Search found 785 matches

Tuesday, 12th August 2014, 16:21

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19342

Proposal: Early Trample

Is there any pre lair enemy with trample? Elephants are the earliest enemy that come to mind. Frankly, mid-lair seems to be kind of late to introduce a potentially devastating ability. Why not introduce a relatively weak, yet trampling enemy earlier on? It will let the player know that it can happen...

Sunday, 10th August 2014, 20:59

Forum: YASD! YAVP! and characters in progress too

Topic: CiP : enchant mottled dragon hide vs +5 robe with +4 slaying

Replies: 11

Views: 3213

Re: CiP : enchant mottled dragon hide vs +5 robe with +4 sla

That robe is really quite fantastic.

ESPECIALLY when being compared to MDA.

Sunday, 10th August 2014, 01:31

Forum: Dungeon Crawling Advice

Topic: CiP: Is a melee Spriggan viable?

Replies: 16

Views: 4238

Re: CiP: Is a melee Spriggan viable?

My second win was a SpBe. They're kinda fun.

Sunday, 10th August 2014, 01:28

Forum: Crazy Yiuf's Corner

Topic: Xom Is Unfair

Replies: 14

Views: 4682

Re: Xom Is Unfair

Xom thinks this thread is hilarious!

Sunday, 10th August 2014, 00:59

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 19262

Re: What is the viability of a no-reading race?

I think this is interesting. What if the species was "blind"? Braille reading could be a possible explanation for slow scroll reading as opposed to "you're just dumb and can't comprehend so good". Also, maybe a level of night stalker or something that actually makes not being abl...

Friday, 8th August 2014, 20:16

Forum: Game Design Discussion

Topic: Give incremental damage to flaming brand?

Replies: 11

Views: 3666

Re: Give incremental damage to flaming brand?

If all monsters were bees there wouldn't be an issue

Thursday, 7th August 2014, 21:05

Forum: Game Design Discussion

Topic: Give incremental damage to flaming brand?

Replies: 11

Views: 3666

Re: Give incremental damage to flaming brand?

I've seen a "make weapons more interesting" discussion somewhere before, but I don't see it happening anytime soon. As for brands, I dont see the sense in changing anything besides maybe poison as Siegurt mentioned. But, even then it might confuse players. Having a poison brand that functi...

Thursday, 7th August 2014, 20:21

Forum: Game Design Discussion

Topic: Give incremental damage to flaming brand?

Replies: 11

Views: 3666

Re: Give incremental damage to flaming brand?

Maybe this type of thing would be more interesting on a weapon base IE staves.

Saturday, 19th July 2014, 15:40

Forum: Crazy Yiuf's Corner

Topic: Enemy removal

Replies: 15

Views: 4598

Re: Enemy removal

Crate, that all makes sense.

This question came from a place of genuine curiosity, so I appreciate the sensible answers.

Saturday, 19th July 2014, 06:39

Forum: Crazy Yiuf's Corner

Topic: Enemy removal

Replies: 15

Views: 4598

Enemy removal

I couldn't find "come bitch about the game" in the index anywhere, so I'm posting here. As the title says, what's with that? I understand certain enemies becoming obsolete with the removal of certain mechanics. I understand enemies being flat out broken. To a lesser extent I understand ene...

Saturday, 8th March 2014, 03:08

Forum: Crazy Yiuf's Corner

Topic: Easy Mode...

Replies: 124

Views: 29517

Re: Easy Mode...

Easy mode? I guess you just love the idea of the Russian new world order too, huh?

Greyr

Monday, 3rd February 2014, 20:09

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Re: Inverse Piety?

From what I've gathered the developers are hesitant to implement a single ally god since the AI generally is'nt great

Saturday, 1st February 2014, 22:46

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Re: Inverse Piety?

See the difference I was getting at between my idea (admitedly "inverse piety" doesn't really capture what I'm getting at) and the traditional model is that in the traditional model piety is theoretically infinite. Well, piety is capped at 200, and it's only infinite if the methods of gai...

Saturday, 1st February 2014, 22:30

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Re: Inverse Piety?

I think it is a good idea Greyr, and could potentially work. I've had some experimental piety ideas myself—I think, however, that it can sometimes be difficult to get a good discussion going about an abstract mechanic, because how you imagine it playing out will probably be different than what othe...

Saturday, 1st February 2014, 22:04

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Re: Inverse Piety?

There's a (very old) devwiki proposal vaguely along these lines, where piety becomes a much more limited resource that you spend: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:propose:summons I like that proposal quite a bit. But fleshing out the current summoning school is probably...

Saturday, 1st February 2014, 21:52

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Re: Inverse Piety?

The idea behind piety is that you have to invest something into a god before you got something back out of it. A god that rewarded you in a significant fashion immediately on worship with no drawbacks would probably not work. On top of which, there's no real reason to reverse the piety chart in the...

Saturday, 1st February 2014, 21:09

Forum: Game Design Discussion

Topic: Inverse Piety?

Replies: 15

Views: 4716

Inverse Piety?

I had this idea for a god that upon worshiping grants you the full 200 piety. Now the idea here is that the piety is not only spent but, is encouraged to be spent. I've read quite a few threads about gods that function as a shop, but more to the point, a sole powerful ally god. It could be interesti...

Saturday, 1st February 2014, 17:49

Forum: Technical Support

Topic: Sound mod - no sounds playing

Replies: 6

Views: 3590

Re: Sound mod - no sounds playing

Hey man, welcome to the community! Lemme preface by saying I have no clue how to help you. If the YouTube video wasn't clear then, well. You've heard the sounds right? I'm assuming yeah. They're literally just pew pew and the occasional you're gonna die siren. Wouldn't you prefer the stark, rich bar...

Saturday, 1st February 2014, 15:07

Forum: Crazy Yiuf's Corner

Topic: Extradimensional Runes: New Game+ rather than Bonus Dungeon

Replies: 26

Views: 15639

Re: Extradimensional Runes: New Game+ rather than Bonus Dung

I think taking 6 shots of gin is new game + enough

Saturday, 1st February 2014, 01:48

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

Klown wrote:Why is there a Scroll of Random Uselessness, btw? It seems rather random and useless.


Butterflies.
A /free/ level one spell with NO hunger costs? Idk, they're pretty OP...

Saturday, 1st February 2014, 00:59

Forum: YASD! YAVP! and characters in progress too

Topic: HaBe - bizarrely easy

Replies: 2

Views: 1311

Re: HaBe - bizarrely easy

Lol slings... You have the right of it, that's a waste! :)

Anyway, grats!

Saturday, 1st February 2014, 00:50

Forum: Dungeon Crawling Advice

Topic: Stacking EV with enemy inaccuracy?

Replies: 12

Views: 3441

Re: Stacking EV with enemy inaccuracy?

EV tanking is a serious gamble. Even with say, 100 EV there will still be a hardcoded 5% chance that whatever *thing* will hit you. That chance is closest to 2%, not 5%. (Also, even a rat will hit you more than 2% of the time with only 100 EV.) I coulda swore I read somewhere it was 5%. 100 was sup...

Saturday, 1st February 2014, 00:45

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

So we can all agree that the loss of a useful potion is a much bigger threat/bummer than quaffing a harmful one. That being said, and reiterating point that's already been thoroughly established: do not quaff ID. Going off the assumption of a few posters here that randomly ID'ing things won't get yo...

Saturday, 1st February 2014, 00:33

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

I'd rather not have the game play itself for me. How about we keep adding more scrolls (and maybe more dangerous scrolls) to keep the id scroll game interesting. I know everyone want to make this game easy and dull, but maybe it'd be a good idea to make this a little more like an RL again. ... How ...

Saturday, 1st February 2014, 00:28

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

I'd rather not have the game play itself for me. How about we keep adding more scrolls (and maybe more dangerous scrolls) to keep the id scroll game interesting. I know everyone want to make this game easy and dull, but maybe it'd be a good idea to make this a little more like an RL again. ... How ...

Saturday, 1st February 2014, 00:25

Forum: Dungeon Crawling Advice

Topic: Stacking EV with enemy inaccuracy?

Replies: 12

Views: 3441

Re: Stacking EV with enemy inaccuracy?

EV isn't a gamble at all, since none of the armours that allow your EV to be good do anything to keep your AC low and you have have good AC and great EV without extraordinary findings. I'm not really sure what you mean here. I was saying EV was a gamble under the assumption that dodging was your be...

Saturday, 1st February 2014, 00:15

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

I have mixed feelings on this. As-is there's no real solid reason *not* to read-ID all your scrolls, and so hunkering down and read-iding them makes the most sense and is tedious. On the other hand, I *like* having my character discover things about the world he lives in, it's one of the core thing...

Saturday, 1st February 2014, 00:09

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

archaeo wrote:I don't see how you can't generalize most of these issues to the consumable ID minigame as a whole.



Because drinking the wrong potion can have serious repercussions.

Friday, 31st January 2014, 23:52

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34012

Re: All scrolls auto-ID on pick up

Well gosh, you seem pretty passionate about this. Scroll identification is tedious, as you say. It's a mechanic that most players have blindly accepted for no other reason than "It's been like this 5ever" The implications of auto ID'ing scrolls is not really all too radical; it would proba...

Friday, 31st January 2014, 23:41

Forum: Dungeon Crawling Advice

Topic: Stacking EV with enemy inaccuracy?

Replies: 12

Views: 3441

Re: Stacking EV with enemy inaccuracy?

EV tanking is a serious gamble. Even with say, 100 EV there will still be a hardcoded 5% chance that whatever *thing* will hit you. However, I don't know how this interacts with the inaccuracy penalties monsters receive from umbra. It's probably not gonna make you all that more durable, but that's j...

Thursday, 30th January 2014, 20:27

Forum: Dungeon Crawling Advice

Topic: Merfolk and armour

Replies: 10

Views: 3043

Re: Merfolk and armour

I've found some decent armour, will it be worth diverting all my xp for the next century to make it viable (viable=spells online, negation of most melee penalty)? Merfolk have outrageous apts. You can wear heavy armour on merfolk, but you are almost always better off sticking to ring mail or lighte...

Thursday, 30th January 2014, 19:56

Forum: Dungeon Crawling Advice

Topic: Merfolk and armour

Replies: 10

Views: 3043

Merfolk and armour

Is it worth it? I've had success with merfolk in the past, however I've found their aptitudes to always leave me a tad uncertain about what to do next. IE is this enough dodging? I've found some decent armour, will it be worth diverting all my xp for the next century to make it viable (viable=spells...

Tuesday, 28th January 2014, 16:12

Forum: Game Design Discussion

Topic: Show angry gods on the ^ screen

Replies: 3

Views: 1315

Re: Show angry gods on the ^ screen

Changing the colors of the God's name on the ctrl+o screen would make alotta sense, IE red for "angry" blue for mollified... Something along those lines.

edit just ignore me
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