Replies: 6

Views: 1189

Re: Chunks and the Food Clock, and Monster Generation

1 for 3 is a start, but it's the weakest of the three and I would guess it was done for the smallest of the problems (annoying autotravel interruptions rather than major problems with intrinsic game mechanics).

Wednesday, 6th September 2017, 08:44

Forum: Game Design Discussion

Topic: Chunks and the Food Clock, and Monster Generation

Replies: 6

Views: 1189

Chunks and the Food Clock, and Monster Generation

Apologies if this has all been said before. Crawl has a number of measures in place to stop a character from remaining on one level for too long (obstensibly because it is tedious but rewarded behavior), most notably the food clock and the OOD timer. The food clock in particular is immediately notic...

Tuesday, 5th September 2017, 13:03

Forum: Crazy Yiuf's Corner

Topic: Tactical Scenario

Replies: 32

Views: 5209

Re: Tactical Scenario

One of the reasons for not opening the door to the left is that it is almost guaranteed to reveal a large number of squares all at once. Walking only exposes the squares at the edge of one side of your LoS (in the case of walking into a large open area, for comparison to opening a door into a large ...

Tuesday, 5th September 2017, 08:39

Forum: Crazy Yiuf's Corner

Topic: Tactical Scenario

Replies: 32

Views: 5209

Re: Tactical Scenario

I manually explore out the right door but immediately turn up and circle around the stone starting area. I am looking for a) stones on the floor for throwing b) a floor weapon c) floor candy d) a downstairs (not a hatch) if I find d), I will manually explore a small area around it, then go down and ...

Monday, 4th September 2017, 14:07

Forum: Dungeon Crawling Advice

Topic: Advice for conjurer?

Replies: 24

Views: 3116

Re: Advice for conjurer?

Hat of Pondering on a DECj of Veh is like butter on bacon. Everybody is going to tell you it's too much and you don't need it or even, that it is bad for you, but they are wrong and it's delicious and you should do it. You have an obscene amount of ranged firepower involving one of the best ways to ...

Monday, 4th September 2017, 10:59

Forum: Game Design Discussion

Topic: Regarding Natasha

Replies: 13

Views: 2015

Re: Regarding Natasha

Please make Natasha automatically track you down after you kill her once. Obviously sneaky characters should be able to hide, but give her some souped up tracking ability so she can at least get close to their position. There is nothing more obnoxious than trying to find her again, not once, but twi...
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