Search found 4414 matches

Thursday, 16th January 2020, 11:17

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 10708

Re: DCSS is unrealistic

26. Tridents deal more damage than spears. This makes no sense, because with a trident you have almost the same weight. So when you hit someone with a trident, almost the same momentum is distributed across 3x as big an area. A trident would also be 3x less likely to penetrate armor. We have a funn...

Thursday, 16th January 2020, 07:37

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23617

Re: Update stair logic (nerf stair dancing)

"It does nothing" is an extremely optimistic assessment that has not held up to scrutiny in other games. I see no reason crawl would be an exception as there are lots of interactions in crawl where XP can disproportionately effect one thing compared to others. "It does nothing" ...

Tuesday, 14th January 2020, 07:38

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23617

Re: Update stair logic (nerf stair dancing)

Yes, and "the war" will never end unless devs change their mind and add explicit difficulty levels. Some players want the game become harder, others want it easier, third want it stay unchanged. Nobody is happy There are quite a few problems with multiple difficulty levels that fall outsi...

Monday, 13th January 2020, 13:39

Forum: Dungeon Crawling Advice

Topic: Version Questions

Replies: 7

Views: 3463

Re: Version Questions

Released version is almost never updated.

Monday, 13th January 2020, 13:12

Forum: Dungeon Crawling Advice

Topic: Version Questions

Replies: 7

Views: 3463

Re: Version Questions

Trunk/dev is the latest version of the game, usually it is stable enough. You will continue the game in your version, but when you save and load it, you will get a prompt to upgrade to the latest version. Sometimes (or is it on some servers) your game is stopped automatically and when you load it, i...

Friday, 10th January 2020, 14:48

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5071

Re: anti-luring feature: statues

I agree space and terrain are better than time and clock as I hate time/clock in turn-based games. Another possibility (probably unexplored) is to make time freeze when player does not regenerate HP after being hit by non-summoned monsters. If monsters don't move when player is at full HP, it will s...

Monday, 6th January 2020, 07:39

Forum: Game Design Discussion

Topic: So happy to see exclamation marks in my spell damage finally

Replies: 28

Views: 9485

Re: So happy to see exclamation marks in my spell damage fin

It is a step in right direction, but seriously I don't see much difference between "you bludgeon the ogre. The ogre convulses." and "you bludgeon the ogre!! The ogre convulses!!". Now compare that to "you bludgeon the ogre (43) The ogre convulses (27)" Our brain parses ...

Thursday, 2nd January 2020, 17:44

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12456

Re: Bloatcrawl 2

Is monster generation changed?
  Code:
  A giant cockroach (D:1)
  A goblin (D:1)
  2 jackals (D:1)
  A kobold (D:1)


  Code:
You could see 2 jackals.


All those looked like a single pack and blocked me in starting room.

Monday, 30th December 2019, 08:09

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23617

Re: Update stair logic (nerf stair dancing)

You should consider the possibility that people really do find the game too easy and tedious as it is and want to improve it. You should probably consider the fact that the average player still never wins a game, and that catering to the handful of people who find it "too easy" is probabl...

Monday, 30th December 2019, 08:07

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23617

Re: Update stair logic (nerf stair dancing)

About brogue stairs, I think it would have too many bad interactions with effects that allow the player to mass allies on the stairs or put clouds on the stairs. The only satisfactory solution so far is the hellcrawl no-upstairs approach, but maybe replacing stairs with some other means of connecti...

Friday, 27th December 2019, 11:56

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 4946

Re: How to turn pregen off?

Odorobo wrote:So it is indeed a bug.


I hope you understand difference between "incremental" and "false" because I don't know it. Maybe someone more experienced knows.

Friday, 27th December 2019, 11:54

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 4946

Re: How to turn pregen off?

I may have actually misunderstood what it does. Does it mean that if i set this pregeneration to "false" / "classic" all dungeon floors will be generated as i enter them as it was before? I guess so: "When set to `false` or `classic`, the game will generate all levels on le...

Friday, 27th December 2019, 11:30

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 4946

Re: How to turn pregen off?

Odorobo wrote:I play the desktop version, not an online one


Do you mean you added
  Code:
pregen_dungeon=true
to your init.txt and it does not work?
It is a bug then.

Friday, 27th December 2019, 10:54

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 4946

Re: How to turn pregen off?

pregen_dungeon = incremental When set to `true` or `full`, the game will pregenerate the entire connected dungeon when starting a new character. This leads to deterministic dungeon generation relative to a particular game seed, at the cost of a slow game start. If set to `incremental`, the game wil...

Thursday, 26th December 2019, 08:52

Forum: Dungeon Crawling Advice

Topic: Which background?

Replies: 7

Views: 2929

Re: Which background?

I see FE still suffers from old problem of being unable to deal with fire-resistant monsters. I had to escort a crimpson imp upstairs and later died to Balrug in labyrinth. Autotraining was a bad idea as FE. Foxfire reminded me summon raging spirit from path of exile, the same stupid clicking to sum...

Tuesday, 24th December 2019, 21:56

Forum: Dungeon Crawling Advice

Topic: Which background?

Replies: 7

Views: 2929

Re: Which background?

Thank you for the very detailed post, Siegurt!
I think I will try an autotraining DgFE next.

Tuesday, 24th December 2019, 08:26

Forum: Dungeon Crawling Advice

Topic: Which background?

Replies: 7

Views: 2929

Re: Which background?

It was a fun game indeed, though I am worried that even Cj plays as a hybrid now. It does not have any good spells, it's either small damage (Magic dart), noisy (prism) or melee range (IMB and dazzling spell). It was weird to use Searing Ray as main spell on Lair 6. Died in Abyss because I forgot to...

Monday, 23rd December 2019, 17:40

Forum: Dungeon Crawling Advice

Topic: Which background?

Replies: 7

Views: 2929

Re: Which background?

petercordia wrote:I really like the new Conjurer. IMB is fun now :)
Prism spam works exactly the same as before though.


Thank you!

Monday, 23rd December 2019, 14:19

Forum: Dungeon Crawling Advice

Topic: Which background?

Replies: 7

Views: 2929

Which background?

I decided to try mage background after latest magic change and I am not sure which one to pick. Which of them is the most different from old one and also more fun? I am going to play Gn if it matters.

Friday, 20th December 2019, 07:14

Forum: Crazy Yiuf's Corner

Topic: Stats discussion

Replies: 5

Views: 2337

Re: Stats discussion

Stats shouldn't exist at all. So much of what is traditionally the role of stats is done by skills in this game, skills should just be the only thing there is. Of course, skills aren't really good either -- they are nearly as opaque and a hell of a lot more intrusive in their management. The game w...

Thursday, 19th December 2019, 15:33

Forum: Crazy Yiuf's Corner

Topic: Stats discussion

Replies: 5

Views: 2337

Re: Stats discussion

Maybe it would be good to make each stat have unique and non-overlapping effects only? LOL. You are attacking my idea and then coming with my idea... Do you know what critical damage does in other games? It is not just big damage, monster can get slowed, poisoned, burning, blind, do self-harm... de...

Thursday, 19th December 2019, 11:41

Forum: Dungeon Crawling Advice

Topic: Stat upgrades on hybrids

Replies: 24

Views: 7741

Re: Stat upgrades on hybrids

New players just should learn to learn from experience count exclamation marks. Your Int allowed you to cast more powerful spell!! Your Dex allowed you to evade the arrow!!!! Your Str allowed you to deal extra damage! Jokes aside what do you think about Str/Int giving a chance of critical damage and...

Monday, 16th December 2019, 08:14

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 5108

Re: 'Agony' and 'dispel undead' range 1 - bug or feature?

We must be playing a different game. Attacks in dcss are anything but reliable; even with a great weapon and mindelay it often takes 50 auts or more to deal 25% HP. I suspect the cleaner UI of melee (tab) is making you underestimate how often you miss or deal small damage. It looks like Ne is a cle...

Monday, 16th December 2019, 08:09

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 5108

Re: 'Agony' and 'dispel undead' range 1 in trunk

I don't get it. What's the point of magic if you should be in light armour after investing in 2 magic skills just to be able to cast a spell in 10 auts at adjacent monster when the magic does less damage than melee attack in 7 auts does and the spell does not affect or can be resisted by the monster...

Monday, 16th December 2019, 08:04

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

I think you misunderstand the best role of stairs, although here I am to blame for choosing the wrong word: "stairdancing". What I usually do with a week character is to stay close to a stair so that I can disappear, and climb down on *another* stair for a better position. And the weaker ...

Thursday, 12th December 2019, 13:00

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

That's because Naga has high AC and HP. Stair-dancing with Sp/Fe/Ko/Ha would not be a great idea, especially if they are slow due to taking the slow option and thus it takes more auts to use stairs. Also in my experience Na cannot rely on stair-dancing anyway, stairs are too far often.

Thursday, 12th December 2019, 12:31

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

sanka,

The "no retreat" part of shafts still can be fixed by difficulty levels/options. For instance, there can be an option to make PC slower (or faster) by 0.1 or 0.2 before game starts.

Thursday, 12th December 2019, 10:01

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5071

Re: anti-luring feature: statues

Interesting idea. But why do we need the statues? Can we just start dealing damage to player when player is moving for N turns while tracked by monsters? Or do you want to make it possible to attack the statues so it would be safe to lure the monsters in that area?

Thursday, 12th December 2019, 08:33

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 23617

Re: Update stair logic (nerf stair dancing)

It feels like a lot of people are missing the point, and trying to prevent stair dancing mechanically, rather than trying to address the issues that LEAD to stair dancing. It's the same basic concept as with luring - it's "optimal" to lure monsters back to secure locations, but the soluti...

Thursday, 12th December 2019, 07:45

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

You're handwaving a LOT of detail here. Why not "just make DCSS play better" while we're at it :p? Because so far devs refused to even consider adding difficulty levels, they want the game to be the same for all players, even vetoed adding options to make this SINGLE PLAYER OFFLINE game d...

Wednesday, 11th December 2019, 11:01

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

The problem as I understand it with balancing is that most things you can change globally would make some aspect of the game unfun. The characters max-hp can't be too low, otherwise you get one-shotted and that's unfun. Some monsters can have too much hp, because they're only funish if you can take...

Wednesday, 11th December 2019, 08:00

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

Difficulty levels would be a balancing nightmare. I don't understand what you mean here provided we have MiBe and MuCK available in our only difficulty level. Do we already have a problem with balance here? If yes, why isn't it being fixed??? I believe we can just make the game easier on easy diffi...

Tuesday, 10th December 2019, 10:33

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

Oh, I somehow missed the Slay the Spire part. I reached A20 there (no wins yet, I have suspended playing at A20 because it is not fun) and have about 100% winrate at A0 indeed and the lesson from that game should be quite different than "create dangerous situations randomly to differentiate pla...

Monday, 9th December 2019, 09:21

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

You have more control over being shafted than over the level layout you get on D:6 or what monsters generate there, but people are recalcitrant to claim that crawl's level generator is arbitrary bullshit. I guess here "you" means the player, but I suggest to take a look at greater picture...

Thursday, 5th December 2019, 12:15

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

In game design I take it somewhat granted that the aim is a game where you do not need to come up with your own set of conducts that form your own minigame in order to make the game interesting. This is a wrong premise in a game without explicit difficulty levels. Hard MiBe game for experienced pla...

Tuesday, 3rd December 2019, 10:51

Forum: Crazy Yiuf's Corner

Topic: offline ghost names

Replies: 7

Views: 2907

Re: offline ghost names

sdynet wrote:I should say not. Maybe, the information on the web version goes into the download version.


I hope so. It is weird that there are "(online)" remarks in 3rd and 4th options of the poll but not in the first 2.

Tuesday, 3rd December 2019, 09:02

Forum: Crazy Yiuf's Corner

Topic: offline ghost names

Replies: 7

Views: 2907

Re: offline ghost names

Wait, does crawl gather and send some data from my computer right now?

Monday, 2nd December 2019, 11:43

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

"Unavoidable deaths" is kind of irrelevant, because almost no death in Crawl is strictly "unavoidable". However, we can tweak the idea to "difficulty level", or "chance of dying" to make the idea relevant. I think the reason why shafts feel bad is the followi...

Monday, 2nd December 2019, 11:39

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

Sorcerous wrote:disproportionate amounts of XP


How? Those monsters would be dead anyway, but you would kill them without having so much risk and probably without consumables,

Monday, 2nd December 2019, 11:36

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 35779

Re: Poll: What do you think about shaft effects?

Would being shafted feel more fun/fair if it was coupled to some kind of reward? (like a consumable or quasi-acquirement or shop placement?) (I'm asking the people who dislike shafts) Yes. We have ghost graves where players can risk to get the extra XP . We have teleporters where players can risk e...

Monday, 22nd July 2019, 06:03

Forum: YASD! YAVP! and characters in progress too

Topic: Yet Another Escape

Replies: 2

Views: 1260

Re: Yet Another Escape

Well, DDNe of Chei is not that hard and does not require any special loot. You will be able to have huge AC/EV in heavy armour while still casting Vampiric Draining easily. Edit. Found my game: It is very easy so far, not a single device recharging used. I switched to leather/ring/scale/chain mail w...

Friday, 19th July 2019, 13:40

Forum: Game Design Discussion

Topic: Limiting stat-stick swapping

Replies: 7

Views: 2526

Re: Limiting stat-stick swapping

The problem: swapping artifact stat-sticks is optimal, but not interesting or fun. Proposed solution: artifacts take 2.0 turns (or more) to wield or unwield. Possible flavour justifications: "Artifacts require special handling methods" , "The Plog's spirit resists!" . 1) Swappin...

Tuesday, 16th July 2019, 13:48

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger 13- Oklob sapling

Replies: 6

Views: 2392

Re: Dumb AM ranger 13- Oklob sapling

If I understand what you mean, you are suggesting to shoot the oklob from edge of los and retreat if you get low on HP, then rest and try again, repeating until the oklob dies. This has the risk of running out of ammo before the oklob dies, and being unable to retrieve it because the ammo is under ...

Tuesday, 16th July 2019, 07:42

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger 13- Oklob sapling

Replies: 6

Views: 2392

Re: Dumb AM ranger 13- Oklob sapling

Oklob sapling has 14-30 HP and deals 3d7 damage. So if you have more than 21 HP, you can try killing it from range (should not be a problem for AM), retreating to heal if necessary. It's not like you are wasting piety while doing it.

Tuesday, 16th July 2019, 06:36

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: rF- vs Margery

Replies: 2

Views: 1420

Re: YASD: rF- vs Margery

Add this to your options file, the game will wait you to press Enter when you are hit with fire damage while having rF-.
  Code:
force_more_message += You are burned terribly
force_more_message += burns you terribly

Monday, 15th July 2019, 14:12

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8517

Re: No MP Regen with monsters in LOS

This is a bit too much in the vacuum, I think. This is DCSS, land of backup weapons, Evo, and potions. Felid of Ru who sacrificed Evo and potions has something to tell you :) And in the OP I also wrote that MP pool could be enlarged to make up for the difference. What's the point? I assume it is a ...

Monday, 15th July 2019, 12:30

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8517

Re: No MP Regen with monsters in LOS

petercordia wrote:There are also mutations which are only bad for melee dudes (notably berserkitis).

Temporarily losing ability to cast spells might work indeed. Idea from OP (losing ability to cast spells while monsters are in view) is similar to 100% berserkitis which is nonsense of course.

Monday, 15th July 2019, 10:41

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8517

Re: No MP Regen with monsters in LOS

And by the way if the suggestion is implemented, it will lead to greater amount of degenerative play, not to less. I will lure that single goblin 20 tiles away just to make sure that I will be able to regenerate MP after killing it.

Monday, 15th July 2019, 10:31

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8517

Re: No MP Regen with monsters in LOS

You can't use a ranged weapon, when you are out of ammo... and generally the big RPG archetype difference between spellcaster and warrior is that the warrior has unlimited attacks, the spellcaster has a limited number of spells it can cast. Let's not confuse 2 things: 1) number of ways to attack. S...
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