Search found 3931 matches

Thursday, 26th December 2013, 22:40

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11231

Re: Unfair Death (Drowning)

There and there. I think that was easier than removing all liquids from crawl.

Thursday, 26th December 2013, 08:46

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11231

Re: Unfair Death (Drowning)

snow wrote:You wash up on the last tile of shallow water or dry land that you visited. Alternatively, you could wash up on the closest tile of shallow water or dry land. Isn't that much obvious?

So, if a fight is going badly, just go drown yourself for a free instant escape. Nice.

Wednesday, 25th December 2013, 22:20

Forum: Game Design Discussion

Topic: Mana "rotting"

Replies: 4

Views: 1759

Re: Mana "rotting"

why doesn't the same mechanic exist for mana? You're asking the wrong question here. Why should it exists? Not for the sake of symmetry, that's for sure. Players often suggest that foo should be like bar because it creates a nice symmetry that makes them comfortable, but in reality, it often only r...

Wednesday, 25th December 2013, 20:47

Forum: Crazy Yiuf's Corner

Topic: Crazy proposal: a species who doesn't train skills

Replies: 17

Views: 4956

Re: Crazy proposal: a species who doesn't train skills

It is indeed quite a crazy proposal. Yiufed.

Monday, 23rd December 2013, 21:24

Forum: Game Design Discussion

Topic: Remove mimics

Replies: 8

Views: 3352

Re: Remove mimics

hilarious :)

Sunday, 22nd December 2013, 14:19

Forum: Game Design Discussion

Topic: minimum delay change

Replies: 12

Views: 3656

Re: minimum delay change

What seems like a sensible solution is to make heavy weapons be bad, compared to lighter ones, at zero skill, but scale better with training to become better. Which is nearly impossible to do with your proposed system. For a great sword to be worse than a falchion at 4 skill but better at 27 skill,...

Sunday, 22nd December 2013, 14:12

Forum: Game Design Discussion

Topic: minimum delay change

Replies: 12

Views: 3656

Re: minimum delay change

There was a proposal here last year or so which had some dev support that basically made it so going from skill 0->27 in any weapon gave you 1 extra attack per turn with that weapon. The dev support probably was because it was a dev proposal :) Here it is . In addition to moving the min delay to sk...

Friday, 20th December 2013, 21:45

Forum: Game Design Discussion

Topic: Make hexes show failure chance

Replies: 18

Views: 5075

Re: Make hexes show failure chance


Patch is in, thanks!

Friday, 20th December 2013, 15:33

Forum: Game Design Discussion

Topic: Make hexes show failure chance

Replies: 18

Views: 5075

Re: Make hexes show failure chance

And damage done by spells is displayed, in a way. If it hits a monster, you see how far their life bar goes down. If a monster "easily resists" then "barely resists" I have no idea if that means I got a couple bad rolls on a 75% chance, or if I should just stop trying to use hex...

Friday, 20th December 2013, 13:31

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 9827

Re: Healing from resting

Insults, profanity and personal attacks. Nice thread suicidal acvar. Locked.

Thursday, 19th December 2013, 22:16

Forum: Game Design Discussion

Topic: Contamination proposal

Replies: 5

Views: 1705

Re: Contamination proposal

sanka wrote:3. It would be easier to create a deterministic contamination function

It already is. You can't get yellow glow from a single cast of invisibility anymore.

Thursday, 19th December 2013, 18:38

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 23677

Re: New mechanics for ammo destruction

Being able to win the game by using a single item, a single skill and a couple of keys isn't a design goal.

Thursday, 19th December 2013, 18:30

Forum: Contributions

Topic: New Bailey

Replies: 28

Views: 8825

Re: New Bailey

K01mbm wrote:I can't wait until the support is added for this.

Well, I had a quick look at it and it's not trivial. And this isn't really my domain of expertise. So, don't hold your breath, I'm not really working on it.

Thursday, 19th December 2013, 17:50

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 23677

Re: New mechanics for ammo destruction

All limited unbranded ammo accomplishes is to occasionally screw over rangers in the early game. Yes, it's when it's sparse that it works well. If there's a risk of running out, then you have to manage it. We all know that starting from mid-game, ammo is virtually unlimited (well, at least arrows a...

Thursday, 19th December 2013, 14:19

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 9827

Re: Healing from resting

The really relevant proposal for poison regarding 5 smashing was to make poison damage deterministic, and calculate maximum damage (with regeneration) in advance, so the game can display final health after resting, and a single press of 5 can wait for the poison to disappear instead of having to re...

Thursday, 19th December 2013, 10:29

Forum: Technical Support

Topic: Optioneering with Autofight

Replies: 2

Views: 2310

Re: Optioneering with Autofight

Moved to tech support

Thursday, 19th December 2013, 09:28

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 9827

Re: Christmas present for dpeg

Instead of adding some weird hack which encourage manipulating LOS for fast healing, let's just improve how 5 works. The whole point of the feature is that you press the key only once and you're rested. It doesn't work very well with default options, so let's fix that instead. rest_wait_both = true ...

Wednesday, 18th December 2013, 15:16

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 23677

Re: New mechanics for ammo destruction

Why do you keep ranting about balance? crate already told you already that ammo is about differentiation, not balance. Ranged without ammo is just like spellcasting with unlimited MP. Ammo is what makes ranged combat. If you don't like managing ammo, maybe don't play a hunter. If you remove ammo, yo...

Wednesday, 18th December 2013, 08:47

Forum: Game Design Discussion

Topic: Axe buffing

Replies: 38

Views: 9430

Re: Axe buffing

dck wrote:Also I've started to see dtridents in D: 12-16 lately strangely often wielded by Op, mostly.

Not anymore, thanks to MarvinPA.

Tuesday, 17th December 2013, 23:01

Forum: Game Design Discussion

Topic: Insult and lockout

Replies: 3

Views: 1507

Re: Insult and lockout

Locked. nymphy83: see PM.

Tuesday, 17th December 2013, 22:49

Forum: Game Design Discussion

Topic: Insult and lockout

Replies: 3

Views: 1507

Re: Insult and lockout

I didn't insult you.

Tuesday, 17th December 2013, 22:44

Forum: Game Design Discussion

Topic: Axe buffing

Replies: 38

Views: 9430

Re: Axe buffing

From the recent weapon discussions, there seems to be one consensus: M&F are both common and strong making them the dominating weapon type. So let's nerf them to bring back some balance.

Tuesday, 17th December 2013, 22:33

Forum: Game Design Discussion

Topic: Color coded difficulty levels

Replies: 20

Views: 5802

Re: Color coded difficulty levels

How do you define easy? Easy to learn (simple mechanism, powerful even with poor tactics,...)? easy to win? 3 runes? 15 runes? Easy to streak? Easy to Zig run when maxxed? This is obviously very subjective. Everyone has their own definition of what is easy and their own playstyle. It's hard and cont...

Tuesday, 17th December 2013, 22:27

Forum: Game Design Discussion

Topic: Eating the Flesh of Corpses

Replies: 11

Views: 3625

Re: Eating the Flesh of Corpses

nymphy83 wrote:It would improve the game significantly for people like me :)

How exactly? This is rethorical, just think about it. This is on the won't do list, which you would have known if you had bothered to read the GDD forum rules.
Thread locked.

Tuesday, 17th December 2013, 15:52

Forum: Game Design Discussion

Topic: Monster acts while using stairs

Replies: 5

Views: 2062

Re: Monster acts while using stairs

Sprucery wrote:So I guess one could potentially be paralysed multiple times in a row this way.

No. You have a short duration paralysis immunity when it wears off.

Tuesday, 17th December 2013, 15:47

Forum: Contributions

Topic: New Bailey

Replies: 28

Views: 8825

Re: New Bailey

Oh right, using the patrolling flag, you can only make it return to its spawn point. But maybe we can add support to set a patrolling point different from the spawn point.

Tuesday, 17th December 2013, 09:12

Forum: Contributions

Topic: New Bailey

Replies: 28

Views: 8825

Re: New Bailey

So why not rearrange things? You could put the dragon's hoard inside the castle; maybe the orcs stole it and it wants it back. I think that could work great. The theme is good and then it would make sense to have the dragon actually storming the castle. If you give it a patrolling point to its gold...

Tuesday, 17th December 2013, 00:00

Forum: Game Design Discussion

Topic: remove dart gifts

Replies: 29

Views: 8404

Re: remove dart gifts

Or remove tomahawks and buff darts instead

Monday, 16th December 2013, 11:25

Forum: Game Design Discussion

Topic: Ability to remove own clouds

Replies: 11

Views: 3413

Re: Ability to remove own clouds

Another idea to address the issue is to change how autoexplore deals with temporary clouds. Instead of considering them blocking and trying to path around, it waits for them to expire. Especially nice if there's loot under the cloud.

Monday, 16th December 2013, 09:17

Forum: Game Design Discussion

Topic: Firestorm/Icestorm OP

Replies: 19

Views: 5371

Re: Firestorm/Icestorm OP

Mankeli is right on. The game isn't designed to challenge maxxed out characters. Also, the OP obviously failed to read the GDD rules. Locked.

Sunday, 15th December 2013, 22:13

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 23677

Re: Proposal: Start hunters with more than 20 ammunition

the other one is that sometimes during a tough fight I have crapload of ammo just lying around the floor which I cannot access at that time. To me, that sounds like a reason to keep ammo mulching. What you describe is a tactical sitatuation which sometimes happen when the feature mechanism is worki...

Friday, 13th December 2013, 23:41

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7489

Re: Proposal: make necromutation semi-permanent

I've made a fairly detailed design on the wiki . I think it's basically the least intrusive to balance and interface you can do. When I brought it up on ##crawl-dev, the feedback I got was that it would be better to fix spells to make it undesirable to keep them up all the time. Like it was done to ...

Friday, 13th December 2013, 23:32

Forum: Crazy Yiuf's Corner

Topic: new evocable hats

Replies: 12

Views: 3191

Re: new evocable hats

Yiufed.

Friday, 13th December 2013, 18:32

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

Also, note that what we need is an abbreviated name. There's no room to fit Hexes Resistance before the bar. So, rHexes or rMagic I'd say, and I think the latter is better.

Friday, 13th December 2013, 09:16

Forum: Game Design Discussion

Topic: Long blades weapon progression.

Replies: 13

Views: 3858

Re: Long blades weapon progression.

duvessa wrote:Well, 1-handed weapons in general were also nerfed not so long ago, so...

What is this referring to?

Friday, 13th December 2013, 09:15

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

If Magic Resistance is going on the resistances page, I would propose that it gets renamed to Hex Resistance as it's current name implies that it provides resistance to all spells. Magic resistance is already on the resistances screen. It says you are xxx resistant to hostile enchantments. Indeed, ...

Thursday, 12th December 2013, 22:19

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 9541

Re: Monster digging breaks vaults

I would also suggest using whether the monster is on a no_rtele_into tile to determine if they should dig. That sounds better yeah. That's not quite enough since monsters can also dig in to them, which I think is the bigger problem. I don't think it's the bigger problem. It's limited to deep troll ...

Thursday, 12th December 2013, 21:46

Forum: Game Design Discussion

Topic: Species proposal: Jekyl

Replies: 9

Views: 2526

Re: Species proposal: Jekyl

The variable LOS is likely to be problematic. Also, LOS being symmetrical, it's not flavoured as "vision range". Reducing LOS mostly means that monsters have a harder time seeing you (hence "darkness"). Also, +1 LOS isn't possible because it doesn't fit in tiny term. The proposal...

Thursday, 12th December 2013, 20:48

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 9541

Re: Monster digging breaks vaults

Or maybe they could not use it on vault walls? There's a map marker on all vault cells.

Thursday, 12th December 2013, 18:01

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

Can you explain? I already have. Try to pay attention. Anyway, this whole discussion is just one big subjective bikeshed. No it's not, there's a reason for how each information is displayed. We try to only show relevant information. If you show more, it tells the player that the detail is important...

Thursday, 12th December 2013, 16:19

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

Would you also like to see your exact XP instead of percentage progression to the next level? No. Why would I want that? You've been arguing that MR should be numerical because AC/EV are numerical. Yet, this reasoning doesn't apply to XP. Because it's flawed. The fact is that modern RPG games that ...

Thursday, 12th December 2013, 15:28

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

The reason why many of us prefer numbers is because AC / EV / SH are all numbers, and none of us would like to see that converted to a bar. Would you also like to see your exact XP instead of percentage progression to the next level? We try to use a display which is appropriate to the information. ...

Thursday, 12th December 2013, 14:52

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

Well, we have AC, EV and SH as numbers. I'm probably missing something here, because I can't think why MR should be different. They work completely differently, so that might be a reason. Just giving counter examples doesn't move the discussion forward, you have to use your brain and explain why yo...

Thursday, 12th December 2013, 12:56

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34782

Re: MR

I like the idea of using a spellpower-like bar for MR. I don't see the point of giving a number instead. As it's already been said, without a scale a number is meaningless, why do people ignore that and keep pushing this? There isn't any solid argument about why displaying a number would be better t...

Thursday, 12th December 2013, 08:46

Forum: Game Design Discussion

Topic: Starting Evocables/Assassin Background?

Replies: 18

Views: 4874

Re: Starting Evocables/Assassin Background?

The OP has been thoroughly rejected and no interesting proposal or discussion has stem from it. Lock.

Tuesday, 10th December 2013, 14:01

Forum: Game Design Discussion

Topic: Proposal: <ctrl>a-z for an additional 26 inventory slots

Replies: 19

Views: 7435

Re: Proposal: <ctrl>a-z for an additional 26 inventory slot

Also, many items would be inaccessible because the OS catches some ctrl+letter and send a signal to process (ctrl+c for example).

Tuesday, 10th December 2013, 10:35

Forum: Game Design Discussion

Topic: Species: Divine Champion.

Replies: 5

Views: 2201

Re: Species: Divine Champion.

Actually, thinking of classes, a "Zealot" class that comes with an amulet of faith, a robe, the god of their choice, and no other equipment else is a fun concept, at least from a flavor standpoint, although it reduces the specialness of the other classes that start with a god. There's the...

Tuesday, 10th December 2013, 10:30

Forum: Game Design Discussion

Topic: Proposal: <ctrl>a-z for an additional 26 inventory slots

Replies: 19

Views: 7435

Re: Proposal: <ctrl>a-z for an additional 26 inventory slot

Having to constantly inventory manage is annoying at times. Yes, that's why you should try to carry less junk instead of asking to be able to carry more. Searching through 78 items when you want to use something would be way more annoying IMO. At full inventory, later in the game i usually just eat...

Tuesday, 10th December 2013, 10:11

Forum: Game Design Discussion

Topic: Stop Casting ability for Ray status

Replies: 10

Views: 3475

Re: Stop Casting ability for Ray status

Here is the other thread. I'm locking this one.

Tuesday, 10th December 2013, 08:26

Forum: Game Design Discussion

Topic: Species: Crystal Dwarf

Replies: 42

Views: 12423

Re: Species: Crystal Dwarf

We already had a boatload of golem proposals. None got anywhere. The problem is that unliving is so similar to being undead, and with no potions and no food, you're already close to mummy. If the half-piety is good, why not just staple it to the existing somewhat unliving species which many consider...
PreviousNext

Return to advanced search

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