Search found 700 matches

Friday, 14th October 2016, 18:40

Forum: Dungeon Crawling Advice

Topic: Caster Mid-Late Game Strategy

Replies: 16

Views: 4655

Re: Caster Mid-Late Game Strategy

i dont see anything about evocations in here. Are you utilizing wands of para, lightning, lamp of fire, phial of floods, sack of spiders, box of beasts whenever you find them? With 10 evo or so, This is basically a few free lvl 6 spells per floor of xp. Use it. And if you found a rod of inaccuracy t...

Friday, 14th October 2016, 06:04

Forum: Crazy Yiuf's Corner

Topic: Suggestion: Sacrifice Archery

Replies: 19

Views: 4630

Re: Suggestion: Sacrifice Archery

Ru asks you to sacrifice your thanks. This is an incredible sacrifice. I would do anything for piety I'd run right into Pan and back I would do anything for piety I'd never press X to abandon you and that's a fact And I'll never forget the way draw out power saved me just now, Oh no, no way And I w...

Friday, 14th October 2016, 05:49

Forum: Game Design Discussion

Topic: A serious discussion about sound support

Replies: 6

Views: 2021

Re: A serious discussion about sound support

Can't say I'm all that eager, but in particular two things to keep in mind: 1) This needs to be an option, and it needs to default to off. Few things are more annoying than unexpected audio. I keep my computer muted most of the time because so many news sites have adopted the plague of autoplaying ...

Friday, 14th October 2016, 05:44

Forum: Crazy Yiuf's Corner

Topic: Some kinda potions/alchemy god

Replies: 8

Views: 2327

Some kinda potions/alchemy god

I got inspired by someone else's tavern comment about how it would be cool if there was like potions of Death's door that were super rare. -POTIONS GOD, NAME LIKELY STARTS WITH AN I OR W- Piety on finding, drinking potions of not-blood. No mummies allowed. Slow piety attrition over time. *1: (Passiv...

Friday, 14th October 2016, 04:58

Forum: Game Design Discussion

Topic: A serious discussion about sound support

Replies: 6

Views: 2021

A serious discussion about sound support

I think there is a lot of interest in this for crawl and a lot of potential to make the game a more immersive and fun experience. Playing certain mp3s on entering certain parts of the game, being able to associate .wavs with certain in game actions, i would be all over that. I'm sure the community c...

Friday, 14th October 2016, 04:53

Forum: Game Design Discussion

Topic: Patrol routes - partial luring/kiting amelioration

Replies: 3

Views: 1407

Re: Patrol routes - partial luring/kiting amelioration

Interesting idea, I think it would need serious testing though. I can see a lot of unintended consequences happening from this proposal, like it being an indirect buff to fast regenerating species/backgrounds. But i do like the idea of monsters generating just outside LoS to punish someone who is lu...

Friday, 14th October 2016, 04:44

Forum: Game Design Discussion

Topic: Confusion+Lignification is inconsistent.

Replies: 2

Views: 1208

Re: Confusion+Lignification is inconsistent.

Psieye bringing the super sneakrit crawl tactics for pros only. Us plebs are not worthy!

Thursday, 13th October 2016, 11:04

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8644

Re: Food reform AGAIN

Backtracking is unmanly anyway. Linear structure with no upstairs ftw.

Thursday, 13th October 2016, 05:37

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 453348

Re: [proclick] new fork, hellcrawl

Really nice work man and i love where you're headed with the fork too. More deaths, less tedium is definitely the way to go.

It did suck to lose my PC but such are the travails of testing. We few, proud heroes must pave the way for generations to come, with our own broken bodies if need be.

Thursday, 13th October 2016, 05:32

Forum: Dungeon Crawling Advice

Topic: Confusing Touch seems really powerfull

Replies: 10

Views: 3741

Re: Confusing Touch seems really powerfull

It doesnt seem to confuse enemies for every long. Then again, ive never tried it on a dedicated hexer with high spellpower... much safer to cast confuse at range and then close in on the helpless enemy on such characters.

Thursday, 13th October 2016, 05:30

Forum: Crazy Yiuf's Corner

Topic: "The combo system is a mistake." (was: Food reform AGAIN)

Replies: 38

Views: 10348

Re: "The combo system is a mistake." (was: Food reform AGAIN

Counterproposal: Give all starting backgrounds unique special abilities, for even more strategic variety (and potential fail combos).

Wednesday, 12th October 2016, 07:18

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 453348

Re: [proclick] new fork, hellcrawl

Logged into my save and "outside, the world ends" :( I don't think i was playing for THAT long.

Wednesday, 12th October 2016, 04:46

Forum: Crazy Yiuf's Corner

Topic: Crawl Kickstarter live!

Replies: 42

Views: 11512

Re: Crawl Kickstarter live!

chequers wrote:A Tier Priority:
* Background music


how could i forget sound support! Different mp3s for different areas of the game and some wavs for combat action, spell casting, etc. would be killer. Let us customize our sound files too.

Tuesday, 11th October 2016, 18:46

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 453348

Re: [proclick] new fork, hellcrawl

Hellmonk wrote:Cuts to depths and extended are planned. I'll bump that up my list and try to address it this week.


Appreciated. I'm cruising through late game at the minute. Was admittedly tougher than usual getting there, but the bottom just kinda fell out of the difficulty curve after Depths.

Tuesday, 11th October 2016, 17:02

Forum: Crazy Yiuf's Corner

Topic: Crawl Kickstarter live!

Replies: 42

Views: 11512

Re: Crawl Kickstarter live!

features that i would actually give money for? Hmmm... Crawl 3d. Realtime Crawl. Crawl multiplayer co-op with an easy to use game lobby. i think what i'd want the most though, is a modding toolkit so people can easily (to the extent that 'easily' is possible in this context) create their own total c...

Tuesday, 11th October 2016, 13:07

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8644

Re: Food reform AGAIN

I doubt it since abyss/pan scumming is still possible.

Tuesday, 11th October 2016, 13:04

Forum: Crazy Yiuf's Corner

Topic: Make 1.1 speed standard between player characters

Replies: 8

Views: 2215

Re: Make 1.1 speed standard between player characters

i think the only problem a small movespeed change like this fixes is using energy randomization to create distance and escape upstairs away from a scary melee monster. for everything else (kiting to use DoT or high MP spells or breath weapons or rods or whatever). this just means you kite while tank...

Tuesday, 11th October 2016, 12:59

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8644

Re: Food reform AGAIN

1. remove food
2. add a doom/drain clock

Tuesday, 11th October 2016, 03:58

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19232

Re: defense of hidden numbers

Spitting all those numbers out doesn't let one see *which* numbers are important, if I *only* showed you the results of the rolls, without anything else, that wouldn't be useful I agreed with most of what you wrote except this. Knowing the 50 numbers that went into a roll would indeed be cognitive ...

Monday, 10th October 2016, 05:37

Forum: Game Design Discussion

Topic: Mud and vines - a fix for kiting, luring, and pillar dancing

Replies: 28

Views: 6548

Re: Mud and vines - a fix for kiting, luring, and pillar dan

Unless every single wall tile that isnt part of the outer wall of the level has at least one mud/vine terrain sticking out of it at a cardinal direction, pillar dancing will still be possible. You just find the one wall tile that doesnt have mud/vine sticking out at a cardinal and run around it diag...

Sunday, 9th October 2016, 18:29

Forum: Game Design Discussion

Topic: Mud and vines - a fix for kiting, luring, and pillar dancing

Replies: 28

Views: 6548

Re: Mud and vines - a fix for kiting, luring, and pillar dan

Doesnt seem this would actually fix pillar dancing unless every wall square has kudzu near it, in which case, normal repositioning will be effected as well.

Also wouldnt fix just standing on the stair and shouting+stairdancing over and over.

Saturday, 8th October 2016, 23:08

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 3887

Re: Draconian: Change Mottled to Shadow

Shadow, pearl and iron draconians then.

Saturday, 8th October 2016, 22:56

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 3887

Re: Draconian: Change Mottled to Shadow

Yeah draconians could use a revamp. Mottled, steam and acid draconians could all use replacements imo (to shadow, quicksilver/antimagic and swamp, imo)

Steam and mottled dragons should become drakes btw, seeing as how theyre considerably lower raw power than their cousins

Saturday, 8th October 2016, 21:55

Forum: Dungeon Crawling Advice

Topic: Hydra Unavoidable Death?

Replies: 38

Views: 10636

Re: Hydra Unavoidable Death?

True. He also couldve rolled a MiBe instead, or avoided it by not playing crawl.

Saturday, 8th October 2016, 21:51

Forum: Crazy Yiuf's Corner

Topic: Do not adjust fire aptitude for Steam Draconian

Replies: 8

Views: 2511

Re: Do not adjust fire aptitude for Steam Draconian

Ive been doing this and rolled white, black, yellow, black, black, yellow DrFEs... These apts do nothing... Devs are trolling me, i think you in on it too. Arent you op?

Friday, 7th October 2016, 13:43

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15888

Re: DCSS TrunkWatch™: No More Haste Spell

Goodcoolguy, why havent your arguments been focused on making mid/late game shorter and more interesting then? Seems like just having charms be always-on would be a marginal improvement compared to the immensity of the actual problem.

Friday, 7th October 2016, 13:37

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 61430

Re: a(n actual) conversation about dev/player relationships

You mean there's no policy like that already? Brb, heading to the account registration page!

Friday, 7th October 2016, 13:24

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 19517

Re: Remove hunger

Move over devs theres a new design wizard in town!

Friday, 7th October 2016, 09:00

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 453348

Re: [proclick] new fork, hellcrawl

Sexy description there.

Friday, 7th October 2016, 07:09

Forum: Crazy Yiuf's Corner

Topic: Changes

Replies: 4

Views: 1402

Re: Changes

I'd like to see a crawl someday with a sane difficulty curve, instead of one that generally goes backward with random weird spikes here and there. Why do we want to kill characters who just started with no investment in them, but don't want to kill characters with a full toolset? But I'm probably i...

Friday, 7th October 2016, 06:27

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 61430

Re: a(n actual) conversation about dev/player relationships

Popcorn worthy thread of the month right here! Anyway, i didn't like the tone of the tavern when i first arrived here either. But then you learn how to manage it. See the key is, don't actually read any of the responses to your posts/threads . They're all pretty much gonna be guys letting loose what...

Friday, 7th October 2016, 06:22

Forum: Crazy Yiuf's Corner

Topic: Spell idea: Rocket Ray

Replies: 4

Views: 1664

Re: Spell idea: Rocket Ray

Crawl III: Rocket Arena

Thursday, 6th October 2016, 11:19

Forum: Crazy Yiuf's Corner

Topic: Why movements of Ancestors of CE/FE/Na/Sp same to others?

Replies: 10

Views: 3087

Re: Why movements of Ancestors of CE/FE/Na/Sp same to others

back in MY day we didnt have silly crap like "energy" and "auts". We fought turn based, first you swing, and then the werejackal swings - mano a mano. Hey, where the heck are you going? I havent finished telling you about holy water... You think you know wear-IDing? Try waiting 1...

Thursday, 6th October 2016, 10:34

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15888

Re: DCSS TrunkWatch™: No More Haste Spell

why would you think it means that? he's saying that if you let the player have something powerful in the situations where it matters, you may as well let them have it all the time, which will make the nonmattering situations go more smoothly Ah. I guess i thought this line "The problem is with...

Thursday, 6th October 2016, 03:57

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15888

Re: DCSS TrunkWatch™: No More Haste Spell

Well, with the spell you can use it in every situation, not just situations of real consequence. Either way I have a problem with both, and would appreciate the wand being removed as well in the near future(hopefully). The problem is in thinking there's a difference between using something in every...

Wednesday, 5th October 2016, 17:53

Forum: Crazy Yiuf's Corner

Topic: Lesser Beckoning is OP!

Replies: 9

Views: 2650

Re: Lesser Beckoning is OP!

Image

GET OVER HERE

Wednesday, 5th October 2016, 17:38

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 61430

Re: a(n actual) conversation about dev/player relationships

archaeo wrote:e: I'll also point out that I only just got over being seriously burnt out over the relentless negativity of the crawl community, so maybe we could try to talk about positive solutions instead of the usual doom-and-gloom?


THE END IS NIGH!

Wednesday, 5th October 2016, 15:11

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

so does anyone else have any input? Duvessa? dpeg?

Huh. Feel like im forgetting someone. Some other person whose name starts with D. But eh. Prolly not important.

Wednesday, 5th October 2016, 15:04

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 61430

Re: a conversation about dev/player relationships

At least the crawl devs will exchange bantz with you and tell you why they think your ideas are shit. Other games, the devs never speak publicly except to recite with the lawyer/PR firm told them to say, and avoid threads that aren't carefully regulated circlejerks to show that their games have thri...

Tuesday, 4th October 2016, 18:49

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

You misunderstand the problem I am trying to solve, i think it is a *good* (or at least charms neutral) thing if you discover critters, back off and fight them in a way that is to your advantage, this is true whether charms are involved or not, if you back off and shout around a corner then pelt th...

Tuesday, 4th October 2016, 18:34

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

If the goal is to just allow players to have one charm active at a time, why isn't that the point of the reform on its own? Why should they be spells at that point? What makes it interesting for them to be spells instead of items? It wasn't my goal, but it is an unavoidable consequence of short dur...

Tuesday, 4th October 2016, 18:15

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

I suggested a long time ago that we revamp charms into spells that are only useful to cast in combat, (by actual having effects that are only useful when critters are around to fight, rather than by spending shortening the duration) And mostly there was no response at all. Here are some examples: S...

Tuesday, 4th October 2016, 13:21

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

The max duration on Phase shift was 30 turns according to the wiki. Even assuming half of that, it's still enough to retreat from a monster, cast P.Shift, channel a few times, re-enter the fight and get a decent EV boost on the first 5-10 hits. Worth pre-casting, in other words. Also, the effect of ...

Tuesday, 4th October 2016, 12:44

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

There's no balance issue. The problems with duration effects are purely user experience issues. Are you talking about charms as they currently exist, or as they might exist in a permanent-cast with max mp penalty style? If the former, I lean towards those complaining that charms are currently "...

Tuesday, 4th October 2016, 12:00

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

No, it's exactly what should be done. It's beautiful. This... This feeling... What is this? Is this happiness? Ive never felt this way on this forum before. Just like in crawl, 1000 deaths makes the first ascension sweeter. Maybe i had to fail a thousand times in the GDD subforum to finally be wort...

Tuesday, 4th October 2016, 11:46

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

Ive agreed with many of your posts on the subject goodcoolguy. Im just presenting this as an alternative to permanent duration (with maxmp cost).

Either solution would be an improvement over the status quo I feel. This one solves the balance concerns while permanent duration solves the tedium.

Tuesday, 4th October 2016, 11:19

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 453348

Re: [proclick] new fork, hellcrawl

Rolling troll monks at the moment and the lack of chopping/eating has reduced my # of keys spammed from 5 to 3 (o, tab and 5) Nice work hellmonk. Im aiming to ascend right now, but the lack of xp in midgame is hard as balls. Not sure if thats because the games objectively hard or i just keep making ...

Tuesday, 4th October 2016, 11:08

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25004

Re: Idea: Make charms tactical rather than strategic

Excuse me, but I'll have you know I worked hard on this idea, and the fact that you all just keep dismissing my...

Wait. What... what did you just say?

You, an orange name, said you liked my idea.

What.

What.

Does not compute.

Tuesday, 4th October 2016, 07:13

Forum: Suggestions & Criticism

Topic: Duvessa/Dowan incest posts are really bad and people should

Replies: 23

Views: 16338

Re: Duvessa/Dowan incest posts are really bad and people sho

Theres nothing morally wrong with brother-sister incest. Its just a weird societal stigma rooted in the fact that inbreeding leads to genetic diseases.
PreviousNext

Return to advanced search

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