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Monday, 2nd May 2016, 00:50

Forum: Dungeon Crawling Advice

Topic: how do/should you skill/diversify mages?

Replies: 3

Views: 1343

Re: how do/should you skill/diversify mages?

I generally feel that it's a bad idea to get your primary spell school past 10 unless you already have a book that has a solid upgrade path -- bolt of foo, for example. By that point in the game, you generally want to be shoring up weaknesses, rounding out defenses, and generally turning into a char...

Monday, 2nd May 2016, 00:30

Forum: Dungeon Crawling Advice

Topic: Need help with octopode

Replies: 32

Views: 7821

Re: Need help with octopode

There are two parts of the game where Op is stronger than average: D:1-2, where your constricting aux does more work than low-skill melee, and post-endgame, where you can take advantage of having more slots than other races. In between, Op is mostly harder than average. In terms of the best way to ...

Sunday, 1st May 2016, 18:22

Forum: Crazy Yiuf's Corner

Topic: Trove reporting

Replies: 514

Views: 2478069

Re: Trove reporting

Yes, speed is the one you want here.

Thursday, 28th April 2016, 12:33

Forum: Game Design Discussion

Topic: Remove stealth skill from Mage backgrounds

Replies: 53

Views: 13624

Re: Remove stealth skill from Mage backgrounds

you could also just as well say "is there any reason to think that stripping Fighting from as many backgrounds as possible is a better option that giving some fighting to every background?" You certainly could, and it's a fair question. Like Stealth or Dodging, it's a skill that has somew...

Wednesday, 27th April 2016, 19:47

Forum: Game Design Discussion

Topic: Remove stealth skill from Mage backgrounds

Replies: 53

Views: 13624

Re: Remove stealth skill from Mage backgrounds

The arguments I see for removing Stealth from book backgrounds are: 1) book backgrounds are already mostly stronger than other backgrounds and need a nerf, 2) Dodging/Armour are universal skills, but Stealth is not, 3) backgrounds need a reason to have a skill and book backgrounds have no reason to ...

Wednesday, 27th April 2016, 19:23

Forum: Game Design Discussion

Topic: New Race proposal : Planeswalker

Replies: 25

Views: 6461

Re: New Race proposal : Planeswalker

The distinguishing feature of this race, always-on distortion stacking with other brands, is incredibly strong. You'd have to make this species weak in pretty much every other way to balance it. "Reduced damage from every source" is basically just more HP on this monster, but you gave it a...

Wednesday, 27th April 2016, 17:44

Forum: Dungeon Crawling Advice

Topic: Benefits of UMBRA?

Replies: 17

Views: 4386

Re: Benefits of UMBRA?

Dith and Yred protect against the negative effects of umbra; otherwise, regardless of source the umbra penalizes you.

Friday, 22nd April 2016, 22:18

Forum: Crazy Yiuf's Corner

Topic: Is Simulacra Overpowered?

Replies: 15

Views: 3545

Re: Is Simulacra Overpowered?

lethediver wrote:Classic tavern logic. OP got no thanks. Guy who posted "yes" got three

and then someone posted off-topic to complain about tavern.

I thanked duvessa's post because it was the correct answer to the OP's question.

Friday, 22nd April 2016, 18:15

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 18

Views: 4658

Re: Elyvilon rework

Ely makes it really hard to die and can smite-kill most monsters in the game in a single turn. I agree with the posters who are calling her somewhat tedious, but I don't think she's weak by any means. I think crate probably put forward the best explanation for perceptions of her weakness. Regarding ...

Friday, 22nd April 2016, 18:08

Forum: Crazy Yiuf's Corner

Topic: FR: Score formula change

Replies: 3

Views: 922

Re: FR: Score formula change

The implication being that the game is getting harder, or that it should be increasingly possible to set new records?

Friday, 22nd April 2016, 17:57

Forum: Dungeon Crawling Advice

Topic: Is Ranged worthwhile?

Replies: 25

Views: 5939

Re: Is Ranged worthwhile?

Is there any special reason why ranged isn't being weakened to make it more of a choice? Ranged has been nerfed at least twice in the last few weeks, and there's a long-term plan that changes it significantly. maybe it's still hella strong (can't fsim it). You can fsim it by quivering the thing you...

Thursday, 21st April 2016, 17:11

Forum: Crazy Yiuf's Corner

Topic: View: Okawaru is too good compared to others; UC is OP

Replies: 73

Views: 21499

Re: View: Okawaru is too good compared to others; UC is OP

Oka's abilities are strong, but many gods' abilities are stronger. In general, gods are very strong.

Thursday, 21st April 2016, 15:30

Forum: Crazy Yiuf's Corner

Topic: View: Okawaru is too good compared to others; UC is OP

Replies: 73

Views: 21499

Re: View: Okawaru is too good compared to others; UC is OP

I think Oka is still a reasonably powerful god, but nowhere near the top of power lists. That's interesting. Which gods would you rate better? I'm really curious. In the early game: Fedhas, Trog, Lugonu, Makhleb, Yred, sometimes Ely and Kiku. Overall: all of the above plus Dith, Ru, Zin, Jiyva. Nem...

Wednesday, 20th April 2016, 20:55

Forum: Crazy Yiuf's Corner

Topic: View: Okawaru is too good compared to others; UC is OP

Replies: 73

Views: 21499

Re: View: Okawaru is too good compared to others; UC is OP

I think Oka is still a reasonably powerful god, but nowhere near the top of power lists. Every character is going to have some gods that offer more and others that offer less, depending on what you already have and how your character's current gear and species scale over time, but for most combinati...

Wednesday, 20th April 2016, 20:09

Forum: Game Design Discussion

Topic: New god proposal : Barnum, God of the Circus

Replies: 13

Views: 3603

Re: New god proposal : Barnum, God of the Circus

There are some things I really like about this proposal, but as others have already said, using tension is a real problem. Tension is quite easy to game. I think the overall direction of the god has a lot of fun features though, so if you can find a way to make the piety work this has potential. A f...

Tuesday, 19th April 2016, 21:06

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9780

Re: Susceptible to X

On the other hand, when someone suggests there is a better, clearer, and less obscure word that does a better job Right, so the point I was making is that "better and clearer" are all the reason you need to make a word swap. Bringing word obscurity into the discussion just obscures things...

Tuesday, 19th April 2016, 15:01

Forum: Dungeon Crawling Advice

Topic: Why throwing randomly slow down in webtitles?

Replies: 5

Views: 1649

Re: Why throwing randomly slow down in webtitles?

chequers: which commit fixed it? For what it's worth, I think it's something about how autofight chooses targets -- it looks like it's iterating over cells and incrementally moving towards the target. It also seems to get worse when there are a lot of conceivably targetable tiles within the total po...

Tuesday, 19th April 2016, 14:26

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9780

Re: Susceptible to X

But for gameplay purposes, I think it's best if the goal is to convey information in a practical manner. Maybe we don't need to go out of our way to avoid using any obscure words, but I don't think using obscure words in gameplay-related text should be seen as desirable. I agree (and I suspect more...

Monday, 18th April 2016, 17:11

Forum: Game Design Discussion

Topic: Neft kiting

Replies: 23

Views: 5433

Re: Neft kiting

Haha, fair enough. I just noticed that organizationally people seemed to be discussing all the changes in one thread.

Monday, 18th April 2016, 01:09

Forum: Dungeon Crawling Advice

Topic: Why do I die mid/late game?

Replies: 68

Views: 20028

Re: Why do I die mid/late game?

Dang, I disagree with your points 1 through 5, though I'm pretty close to agreeing with 3 and 4. Re: 1), Stealth is a pretty handy defensive skill and more frail species (and nagas) are often well-advised to train some, tho it's rare you want to go beyond a moderate amount. Stealth can make it much ...

Sunday, 17th April 2016, 12:36

Forum: Crazy Yiuf's Corner

Topic: The value of regeneration

Replies: 12

Views: 3305

Re: The value of regeneration

You're right, I read his "aut" as "turn" -- this is what I get for posting when I'm exhausted. Sorry, duvessa.

Sunday, 17th April 2016, 02:17

Forum: Crazy Yiuf's Corner

Topic: The value of regeneration

Replies: 12

Views: 3305

Re: The value of regeneration

duvessa, you mean 0.4, right?

Friday, 15th April 2016, 15:51

Forum: Dungeon Crawling Advice

Topic: A briefing on the changes since 0.15

Replies: 2

Views: 1618

Re: A briefing on the changes since 0.15

Not to mention https://github.com/crawl/crawl/blob/mas ... ngelog.txt if you're playing Trunk.

Friday, 15th April 2016, 15:43

Forum: Dungeon Crawling Advice

Topic: Why do I die mid/late game?

Replies: 68

Views: 20028

Re: Why do I die mid/late game?

By the midgame, all but the most unlucky characters have a plethora of options to avoid getting into trouble and also to extract themselves from trouble, and where players die in the mid/late game, it's because of three things: 1) Lack of experience. It's easy to get yourself into trouble when you d...

Friday, 15th April 2016, 15:23

Forum: Dungeon Crawling Advice

Topic: When to stop training invocations..

Replies: 16

Views: 4605

Re: When to stop training invocations..

A recent commit made duration for Okawaru's abilities much shorter and much more influenced by Invo. It can be worth getting more than 8 Invo with Oka now.

Friday, 15th April 2016, 15:22

Forum: Dungeon Crawling Advice

Topic: When to stop training invocations..

Replies: 16

Views: 4605

Re: When to stop training invocations..

It really depends on how you want to make use of Fedhas. You can get a lot done with 0 Invo, but (of course) you get more out of all the abilities if you have more Invo. I'm not aware of any special breakpoints with Fedhas, so I usually try to get ~5-8 levels of Invo in Lair to beef up my wandering ...

Friday, 15th April 2016, 15:01

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35426

Re: The overall difficulty of the game is fine.

Dooooooooom clooooooock.

Wednesday, 13th April 2016, 20:59

Forum: Crazy Yiuf's Corner

Topic: Replace mottled dr

Replies: 32

Views: 7030

Re: Replace mottled dr

You and duvessa both seem to think I'm claiming something a lot stronger than I actually am by pulling sequell data. I think I've made it clear many times previously that there are many reasons why sequell isn't a strong source of data for statistical analysis. The two queries I threw up don't even ...

Wednesday, 13th April 2016, 19:23

Forum: Crazy Yiuf's Corner

Topic: Replace mottled dr

Replies: 32

Views: 7030

Re: Replace mottled dr

<Lasty_> !lg lasty dr / won s=species o=% <Sequell> 15/41 games for lasty (dr): 3/3x Purple Draconian [100.00%], 4/6x Mottled Draconian [66.67%], 3/6x White Draconian [50.00%], 1/2x Pale Draconian [50.00%], 3/7x Green Draconian [42.86%], 1/3x Yellow Draconian [33.33%], 0/1x Red Draconian [0.00%], 0...

Wednesday, 13th April 2016, 19:11

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9780

Re: Susceptible to X

Crawl could be far more verbose and use more complex words and phrases, and would be a worse game for it. It's a game to play for entertainment, not to learn english words that stopped being used in the 18th century. Which words in this thread you believe stopped being used in the 18th century? Tha...

Tuesday, 12th April 2016, 22:00

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 9613

Re: Recovering from Very Heavy Draining

For a while, being drained past a certain point did bonus damage instead of draining you further, making it likely to actually kill you directly. I'm not sure it was a good idea to remove that feature, tho I'd prefer if it drained you and also started dealing extra damage based on how drained you ar...

Tuesday, 12th April 2016, 21:33

Forum: Game Design Discussion

Topic: Neft kiting

Replies: 23

Views: 5433

Re: Neft kiting

It seems like the main effect of the three changes in this branch are to penalize maneuvering during combat, which seems like an odd choice. As others have pointed out, the penalties apply very lightly to kiting, so it isn't a particularly effective deterrent. The penalties are extremely heavy to ot...

Tuesday, 12th April 2016, 21:17

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7715

Re: Stairdancing nerf proposal

Denying stair use while monsters are visible would greatly increase the power of wands/spells of Invis.

Tuesday, 12th April 2016, 21:14

Forum: Game Design Discussion

Topic: Susceptible to X

Replies: 38

Views: 9780

Re: Susceptible to X

It is doubleplushurt by fire.

Tuesday, 12th April 2016, 21:03

Forum: Game Design Discussion

Topic: Race proposal: Homunculus

Replies: 35

Views: 11028

Re: Race proposal: Homunculus

I think the low skill cap is an interesting proposal, but duvessa's first post did a good job of talking about why this species will be pretty easy as designed. A few other points: * I don't like the "immune to a bunch of status effects" aspect of the proposal, since being immune to a thre...

Wednesday, 6th April 2016, 13:13

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 2795

Re: FR: ER=-MP

Mixing spells and medium armour in the midgame and even parts of the early game is a great idea, tho this proposal would probably kill that. It seems like the main purpose of this idea is to lower MP on heavy armour users to the point where maxMP penalties ("interesting ideas") are meaning...

Wednesday, 6th April 2016, 13:01

Forum: Game Design Discussion

Topic: New god on experimental branch: Ukayaw

Replies: 48

Views: 17105

Re: New god on experimental branch: Ukayaw

It sounds good to me, which is why I gave that ability (more or less) to Ru. I wouldn't want to step on Ru's toes by giving a second god a very similar power. It's true that melee-focused Ukayaw worshippers need to be careful while closing the distance to ranged targets, but I don't think that's nec...

Tuesday, 5th April 2016, 20:20

Forum: Game Design Discussion

Topic: Idea: Devices

Replies: 25

Views: 5560

Re: Idea: Devices

I would encourage anyone who is interested to get involved in coding and try your hand at changing things around in crawl, but do keep in mind that coding up a patch is not a guarantee that the patch will be pulled into the crawl project.

Monday, 4th April 2016, 23:16

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7215

Re: Race proposal: golems

Looks like I introduced a second typo up there: it should be:
  Code:
MP = min(23, XL) + skill + min(4, min(XL, skill) / 2)


Re: % versus flat racial modifier, we felt that the flat bonus would be more impactful.

Monday, 4th April 2016, 22:08

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7215

Re: Race proposal: golems

Giving everyone a flat +3 mp adds a certain amount of power creep -- 3 extra mp makes a big difference throughout the game, but particularly at very low XLs, and that's a bad thing. The current system encourages earlier investment in spellcasting, which is to my mind a good thing.

Monday, 4th April 2016, 18:29

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7215

Re: Race proposal: golems

Er, yes, thanks.

Monday, 4th April 2016, 18:11

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7215

Re: Race proposal: golems

MP = min(23, XL) + skill + min(4, max(XL, skill) / 2), where skill = max(Spellcasting, Evo/2, Invo/2).

(effectively, the last 4 XL's mp points get distributed over the first 8 XL, but only if you have matching quantities of skill)

Edit: fixed formula. Thanks, Spucery.

Monday, 4th April 2016, 12:41

Forum: Game Design Discussion

Topic: New god on experimental branch: Ukayaw

Replies: 48

Views: 17105

Re: New god on experimental branch: Ukayaw

I'm not sure I understand what you mean by accommodating ranged combat; Ukayaw already gives piety for ranged combat, and Ukayaw's abilities (aside from Stomp) already have fine synergy w/ ranged combat.

Sunday, 3rd April 2016, 13:31

Forum: Game Design Discussion

Topic: Race proposal: golems

Replies: 27

Views: 7215

Re: Race proposal: golems

I don't think I'd like this species, but it sounds more fun than our current no-equipment species, felids.

Sunday, 3rd April 2016, 01:05

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 13326

Re: New Race: Kitsune

new tavern rule: you are only allowed to talk about skill points if you actually know what they are Increasing aptitudes is just a matter of getting more skill points. board warning issued You're right, I expressed that in a way that was inaccurate. I think you understand the point I was trying to ...

Sunday, 3rd April 2016, 01:02

Forum: Game Design Discussion

Topic: Boots of Flight + Sacrifice Artifice

Replies: 3

Views: 1217

Re: Boots of Flight + Sacrifice Artifice

This is intended. Sacrificing artifice doesn't turn off passive magical properties of any items, just activated ones.

Saturday, 2nd April 2016, 22:38

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 13326

Re: New Race: Kitsune

Increasing aptitudes is just a matter of getting more skill points. Allowing the player to stack the aptitudes just means that the size of the skill point bonus increases as the player plays a more narrow game. Fundamentally this idea is about 1) have more skill points, and 2) rewarding players for ...

Saturday, 2nd April 2016, 21:18

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 13326

Re: New Race: Kitsune

So the upside of this species is that it encourages you not to branch out and instead be as narrow and limited as possible, and if you do so you can, say, get a +5 aptitude to UC and get extremely cheap guaranteed access to the game's best weapon, or into Air get Tornado castable at XL 14? Both the ...

Saturday, 2nd April 2016, 20:43

Forum: Game Design Discussion

Topic: New Race: Kitsune

Replies: 54

Views: 13326

Re: New Race: Kitsune

Assuming the aptitude change applies to the skill points you already have (e.g. Draconians), the right choice for which aptitude to boost will always be "the skill you've put the most points into that you want more of". The reason is that the aptitude change effectively would be a skill po...

Saturday, 2nd April 2016, 20:12

Forum: Crazy Yiuf's Corner

Topic: Dual Branded Unrands?

Replies: 14

Views: 3869

Re: Dual Branded Unrands?

It's hard-coded for Nessos.
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