Search found 200 matches

Wednesday, 10th April 2019, 01:29

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

I'm going to try this weapon because I'm looking for fun. But for those who are obsessed with win rating, I think los+1, drain can seem annoying.

Wednesday, 10th April 2019, 01:23

Forum: Game Design Discussion

Topic: Simple solution to inventory problem with throwables

Replies: 21

Views: 6831

Re: Simple solution to inventory problem with throwables

Remember Repel missiles? We know. We prefer useful things, even if they are annoying. There are only two measures we can take. To remove either usefulness or annoyance.

Tuesday, 9th April 2019, 02:48

Forum: Game Design Discussion

Topic: Stairs should be more interesting in rune branches

Replies: 13

Views: 3710

Re: Stairs should be more interesting in rune branches

IMHO that if we introduce mechanical changes to this, good and bad things should happen together, and the usefulness of good things should be greater than the loss of bad things. Since using stairs is compulsory, players will not be able to accept the damage if only damage exists. Slime Pit: Some of...

Tuesday, 9th April 2019, 01:41

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

The +8 Axe of Beogh's Chosen {fire, los +1, drain} On hit, 15% chance to smite a random enemy. Chance is doubled for followers of Beogh. Chance to summon orc when an enemy is killed with this weapon. The more I toy with ideas for this in my head, the more I feel like it'd be a good addition to the ...

Monday, 8th April 2019, 12:18

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3936

Re: silver/steel missiles

petercordia wrote:It's an interesting proposal, and would solve a lot of inventory hassle.
I would miss the current behaviour of sandblast and slings though.
Also, kobolt chuckers would be #@*&ed.


Sorry, this is the limit of my idea. I'm not sure I can find a better way than this...

Monday, 8th April 2019, 02:24

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3936

Re: silver/steel missiles

Well, I've refined my suggestions. You will get an ammo pack instead of ammo. ex)arrow -> arrow pack It has a charge. ex)arrow pack(8/8), javelin pack(4/4), rock pack(3/3), needle pocket(2/2). To prevent the use of a 0 skill trainer, this may start at 0. When you have a javelin pack, you will see ja...

Monday, 8th April 2019, 01:04

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

Croases wrote:Here's my take on it:
Beogh worship is made available to all races.


What happens if you worship Beogh and then throw that weapon away?

Sunday, 7th April 2019, 03:59

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3936

Re: silver/steel missiles

I think the right approach here is to continue mercilessly cutting vanilla ranged damage sources. DCSS already has wands, which are tied to interesting effect sets and meaningfully limited. If you *really* want to salvage any Throwing brands, put them on a wand instead. Throwing's design space is a...

Saturday, 6th April 2019, 06:16

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

While wielded, there is a 30% chance that an orc will become friendly when it enters LoS. If one is a follower of Beogh, this simply adds to the chance of converting orcs. Well, To be honest with you, this is not very useful. Problem: Roka emerges from the depths. Unless you're a believer in Beogh,...

Saturday, 6th April 2019, 06:00

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I was thinking about the issue of ranged combat allegedly being uninteresting, and I had the following idea that I wonder if it's any good: what if all ranged weapons used Smite-targeting? That is, the purpose of ranged weapons would not be to extend range, but to specifically target enemies that c...

Friday, 5th April 2019, 09:21

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3936

Re: silver/steel missiles

First, I present my opinion in a way to reduce 0-skill no-brainers. I brought a new opinion. The range is proportional to the skill level. Like this. Skill level:Range 0:2 3:3 6:4 9:5 12:6 15:7 18:8(For Ba) When the skill level is 0, the range is the same as Polearms. In this way, those who use laun...

Friday, 5th April 2019, 01:52

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

I think it's better to be simple.
On hit, 15% chance to smite random enemy per hit. If you are a believer in Beogh, this probability is double.

Friday, 5th April 2019, 01:39

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4786

Re: Rework buff spells into god abilities

I prefer the Hellcrawl solution. (which is to make buffs cost max-mp until they are canceled.) If that's not enough, what about setting a little max-hp to an expense? A lot of max-mp and a little max-hp. I think that's enough. If you set the conditions too harsh, you'll be tired and boring. Anyway,...

Thursday, 4th April 2019, 01:59

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I brought a new opinion. The range is proportional to the skill level. Like this. Skill level:Range 0:2 3:3 6:4 9:5 12:6 15:7 18:8(For Ba) This eliminates the need to slow down the weapon switching, make noise from the weapon, and oddly lower the weapon's accuracy. If this is the case, there is no p...

Thursday, 4th April 2019, 01:33

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

IMHO LoS +2 be harsh. Ba got a lot in return for Los +1. I think Los +1 is enough.
Like this? The +8 Battleaxe of Beogh's Chosen {Flame, LoS +1, Drain}

Wednesday, 3rd April 2019, 06:24

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9510

Re: New Unrandart: Flail of Beogh's Chosen

I think it's a good change to switch to a non-reaching dire flail. But I'm not sure it's a good approach to have an artefact effect which helps only worshippers of a specific god in such a strategic way. You'd probably be incentivised to carry the weapon around all the time and swap to it right bef...

Sunday, 24th March 2019, 13:43

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10350

Re: New unrandart: Alchemist's Stone

Unless you're a sp, almost all fighters don't wear bucklers. Magic users only use bucklers, but that's not what they prefer. It would be difficult for them to wear a large shield. But, They will try to use shields. How about making it an item for magic users? Well, let's give the bucklers their own ...

Monday, 11th March 2019, 11:12

Forum: Game Design Discussion

Topic: Pain brand needs rework

Replies: 10

Views: 3103

Pain brand needs rework

I'll give you two example. the first example) Let's assume that the title of this post was 'Flaming/Freezing brand needs rework'. Then I write: 'Let's train fire/ice magic school to increase the damage to this brand.' When you look at this, you will sigh and write: 'Look, increasing the weapon damag...

Saturday, 9th March 2019, 02:30

Forum: Game Design Discussion

Topic: Specie Proposal - Angel/Profane Servitor

Replies: 14

Views: 4301

Re: Specie Proposal - Angel/Profane Servitor

This idea seems to require a lot of supplementation and modification, but it is certainly interesting.

Sunday, 3rd March 2019, 05:20

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18610

Re: Revised^n Report on the god Nemelex

VeryAngryFelid wrote:Free cards are probably too powerful for no piety and 0 failure rate: I cannot think of other gods who can one-shot Death Yak or Spiny Frog when you first meet them.


Instead you don't know which card will be used, nor can you control it. I think this is the price of power.

Wednesday, 20th February 2019, 03:49

Forum: Game Design Discussion

Topic: dumb cards idea #500

Replies: 9

Views: 4045

Re: dumb cards idea #500

I ran through a dozen or so new-nemlex users in a row this week just to try out corner cases and what not, the mechanics seem generally solid overall. The only real problems I've seen with cards are: Degeneration can actually be problematic, particularly early on before triple draw is available. As...

Tuesday, 19th February 2019, 12:41

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18610

Re: Revised^n Report on the god Nemelex

https://webzook.net/soup/morgue/0.23/sdynet/morgue-sdynet-20190219-110650.txt I played FoEE this time. And get all rune. I was unhappy with cloud card and pain card, but I won't mention this because everyone knows it. I don't have much to say to you. That's because most of the problems have been sol...

Saturday, 16th February 2019, 07:05

Forum: Crazy Yiuf's Corner

Topic: Is this how Jiyva works?

Replies: 1

Views: 1345

Re: Is this how Jiyva works?

You can't get a mutation when you're undead. Most mutation are disabled when you are Lich form. The mutation will resume when it is out of the undead state.

Wednesday, 13th February 2019, 08:03

Forum: Game Design Discussion

Topic: Fedhas rework (again)

Replies: 15

Views: 6172

Re: Fedhas rework (again)

If you want to get rid of the Rain, this opinion is meaningless, but once it is maintained, I suggest improving the rain a little. Let the rain form a Liquefied ground( of Leda's Liquefaction) rather than water. IMHO, this can solve two problems. First, this can prevent a drown of oklob. Second, it ...

Saturday, 9th February 2019, 04:47

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28394

Re: Remove 3rd pip of fire/cold resistance

I see that you want to discuss the ramifications on extended in this GDD proposal and you think it is silly not to. Just so you know, new players don't make it to extended, and most old players choose not to go to extended; the players interested in extended are the middle players trying it for the...

Saturday, 9th February 2019, 04:34

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

yes I like the concept of hunter (and AM), although I do find them very difficult to play. I agree there's a constraint that launchers must be worth using at the starting skill level, but that seems ok. Say accuracy is rubbish below skill level 4 (the Hunter starting skill). Most of my melee dudes ...

Friday, 8th February 2019, 09:49

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

If you make the damage/accuracy low enough at low skill levels, it'll almost never be worth the bother to fire/throw stuff with no training. Do you want to do hunter? Use melee/magic until your launcher skill level is at least 5 or higher. Because, damage/accuracy is low enough at a low skill level...

Friday, 8th February 2019, 04:49

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I'll get it sorted out again. Opinion 1. The switching speed of the launcher takes 5 turns when the skill level is 0. And 0.5 turns when the skill level is 10. Opinion 2. The switching speed of the launcher is basically one third of Encumbrance rating(a minimum of 0.5). This figure can be lowered by...

Thursday, 7th February 2019, 12:23

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

ok. I'll take this matter into consideration and make a new proposal. Opinion 1. launcher needs five turn to Wear on/off. This is extreme, but it can block most weapons Switching. Opinion 2. Change the bullet to a rechargeable format. (maybe, Is the charging method XP or Exploration?) Magazine incr...

Wednesday, 6th February 2019, 14:15

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28394

Re: Remove 3rd pip of fire/cold resistance

Exactly opposite is true. Instead of using rings of slaying/AC/EV/Str/Dex new players choose extra rF+ and rC+ because they see that their resistances are not maxed yet. You're right in the early game. However, in Elven Halls, Vault, Depth, Realm of Zot(not to mention in Pandemonium, Hell), the fir...

Wednesday, 6th February 2019, 12:38

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28394

Re: Remove 3rd pip of fire/cold resistance

This limits the growth potential of the player. More easily, future players mean that they cannot be stronger than the current player when they have all the resistance one by one. This makes their victory *more* difficult.

Wednesday, 6th February 2019, 11:19

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28394

Re: Remove 3rd pip of fire/cold resistance

I honestly think that a one pip=50% reduction system would be easier for new players because for new players clarity is way more important. Crawl is not hard for new players because they do not play it like chess, optimizing every single command. It is hard for them because they have no idea what m...

Wednesday, 6th February 2019, 09:48

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

From my perspective, the biggest problem with missiles now is that there are a ton of cases where you can either wait for a monster to walk towards you or damage it with a missile. And since doing some damage is better than doing none, it's best to do the damage — even if you have zero skill. So th...

Wednesday, 6th February 2019, 08:40

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28394

Re: Remove 3rd pip of fire/cold resistance

I'm afraid this will make the game more difficult. Not everyone plays games like you play chess. Not everyone cares about the winning rate and the winning streak. Even now, DCSS is difficult. Don't make it any more difficult.
Always be mindful of newbies.

Sunday, 3rd February 2019, 17:42

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I think slings are a good weapon, but switch bullets are annoying. Rather, I want to limit the use of stones to throwing. And I want to get rid of the bullet item itself. The act of picking up bullets at the Abyss is driving me crazy. In the Abyss, with the current system, you can use rocks and set...

Saturday, 2nd February 2019, 01:21

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

To solve the limited or unlimited problem, I quite like the solution chosen for slings and throwing, where the good ammunition is (supposed to be) scarce, but you can always fire something meh. I'd propose expanding this to crossbows; e.g. allow crossbows to fire stones at -4 base damage and triple...

Friday, 1st February 2019, 04:54

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

Well... I'll put all of you ideas combine. Common points Delete bullets of Launcher. damage scales from 50% to 100% as distance to target increases. or damage scales from 75% to 125% as distance to target increases. Unique attributes Crossbow: penetrates scales from 0 to 3 as distance to target incr...

Thursday, 31st January 2019, 17:03

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

Siegurt wrote:My suggestion would be a minimum attack distance, which doesn't exist in spells and melee presently, and would serve to distinguish ranged and be uncomplicated and have tactical implications.

For example, is it that you can't attack the enemy right next to you? This sounds pretty good.

Thursday, 31st January 2019, 15:47

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I agree with duvessa's original post, in that I don't see a need for an ammo system at all, either limited or unlimited (a magazine system). Something that could make ranged more interesting that "just like a melee weapon but with LOS range" is a mechanic that penalizes firing into melee,...

Wednesday, 30th January 2019, 16:35

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

I'd argue that the reload mechanic is different from mana in that mana regenerates over time automatically, while reload would require an explicit command be performed. You can regenerate mana while running away, but in order to fire another bolt after you've used them all, you have to sit still fo...

Wednesday, 30th January 2019, 13:52

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 5832

Re: Level effects

Some ideas I like * A whole level devoted to a god, e.g. all blue tiles and a Sif altar vault or a whole corrupted level * The map is generated like one of the other branches, but the monsters stay the same How about this? * Make all the walls of one level into hives(or tree). but the monsters stay...

Wednesday, 30th January 2019, 12:36

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 4426

Re: deflect missiles

Hmm... the way to modify all magic schools is a very big project. There is no telling when the work will begin and when it will be finished. Before that, if we want to improve Charm school...
Maybe, Hellcrawl's method is the most realistic option for now.

Wednesday, 30th January 2019, 10:51

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 4426

Re: deflect missiles

I propose Charm school's own mechanism that works differently than the existing mechanism. Charm school's spell lasts semi-permanently until it is cancelled again (Exception: Death's Door). When an enemy is in sight, MP is consume a at a certain turn while the spell is maintained(If there is no enem...

Thursday, 24th January 2019, 05:51

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99155

Re: Positional Attack Spells

Dead line(Necromancy/Translocation) Channeling magic. Create a red cloud on the 'edge of the LOS(Square)'. When an enemy touches this cloud, a vampire effect occurs. Instead, while maintaining this magic, the player gets a constant drain. Shroud of Force(Conjuration/Charm/Translocation) Channeling m...

Tuesday, 22nd January 2019, 13:40

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 6788

Re: Sublimation Of Blood Thoughts

I don't like DE when I play magic user. prefer Og, DD, Na, and Dr mainly So I have afford HP more than DE, and this magic was always useful to me. And I invested more in Necromancy than you did. At least 10.

Tuesday, 22nd January 2019, 09:27

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

This aspect of the game is a dead end, I think. It would be possible to make ranged weapons work cleanly and it's been done to varying degrees by different people. When you start bringing in other requirements, you immediately run into problems. As long as you have spells and wands that essentially...

Tuesday, 22nd January 2019, 05:42

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

Re: New launcher system

magazines are just another version of MP, which is making ranged weapons more like conjurations, which isn't good. (even if making them more like conjurations was good, you'd want to make them use MP, instead of making a second version of MP) Yes, this is a Ordinary compromise. As you point out, th...

Tuesday, 22nd January 2019, 05:08

Forum: Game Design Discussion

Topic: New launcher system

Replies: 69

Views: 19277

New launcher system

If taken literally, "remove ammo for launchers" would mean that large rocks would stay, since they don't correspond to a launcher. DCSS's ammo system pretty much grew organically so it's unsurprisingly a mess; you have: - Crossbows use bolts, which are somewhat uncommon early in the game ...

Saturday, 12th January 2019, 09:20

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 9986

Re: Sif Muna Rework

I did a little brainstorm of possible Sif Muna abilities: Spell Shield Extended spellcasting builds a magical shield that provides: extra EV, extra AC, 1-3 turn hast, irradiate, blink, etc. Only one effect per turn. Each effect drains the shield, spell-casting builds it up. On the fence: half of ma...

Thursday, 10th January 2019, 07:05

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 29

Views: 9986

Re: Sif Muna Rework

duvessa wrote:nobody would choose divine energy over channel magic


Haha, it's fun. Korean dcss forum think the opposite. Especially this person.
http://crawl.akrasiac.org/scoring/playe ... yuuki.html
He says Divine energy is Sif's most important ability. I think Divine energy is good too.
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