Search found 202 matches

Saturday, 31st January 2015, 23:25

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 45201

Re: Changes to make Crawl harder

I think a lot of people are mixing together "get rid of/fix abusive mechanics that trivialize games" and "make the game outright harder for everyone". It seems to me, reading over minmay's proposals in the OP, that this thread was meant to fall in the former camp. The majority of...

Saturday, 31st January 2015, 20:21

Forum: Crazy Yiuf's Corner

Topic: Streakscumming/Winratescumming

Replies: 72

Views: 14408

Re: Streakscumming/Winratescumming

How dare he ! !

Tuesday, 6th January 2015, 04:58

Forum: Game Design Discussion

Topic: Extremely rare items and Fun.

Replies: 7

Views: 2475

Re: Extremely rare items and Fun.

Finding unrands in lategame vaults is much less exciting than finding them pre-Lair.

Monday, 22nd December 2014, 01:51

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3047584

Re: Best/Worst Artifacts

I hope you're playing an octopus.

Monday, 22nd December 2014, 01:45

Forum: Crazy Yiuf's Corner

Topic: Level 9 transmutation spell

Replies: 50

Views: 15908

Re: Level 9 transmutation spell

Not every school needs a level 9 spell, IMO.

Monday, 22nd December 2014, 00:18

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3047584

Re: Best/Worst Artifacts

Shopping spree!

http://dobrazupa.org/morgue/Brannock/mo ... 000242.txt

  Code:
 L - the +4 robe of the Illusory Eyes (worn) {rElec rF++ rN+ Slay+6}
   (You bought it in a shop on level 4 of the Vaults)   


Cost me ~1850 gold. Worth every penny.

Friday, 12th December 2014, 02:49

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3047584

Re: Best/Worst Artifacts

From my latest win.

  Code:
 J - the ring of Foivir (right hand) {rElec rF++ rC++ SInv Stlth-}
   (You bought it in a shop in a bazaar)   

Monday, 8th December 2014, 05:41

Forum: Game Design Discussion

Topic: Proposed Additions to the Poison School

Replies: 20

Views: 5331

Re: Proposed Additions to the Poison School

You're proposing "summon forest but different" and saying literally nothing about how it's different aside from some meaningless flavour fluff. That is not really useful. You're criticizing the proposed spells and saying literally nothing constructive aside from some meaningless negative ...

Tuesday, 25th November 2014, 22:29

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3047584

Re: Best/Worst Artifacts

Found while playing a stabber:

  Code:
 u - the quicksilver dragon armour of Philately (worn) {+Fly rElec rF++ rC+ MR+}
   (You found it on level 5 of the Vaults)

Monday, 24th November 2014, 05:04

Forum: Crazy Yiuf's Corner

Topic: Are player ghosts on the way out?

Replies: 19

Views: 4779

Re: Are player ghosts on the way out?

None at all.

Saturday, 22nd November 2014, 18:58

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MiMo 100th Online Game

Replies: 5

Views: 1744

Re: YAVP MiMo 100th Online Game

I recommend against running Chei on Centaur. Centaur's main strength is their speed, and Chei, obviously, deprecates that advantage. What's more, 1.7 speed, or whatever Ce ends up with, is not that much better than 2.0 speed. You will still always want to stay stationary or to blink/teleport in figh...

Thursday, 6th November 2014, 02:20

Forum: Game Design Discussion

Topic: Circling the square

Replies: 29

Views: 6712

Re: Circling the square

Wouldn't squarelos cause exploring/LOS oddities? For instance, moving orthogonally in squarelos would reveal only one row or column of tiles. Moving diagonally would reveal one row and column.

Monday, 27th October 2014, 21:20

Forum: Game Design Discussion

Topic: Rethinking Torment

Replies: 25

Views: 7284

Re: Rethinking Torment

I wonder why we don't have an "anti-pack" monster which would be weaker in big numbers (the bigger number the bigger penalty). Some could say it would be annoying to gather 5+ monsters before fighting them but luring 5 monsters one after another is even more annoying IMHO. Slime creatures...

Wednesday, 22nd October 2014, 04:08

Forum: Crazy Yiuf's Corner

Topic: i`m going to identify these wands of magic dart

Replies: 18

Views: 4467

Re: i`m going to identify these wands of magic dart

Remove wands of magic dart.

Tuesday, 21st October 2014, 18:05

Forum: Crazy Yiuf's Corner

Topic: Zot 5?

Replies: 18

Views: 4689

Re: Zot 5?

TeshiAlair wrote:Honestly, death cobs are the only thing that I think is kinda meh simply cause they are wildly uninteresting in every way aside from glyph/tile.


Give death cobs the herd/pack property.

Orbs of fire can turn death cobs into killer popcorn.

Sunday, 19th October 2014, 02:56

Forum: Crazy Yiuf's Corner

Topic: Level 9 Transmutation spell

Replies: 39

Views: 8841

Re: Level 9 Transmutation spell

Frankly Transmutation is too overly focused on self-formes anyway. Stuff like Irradiate is a good step away from that.

Sunday, 19th October 2014, 02:56

Forum: Crazy Yiuf's Corner

Topic: Level 9 Transmutation spell

Replies: 39

Views: 8841

Re: Level 9 Transmutation spell

Level 9 Transmutation? I don't see that as a forme, but rather something along the lines of "Severely malmutate every monster in LOS."

Saturday, 18th October 2014, 23:46

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3047584

Re: Best/Worst Artifacts

http://dobrazupa.org/morgue/Brannock/morgue-Brannock-20141018-220445.txt A - the +15 crystal plate armour of the Tuna (worn) {rN+ MR++ SInv} http://dobrazupa.org/morgue/Brannock/morgue-Brannock-20141017-222831.txt S - the ring "Qaackoi" {rF+ rC+ Dex+3 Slay+2} Both from Elf: 3. Lesson learn...

Friday, 17th October 2014, 23:26

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 16454

Re: Species Proposal: Ugly Things (Ug)

I think this is a rather fun-seeming idea and I could probably even do without the Genetic Tide/Recombination abilities and keep everything else and still enjoy playing this race.

Tuesday, 14th October 2014, 15:24

Forum: Game Design Discussion

Topic: A simple fan request

Replies: 27

Views: 7176

Re: A simple fan request

Thursday, 9th October 2014, 01:34

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

chinchilla wizard wrote:It doesn't make sense that demigods are atheists. Did Hercules or Perseus not get artifacts or any sort of help from their parents? I know it's for balance, probably, but no one plays demigods in the first place.


Don't get too hung up on the flavor is my advice.

Friday, 3rd October 2014, 17:19

Forum: Game Design Discussion

Topic: "cursed" items

Replies: 5

Views: 1944

Re: "cursed" items

?remove is far too common right now for cursing to ever have any chance at being meaningful, unless you're trying to frequently swap between selfcursing gear.

Monday, 29th September 2014, 03:59

Forum: Crazy Yiuf's Corner

Topic: Why can't formicids wear 2 pairs of gloves?

Replies: 24

Views: 6296

Re: Why can't formicids wear 2 pairs of gloves?

Rings are very easily named to "bracelets" if people no longer find the 1-ring-per-hand justification to be sufficient.

Friday, 26th September 2014, 18:17

Forum: Crazy Yiuf's Corner

Topic: Milestone spam in ##crawl

Replies: 9

Views: 2870

Re: Milestone spam in ##crawl

Ignoring the bots is a solution, but one that isn't entirely successful because not everyone will be ignoring the milestone bots, and the overwhelming excess of milestone announcements means that people are disinclined to participate in ##crawl. wheals, I forgot about ghost kills. That should be kep...

Friday, 26th September 2014, 17:36

Forum: Game Design Discussion

Topic: Remove blowguns

Replies: 17

Views: 4129

Re: Remove blowguns

Is there a good reason poison/curare isn't subject to Throwing but the other needles are? That might be a sufficiently suitable nerf if you were to remove blowguns -- it still requires that you invest at least a little into it so you can use those needles.

Wednesday, 24th September 2014, 03:38

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22814

Re: Buff Sif a little

Well Veh is just the better conjurations god, and fedhas is just the mushrooms and oklobs god, and okawaru is just the heroism and finesse god, and... Mushrooms and oklobs, and the rest of Fedhas's myriad abilities, are far more impactful and appreciably flavorful than Sif's single channeling abili...

Wednesday, 24th September 2014, 00:29

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22814

Re: Buff Sif a little

Well I also don't really agree with the premise that Sif actually needs changes, either (except for interface improvements to channeling). Personally I'd rather change Veh or Kiku since for various reasons I dislike them more than Sif anyway (both from design and gameplay standpoints) but they're n...

Tuesday, 23rd September 2014, 21:37

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22814

Re: Buff Sif a little

This just occurred to me, but guaranteed success invocation also mirrors Okawaru like many of Sif's other abilities already roughly mirror Okawaru's. Heroism and Finesse allows the player, briefly, to fight as a much more experienced and powerful warrior than they actually are. Guaranteed Success wo...

Tuesday, 23rd September 2014, 21:31

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22814

Re: Buff Sif a little

Borgnjor's with minimal power carries a significant HP cost (10% of maximum health), and Death's Door with minimal Necromancy and no Kikubaaqudgha piety puts you at single-digit health. Usable, but hardly ideal. Not to mention the low chances of finding the Necronomicon without following Kikubaaqudg...

Tuesday, 23rd September 2014, 21:10

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

so you would rather remember that you increase a stat by 1 at xl2, 1 at xl3, 1 at xl4, 2 at xl6, 1 at xl8, 1 at xl9, 1 at xl10, 2 at xl12, 1 at xl 14, 1 at xl15, 1 at xl16, 2 at xl18, 1 at xl20, 1 at xl21, 1 at x22, 2 at xl24, 1 at xl26 and 1 at xl27 instead of "you increase a stat by 2 every ...

Monday, 22nd September 2014, 23:00

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 22814

Re: Buff Sif a little

Sif's long been viewed as a boring and bland God compared to others who have active and punchy invocations that really make the choice of following them to feel visceral and meaty. Her design space and theme are very established, and, IMO, fit very well in the pantheon. However, virtually all prior ...

Saturday, 20th September 2014, 00:38

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

Minotaur and Demigod fighter types are very comparable in both early game ease-of-play and late-game strength. Both have a 10% HP bonus. Minotaur have a rougher time hybridizing into buff spells compared to Demigod, but comparatively Minotaur don't have to deal with as severe of a XP penalties or th...

Friday, 19th September 2014, 19:41

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

Demigod won't see the full benefit of that +28 until they're at XL27, which is quite a feat to accomplish with a -2 XP aptitude. While it's undeniably a buff I'm unsure if it's as much of a buff as it seems. Starting stats can easily be lowered to accommodate this, or tweaking them in some other way...

Friday, 19th September 2014, 19:37

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 7950

Re: Make Ash more consistent

Currently we have three varieties of Curse scrolls: Curse Weapon, Curse Armour, and Curse Jewelry. This creates inventory clutter and subjects the player to the potential of RNG screw when trying to convert Remove Curse scrolls to curse your equipment for Ashenzari bonuses and piety. I've had a few ...

Tuesday, 16th September 2014, 01:38

Forum: Game Design Discussion

Topic: remove curse scrolls

Replies: 69

Views: 18406

Re: remove curse scrolls

Also if you removed identification, to make curse stay relevant you'd have to add more curse-item type attacks into the game, and to make good gear generate cursed so the player has to make a decision if they want to wield that cursed +3 war axe knowing that they'll eventually have to burn a ?remove...

Tuesday, 16th September 2014, 01:35

Forum: Game Design Discussion

Topic: remove curse scrolls

Replies: 69

Views: 18406

Re: remove curse scrolls

The best solution, of course, is just to give up on the item identification mini-game entirely. It's almost gone already, and putting that sacred cow down now would be a mercy to the cow as well as being delicious hamburger. While I'm ambivalent on removing Identification entirely (I like "unw...

Saturday, 13th September 2014, 19:03

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19251

Re: That which we call Demigod by any other name would Crawl

XuaXua wrote:I like Tasonir's "Forsaken" suggestion a lot, but I can also see someone dropping the "a" and substituting "i" for "e".


Foreskin.

Friday, 12th September 2014, 17:59

Forum: Game Design Discussion

Topic: Change corpse-sacrifice accepting gods to work like Fedhas

Replies: 31

Views: 9560

Re: Change corpse-sacrifice accepting gods to work like Fedh

tabstorm wrote:Maybe it's really important for some tactical reason to not allow these gods to sacrifice all corpses onscreen in one turn, I don't know.


Animate Dead, Twisted Resurrection, Simulacrum.

Friday, 12th September 2014, 05:01

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

Or perhaps better, just give them stat boosts every level and slightly nerf their starting stats to compensate. Take note that sacrificing base stats for XL stats is a hit to Demigod's early game, which is traditionally their strength: high base stats and high health values mean that Demigods are m...

Thursday, 11th September 2014, 02:39

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

Don't care one bit about what Dg are named.

There's a problem with the proposal. What is to be done about double prompts at XL 6/12/18/24? Asking the player twice what stat to boost is inelegant. Choose one stat, get +2 to it?

Wednesday, 10th September 2014, 17:23

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

Moving strategic consumables to a new item type would be a reasonable first step if you wanted to bring back item destruction, and a good idea regardless. How about glyphs? Lesser versions of runes, that you can consume to release its magic for your own strategic benefit. Shift the strategic potion...

Wednesday, 10th September 2014, 01:14

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Re: Demigods and their stats

On average a Demigod should have a 4.33/4.33/4.33 stat gain split from their randomized distribution at XL 27. Allowing full control over their stat distribution would mean (potentially) a 13/0/0 distribution, for a gain of 8-9 stats in their favored ability. This comes at the cost of 4-5 stats in t...

Tuesday, 9th September 2014, 20:26

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23454

Demigods and their stats

Currently they have those racial advantages: Bonus stats awarded every even level, 10% extra HP, 20% extra MP, and +4 MR per level . Compared to Humans, Demigods get 1 extra MR per level compared to humans, seven extra randomly-assigned stats gained via XL, and ten extra base stats at character crea...

Tuesday, 9th September 2014, 02:07

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15906

Re: Mutations

Optimal play involves not incurring any mutations whatsoever. Potions of beneficial mutation frequently are not as much of a benefit to the player as they are an obstacle to curing bad mutations in the future via !cmut. Thus in an ideal game of Crawl, mutation has no function beyond being a detrimen...

Monday, 8th September 2014, 02:28

Forum: Game Design Discussion

Topic: Fixing Extended

Replies: 8

Views: 2425

Re: Fixing Extended

Hell effects should be tied to encounters rather than time spent in Hell. The longer you spend "in battle" or otherwise encountering monsters, the more likely a Hell effect will be triggered. Once an effect triggers, the counter resets. This would allow you to rest in Hell, and keep the un...

Monday, 1st September 2014, 05:16

Forum: Game Design Discussion

Topic: Mutations

Replies: 45

Views: 15906

Re: Mutations

khalil wrote:
KittenInMyCerealz wrote:I like this idea.
currently mutations and "managing" them is boring.
and you hardly ever get any before Zot/Pan

I get lots of mutations because I chug every potion of mutation and chunk of mutagenic meat I find, but that's not exactly optimal behavior.


Dost thou seek the purple?

Monday, 1st September 2014, 01:25

Forum: Game Design Discussion

Topic: Blork the Orc description change

Replies: 9

Views: 3257

Re: Blork the Orc description change

The orc was huge, well-muscled and even attractive for his species.

Tuesday, 17th June 2014, 02:41

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20192

Re: Monster: Bone Dragon

I agree with the general thrust of this but please no tormenting dragons.

Tuesday, 10th June 2014, 05:17

Forum: Dungeon Crawling Advice

Topic: General Z5 Tips?

Replies: 28

Views: 7526

Re: General Z5 Tips?

Abusing teleport is my favorite strategy, though not the safest way. I hit haste, agility, resistance, brilliance, whatever spell buffs I have, then tele port until I'm in a lung and run into apport range from there. Tele again if you land in a bad situation (too many tough dudes, ghost moth or mot...

Tuesday, 3rd June 2014, 17:33

Forum: Game Design Discussion

Topic: more ac per enchantment on heavy armors

Replies: 9

Views: 3029

Re: more ac per enchantment on heavy armors

It might be better to just have a higher chance of getting a bonus enchant from using a ?EA on heavier armor rather than making enchantment work differently for heavy armor than it does for other types of armor. So you might decide to get a +1 on your cloak, or get +1 on your scale mail with a X% ch...
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