Search found 202 matches

Tuesday, 3rd June 2014, 02:39

Forum: Game Design Discussion

Topic: Tedium and the Illusion of Lethality

Replies: 149

Views: 40619

Re: Tedium and the Illusion of Lethality

Extended is just as easy as everything else after Lair:1, man. I disagree, because of hellfire, torment, hell effects and mummy death curses. Slime and Abyss are usually quite easy after getting 3 runes, in my experience. And we have come full circle in this thread. None of those are actually that ...

Monday, 2nd June 2014, 03:02

Forum: Game Design Discussion

Topic: Reducing damage spikes

Replies: 17

Views: 6369

Re: Reducing damage spikes

I'm not sure why it's desirable to reduce randomness. Personally I think the variance in outcomes in crawl combat is a plus, not a minus, though I don't want to argue in support of this position right now. Less randomness makes Crawl more of a solved game, which is not healthy for its lifespan expe...

Wednesday, 28th May 2014, 21:54

Forum: Game Design Discussion

Topic: Tedium and the Illusion of Lethality

Replies: 149

Views: 40619

Re: Tedium and the Illusion of Lethality

That would be a huge difficulty increase for new players. It's already hard enough teaching new players to use their consumables rather than hoard it. I'm not so sure the artificial increase in excitement is worth the tedium it'd add for experienced players.

Monday, 26th May 2014, 03:23

Forum: Crazy Yiuf's Corner

Topic: bribe unique

Replies: 2

Views: 1031

Re: bribe unique

Patashu wrote:I think you meant to post this in CYC.


A joke?! You don't say.

Monday, 19th May 2014, 15:55

Forum: Crazy Yiuf's Corner

Topic: Milestone spam in ##crawl

Replies: 9

Views: 2858

Milestone spam in ##crawl

It can be very difficult to follow conversations in ##crawl due to the progress updates generated by bots from every server. Putting the bots on ignore is not a solution as they provide useful data when queried (learndb, monster stats, statistics, logs). At this point in the game's lifespan it's not...

Sunday, 18th May 2014, 15:27

Forum: Game Design Discussion

Topic: God Proposal: Patron God of Humans

Replies: 9

Views: 2744

Re: God Proposal: Patron God of Humans

Can you give us an example of what you consider to be a "very nasty fight"? Khufu? The Royal Jelly? Randomly-created Pandemonium lord? Cerebov?

Or will this invocation create its own unique monsters to challenge you?

Re: YASD: OpEE^chei, caster + statue form; acid and stupidit

Your ghost was tough, but I did ya proud. 65484 | Slime:6 | Noticed tasonir's ghost (legendary OpEE) 65549 | Slime:6 | Killed tasonir's ghost also, whenever I take on TRJ I generally look to see if I can find a full corner on the outer edge of the vault structure. Exposes you to only three tiles at ...

Tuesday, 13th May 2014, 23:05

Forum: Game Design Discussion

Topic: Discussion of Holy Enemies

Replies: 28

Views: 8594

Re: Discussion of Holy Enemies

dck wrote:Well holy orc knights aren't hugely interesting either.


Tavern seems to oscillate between hating monsters that are interesting and hating monsters that aren't interesting.

Saturday, 10th May 2014, 03:36

Forum: Dungeon Crawling Advice

Topic: One page worth of advice to give... What would it be?

Replies: 54

Views: 18493

Re: One page worth of advice to give... What would it be?

Should have known it'd be Art of War. It's very applicable to many other fields, not just Crawl (or warfare), but it's more of a broad-strokes thing. Not many people have the overall experience (or ability) to convert broad-strokes advice into precise tactical movements.

Saturday, 10th May 2014, 01:11

Forum: Dungeon Crawling Advice

Topic: One page worth of advice to give... What would it be?

Replies: 54

Views: 18493

Re: One page worth of advice to give... What would it be?

TheDefiniteArticle wrote:That's the one nagging doubt about writing a Crawl guide: some dude in China already wrote the best Crawl guide a long long time ago, and if I posted it in here it would be totally ignored. But then given what I just wrote, maybe that should be my goal.


I'd be curious to see this guide.

Sunday, 4th May 2014, 02:36

Forum: Game Design Discussion

Topic: Proposal: Hand crossbows and the Thief background

Replies: 16

Views: 4569

Re: Proposal: Hand crossbows and the Thief background

I agree with crate, I don't like the idea of ranged stabbing at all. The explicit drawback of stabbing is that you have to get in close to your target, sacrificing safety and positioning for the chance at an instakill. When you take that requirement away, what's left?

Sunday, 4th May 2014, 02:00

Forum: Dungeon Crawling Advice

Topic: Generated gear enchantment level range?

Replies: 9

Views: 2523

Re: Generated gear enchantment level range?

Ashenzari reasons.

Saturday, 3rd May 2014, 02:26

Forum: Dungeon Crawling Advice

Topic: Rods: do you use them?

Replies: 32

Views: 9029

Re: Rods: do you use them?

If you get lucky and find a rod early on it's very worth it to invest in some Evocations for them. A rod of shadows or inaccuracy is an amazing power boost.

I generally use them as part of my pre-fight setup, not during a pitched battle.

Friday, 2nd May 2014, 22:19

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 98

Views: 25364

Re: Demigod Reform

As for a suggestion for "improving" them without buffing them, I think a change as simple as allowing Demigod to control the allocation of all stat increases from XL gain could do wonders for the race's feel and distinctiveness.

Friday, 2nd May 2014, 22:14

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 98

Views: 25364

Re: Demigod Reform

"Demigod" is just flavor - what they are, mechanically, is the Race with Huge Stats. We could just as easily rename them Humans or Golems or whatever, it has no impact on the actual mechanics of the Demigod race. Don't get distracted by the shiny wrapping. The question at hand here is, &qu...

Thursday, 1st May 2014, 20:15

Forum: Game Design Discussion

Topic: Remove Halfling; Integrate into Kobold

Replies: 39

Views: 9256

Re: Remove Halfling; Integrate into Kobold

Entirely separate from the mechanical issues at hand here, I would prefer to keep Kobold over Halfling as kobolds have actual (and varied!) representation in the game. The Crawl versions of Elves, Orcs, and Dwarves have successfully differentiated themselves from the Tolkien origins, but I don't thi...

Tuesday, 29th April 2014, 19:56

Forum: Game Design Discussion

Topic: Reduce # of Wand Types

Replies: 17

Views: 4344

Re: Reduce # of Wand Types

Why use attack wands on jellies/eels when you can just polymorph them?

Monday, 28th April 2014, 03:24

Forum: Game Design Discussion

Topic: Make Wall of Brambles disappear when the thorn hunter dies

Replies: 2

Views: 1227

Frankly I'm surprised they didn't already count as summons.

Saturday, 26th April 2014, 05:06

Forum: Game Design Discussion

Topic: Suggestion for new unique: O'Malley

Replies: 19

Views: 4991

Re: Suggestion for new unique: O'Malley

You could do sheep instead of yaks if you wanted to reduce the danger level here.

That said, doesn't Polyphemus already cover the Y class of monsters?

Friday, 25th April 2014, 03:10

Forum: Game Design Discussion

Topic: Komodo dragons are pretty annoying

Replies: 35

Views: 11663

Re: Komodo dragons are pretty annoying

What's the purpose of komodo dragons now, then? They aren't that much tougher than yaks and yaks have a special feature of appearing in packs.

Wednesday, 23rd April 2014, 02:23

Forum: Game Design Discussion

Topic: Door opens, door shuts

Replies: 8

Views: 2460

Re: Door opens, door shuts

I've been killed by an allied demonic guardian opening a door that I closed the previous turn, allowing sight for an orc priest to smite me. Units under your control should respect doors (maybe only if they see you close/open it?).

Saturday, 19th April 2014, 19:12

Forum: Dungeon Crawling Advice

Topic: How to get rid of bad mutations?

Replies: 36

Views: 7878

Re: How to get rid of bad mutations?

Klown wrote:Why are cure mutation potions so rare in such a mutation-heavy game?


Would you care about mutations if you could easily cure them?

Friday, 18th April 2014, 04:24

Forum: YASD! YAVP! and characters in progress too

Topic: YASD VSSu

Replies: 15

Views: 2874

Re: CiP: VSSu - electrowhip or vampsword?

Keep in mind he's playing Vine Stalker so it's not as if he lacks a source of (pseudo)vampirism. On the other side of that coin, for a character who can't heal via quaff/evoke it would behoove him to have as many sources of alternative healing as possible. 12 in M&F for mindelay on whips/demon w...

Friday, 18th April 2014, 02:39

Forum: YASD! YAVP! and characters in progress too

Topic: YASD VSSu

Replies: 15

Views: 2874

Re: CiP: VSSu - electrowhip or vampsword?

Electrocution is one of the better brands for a whip, you already have an investment in Maces & Flails, and on top of that it's trivial XP-wise to hit mindelay with whips (requiring 12 skill). Longswords will eventually get outclassed and higher levels of blades require a lot of XP. As a summone...

Wednesday, 16th April 2014, 04:53

Forum: Crazy Yiuf's Corner

Topic: Shoals vs. Swamps

Replies: 60

Views: 17070

Re: Shoals vs. Swamps

Fucking javelineers holy shit.

Tuesday, 15th April 2014, 21:19

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: DsBe weapon / skill advice please?

Replies: 4

Views: 1297

Re: CiP: DsBe weapon / skill advice please?

Invest in Dodging as soon as possible, especially if you decide to give up the shield and go with the bardiche. You'll be able to get it up from 1.7 to 7-8 very quickly and you'll see a big jump in your EV thanks to it. Keep in mind that higher skill levels are much, much more expensive to progress ...

Tuesday, 15th April 2014, 20:37

Forum: Game Design Discussion

Topic: The Abyss, its monster set, and more!

Replies: 23

Views: 6575

Re: The Abyss, its monster set, and more!

Thanks for analysis! No time to go into details right now, but one idea that crossed my head: banishment should send different characters to different Abyss levels. You could model this on character XL, or also the banishing source's depth. Doing something like this could allow Banishment strength ...

Tuesday, 15th April 2014, 20:16

Forum: Game Design Discussion

Topic: Species: Salamander

Replies: 26

Views: 7861

Re: Species: Salamander

Lava swimming is almost exclusively flavour: fits the theme, and easy to turn into game mechanics. Compare with Beogh water walking. Sure, I agree. Why restrict something so flavorful to later on in the game though? By the time you have lava swimming you'll likely have a method of flight. Brannock:...

Tuesday, 15th April 2014, 19:46

Forum: Game Design Discussion

Topic: Species: Salamander

Replies: 26

Views: 7861

Re: Species: Salamander

I do like lava swimming, but I wonder how often you'll have opportunities to use it. Other than randomly generated vaults, there's the Volcano and Gehenna. Where else?

Tuesday, 15th April 2014, 19:44

Forum: Game Design Discussion

Topic: Species: Salamander

Replies: 26

Views: 7861

Re: Species: Salamander

To be frank the proposal is perhaps *too* safe and conservative. It's not very exciting, you basically start with Slow Movement 2, rC-, and a small amount of fire damage on hit, eventually switching out Slow Movement 2 for rF++. So in effect you handicap yourself early on for guaranteed later obtain...

Tuesday, 15th April 2014, 18:38

Forum: Game Design Discussion

Topic: Proposal- Tweak corpse sacrifice piety gain

Replies: 11

Views: 2597

Re: Proposal- Tweak corpse sacrifice piety gain

At a minimum I'd love to see the suggested Okawaru change to be implemented. Individually sacrificing each corpse after a major battle is insanely tedious (but auto_sacrifice helps!) and doesn't fit with Okawaru's flavor. Why does the God of Grand Battle care about dead bodies? They aren't going to ...

Tuesday, 15th April 2014, 14:59

Forum: Game Design Discussion

Topic: Alternatives to energy randomization

Replies: 58

Views: 15492

Re: Alternatives to energy randomization

What's different specifically about Brogue's stairs? I haven't gotten around to playing Brogue and I don't see anything enlightening turning up on my searches for "brogue stairs".

Thursday, 13th February 2014, 22:04

Forum: Game Design Discussion

Topic: The problems with spriggan druids in Swamp

Replies: 27

Views: 8092

Re: The problems with spriggan druids in Swamp

I went through Swamp 5 today on a HuWn and was caught off guard by a spriggan druid accompanying a pack of 20-25 hydrae/dragons and a couple thorn hunters. After fighting and teleporting away a couple times and trying to draw out the druid I realized that thanks to its speed and convoking I wasn't g...

Thursday, 6th February 2014, 19:42

Forum: Crazy Yiuf's Corner

Topic: Name change for Shields of resistance

Replies: 27

Views: 5057

Re: Name change for Shields of resistance

Shield of Friction.

Sunday, 26th January 2014, 19:32

Forum: Game Design Discussion

Topic: New Background: Beastmaster

Replies: 26

Views: 6772

Re: New Background: Beastmaster

If mercenary/pet shops became a thing then Beastmaster wouldn't be unique compared to other backgrounds - they'd just get guaranteed access to a pet (similar to how Conjurers get guaranteed access to a spellbook, etc).

Not that I think it's a real issue.

Friday, 24th January 2014, 05:28

Forum: Game Design Discussion

Topic: Species Proposal: Blood Orc

Replies: 19

Views: 16524

Re: Species Proposal: Blood Orc

I'm in favor of Hill Orc -> Orc and Lava Orc -> Salamander. But this is off topic.

A bloodsucking race seems at odds with Vampire, even if they do rely on different mechanics. And if we're talking different mechanics here, Blood Orc (as they stand) overlap a little bit with Vine Stalker.

Friday, 24th January 2014, 05:15

Forum: Game Design Discussion

Topic: Singing sword + song of slaying

Replies: 14

Views: 4580

Re: Singing sword + song of slaying

I'll always support more flavor in Crawl, but not spoilery mechanical interactions like this.

Friday, 24th January 2014, 05:12

Forum: Game Design Discussion

Topic: Proposal: Draconian Revisions

Replies: 51

Views: 15905

Re: Proposal: Draconian Revisions

It is probably because it is temperature related unlike bolt of cold? Bolt of cold is a physical shard you can block with a shield. I'd envision the breath to be like an all-encompassing wind chill. Aren't you thinking of Throw Icicle? Bolt of Cold pierces enemies, much unlike a blockable shard.

Monday, 13th January 2014, 05:27

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80028

Re: New God: Seth, the Shadow King

After roughly ~3 hours total of spectating Dithmengos on CSZO today I feel safe saying that it's the Shadow Mimic part of Dsomething that's the most powerful part of the current incarnation. The rest of his abilities feel/seem balanced and flavorful. The damage amplification you get from shadow mimi...

Sunday, 12th January 2014, 19:58

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80028

Re: New God: Seth, the Shadow King

Not sure Dithmengos should be Evil. I think a neutral god of shadows would be more interesting.

Sunday, 12th January 2014, 05:42

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 914162

Re: I think we learned an important lesson today.

If you quaff ID a potion of beneficial mutation before Lair and get an awesome mutation (like fast movement), it would be a good idea to stop quaff ID'ing potions until you have identified also mutation and cure mutation. The next potion just might be cure mutation... Don't ever quaff ID potions: 1...

Wednesday, 8th January 2014, 06:02

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80028

Re: New God: Seth, the Shadow King

No apostrophes or dashes please. They're incredibly inelegant and stereotypical.

Wednesday, 1st January 2014, 19:06

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 48765

Re: Vine Stalkers.

^^^ I must have not been paying attention to whether or not I got invigorated from chomping - your explanation makes sense, thanks. My first attempt at VS got two runes and died on Vaults: 5 from sloppy play. Could have easily cleared it out with stairdancing, but meh. After 3 straight hours of play...

Wednesday, 1st January 2014, 16:40

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 48765

Re: Vine Stalkers.

Should vinestalkers be able to drain magic from plants and fungi?

Monday, 30th December 2013, 18:56

Forum: Game Design Discussion

Topic: remove dart gifts

Replies: 29

Views: 8388

Re: remove dart gifts

jejorda2 wrote:I could swear I've been hit by poisoned tomahawks already.


I can confirm that tomahawks of poison do exist.

Tuesday, 24th December 2013, 04:47

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32341

Re: Make Haste similar to new Swiftness

Wahaha wrote:People sometimes learn spells without being able to cast them, you shouldn't count those.


Do you mean only 100% chance of miscast spells, or "unreasonably high chance of miscasting" or what?

Saturday, 21st December 2013, 05:07

Forum: Game Design Discussion

Topic: Contamination proposal

Replies: 5

Views: 1692

Re: Contamination proposal

I dunno. The game already has lots of "do you want to do this dumb thing?" warnings. It's almost self-playing at this point.

Tuesday, 10th December 2013, 18:06

Forum: Game Design Discussion

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

Replies: 19

Views: 7408

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

My major concern with inventory management is that equipped items take up quite a significant chunk of what's supposed to be in your *backpack*. Assuming you're fully kitted out, that's weapon, shield, hat, torso, gloves, boots, 2 rings, and amulet: nine inventory slots. If we were to go to 26 inven...

Friday, 6th December 2013, 19:30

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8665

Re: What are manuals for?

Are manuals so powerful that they can't be placed earlier in the Dungeon without reducing their strength? It seems to me that finding an early manual should change a game significantly, but I'm not sure if they would have nearly that effect if they were weaker to go along with being able to show up ...
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