Search found 332 matches

Thursday, 14th August 2014, 18:39

Forum: Game Design Discussion

Topic: unrandart: the Retort of the Alchemist

Replies: 14

Views: 5063

unrandart: the Retort of the Alchemist

A blowgun that resembles a retort, belongs to the same fellow with the hat.

Needles fired by the blowgun have a 100% mulch rate, but leave clouds of their effect on every tile they pass through.

How balanced or unbalanced would this be? What other bonuses or penalties could this item have?

Tuesday, 29th July 2014, 19:20

Forum: Game Design Discussion

Topic: Request - remove deep water between islands

Replies: 8

Views: 2733

Re: Request - remove deep water between islands

I dunno, have you met most crawl players? I'm sure we'd see at least one "Bullshit unfair death, splatted in deep water because I couldn't attack a kraken!" post per week.

Monday, 9th June 2014, 16:16

Forum: Game Design Discussion

Topic: Randomized Tiles for Fruit

Replies: 10

Views: 2985

Re: Randomized Tiles for Fruit

I think the only (probably minor) complication would be matching the text to the tile -- e.g. you pick up a banana according to the log but the tile is randomized and it's a bunch of grapes. Helmets are all just helmets so there is no disconnect. I think this is feasible and FWIW I wanted to update ...

Tuesday, 13th May 2014, 21:13

Forum: Game Design Discussion

Topic: Proposal: replace spell power with spell effectiveness

Replies: 33

Views: 7966

Re: Proposal: replace spell power with spell effectiveness

I noticed a pattern of difficulty hurting Orcs in Chain Mail and similar with Flametongue, even if the armor was unenchanted or proved to be non-Fire Resistant when I picked it up, that I became aware of the possibility that elements that could be resisted might also be affected by AC Recognizing p...

Wednesday, 16th April 2014, 18:41

Forum: Game Design Discussion

Topic: Qazlal Stormbringer god name

Replies: 1

Views: 1378

Re: God: Qazlal the Stormbringer

Bikeshedding continued, the name resembles that of another god who is often depicted as a storm god in other popular media -- that might be desirable, but I think it'd be better for Storm God's name to be a little different and distinct.

Wednesday, 16th April 2014, 03:21

Forum: Game Design Discussion

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

Replies: 23

Views: 6503

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

Could some of the monster mechanics be moved to other later branches, and tweaked accordingly?

Saturday, 29th March 2014, 17:26

Forum: Crazy Yiuf's Corner

Topic: New "dual" base types for short blade randarts

Replies: 17

Views: 3788

Re: New "dual" base types for short blade randarts

But how to explain why you can't just use one, and throw away the --

Image

Ah, I see.

Monday, 24th March 2014, 21:07

Forum: Game Design Discussion

Topic: Tile build: Melee animation

Replies: 40

Views: 14283

Re: Tile build: Melee animation

I think this is strange: many posters are worried about the possibility of melee animations being added as a default. The chances of a single developer implementing this are astronomically small. The chances of such a change passing by every other developer are exponentially smaller. People play cra...

Friday, 21st March 2014, 01:56

Forum: Game Design Discussion

Topic: FR: Let Orange Demons Open Door

Replies: 14

Views: 3569

Re: FR: Let Orange Demons Open Door

What if I submitted a tile that had no hands?

Sunday, 16th March 2014, 19:56

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 23727

Re: Rewards for uniques

That's how you come back in style. wb btw

Tuesday, 11th March 2014, 21:35

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 23727

Re: Rewards for uniques

I don't like to take sides especially in hypothetical situations, but I have to agree with crate that requiring unique kills is not what I believe Crawl to be about. I think an attractive thing about Crawl is that it is ends-oriented rather than means-oriented. In the past, people have suggested tha...

Tuesday, 11th March 2014, 03:42

Forum: Game Design Discussion

Topic: Bulk Proposals: Brand Concepts

Replies: 13

Views: 2985

Re: Bulk Proposals: Brand Concepts

A brand/ego brainstorming thread isn't overwhelming, as long as we separate good ideas into individual threads once the bad have been weeded out.
I posted a thread a lot like this, to add those previous ideas: viewtopic.php?f=8&t=5507&p=73898#p73898

Friday, 7th March 2014, 19:54

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35008

Re: Proposal: Make monster mer* more gender-equitable

As much as this thread has good intentions with regards to how we view gender, and how gender is reflected in Crawl, the Game Design Discussion forum is a terrible place to have this conversation on these terms. Other discussions -- of mundane and seemingly uncontroversial topics -- sometimes explod...

Thursday, 6th March 2014, 00:02

Forum: Game Design Discussion

Topic: Smith/fire god

Replies: 67

Views: 18352

Re: Smith/fire god

So...you want to remove the ability to inscribe items, then? Note: I personally feel that players should be able to name their things whatever they please It's not a change I'm pushing for, it's just one that will eventually come up. As pubby said, design comes first -- but the issue of profanity/c...

Tuesday, 4th March 2014, 21:02

Forum: Game Design Discussion

Topic: Smith/fire god

Replies: 67

Views: 18352

Re: Smith/fire god

Artefacting weapons and giving them names is nice, but I think we need to address the phenomena of offensive names earlier than later. Do we leave things completely open? We're already getting "DONGS" and "WeedlordHitler" and other such names on player-made artefacts in the exper...

Wednesday, 26th February 2014, 06:00

Forum: Game Design Discussion

Topic: Trunk update on the 24th, no more racial weapons

Replies: 75

Views: 22233

Re: Trunk update on the 24th, no more racial weapons

Most racial equipment tiles were made by me. I regret and apologize for making them, because they have been brought up again and again, whenever removing racial equipment comes up. "Attractive tiles" should never get in the way of "clear and distinct" tiles. I certainly don't thi...

Tuesday, 25th February 2014, 10:40

Forum: Game Design Discussion

Topic: Are ego/artefact weapon art the same now?

Replies: 6

Views: 1878

Re: Are ego/artefact weapon art the same now?

afaik, the only regularly-appearing weapons with the same ego/artefact tiles are whips and hammers; there may be a few others. Greatswords too, I think.

Tuesday, 25th February 2014, 07:12

Forum: Game Design Discussion

Topic: Humans 2.0

Replies: 26

Views: 5598

Re: Humans 2.0

If "-1 all round" represents actual average skill gain, should we re-adjust how aptitudes display?

I don't think it's necessary, this is just idle talk.

Friday, 21st February 2014, 19:02

Forum: Game Design Discussion

Topic: Better differentiate Flame Tongue and Throw Flame

Replies: 29

Views: 8764

Re: Better differentiate Flame Tongue and Throw Flame

We do have the code for cone-shaped spells now, and a range 2 or 3 cone of fire for Flame Tongue would be fun.

Tuesday, 28th January 2014, 09:15

Forum: Game Design Discussion

Topic: Sticky flame is too good at annihilating scrolls

Replies: 33

Views: 12660

Re: Sticky flame is too good at annihilating scrolls

I don't want to weigh in on whether or not "more damaging to scrolls" is good or not, but "dropping scrolls stack by stack" when you are on fire is incredibly undesirable.

In all cases, sticky flame should burn up all the scrolls it's going to burn on the first turn.

Saturday, 18th January 2014, 12:45

Forum: Game Design Discussion

Topic: Noise conduct

Replies: 12

Views: 4524

Re: Noise conduct

I had a few ideas rolling around since I talked with and into, and I definitely want to contribute to this conversation, though I am traveling without a computer for about another month, so here's a few brief thoughts: 1) The god could give bestow shoutitis (of some flavorful form, perhaps not the e...

Monday, 6th January 2014, 13:17

Forum: Game Design Discussion

Topic: Proposal: New Rune Branch - The Heavens

Replies: 21

Views: 5797

Re: Proposal: New Rune Branch - The Heavens

As dck said, it would be much easier to flesh out the holy Pan level, making it a rune-bearing floor and including a new unique Pan lord. This level could be in rotation with one of the other Pan rune levels, and it could be set to only generate when the player isn't worshiping one of the good gods....

Friday, 20th December 2013, 11:15

Forum: Game Design Discussion

Topic: Healing from resting

Replies: 35

Views: 9653

Re: Healing from resting

You're being needlessly histrionic, and your solution to the perceived problem creates further problems.

Saturday, 14th December 2013, 13:45

Forum: Crazy Yiuf's Corner

Topic: Rename Formicid to Dwarf

Replies: 34

Views: 9024

Re: Rename Formicid to Dwarf

Remove Dwarves from Deep Dwarves and just call them Deeps and nobody will worry about the game only containing non-standard dwarves

Monday, 9th December 2013, 07:23

Forum: Game Design Discussion

Topic: U!ktaska, God of Surprise

Replies: 12

Views: 3697

Re: U!ktaska, God of Surprise

Bumping this thread since it's God Week in GDD. I haven't thought of any new mechanics or gimmicks for this god since the original post -- still canvassing for power ideas, any thoughts?

Thursday, 5th December 2013, 09:25

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 33690

Re: Purge the devil: Remove item destruction

But what about pizza? Pizza is important.

Wednesday, 20th November 2013, 04:37

Forum: Game Design Discussion

Topic: Flavoring Pandemonium

Replies: 8

Views: 2743

Re: Flavoring Pandemonium

FWIW, some discussion has already been had about adding piety-attacking monsters to the Abyss, since Lugonu's flavor is already anti-pantheon, and there's a certain amount Cthulhian chaotic nihilism floating around there. I have two reasons that I think this would be better in Pan than in Abyss: fi...

Tuesday, 19th November 2013, 08:16

Forum: Game Design Discussion

Topic: Flavoring Pandemonium

Replies: 8

Views: 2743

Flavoring Pandemonium

We discussed the extended endgame recently, and I orbited around the topic talking about fluff and new monster sets and things. I'll try to be more direct and concise here. First, why ? Talking about flavor and fluff is a suspicious business even on the best of days, because a lot of people bring in...

Tuesday, 19th November 2013, 06:39

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 33913

Re: Poison effect

I agree with several previous posters -- I don't think poison-as-slowing is ideal at all. I do think that poison-as-debuff is preferable to simple damage over time, however. A multiplier on subsequent damage is also a bit sketchy, because damage multipliers in any system quickly become central to pl...

Monday, 18th November 2013, 07:24

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 33913

Re: Poison effect

However, there are situations against spiders (Brogue's notorious early poisoning monster) which feel desperate: curing is rare, and if you don't react quickly enough, you may be able to kill the spider but then you watch helplessly as the poison slowly kills you. I actually think this is a great a...

Saturday, 16th November 2013, 08:44

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 33913

Re: Poison effect

Can we continue discussing deterministic poisoning? It seems like an excellent solution. What disadvantages would there be to implementing it (besides the Broguification of Crawl)?

(I don't actually think that making Crawl more like Brogue is a bad thing).

Saturday, 16th November 2013, 08:28

Forum: Game Design Discussion

Topic: Change Giant Eyeballs to Mesmerise

Replies: 12

Views: 3291

Re: Change Giant Eyeballs to Mesmerise

Someone suggested once that Giant Eyeballs should flee after successfully paralyzing a player -- I still think they should do this.

Saturday, 16th November 2013, 06:52

Forum: Crazy Yiuf's Corner

Topic: Proposal: Rename Iron Shot to Stone Javelin or Iron Javelin

Replies: 23

Views: 6551

Re: Proposal: Rename Iron Shot to Stone Javelin or Iron Jav

Note that the graphic for the Iron Shot projectile is intended to look like a bullet (but not too much, not to be distracting), because I always imagined my EEs pointing their index fingers and shooting "BANG" as the vocal/somatic components of casting the spell. While we're bikeshedding, ...

Thursday, 7th November 2013, 11:28

Forum: Game Design Discussion

Topic: Heaven Idea

Replies: 34

Views: 8685

Re: Heaven Idea

I think something more feasible would be to create a fifth unique Pan Lord, a holy one to go with the holy level, and a holy rune with it. Then, have this Pan lord rotate out with Mnoleg or Lom Lobon. Veto if player worships TSO, unless all the holy enemies could be flagged in a way to accommodate c...

Monday, 28th October 2013, 12:26

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 20351

Re: Improving Pan and the Hells

I think what Pan needs is its own distinct monster set, one which isn't predominantly demonic. I've been scribbling up a rough proposal/post with ideas for cohesive Pan fluff and monsters, I wanted to flesh it out before posting it. In short, I think what Pan needs before any gimmicks is a monster s...

Sunday, 27th October 2013, 06:40

Forum: Game Design Discussion

Topic: Alternative to the Runelock

Replies: 93

Views: 32763

Re: Alternative to the Runelock

I actually think the early-game-Jiyva-conversion doesn't bode anything unwell for the game, though I'd say there should be at least one or two more options similar to it. As and into said: The meaningful choices consist in figuring out which rune to get and how to get it at a level where there's an ...

Friday, 25th October 2013, 06:13

Forum: Game Design Discussion

Topic: Poll: fixing mid-game redundancy through rune-locking

Replies: 51

Views: 26983

Re: Poll: fixing mid-game redundancy through rune-locking

Two things: This could make an early Jiyva switch -- or even skipping gods in the early game, to save oneself for Jiyva -- a lot more attractive. If a gold god existed (per some of dpeg's ruminations at other times, I'll leave it to him to link/add details) it would make such a god also attractive. ...

Sunday, 20th October 2013, 09:02

Forum: Game Design Discussion

Topic: Scrolls of Enchant Weapon and Unarmed

Replies: 21

Views: 5213

Re: Scrolls of Enchant Weapon and Unarmed

Even "As you read the scroll, it crumbles to dust. It was a scroll of..." is enough, really.

Thursday, 17th October 2013, 06:19

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 20351

Re: Improving Pan and the Hells

I hate to suggest that Pan needs a unique monster set -- it seems like a lot to implement and balance, especially because it's all late-game -- but it could make the branch more interesting. The lategame is rather demon-heavy as well, and it would be great to break that up a bit. Someone suggested m...

Thursday, 17th October 2013, 05:50

Forum: Game Design Discussion

Topic: Air utility tweak- Static Cling

Replies: 33

Views: 8933

Re: Air utility tweak- Static Cling

Yeah, SD is a decent spell already but it's doubly unreliable (self-damage plus not knowing how many enemies it'll hit) which makes it quite unattractive, especially when Lightning Bolt is so close. The self-damage is so small that it's nearly irrelevant, but it carries too much of a "don't-cas...

Friday, 11th October 2013, 06:02

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 20351

Re: Improving Pan and the Hells

I've been thinking a lot about Crawl's lategame recently! and into, thanks for always making well-organized and thoughtful posts! I think that the theme levels suggested here are really excellent -- and I think that makes them better candidates for portal vaults. I think players are more prepared to...

Monday, 30th September 2013, 12:22

Forum: Game Design Discussion

Topic: Scroll of Engrain Resistance

Replies: 23

Views: 7335

Re: Scroll of Engrain Resistance

I think Galefury put it best. It's attractive to have something similar to Vorpalize Weapon, symmetrically for armour -- but it isn't necessary for everything to be symmetrical, and such an item could be problematic in plenty of ways.

Sunday, 29th September 2013, 07:29

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 19727

Re: Penetrating Large Rocks

You throw the large rock!
It mushes the manticore like a melon!

Tuesday, 24th September 2013, 10:55

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7408

Re: Better representation of noise?

It would be useful to have a god that is focused on noise, so that players could learn more about how sound affects the game. It could have an echolocation sort of power which could show the player visually how far sounds travel, or intensity of sound, like auras are currently depicted. This would h...

Friday, 16th August 2013, 15:42

Forum: Game Design Discussion

Topic: Throwing Buff Ideas

Replies: 36

Views: 11880

Re: Throwing Buff Ideas

Throwing is pretty good for the main part, I think. I do feel it could be interesting if there were a naturally-returning throwing weapon type (chakram, boomerang, whatever) that has base damage somewhere between darts and javelins (closer to darts), doesn't mulch, and can be affixed with other, non...

Saturday, 10th August 2013, 12:40

Forum: Game Design Discussion

Topic: New ?vorpalise

Replies: 81

Views: 21202

Re: New ?vorpalise

Tell me about this the next time you get hit with a sticky flame of acid corrodes you equipment. Bad play leads to those consequences, and Crawl isn't designed to frustrate you in those situations, it's designed to penalize you. Players that find these situations frustrating are only angry with the...

Saturday, 10th August 2013, 09:14

Forum: Game Design Discussion

Topic: New ?vorpalise

Replies: 81

Views: 21202

Re: New ?vorpalise

Crawl isn't designed to be frustrating or annoying, it's designed to be difficult and interesting.

Tuesday, 6th August 2013, 16:07

Forum: Game Design Discussion

Topic: Randart Names

Replies: 22

Views: 6576

Re: Randart Names

Says the guy named "xzanthius," which I am pretty sure is the name of the +1 pair of boots (+lev, *tele, dex +1) I just left in Lair.

Saturday, 3rd August 2013, 11:51

Forum: Game Design Discussion

Topic: Thematically Appropriate Scythe Buff

Replies: 34

Views: 10754

Re: Thematically Appropriate Scythe Buff

I'm curious -- why did reaping brand disappear from scythes? That's at least interesting, though ultimately inconsequential.

Saturday, 20th July 2013, 06:39

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 31703

Re: I think Hall of Blades should be reworked (or removed?).

I think rosstin's suggestion about an easier, slightly earlier Blade -- as a portal vault -- would be nice. Something you can encounter between Lair and Vaults in case the loot from Orc:4 isn't enough. If it we smaller that would be good, but it still probably needs a shot in the arm in terms of &qu...
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