Search found 8724 matches

Sunday, 12th May 2019, 03:10

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23004

Re: Throwing Brand Removals thread

Penetration is usually inferior to Portal Projectile, it's really not much of a buff for non-Trog characters. Admittedly Trog characters are not in need of a buff either, but y'all are way overreacting to this, just like when large rocks got penetration. I do think penetration would work better as a...

Saturday, 11th May 2019, 06:15

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23004

Re: Throwing Brand Removals thread

Or by letting them throw javelins

Friday, 10th May 2019, 18:30

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 8788

Re: Re-positioning branch's entrance and make short.

dungeon is my favourite branch

Friday, 10th May 2019, 02:44

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Anansi

Replies: 15

Views: 4853

Re: Species Idea: Anansi

better than the god i guess

Wednesday, 8th May 2019, 20:41

Forum: Crazy Yiuf's Corner

Topic: weird sewer vault

Replies: 5

Views: 2686

Re: weird sewer vault

It's a weird quirk of the way the vault (sewer_co_cracked_pipes) is built - there are multiple paths between each of those corridors and one of them gets picked at random to be accessible when the vault generates. The other paths still exist but can't be reached (unless you have Shatter online some...

Monday, 6th May 2019, 20:25

Forum: Crazy Yiuf's Corner

Topic: New Background Idea: Antiquity Knight

Replies: 12

Views: 4110

Re: New Background Idea: Antiquity Knight

TSO doing nothing in the early dungeon is exactly why Paladin was removed.

Sunday, 5th May 2019, 22:59

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7107

Re: Make resistance pips consistent and uncapped

Oops looked at the noise value instead of the range value lol

Sunday, 5th May 2019, 18:29

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7107

Re: Make resistance pips consistent and uncapped

TheMeInTeam wrote:Corrosive bolt is a bit weaker than iron shots typical to the level, but has more range and corrodes.
Corrosive bolt has the same range as iron shot.

Saturday, 4th May 2019, 01:42

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4230

Re: If Each Monster Had Max 1 Spell

Even discounting all the issues with adding even more pack monsters...what's the point of reducing monster spell sets to one spell if you're just going to immediately try to re-create the original spell sets by using multiple monsters? You completely negate the simplicity gain by doing that.

Friday, 3rd May 2019, 08:32

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7107

Re: Make resistance pips consistent and uncapped

The problem with a huge change to how resistances work is rebalancing all the monsters... is it though? is the current balance actually better than the balance you'd get if you introduced this system and made no other changes? also if you chose like 40% or 50% for the parameter then balance would b...

Wednesday, 1st May 2019, 04:02

Forum: Crazy Yiuf's Corner

Topic: official updated character archetypes nomenclature

Replies: 9

Views: 4500

Re: official updated character archetypes nomenclature

"dude puncher" and "distance fella" are both very default male. I'm afraid the political correctness cops have no choice but to execute you. Dude puncher doesn't bother me, because it's a gender neutral person who happens to punch dudes, and punching dudes is something everyone ...

Tuesday, 30th April 2019, 01:54

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

also not seeing what problem this even solves? what's wrong with getting shafted multiple times in succession?

Monday, 29th April 2019, 04:27

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 24265

Re: Leo Littlebook's thread

that is NOT a true combo, just a string. samus could have up-Bed out after the second back air, its a nice string but its not a combo.

Wednesday, 24th April 2019, 19:07

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 24265

Re: Leo Littlebook's thread

As much as I admire the dedication to trolling here, you really need to get some new material.

Monday, 22nd April 2019, 17:53

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26175

Re: Experimental branch: two state vampires

So the thing about giving bloodless vampires slow regeneration instead of no regeneration is that it doesn't actually solve the problem with of switching to Alive when resting. You want to recover health in as few turns as possible, because at the very least, you lose less piety that way. It'll stil...

Monday, 22nd April 2019, 00:04

Forum: Crazy Yiuf's Corner

Topic: What if Zot didn't have a rune lock?

Replies: 13

Views: 4353

Re: What if Zot didn't have a rune lock?

The game used to have no rune locks. The way runes are set up is kind of bad, because your character generally gets stronger in the process of getting a rune. This means that if all the runes are equally difficult to get, the first rune you get will be the hardest and the remaining ones will be bori...

Saturday, 20th April 2019, 22:45

Forum: Dungeon Crawling Advice

Topic: Zot:5 - no way in to chamber?

Replies: 9

Views: 3077

Re: Zot:5 - no way in to chamber?

It's hard to see, but if you look closely, there are two ways in:
Image
If you don't have a source of blinks or -Tele to pass over the teleport trap, you can always walk over it repeatedly until it teleports you inside.

Saturday, 20th April 2019, 18:34

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

There could be plenty of reasons to remove or modify that mechanic, but "this mechanic has the potential to cause an unavoidable death" would not be one of them. And my reason for that isn't "there are unavoidable deaths in crawl already" (I don't even believe there are unavoidab...

Saturday, 20th April 2019, 04:36

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Crawl's design philosophy specifically says that having some unavoidable deaths in the game is okay. So even if you manage to find a case where a shaft has actually caused an unavoidable death, that wouldn't be a reason to nerf or remove shafts.

Sunday, 14th April 2019, 10:03

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23004

Re: Throwing Brand Removals thread

It's actually fine to make monsters more dangerous.

Saturday, 13th April 2019, 17:49

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23004

Re: Throwing Brand Removals thread

sdynet wrote:
KoboldLord wrote:Instead of returning existing, it would be better if all ammo mulched on every shot, and monsters had infinite ammo that doesn't affect the amount of ammo they were going to drop.

That means the rock giant throws the rock endlessly.
That would be an improvement.

Wednesday, 10th April 2019, 20:06

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Monster threat scales with dungeon depth. Why shouldn't trap threat do the same? All the traps except Zot traps work by putting you closer to monsters. Zot trap frequency scales with dungeon depth. So trap threat scales with dungeon depth just as much as monster depth does. Of course, in practice, ...

Tuesday, 9th April 2019, 19:47

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Monster threat scales with dungeon depth. Why shouldn't trap threat do the same? All the traps except Zot traps work by putting you closer to monsters. Zot trap frequency scales with dungeon depth. So trap threat scales with dungeon depth just as much as monster depth does. Of course, in practice, ...

Tuesday, 9th April 2019, 01:11

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

I am certain that the rest of your proposal, or anything like it, has no chance of catching on with the DCSS devteam. It's a complete dead end. You're not going to get early game shafts removed. I talked about the not-fully-exploring issue because it's the part of your post that seems like it might ...

Monday, 8th April 2019, 04:20

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Ok, think of the following strategy: you explore as little of each level as possible, only enough to find and use the stairs down. This strategy minimizes the number of shafts you hit. Compared to fully exploring, does this strategy increase or decrease the risk posed by shafts?

Sunday, 7th April 2019, 18:52

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Coupled with this, a shaft event on N could drop the player to N+2, which is obviously much riskier than taking a staircase down to N+1. A shaft event on N+1 is just as likely as a shaft event on N, and could drop the player to N+3, which is obviously much riskier than a shaft dropping the player t...

Sunday, 7th April 2019, 05:41

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Here's how I'm looking at it. The more tiles you walk on, the more likely you are to fall into a shaft trap. Fully exploring a floor = more tiles walked on = more likely to fall down a shaft. Going down is required for success, but fully exploring a floor is not required for success. N+1 > N. Yes, ...

Sunday, 7th April 2019, 02:46

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

Sorry, still don't get it. You have the same chance of hitting a shaft exploring level N+1 as you do exploring level N, so how does skipping part of level N help you avoid risk?

Sunday, 7th April 2019, 01:59

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45771

Re: Shafts - Too common now?

IveGoneSupine wrote:I think that the current version of shafting is needlessly punishing early on. I think it limits the incentive to fully explore a floor and has an exponentially higher impact for players on early floors.
Can you explain how it reduces the incentive to fully explore a floor?

Friday, 5th April 2019, 01:14

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4689

Re: Rework buff spells into god abilities

Why should existing gods become stronger? You can bog down any suggestion with "this will make X stronger" and "this will make Y weaker". If it makes X too strong and Y too weak as a result, you can just nerf X and buff Y. We're not exactly disrupting some delicate balance here,...

Thursday, 4th April 2019, 22:48

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4689

Re: Rework buff spells into god abilities

Sorcerous wrote:You have a proposed development that would cut away two entire skills
What's wrong with that?
Sorcerous wrote:would require either a massive rework or removal of items
How so? I mean, you'd have to change some spellbooks, sure, but I can't think of any other changes to items that would be needed.

Tuesday, 2nd April 2019, 00:31

Forum: Dungeon Crawling Advice

Topic: gnolls are the best wizards

Replies: 20

Views: 6909

Re: gnolls are the best wizards

Species and background recommendations tend to reflect theme rather than actual power. Otherwise berserker would be recommended for every non-undead/formicid species, and centaur would be recommended for every background. So right now only the non-Enchanter warrior-mage backgrounds (and Wanderer for...

Monday, 1st April 2019, 20:32

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Scimitar of the Gladiator

Replies: 6

Views: 2397

Re: New Unrandart: Scimitar of the Gladiator

scimitar of the early game

Monday, 25th March 2019, 23:24

Forum: Game Design Discussion

Topic: feature request: rings of earth and wind

Replies: 8

Views: 2980

Re: feature request: rings of earth and wind

99% is an exaggeration (for rElec anyway) but even if it wasn't, there's no penalty for carrying them around, so you should still do it

Monday, 25th March 2019, 16:04

Forum: Game Design Discussion

Topic: New Unrandart Proposal: the Fustibalus of Zhor

Replies: 4

Views: 1712

Re: New Unrandart Proposal: the Fustibalus of Zhor

These sort of properties shouldn't be on weapons because weapons are so fast to swap. Including LOS manipulation, resistances, etc. on weapons is just making every character carry the weapon to swap to and from, even if they aren't actually going to attack with it.

Sunday, 24th March 2019, 02:10

Forum: Game Design Discussion

Topic: feature request: rings of earth and wind

Replies: 8

Views: 2980

Re: feature request: rings of earth and wind

Rast wrote:The lightning one does nothing for 99% of the game, but you carry it around anyway as a swap (see also: rCorr ring).
see also every other resistance ring

Saturday, 23rd March 2019, 01:32

Forum: Game Design Discussion

Topic: Confusion is just a tax on curing

Replies: 11

Views: 3351

Re: Confusion is just a tax on curing

Sprucery wrote:
Hellmonk wrote:There really shouldn't be a status effect that you cure by drinking the most common potion in the game.
Why not?
There's no point in having a debuff in the game if you don't actually have to deal with it. Poison has the same issue.

Friday, 22nd March 2019, 08:45

Forum: Dungeon Crawling Advice

Topic: -4 slaying for +8 Str?

Replies: 13

Views: 4653

Re: -4 slaying for +8 Str?

chequers wrote:It's about +5% damage for each point of strength
It's about half that

Wednesday, 20th March 2019, 01:52

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32895

Re: Experimental branch: Known Traps

Net traps really ought to just be put out of their misery

Thursday, 14th March 2019, 02:36

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19118

Re: Trog vs. Okawaru

You have to remember that new players rarely make it *to* the lair, their entire game experience is D:1-7 or so, getting to the temple is a milestone, getting into the lair is pretty much the graduation from "novice" to "inexperienced player" Good thing trolls are really really ...

Sunday, 10th March 2019, 08:47

Forum: Crazy Yiuf's Corner

Topic: How do Ghost moths mate?

Replies: 10

Views: 3812

Re: How do Ghost moths mate?

They reproduce asexually via mitosis

Sunday, 10th March 2019, 01:50

Forum: Game Design Discussion

Topic: Spell learning confirmation

Replies: 2

Views: 1351

Re: Spell learning confirmation

All of these accept lowercase: shaft self, exiting the Stack Five menu, donating to Zin, getting a Necronomicon from Kiku, creating spores with Fedhas, bribing a branch, putting on an item that would reduce a stat below zero, passing through travel exclusions, using a hatch or shaft with the warn_ha...

Saturday, 9th March 2019, 11:21

Forum: Crazy Yiuf's Corner

Topic: Level 9 spell expansion greatest idea

Replies: 10

Views: 3258

Re: Level 9 spell expansion greatest idea

I like everything about the proposal, but I'm worried that since HOLYSTORM uses conjurations + fire again, it's going to make fire too strong (since it now has two level 9 spells). It's an easy fix though, just make HOLYSTORM conjurations + invocations. The OP states that only one can be m'd at any...

Thursday, 7th March 2019, 05:16

Forum: Crazy Yiuf's Corner

Topic: How to get Duvessa to thank your post

Replies: 4

Views: 2103

Re: How to get Duvessa to thank your post

tealizard wrote:You'll get more thanks writing sentimental comments about how you love everything about crawl, especially whatever people have said should be removed or changed, though.
but not the coveted duvessa thanks

Monday, 4th March 2019, 05:48

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 11222

Re: Why isn't DD ability just a regeneration rate?

ion_frigate wrote:1) It's an arbitrary breakpoint, one which makes fights occurring at 99% XP significantly different from those occurring at 1% XP.
I'm guessing that by "healing on experience" they meant "healing on experience", not "healing on level up".

Saturday, 2nd March 2019, 03:10

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19118

Re: Trog vs. Okawaru

Another issue with Okawaru that gets glossed over is that sometimes that high-experience-value monster that gives you nonzero piety just doesn't generate, leaving you without even Heroism for an extended period of time. This is worst on species with high XL aptitudes but it can happen even on Ds. Ok...

Monday, 25th February 2019, 22:06

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 30

Views: 9361

Re: Why does piety decay still exist?

Hypothetically speaking, without decay or hunger or OOD spawns, a player might do doomrl-waiting, as in, you camp in a good spot for thousands of game-turns and wait for monsters to move into a favorable position, so that you do not waste resources (as you do not regenerate in doomrl). Do mummies o...

Monday, 25th February 2019, 02:21

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8416

Re: Implement event chance smoothing on EV and SH

Can you think of a concrete scenario like this where perfect knowledge of the state would change the optimal decision? There are two ogres. You can attack one of the ogres. It is better to attack the ogre that is more likely to hit you. With state tracking, you know which ogre this is; without stat...

Friday, 22nd February 2019, 20:36

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8416

Re: Implement event chance smoothing on EV and SH

Oh great, more invisible state information to keep track of in fights.

Thursday, 21st February 2019, 06:18

Forum: Dungeon Crawling Advice

Topic: Question about mutations being overriden by forms?

Replies: 1

Views: 1387

Re: Question about mutations being overriden by forms?

tough skin, poison resistance, fire resistance, cold resistance, heat vulnerability, cold vulnerability, electricity resistance, electricity vulnerability, speed, slowness, deformed body, unbreathing, horns, beak, claws, fangs, hooves, antennae, talons, tentacle spike, constrict 1, stinger, big wing...
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