Search found 3027 matches

Saturday, 15th April 2017, 13:49

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11302

Re: Dynamic Monsters branch / bezotting update

I've been playing a human fire elementalist on this branch, and I've been enjoying it quite a bit. I no longer have the feeling that when I play in a way that's fun for me I'm playing suboptimally. I have been forced into situations which demand harder choices than normal, and the outcomes have gene...

Thursday, 13th April 2017, 22:15

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 43231

Re: Real-world references

I'm not sure what you're looking for here. There are something like 253 contributors to crawl, and I'm certain that none of the contributors involved in changing the name were involved in creating it in the first place. Do you want me to apologize because someone once made a bad choice? Do you want ...

Thursday, 13th April 2017, 19:25

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 43231

Re: Real-world references

I think there are three ways to interact with real world references that are worth unpacking separately: 1) References intended to comment on the real world . These references are deliberately making a statement about something in the real world, most likely something many people care about. They ma...

Monday, 10th April 2017, 18:00

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94429

Re: Bultungin/Gnoll Feedback

Leaving aside any specific details of the implementation for a moment, in an ideal world what sort of experience will a player of this species have? Please be as specific as feels reasonable. I would like to understand the motivation better in the hopes of contributing useful ideas.

Monday, 10th April 2017, 17:55

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 29804

Re: New Experimental: Cyno Species

Locking topic to avoid duplication, but please feel free to continue the conversation from this thread in the other topic if warranted.

Friday, 7th April 2017, 10:25

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11302

Re: Dynamic Monsters branch / bezotting update

Two quick points: 1) bezotting in the current branch is fairly opaque because I assumed that people would read about it here first and then go try it out, so to save time I didn't document it strongly in-game. There is the point raised above that "how deadly a monster is" becomes harder to...

Wednesday, 5th April 2017, 02:19

Forum: Game Design Discussion

Topic: Dynamic Monsters branch / bezotting update

Replies: 33

Views: 11302

Dynamic Monsters branch / bezotting update

Hey folks, I just updated the dynamic monsters branch with new rules: * Monsters can have up to three levels of bezotting. Triple-bezotted monsters are very scary. * Monsters that follow you off-level will get a level of bezotting. * Monsters that are tracking you when you leave a level get a level ...

Wednesday, 29th March 2017, 15:07

Forum: Crazy Yiuf's Corner

Topic: Demon Weapons Don't Crosstrain

Replies: 9

Views: 2448

Re: Demon Weapons Don't Crosstrain

The way I see this, there are two rare tiers of 1H weapons. First is the fast 1H weapons with min delay < 0.7 (demon blade [12 damage, 14 skill], demon whip [11 damage, 12 skill], demon trident [12 damage, 14 skill]); second is the heavy 1H weapons with high damage for their class and 0.7 min delay ...

Tuesday, 28th March 2017, 10:24

Forum: Game Design Discussion

Topic: My final thoughts on WJC, and moving on.

Replies: 37

Views: 12930

Re: My final thoughts on WJC, and moving on.

That said, when you sink dozens or even hundreds of hours (and believe me, I have) into a project you start to develop strong opinions about certain things. There's nothing wrong with strong opinions, and I'm certainly not trying to discourage you from having them. After trying out multiple variati...

Tuesday, 28th March 2017, 09:27

Forum: Game Design Discussion

Topic: My final thoughts on WJC, and moving on.

Replies: 37

Views: 12930

Re: My final thoughts on WJC, and moving on.

Oh, I play the branch I'm describing routinely and it works much better than the current trunk and the former version. I can clean it up and PR it, or even nag johnstein to open an experimental, but what purpose would it serve? Again my problem is the lack of metric. At what point would it be consi...

Tuesday, 28th March 2017, 07:35

Forum: Game Design Discussion

Topic: My final thoughts on WJC, and moving on.

Replies: 37

Views: 12930

Re: My final thoughts on WJC, and moving on.

I don't know about the others but I'm personally not interested in restoring the old version of WJC as is, but rather taking it in the direction that I am convinced will be better than the two we've experienced. I have written again and again that my goal was to combat "adadadad" spam, an...

Tuesday, 28th March 2017, 07:31

Forum: Game Design Discussion

Topic: My final thoughts on WJC, and moving on.

Replies: 37

Views: 12930

Re: My final thoughts on WJC, and moving on.

Crawl is a game where combat depth is designed to come from questions about when and where to fight and which consumables (where consumables means any somewhat-limited-use effects) to use when. Making the process of attacking monster slower and/or more complex once a player has decided that now is t...

Monday, 27th March 2017, 15:27

Forum: Crazy Yiuf's Corner

Topic: Article in Rock Paper Shotgun about Crawl

Replies: 15

Views: 4442

Re: Article in Rock Paper Shotgun about Crawl

Well I didn't like it. And I still don't. The game doesn't need more xp and items removed. [...] But your user base wins 1% of the time. Even for those players who have won several times, most of the game is still fresh to them. Cutting content is not what they want. The goal should be to make the ...

Sunday, 26th March 2017, 12:09

Forum: Crazy Yiuf's Corner

Topic: Article in Rock Paper Shotgun about Crawl

Replies: 15

Views: 4442

Re: Article in Rock Paper Shotgun about Crawl

That part is inaccurate. I said it was a plan for the future. I strongly doubt any of that will happen in 0.20.

Tuesday, 21st March 2017, 17:10

Forum: Crazy Yiuf's Corner

Topic: (brutally) merge WJC into Uskayaw

Replies: 25

Views: 7506

Re: (brutally) merge WJC into Uskayaw

At least 4 gods have been largely developed and then scrapped or taken back for additional work. The development of the game isn't about preserving any one creator's vision because its a collaborative design project. It's a bit off putting that you find it necessary to remind me of this now. The go...

Tuesday, 21st March 2017, 14:42

Forum: Crazy Yiuf's Corner

Topic: (brutally) merge WJC into Uskayaw

Replies: 25

Views: 7506

Re: (brutally) merge WJC into Uskayaw

You see, the problem I have (and the reason why my change of attitude since my last post, where I wasn't necessarily upset at the changes) is the absolute lack of a metric of success. [...] It has become very clear to me that ##crawl-dev are closed to player feedback. Any dissenting opinions from t...

Monday, 20th March 2017, 20:39

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding time: Power Leap

Replies: 19

Views: 5929

Re: Bikeshedding time: Power Leap

After running this survey for a while, Void Step and Power Leap seem to the be most popular entries. There are a lot of "other" votes, but no Other vote has many thanks. My conclusion is that people are reasonably happy with the current name, and the best alternative is Void Step.

Thursday, 16th March 2017, 18:29

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 15613

Re: Replace permafood with a single generic food item

My implementation preference would be to have all food items appear as they do now while laying on the ground (or maybe even more varied than now), but have them all merge into one "food ration" or even just "food unit" in the inventory. Better still, goldify them: "Food: 43...

Wednesday, 8th March 2017, 00:52

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding time: Power Leap

Replies: 19

Views: 5929

Bikeshedding time: Power Leap

The Ru ability Power Leap could use a rename. The name is a little ambiguous in a way I don't like, and it sounds like "power drive". I think there has to be something better. Help me choose the replacement. The current flavor of the ability is that you gather the power you've gained by sa...

Thursday, 2nd March 2017, 02:21

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2660919

Re: Best/Worst Artifacts

It's possible I beat it:
  Code:
Inscribe with what? =R
_T - the ring "Ummucs" {+Inv AC+6 Dex-3 Slay+5, =R}

Wednesday, 1st March 2017, 15:42

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38512

Re: Balancing the Council God

I don't have an argument to add in the discussion between bel and SteelNeuron, but on the specific subtopic of whether martial attacks should be activated, I feel strongly that they should not. I am certain that doing so would kill any hope of the god being fun by making something that should be qui...

Tuesday, 28th February 2017, 00:35

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 13917

Re: Playable skeleton species! (Branch inside)

Theme-wise I could see it going either way: what you said, or their bones are too brittle, like SteelNeuron said. In terms of gameplay, UC is different enough from weapon combat that having it be a different number is often justifiable.

Monday, 27th February 2017, 19:08

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 13917

Re: Playable skeleton species! (Branch inside)

In this species, I don't see the value of the following apt choices: Most melee +1, staves +0, short blades +0: what's interesting about being very slightly less good at two seemingly-random weapon types? Slings -2, bows +1, crossbows +1: why shouldn't skeletons want to use slings? Stealth -2: I get...

Monday, 27th February 2017, 13:17

Forum: Game Design Discussion

Topic: Playable skeleton species! (Branch inside)

Replies: 34

Views: 13917

Re: Playable skeleton species! (Branch inside)

From a few different threads, I think people have come to badly misunderstand what makes "flat apts" desirable on a species -- it seems like most people are understanding it as "+0 apts across the board are best" (very incorrect) or "all aptitudes being identical is best&quo...

Saturday, 25th February 2017, 03:04

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2660919

Re: Best/Worst Artifacts

Beat this:
a - 1026 gold the ring "Riomiumo" {rF+ rC+ Str+8 Slay+3}

Friday, 24th February 2017, 20:30

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

Quazifuji, see the updated list above. I already moved Deep Dwarves as you suggested. I also renamed the second and third categories back to Intermediate and Advanced. You're correct that this is meant to represent difficulty to learn, per the release notes. I left VS in Advanced, which I think is a...

Friday, 24th February 2017, 19:40

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

Almost immediately updated: "Simple", SP_HILL_ORC, SP_MINOTAUR, SP_MERFOLK, SP_GARGOYLE, SP_BASE_DRACONIAN, SP_HALFLING, SP_TROLL, SP_GHOUL, "Intermediate", SP_HUMAN, SP_KOBOLD, SP_DEMONSPAWN, SP_CENTAUR, SP_SPRIGGAN, SP_TENGU, SP_DEEP_ELF, SP_OGRE, SP_DEEP_DWARF, "Advanced&...

Friday, 24th February 2017, 19:26

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

(2:24:55 PM) Cheibriados: Lasty * 0.20-a0-745-g43cdf58: Refactor new game menu construct functions to allow species groups (minmay) (9 minutes ago, 2 files, 202+ 74-) https://github.com/crawl/crawl/commit/43cdf580475d Now feel free to dispute the number of groups and position of species within the g...

Friday, 24th February 2017, 14:18

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 10934

Re: @dev team: if you had a time machine

When you talk about luring do you mean just separating a monster from the group to kill it more easily or do you also include kiting and stair dancing as part of the issue? What I mean is that by luring is activities that exchange non-trivial time/keypresses for tactical advantage, and activities t...

Thursday, 23rd February 2017, 23:27

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 10934

Re: @dev team: if you had a time machine

I don't have the historical lens that dpeg does, but as a relatively new dev to the project, I'd say that crawl's biggest problem is a messy, disorganized codebase. Write a clean, organized one instead. :p Beyond that, what I wish had been done differently in crawl is pretty much what my plans are n...

Wednesday, 22nd February 2017, 15:16

Forum: Game Design Discussion

Topic: ITT: we post species organizations and argue about them

Replies: 57

Views: 17368

Re: ITT: we post species organizations and argue about them

I'd prefer to sort it by learning curve, which address both difficulty for new players and weirdness level without biasing newer players into thinking that hard-to-learn species are bad. I'd put most of the easy species in as "easy to learn", make a category after that for human-ish charac...

Wednesday, 22nd February 2017, 14:54

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 38512

Re: Balancing the Council God

If you're looking for a way to incentivize high EV / low AC characters with this god about interesting movement, it seems like the way to bring those goals together is to use your armor evasion penalty (or AEVP) in one of the following ways: Hard restriction: a) You may not wear armor with AEVP > x ...

Sunday, 19th February 2017, 17:29

Forum: Dungeon Crawling Advice

Topic: What is Plan B for Op if statue form doesnt generate early?

Replies: 10

Views: 3158

Re: What is Plan B for Op if statue form doesnt generate ear

I've won octopodes of every background, and I almost never use transmutations, particularly statue form. As Rast says above, octopodes have access to 3/4 primary defensive skills for melee: Fighting, Dodging, and Shields. Make use of them. However, like other no-body-armor species, you really should...

Sunday, 19th February 2017, 15:05

Forum: Suggestions & Criticism

Topic: Thoughts on the community

Replies: 8

Views: 6927

Re: Thoughts on the community

To the best of my knowledge, remove/evomer are not dummy accounts for another poster. I believe that he was seen to be a troll/puppet account. We're resolving the situation by email.

Friday, 17th February 2017, 18:14

Forum: Suggestions & Criticism

Topic: dynast ban

Replies: 5

Views: 4944

Re: Remove fighting skill

I don't really care if you read the forum or not, but being banned means you may not post here. I'm banning your new new new account and I'm going to edit out any content you posted that wasn't directly related to the banning. I'm going to delete any other posts that you manage to make from any acco...

Thursday, 16th February 2017, 22:34

Forum: Suggestions & Criticism

Topic: dynast ban

Replies: 5

Views: 4944

Re: Remove fighting skill

dynast repeatedly violated forum rules after several warnings. The ban happened a while back.

Thursday, 16th February 2017, 15:57

Forum: Suggestions & Criticism

Topic: dynast ban

Replies: 5

Views: 4944

Re: Remove fighting skill

Just to be clear, Gozigzag was banned for being banned poster dynast. totallynotdynastpleasedontbanme was banned for also being banned poster dynast.

dynast, if you think you shouldn't be banned, you can email the moderators and make your case.

Thursday, 16th February 2017, 12:51

Forum: Crazy Yiuf's Corner

Topic: Fox race?

Replies: 23

Views: 8465

Re: Fox race?

Mod note: moved to CYC. OP, read the GDD rules before posting in GDD.

Wednesday, 15th February 2017, 16:02

Forum: Dungeon Crawling Advice

Topic: Was stealth buffed?

Replies: 25

Views: 6575

Re: Was stealth buffed?

Stealth is not very strong offensively, but is pretty strong defensively. If crawl had more genuinely scary monsters, stealth would be one of the better skills.

Thursday, 9th February 2017, 16:00

Forum: Crazy Yiuf's Corner

Topic: some kind of drama (split from: new fork, hellcrawl)

Replies: 8

Views: 2929

Re: some kind of drama (split from: new fork, hellcrawl)

I genuinely have no idea what's happening here, but I split it from the hellcrawl thread for being off-topic. If some other moderator wants to do something here, that's fine with me.

Tuesday, 7th February 2017, 13:44

Forum: Crazy Yiuf's Corner

Topic: some kind of drama (split from: new fork, hellcrawl)

Replies: 8

Views: 2929

Re: [proclick] new fork, hellcrawl

lethediver wrote:
Lasty wrote:No release notes credit for blowgun removal? :(


He slaved night and day over this branch and this is your comment? Sigh.

It looks like you're trying to passive-aggressively shame me for not praising hellcrawl, but that would be a weird thing to do. Are you trying to do something else?

Tuesday, 7th February 2017, 02:45

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 412518

Re: [proclick] new fork, hellcrawl

No release notes credit for blowgun removal? :(

Sunday, 5th February 2017, 17:19

Forum: Suggestions & Criticism

Topic: Tavern Rules Location

Replies: 3

Views: 3964

Re: Tavern Rules Location

You're right that the old rules post was destroyed somehow. It took a little digging, but I found a thread referencing the old tavern rules in their entirety (at least at the time). I've posted that as a global announcement , which should make it significantly easier to find. @lethediver, the forum ...

Friday, 3rd February 2017, 16:52

Forum: Crazy Yiuf's Corner

Topic: post itt every time you lol that trump is president

Replies: 30

Views: 12299

Re: post itt every time you lol that trump is president

This thread is more or less guaranteed to break tavern rules; it probably already has, but I don't really want to try to parse it. This isn't a great place for discussing politics. Locking it now.

Friday, 3rd February 2017, 16:43

Forum: Crazy Yiuf's Corner

Topic: What's the point of playing crawl?

Replies: 28

Views: 8050

Re: What's the point of playing crawl?

If you're worried that playing crawl is a waste of time, you're going to be horrified when you think about what posting on Tavern is.

Thursday, 26th January 2017, 23:28

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21427

Re: Remove Regeneration

I think its most likely as a permabuff spell that increases regen rate We have multiple equipment slots regen fits into. You want to make it fit in your spell slots too? Yeah, if I were proposing that change, it would be weird. But that's not a change, that's how it plays now, except stronger and w...

Tuesday, 24th January 2017, 15:48

Forum: Crazy Yiuf's Corner

Topic: Nerf pure melee!

Replies: 33

Views: 9319

Re: Nerf pure melee!

Moved to CYC because post doesn't meet GDD requirements.

Tuesday, 24th January 2017, 15:45

Forum: Crazy Yiuf's Corner

Topic: Redesign religions in covenants

Replies: 8

Views: 2427

Re: Redesign religions in covenants

Moved to CYC, since this post doesn't follow the requirements for GDD posts.

For what it's worth, "so nobody will be offended" isn't a useful criterion for anything. Anybody can choose to take offense over anything.

Tuesday, 24th January 2017, 15:42

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21427

Re: Remove Regeneration

I feel that the correct solution is one that is always-on and simulates whichever scriptable behavior is the most interesting as a passive effect. How do you keep spell power and spell success relevant? As I proposed before: have the per-AUT effect be moderated by the current spell power/success ra...

Tuesday, 24th January 2017, 04:02

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21427

Re: Remove Regeneration

Think about it this way: under what circumstances is it an interesting choice to cast regeneration? My answer is virtually never. It's almost always trivially scriptable when to cast it. These proposals don't change that. Given that, I feel that the correct solution is one that is always-on and simu...
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