Search found 194 matches

Monday, 5th September 2011, 02:55

Forum: Game Design Discussion

Topic: Enchanters should be renamed.

Replies: 8

Views: 1091

Re: Enchanters should be renamed.

One suggestion is Enchanter -> Stalker, Stalker -> Assassin, and delete the current Assassin class . what Edit: Sorry for the excessive terseness. I just found it amusing that you think it's a possibility to remove Assassins so that you can rename Enchanters. Is renaming Enchanters so important tha...

Sunday, 4th September 2011, 22:32

Forum: Game Design Discussion

Topic: Rename Fire Storm Conflagration

Replies: 9

Views: 1185

Re: Rename Fire Storm Conflagration

Actually, it would be cool to have the storm spells follow Tornado in having a single-word name. Inferno is a good one. Can't think of a good replacement for Ice Storm off of the top of my head, though—maybe that one can stay.

Sunday, 4th September 2011, 22:29

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 21034

Re: Improving poison magic

The use of reagents for Evaporate is almost the only thing keeping that spell in Transmutations, and is also the only thing that differentiates it thematically from Mephitic Cloud. I'd rather see the spell taken out (as I feel it should be).

Sunday, 4th September 2011, 22:20

Forum: Game Design Discussion

Topic: YAGP: Maestri - God of the Hunt

Replies: 11

Views: 1262

Re: YAGP: Maestri - God of the Hunt

Options for pet death besides penance: Pets are immortal and solely provide buffs based on the pet. Monsters would need to be able to walk through the pet or you would have a great mobile shield. Pet death causes no penance or piety loss, but getting a new pet costs piety. This is a better idea, in...

Saturday, 3rd September 2011, 08:10

Forum: Game Design Discussion

Topic: Octopodes

Replies: 117

Views: 12949

Re: Octopodes

I'm concerned that Chei may be a the no brainer god for Octopodes. An Octopode of Chei gets full ponderous bonuses for only 1 ponderous hat. Note that the bonus from the hat comes at once at ***** piety, and none before. As an Oc of Chei, you'd face a choice among sitting at ponderous until *****, ...

Thursday, 1st September 2011, 07:24

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

Does that mean skill points were still allocated to it, but it's not being actively trained as a zero skill? Exactly. I agree that the disappearing is unintuitive, but not seeing level 0 training at all would be even worse, and cluttering the skill screen with every level 0 skill you ever used is a...

Tuesday, 30th August 2011, 00:51

Forum: Game Design Discussion

Topic: Wielding Ammo in Tiles

Replies: 8

Views: 807

Re: Wielding Ammo in Tiles

Except for Sticks to Snakes. But the fact that you have to wield the sticks to snakify them has an almost negligible effect on gameplay; it would probably be worth the interface improvement to make that spell targeted on your inventory as well. (It would have the side effect of reducing the times wh...

Thursday, 18th August 2011, 19:00

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 4453

Re: Let's Talk About Hex: A Compilation Thread

I also like minmay's flavor suggestion for hex MC, although personally I would make it simpler and have the spell just taint the air around the targeted location instead of blowing it. That's a minor quibble, though. One simple suggestion I have that I'm not sure has been mentioned is to make target...

Friday, 5th August 2011, 19:37

Forum: Game Design Discussion

Topic: Wafetri the god of the elements (new and revised 4)

Replies: 27

Views: 3155

Re: Wafetri the god of the elements (new and revised 2)

I still think the best and simplest way to handle Elemental Forms is to make it an ability the player activates from the [a] screen like most invocations instead of an automatic effect. Transforming has huge drawbacks as well as benefits, so it's a significant problem if it automatically happens und...

Thursday, 4th August 2011, 19:03

Forum: Game Design Discussion

Topic: Wafetri the god of the elements (new and revised 4)

Replies: 27

Views: 3155

Re: Wafetri the god of the elements (completely new and revi

The * ability would be VERY annoying if you haven't gotten the ** ability yet. I'm imagining corridors being blocked by lava while exploring, while not yet being able to pass through them. The Elemental Form idea is pretty cool, but with the elements only appearing randomly until **** it seems somew...

Thursday, 4th August 2011, 08:47

Forum: Dungeon Crawling Advice

Topic: VpEn, better than SpEn?

Replies: 8

Views: 1935

Re: VpEn, better than SpEn?

I've been trying this build a few times. It seems very promising, though I've been dying early due to my own noobishness. The draining upon stab seems to only partly offset the fact that your HP regen is slowed way down as you get thirstier. I would guess that Makhleb would be a better god than Okaw...

Tuesday, 2nd August 2011, 18:58

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4936

Re: Monks and balance

It seems strange that Monks would have invocations without having a starting god. Who were they invoking at?

I'm also not so sure about the idea that Invocations determines starting piety with a god. Starting over from zero piety is the only option that makes sense in most god-switching situations.

Tuesday, 2nd August 2011, 04:06

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 4936

Re: Monks and balance

I support the piety boost idea, and think that for DgMo the piety increase should be forfeited instead of the background disallowed.

Thursday, 28th July 2011, 00:09

Forum: Game Design Discussion

Topic: Making Hunger more dangerous

Replies: 35

Views: 4178

Re: Making Hunger more dangerous

This is just kind of a silly idea.

Wednesday, 27th July 2011, 16:21

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 9351

Re: Martial Manuvers, Stances and Special Attacks.

I think that the term "passive abilities" for melee maneuvers not activated by 'a' is really a misnomer for most of the moves being suggested, since if you read the wiki page, the plan is that you ARE going to be able to trigger them actively; instead of just pressing 'a', though, you will...

Wednesday, 27th July 2011, 02:07

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 9171

Re: Catoblepas

The worst is when you are in the corner and he hits you and you have no idea because you can't see the breath effect behind you. Pressing ";" or using x will tell you if you are standing in a cloud, but it's not great to require an active command to tell if you are in a cloud. Maybe there...

Monday, 25th July 2011, 18:13

Forum: Game Design Discussion

Topic: Multischool spell proposal

Replies: 7

Views: 751

Re: Multischool spell proposal

On top of all the balance problems noted upthread, it doesn't make any sense that a spell should require different proportions of skills for different players or at different points in the game. Every time you cast a spell, it's the same spell, so it seems it would need the same sort of procedure, a...

Saturday, 23rd July 2011, 14:51

Forum: Game Design Discussion

Topic: Buffs

Replies: 65

Views: 6803

Re: Buffs

I like this idea: (1) Buffs become active when memorized. They cannot be cast. I don't like this idea. Buffs are spells. Right now, all spells share the same system in which they are memorized and then cast when you want their effects. You are suggesting creating and balancing a completely new syst...

Thursday, 21st July 2011, 22:10

Forum: Game Design Discussion

Topic: skill level micro-management

Replies: 89

Views: 7664

Re: skill level micro-management

But isn't showing decimals more confusing than not? err, we're not showing decimals, no. They are not relevant. I support continuous skill increases, but I'm confused as to why it makes decimals of skill levels not relevant. If partial level increases gave partial benefits, wouldn't the decimals be...

Wednesday, 20th July 2011, 03:32

Forum: Dungeon Crawling Advice

Topic: Damn smite...

Replies: 19

Views: 3570

Re: Damn smite...

It's gotten to the point where I get scared when I see an orc, cause I'm worried there's a priest behind him. This the appropriate response to orcs in the early game. Try to lure them away and kill them one at a time so that if there is a priest there aren't 5 orcs in the way when you charge it. I ...

Monday, 18th July 2011, 23:14

Forum: Game Design Discussion

Topic: Buffs

Replies: 65

Views: 6803

Re: Buffs

In my mind, the cost of perma-casting a buff should be almost mathematically equivalent to casting the temporary buff again when it runs out. That's why I disagree with the idea of introducing a drawback to permanently casting a buff; it's still optimal to go through the tedium of recasting the temp...

Saturday, 16th July 2011, 20:29

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 4453

Re: Let's Talk About Hex: A Compilation Thread

Moving Mephitic Cloud to Hexes also has the problem that it will be nearly unambiguously better than Confuse, which is also level 3.

Saturday, 16th July 2011, 08:40

Forum: Game Design Discussion

Topic: Strategic problem with NMVD (no more victory dancing) system

Replies: 37

Views: 4555

Re: Strategic problem with NMVD (no more victory dancing) sy

It's not minor. In the old system, you couldn't train magic skills without angering Trog because you couldn't cast. Now you can work around it and train spellcasting for MP (guardian spirit), or an elemental school for an evocable staff, or necro for a weapon of pain. That really doesn't seem right...

Saturday, 16th July 2011, 08:32

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 21034

Re: Improving poison magic

I remember when I wiped out an entire gnoll fortress as a level 4 transmuter using only FD/Evaporate and the occasional Spider Form. Good times, but it was also when I decided that the FD/Evaporate doesn't belong in the game, period. I think the trick is to remove Fulsome/Evaporate from the transmut...

Saturday, 16th July 2011, 00:51

Forum: Dungeon Crawling Advice

Topic: The 'Questions too small to need their own thread' thread

Replies: 3005

Views: 314823

Re: The 'Questions too small to need their own thread' threa

I've got a polearms user (NaSk). At what point, if any, will it be worth it to switch from a trident to a halberd?

Thursday, 14th July 2011, 18:04

Forum: Game Design Discussion

Topic: Strategic problem with NMVD (no more victory dancing) system

Replies: 37

Views: 4555

Re: Strategic problem with NMVD (no more victory dancing) sy

You could cast fire spells over and over to put your last 500k XP into fire magic. Now you put the next 500k XP you get into fire magic for no tedium at all.

Thursday, 14th July 2011, 09:24

Forum: Game Design Discussion

Topic: --more-- prompts while autoattacking

Replies: 3

Views: 534

--more-- prompts while autoattacking

Specifically, if the autoattack key is the key most recently pressed, conditions such as the following should pop up a --more-- prompt: A new monster moves into the field of view, Player has low health, One of the player's buffs are fading, or have run out, or Player has received some debuff. (Feel ...

Wednesday, 13th July 2011, 19:35

Forum: Dungeon Crawling Advice

Topic: Remove Naga 'skald' from recommended build list

Replies: 5

Views: 1432

Re: Remove Naga 'skald' from recommended build list

A Naga was my most successful Skald so far. Their pretty huge HP and native AC become very helpful for hybrids once you get some XPs on that sucker. Their breath attack will probably take out about one in average out of a jackal pack to begin with, and then you can cast your brand spell and Shroud a...

Sunday, 10th July 2011, 19:11

Forum: Game Design Discussion

Topic: Early game balance

Replies: 32

Views: 3118

Re: Early game balance

Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it. I end up just downloading the latest trunk when I build up to many player ghosts, although going through with a DDNe sorts them ...

Sunday, 10th July 2011, 18:53

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

Couldn't we instead use the alphabet key to cycle through off -> on -> focus? It would make toggling skills on/off very annoying, especially to people who don't use focus. But that only adds one keypress to turning a skill off, and just a repeat. Using focus is annoying as it is right now. Players ...

Sunday, 10th July 2011, 07:26

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

Thanks for adding the focus feature. However, it seemed sort of clunky interface-wise to have to press a button to switch between selecting which skills to practice and which skills to focus on. Couldn't we instead use the alphabet key to cycle through off -> on -> focus?

Saturday, 9th July 2011, 22:31

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

One complaint I have about the new system is the inability to turn level 0 skills off. When I start a Skald and want to focus on Spellcasting, I can turn off all the other skills and get its percentage to about 98% initially, but whenever I cast a spell the percentages leak to secondary skills such ...

Friday, 8th July 2011, 20:07

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

You can: press "*" to display unknown skills and their weights.

Thursday, 7th July 2011, 18:01

Forum: Game Design Discussion

Topic: Manual Is Redundant

Replies: 9

Views: 911

Re: Manual Is Redundant

The OP applies to either, interestingly enough.

Tuesday, 5th July 2011, 19:48

Forum: Game Design Discussion

Topic: Early game wand of polymorph

Replies: 31

Views: 3013

Re: Early game wand of polymorph

Bad forms would be the perfect place to bring in Turtle Form from the list of bad suggestions.

Tuesday, 5th July 2011, 18:40

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

Yes, we will hear this complaint from time to time. I see two potential solutions: 1) Train skills as now, but only level a skill when it is acutally used. 2) Train and level skills as now, but only announce leveling when the skill was used. A bit lame, I know. One possible fix is that the game tra...

Tuesday, 5th July 2011, 18:31

Forum: Game Design Discussion

Topic: Reavers

Replies: 38

Views: 3860

Re: Reavers

I suggest Book of Brimstone. Fire, stone, destruction, and alliteration.

Tuesday, 5th July 2011, 17:55

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 31244

Re: Bye bye victory dancing

Goodbye, "oh I'll just melee that kobold because I don't have points in my pool to put into magic", and good riddance. I can definitely see myself over-micromanaging with the manual mode, but that was to some extent a problem with the old system anyway. A question, though: In auto mode, ho...

Tuesday, 21st June 2011, 20:23

Forum: Game Design Discussion

Topic: New crusader

Replies: 126

Views: 14477

Re: New crusader

Please don't name the new crusader background Skald. If a background name can't describe the playing style of a background with generic words, it has to use prior cultural associations to clue players into what playing a background is like. Everybody knows what a monk does, everybody knows what a be...

Saturday, 18th June 2011, 00:13

Forum: Game Design Discussion

Topic: Summons

Replies: 24

Views: 3029

Re: The 'Questions too small to need their own thread' threa

After realizing that nobody actually answered the original question: kobold works well. Deep elf and kenku have the aptitudes, but don't fit the playstyle as well as you might think. Mummies and vampires have serious disadvantages but fit like a wizard hat. Draconian is decent, too. What makes that...

Sunday, 12th June 2011, 18:24

Forum: Game Design Discussion

Topic: Ishtara the god of tactics(revised)

Replies: 10

Views: 1236

Re: Ishtara the god of tactics(revised)

I'm with KoboldLord in that I'd much rather have maneuvers or "tactics" implemented as a skill available to everyone rather than something granted by a god. Knowledge of how to charge or disable an opponent with a weapon is quite specialized knowledge, but it makes no sense for it to be gr...

Tuesday, 26th April 2011, 19:12

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 9893

Re: Cross-school spellcasting is too easy

In this case, Swiftness would require the caster to be at lvl2 in Air and lvl1 in Enchantment, while Repel Missiles would require lvl1 and lvl2 in these skills respectively, and so on. Two problems come to mind. First, you can still raise a magic skill high enough to cast any basic buff you want wi...

Tuesday, 26th April 2011, 00:04

Forum: Game Design Discussion

Topic: Demigods with God Traits

Replies: 16

Views: 1642

Re: Demigods with God Traits

Try thinking about it classically. Heracles was the son of Zeus, but he only got super human strength, not the ability to chuck scaled down lightning bolts. Heck, Greek mythology is full of descendants of Gods, and a great many of them didn't get any special divine abilities (well, aside from being...

Monday, 25th April 2011, 23:37

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 9893

Re: Cross-school spellcasting is too easy

In my opinion, restricting spell slots for multischoolers or changing around the magic schools does not address the real problem in the magic system, which is that the availability of a spell currently depends on the caster's experience level. This makes it possible for experienced casters to pick u...
Previous

Return to advanced search

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