Search found 726 matches

Sunday, 30th June 2013, 20:07

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 63899

Re: Proposal: Rework Item Destruction

I realize the idea is still early and numbers will probably end up being tweaked, but we can even have multiple levels of the debuff with differing chances. The chance of getting the debuff could also depend on how much damage the attack did, to make it more fair for AC characters. If you want to go...

Saturday, 29th June 2013, 17:11

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 63899

Re: Proposal: Rework Item Destruction

Yeah, I think I actually like the whole "items only burn up if you try to use them after getting hit with fire/ice". It keeps the idea that potions/scrolls aren't 100% reliable and can be destroyed, but it really turns item destruction into something that's your fault, instead of just an i...

Saturday, 29th June 2013, 14:27

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 63899

Re: Proposal: Rework Item Destruction

Eh, I'm on the fence. I don't like when consumables get destroyed, especially enchant scrolls which have almost 0 tactical value, but part of me thinks never really losing consumables is too generous to the player. I'd be happy though if item destruction was more tied to how much damage you actually...

Friday, 28th June 2013, 00:10

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 26092

Re: Suggestion: slightly more enemy variety in lower dungeon

Banshee A female spirit that wanders the dungeon, wailing for those that are about to die. Often thought to be an omen of death. Banshees wander the dungeon, emitting a wail every 50 turns or so, with a loudness somewhere between a regular shout and the Shield of the Gong. Not even remotely challen...

Thursday, 27th June 2013, 15:19

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 26092

Re: Suggestion: slightly more enemy variety in lower dungeon

Since dpeg invited ideas, here are some very rough ideas: Evolving beast: Based on an old doppelganger discussion, this creature is so tuned to magic that when it is hit with a spell or wand, it learns that spell. In the case of elemental attacks, it gains resistance to it, but weakness to its oppos...

Tuesday, 25th June 2013, 12:46

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: Jory

Replies: 16

Views: 3739

Re: YASD: Jory

Erolcha can have crystal spear as well, and spawns even earlier (wiki says D:8-13 + Orc, but it's the wiki).

Friday, 21st June 2013, 12:42

Forum: Game Design Discussion

Topic: Proposal: Make Str better

Replies: 59

Views: 18668

Re: Proposal: Make Str better

Related: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=4502 In my mind, I'd like it to be a formula similar to spell power and int, where fighting and str/dex come into play. There's also already a str/dex rating, so rather than just using str, you could also use: (str * strWeight + dex * ...

Thursday, 20th June 2013, 22:23

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP DDEE of Makhleb. Shatter rules

Replies: 17

Views: 5400

Re: YAVP DDEE of Makhleb. Shatter rules

Gratz!

And yeah, going for Earth Magic for a DD is a no-brainer. Even if you don't start with it, mastering it is incredibly easy with that +5 aptitude.

Thursday, 20th June 2013, 13:37

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP DDEE of Makhleb. Shatter rules

Replies: 17

Views: 5400

Re: CiP DDEE of Makhleb. Vampiric Lajatang

A good vampiric weapon can carry a DD through everything but extended without any divine healing (I've done it with an early game find of Leech). You've certainly got the defenses and staves skill to use it well, even if it means giving up the shield. You're approaching the end of the part of the ga...

Wednesday, 19th June 2013, 19:11

Forum: Game Design Discussion

Topic: New background: Noble

Replies: 17

Views: 4757

Re: New background: Noble

If you really wanted adaptation, some of those items might have to be unidentified or something. How would your idea interact with books? Books are considered a strong starting item, and already available to wanderers. An idea I once had was for a "scholar" background, which starts with a ...

Monday, 17th June 2013, 17:10

Forum: Game Design Discussion

Topic: Suggestion: Autofight should pursue submerged spaces

Replies: 14

Views: 3484

Re: Suggestion: Autofight should pursue submerged spaces

Without submerge, clouds would be way more effective against water monsters. Probably the only way to make water monsters interesting w/o submerge is to give them all ranged attacks of some sort so that they can meaningfully interact w/ characters who aren't standing in/next to water. Alternately, ...

Wednesday, 12th June 2013, 16:02

Forum: Game Design Discussion

Topic: Arcane Marksman (was: Launchers with Infinite Unbranded Ammo)

Replies: 23

Views: 5089

Re: Proposal: Launchers with Infinite Unbranded Ammo

The discussion is getting slightly diverted onto AM here; I do have further ideas about how to change the background but I didn't feel like I had a complete proposal yet so I haven't written it up anywhere yet. These are actually ideas I was thinking about pre-tourament and they got slightly sideli...

Tuesday, 11th June 2013, 17:44

Forum: Game Design Discussion

Topic: Racial Equipment

Replies: 33

Views: 8234

Re: Racial Equipment

The main problem with dwarven items is that there is only one species of dwarf in the game, which is only called dwarf by chance and doesn't really synch with dwarven gear. Well, the fortress/stronghold dwarf idea didn't seem too bad. Did that idea stall or something? And yeah, the problem seems to...

Monday, 10th June 2013, 19:08

Forum: Game Design Discussion

Topic: Racial Equipment

Replies: 33

Views: 8234

Re: Racial Equipment

I like racial equipment. It's not major or anything, but I think it adds flavor to the game. Dwarven items could maybe use a little work, because the spellcasting penalty leads to the same problem that makes medium armor useless, and the rewards aren't enough in that case. I think the biggest limita...

Monday, 10th June 2013, 15:20

Forum: Game Design Discussion

Topic: Shields

Replies: 29

Views: 6440

Re: Shields

You are both suggesting to make shields more like armour, I disagree. Differentiation is good. Shields shouldn't be just another layer of armour, it's good that it works differently and is not effective against the same stuff in the same way. Although, I did propose to make the penalty for successi...

Friday, 7th June 2013, 23:18

Forum: Game Design Discussion

Topic: Shields

Replies: 29

Views: 6440

Re: Shields

I agree that the current formula for shields is bad (I feel the same about attack speed). However, I think the size/shield relationship is sort of a counterbalance to that of dodging. I kind of feel like either both should stay or both should be gotten rid of (though reducing the bonus would be acce...

Friday, 7th June 2013, 22:43

Forum: Game Design Discussion

Topic: New Species - Drider (Top Half Elf, Bottom Half Spider)

Replies: 15

Views: 4025

Re: New Species - Drider (Top Half Elf, Bottom Half Spider)

Related: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=4482 (I actually like this version more than I like the OP's). https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:propose:arachnid Poison immunity makes no sense, as spiders and insects in this game are considered especi...

Wednesday, 5th June 2013, 17:57

Forum: Dungeon Crawling Advice

Topic: Troll leather armour

Replies: 14

Views: 4249

Re: Troll leather armour

Also, an enchanter usually has higher MR than average anyway. Um, how so? Unless he's carting around a Staff of Enchantment then the only thing he's got going for him is the Vampires 4*Experience Level MR; that may be higher then the average Human 3*Experience Level MR but outside of that his chara...

Wednesday, 5th June 2013, 17:27

Forum: Game Design Discussion

Topic: Can an unarmed race with high aptitudes be balanced/unique?

Replies: 51

Views: 9949

Re: Can an unarmed race with high aptitudes be balanced/uniq

I prefer that species have at least a couple of options. So I would have no problem with a species that specializes in either swords or axes, but I do have a problem with one that specializes in just swords. With merfolk, you could basically forbid them from using any weapon besides polearms and enh...

Wednesday, 5th June 2013, 17:13

Forum: Dungeon Crawling Advice

Topic: Troll leather armour

Replies: 14

Views: 4249

Re: Troll leather armour

I would also go with archmagi. Enchantments are very all-or-nothing, and thus pretty dependent on high skill power. Later on, once your skills are high enough that your hexes are reliable, and you want more AC, then you can maybe switch it. But for right now, it's better to successfully hex an enemy...

Wednesday, 5th June 2013, 01:26

Forum: Dungeon Crawling Advice

Topic: Train Unarmed for Transmuters?

Replies: 20

Views: 4723

Re: Train Unarmed for Transmuters?

Thanks for the advice, everyone. Sadly I just lost my character. I entered an Ice Cave I found in the lair, expecting to be able to walk through it easily since I was white and had ice form available, but I turned a corner and was suddenly covered in freezing clouds fired by two ice statues, and th...

Tuesday, 4th June 2013, 15:10

Forum: Game Design Discussion

Topic: Vehumet Suggestion

Replies: 27

Views: 5822

Re: Vehumet Suggestion

We already have a god for casting in heavy armor. People just think he sucks.

Thursday, 30th May 2013, 01:53

Forum: Dungeon Crawling Advice

Topic: triple sword or dagger?

Replies: 11

Views: 3471

Re: triple sword or dagger?

Nope, Xom will happily mutate you even when you're immune. It's still nice to never have to worry about monsters mutating you though.

Monday, 27th May 2013, 03:08

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45814

Re: Suggestions concerning Poison Magic

First of all, the rod of acid does sound cool. Anyway, another idea for a spell, semi-stolen from Project Eternity. Expel Poison. When used, it immediately cures you of poison. Not only that, it damages everything around you. The trick is, the more poisoned you are when you use it, the more powerful...

Friday, 24th May 2013, 02:42

Forum: Game Design Discussion

Topic: Award for killing Unique Hell/Pan lords

Replies: 37

Views: 11581

Re: Award for killing Unique Hell/Pan lords

But with the Hell lords, there is nothing. What if killing a Hell lord turned off Hell effects for that subbranch? Right now many hell layouts have big treasure rooms that are not worth looting because of the danger of guardians + hell effects. This is similar to how taking the rune enables cTele. ...

Thursday, 23rd May 2013, 14:50

Forum: Dungeon Crawling Advice

Topic: I want to win with every God

Replies: 15

Views: 3821

Re: I want to win with every God

See I thought Naga Venom Mage sounded good for early game because their poison aptitude is so high. Yes they aren't good at kiting, but since nagas resist poison you can just mephitic clour everything at point blank. Most things in the early game are susceptible to mephitic cloud. I figured chei wo...

Friday, 17th May 2013, 03:19

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45814

Re: Suggestions concerning Poison Magic

It's hard to come up poison spells that aren't completely negated by rPois but are also thematic and interesting. But an idea did come to me. Besides acid, another "element" occasionally associated with poison is radiation. So I was thinking, what about spells that create a monster version...

Thursday, 16th May 2013, 16:55

Forum: Dungeon Crawling Advice

Topic: Aizul

Replies: 7

Views: 2066

Re: Aizul

If you can get past his 112 MR, then yes (good luck on that). Silence can work too if you can survive his melee attacks.

Also, can stasis block sleep like it does paralysis? I can't really check right now.

Thursday, 16th May 2013, 13:33

Forum: Dungeon Crawling Advice

Topic: CIP - MuCK

Replies: 9

Views: 2300

Re: CIP - MuCK

pubby wrote:What do I do when I get confused by Xom?


Die.

Friday, 10th May 2013, 13:22

Forum: Dungeon Crawling Advice

Topic: Underrated Stuff

Replies: 28

Views: 6565

Re: Underrated Stuff

The spell Slow (Hexes school): Slowing down an enemy is the same as hasting yourself (one on one encounters), but you can do so near the start of the game - many many levels before haste is available. I've heard people recommend Slow before, but I've never understood it: first, Slow needs to pass M...

Friday, 10th May 2013, 01:57

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - Implojin doing tomb on the orbrun

Replies: 6

Views: 2317

Re: YASD - Implojin doing tomb on the orbrun

khalil wrote:I never go anywhere near elf:3 or tomb without mass abjuration. Otherwise you get yakety sax montages as you run away from a thousand summoned whatevers.

Pick up the silence spell and maybe a lantern of shadows; you won't have much of a problem.

Wednesday, 8th May 2013, 20:36

Forum: Game Design Discussion

Topic: New species: Mullvad

Replies: 24

Views: 5395

Re: New species: Mullvad

Not a bad basic idea. However, I would change tremorsense to be more distinct from antannae in the following ways: it only detects enemies that don't fly. it only detects enemies when they move (so sleeping enemies and enemies like oklobs are invisible to it). large enemies are detected farther away...

Tuesday, 7th May 2013, 18:35

Forum: Dungeon Crawling Advice

Topic: Display damage to monsters

Replies: 9

Views: 1625

Re: Display damage to monsters

ebarrett wrote:If you know what you're doing, it doesn't really matter whether Antaeus has 1 or 139 or 700 hp remaining.


If you know what you're doing, you don't need to ask questions in the "Dungeon Crawling Advice" forum, so I'm not sure what your point is.

Thursday, 2nd May 2013, 14:40

Forum: Dungeon Crawling Advice

Topic: autoinscribe_cursed

Replies: 2

Views: 872

Re: autoinscribe_cursed

That wasn't a very specific comment, so I'll chime in. Items with negative enchantments or bad egos are more likely to generate cursed. A weapon that you found cursed is usually junk even when uncursed, and cursed rings/amulets are possibly rings of hunger or amulets of inaccuracy respectively. Howe...

Wednesday, 1st May 2013, 18:14

Forum: Game Design Discussion

Topic: Things that could go better in my Opinion

Replies: 23

Views: 6088

Re: Things that could go better in my Opinion

Orb of Blizzard idea It has promise, but you say yourself it is slow and has limited range. As rebthor says, that combines into a threat most would just kite or avoid. So what if it had an ability like ensorcelled hibernation or metabolic englaciation, but rC only gives you a chance of resisting? A...

Thursday, 25th April 2013, 18:00

Forum: Game Design Discussion

Topic: Player-Invis Rework

Replies: 21

Views: 5317

Re: Player-Invis Rework

So if I combine invisibility with silence, it should be incredibly difficult for a monster to know my exact location, shouldn't it? Silence is very bad for stealth though... I was pointing out a hole in the explanation that poor stealth allows them to guess your location based on noise. The "u...

Thursday, 25th April 2013, 17:35

Forum: Game Design Discussion

Topic: Player-Invis Rework

Replies: 21

Views: 5317

Re: Player-Invis Rework

So if I combine invisibility with silence, it should be incredibly difficult for a monster to know my exact location, shouldn't it?

Thursday, 25th April 2013, 15:10

Forum: Game Design Discussion

Topic: Should corrosion be temporary and more severe?

Replies: 45

Views: 11579

Re: Should corrosion be temporary and more severe?

Just to throw another idea out there, what if acid were more like stat drain/mutation? That is, make acid more common and/or severe, but add an uncommon scroll that could reverse all or a large amount of acid damage. As soon as someone is saying "what if {foo} were more like {bar}" then a...

Thursday, 25th April 2013, 14:48

Forum: Game Design Discussion

Topic: Should corrosion be temporary and more severe?

Replies: 45

Views: 11579

Re: Should corrosion be temporary and more severe?

Just to throw another idea out there, what if acid were more like stat drain/mutation? That is, make acid more common and/or severe, but add an uncommon scroll that could reverse all or a large amount of acid damage.

Tuesday, 23rd April 2013, 15:45

Forum: Game Design Discussion

Topic: Proposal: New Abyss Monsters Deserve More Love

Replies: 15

Views: 3836

Re: Proposal: New Abyss Monsters Deserve More Love

You could also make summon spells that are more like haunt, or just summon in areas besides next to the caster. Running away is often an easy choice simply because the way you came from is unobstructed. Back on topic though, I kind of like the abyss monster pan level or rare/unique Abyss summoner id...

Friday, 19th April 2013, 23:49

Forum: Dungeon Crawling Advice

Topic: Invis and Silence?

Replies: 17

Views: 3136

Re: Invis and Silence?

If you want it purely for stabbing, don't bother. However, note that if a monster detects you because of silence, it can't exactly alert anyone else if it's in the field. If your character is also decent in physical combat, silence is an absolutely awesome spell against many magical threats and uniq...

Friday, 19th April 2013, 16:50

Forum: Game Design Discussion

Topic: Uses for a Scroll of Vorpalization

Replies: 31

Views: 8216

Re: Uses for a Scroll of Vorpalization

I think vorpal scrolls have an established-enough use that I'd really rather keep their original purpose, buffed to allow re-branding. As for artifacts, I still support the idea that Xom should rarely make/re-make artifacts. It could also be a final power of a random god.

Thursday, 18th April 2013, 14:25

Forum: Crazy Yiuf's Corner

Topic: Man this Lugonu chick is great

Replies: 7

Views: 2188

Re: Man this Lugonu chick is great

Try a Deep Dwarf Abyssal Knight. It''s fun*, and you really learn how to play better.

*only applies if your idea of fun is dying repeatedly.

Thursday, 18th April 2013, 14:18

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 931551

Re: I think we learned an important lesson today.

Don't be greedy to use Berserking potion vs Minotaur. It is extremely dangerous after all. Retreating behind a corner when Minotaur misses you with some "energy bolt" is not enough, you will miss almost dead Minotaur 3 times in a row and then lose about 30hp to Bolt of Inaccuracy. You wil...

Wednesday, 17th April 2013, 17:44

Forum: Dungeon Crawling Advice

Topic: Flaming and freezing clouds

Replies: 5

Views: 1526

Re: Flaming and freezing clouds

The only functional difference besides element that I can think of is that flames over or next to water produce tons of steam.

You can also sometimes produce freezing vapor by firing a wand of cold over water.

Thursday, 11th April 2013, 19:54

Forum: Game Design Discussion

Topic: Discussion: Improving Okawaru

Replies: 124

Views: 25084

Re: Discussion: Improving Okawaru

Another idea might be to make it so that Okawaru gives you a menu with a choice of items you can pick to use on your character, where you can select 1 and the rest are discarded. Actually, this gives me an interesting idea. Taking inspiration from Vehumet, Okawaru has a fixed number of times he'll ...

Monday, 8th April 2013, 16:23

Forum: Game Design Discussion

Topic: Several new uniques

Replies: 28

Views: 7529

Re: Several new uniques

I'd like to see at least one unique for each species. On that note, one of my ideas is for a unique minotaur named Asterion, who has a labyrinth aura. This aura causes the terrain within 6 tiles of him to warp like you were in a labyrinth (though it may or may not warp back later). To limit exploita...

Sunday, 7th April 2013, 14:24

Forum: Game Design Discussion

Topic: Identify scroll change

Replies: 32

Views: 7877

Re: Identify scroll change

With this proposal, scrolls would still be unid, but when you identify ?EA, suddenly this scroll inscribed with {tried on a robe} becomes a scroll of recharging. Or maybe it auto id when you use it, but in another game it doesn't. New players don't even know that there are 3 scroll types which targ...

Sunday, 7th April 2013, 01:50

Forum: Game Design Discussion

Topic: Bad defaults

Replies: 50

Views: 12089

Re: Bad defaults

which are the options you'd really like to change in-game occasionally? Allowing players to toggle (or choose values for) these particularly "un-fixed" options seems a lot better to me than an actual editor. Travel delay maybe? There are times when -1 delay can be nice, but I wouldn't wan...

Saturday, 6th April 2013, 23:30

Forum: Dungeon Crawling Advice

Topic: Help Punching Things

Replies: 18

Views: 4821

Re: Help Punching Things

Thanks for all the replies, @people who said about the running away thing As far as the whole "you can't get away" 9/10 when I play a Troll, When ever i find a powerful enemy and try to run, he'll either Gain or stay equal with me that's all I meant, And while you can usually skid addle b...
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