Search found 375 matches

Wednesday, 15th April 2015, 02:05

Forum: Game Design Discussion

Topic: remove stone usage from sandblast...

Replies: 27

Views: 6582

Re: remove stone usage from sandblast...

I see two solutions to the interface issue. One I know has been suggested before, the other may be new: * Make rocky and sandy blasts two separate spells, which overlap in slots like Fireball/Delayed Fireball. The stones can either fire from inventory (slight balance change - I don't know how signif...

Sunday, 22nd March 2015, 09:40

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 13024

Re: A New Angelic Branch

A common objection, seen in this thread and elsewhere, to a holy branch is that it'd be too arbitrarily cruel to undead/demonic characters. So here's a question: why not just make holy monsters less arbitrarily cruel to undead/demonic characters? Holy wrath and cleansing flame being particularly pun...

Thursday, 19th March 2015, 06:42

Forum: Game Design Discussion

Topic: Proposal: Yet another equipment god

Replies: 14

Views: 3982

Re: Proposal: Yet another equipment god

A god of limited carrying capacity (like 26 slots) sounds fairly interesting, and I think actually has been suggested before. It also might make for an interesting species feature. I can't see how a god that encourages filling up your inventory would be at all fun - that's just what players do norma...

Sunday, 15th March 2015, 01:23

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 39385

Re: End monster spawning

Again, I agree in principle -- but what you're suggesting does require some degree of re-balancing, since I'm pretty sure the proportion of XP in a typical game from after-generation spawns isn't trivial. Making the super-OOD spawns into durable summons shouldn't: Siegurt's right that they do occasi...

Saturday, 14th March 2015, 01:57

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 39385

Re: End monster spawning

Just remove OOD spawns. And remove/drastically reduce the other spawns. Running into OOD monsters that you don't even get any XP for killing would be just beyond frustrating. Again, the point is why punish a player for going slowly by giving him unwanted fights. It just makes a slow game even slowe...

Friday, 13th March 2015, 08:59

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 39385

Re: End monster spawning

Why are the anti-scumming OOD spawns real monsters, and not durable summons? As mps said, there is indeed a tension inherent when the thing that's meant to punish scumming also rewards it. But this at least can be trivially solved. I may be wrong, but it's actually quite possible that the reason tho...

Sunday, 22nd February 2015, 15:46

Forum: Dungeon Crawling Advice

Topic: Learning Spellcasting - Mummy

Replies: 3

Views: 1605

Re: Learning Spellcasting - Mummy

Umm, first of all you need to be killing actual monsters to get experience. You can't just sit there casting the same spells over and over again, you need to wait for the dungeon to generate monsters for you or your summons to kill. Even if you try to do that though, you'll pretty quickly suffer a p...

Monday, 16th February 2015, 18:37

Forum: Game Design Discussion

Topic: Making Curses Interesting

Replies: 25

Views: 6493

Re: Making Curses Interesting

Well what Sandman25 is saying is that, if you have an empty non-weapon slot and no way to ID the item or remove the curse yourself, you *would* just try on every item you find - you'd risk having a cursed item for some time, but the guaranteed risk of leaving the slot permanently empty would be wors...

Monday, 16th February 2015, 06:35

Forum: Game Design Discussion

Topic: Making Curses Interesting

Replies: 25

Views: 6493

Re: Making Curses Interesting

This idea sounds ridiculously nasty to unarmed fighters.

Sunday, 15th February 2015, 13:52

Forum: Game Design Discussion

Topic: Making Curses Interesting

Replies: 25

Views: 6493

Re: Making Curses Interesting

Here's a simpler suggestion, combining things already said: remove or massively reduce the occurrence of remove curse scrolls (yes this requires adjustments to Ash), and make non-Ash sticky curses expire on an XP or exploration timer - personally I think a proportional XP timer is fine, i.e. it cost...

Friday, 30th January 2015, 04:44

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 45519

Re: Changes to make Crawl harder

so then why give them the wand instead of potions? healer doesn't start with a wand of heal wounds I suspect two reasons: * Item destruction: When this existed, it would have meant that your average orc wizard could knock off something like 1/5 of your healing ability in one shot, frequently. * The...

Saturday, 17th January 2015, 08:56

Forum: Game Design Discussion

Topic: Feature request: Spell-esque feedback for weapons

Replies: 21

Views: 5929

Re: Feature request: Spell-esque feedback for weapons

Well, distortion can be calculated - it's only a few cases, and it's the same for all weapons. As for sometimes-triggering brands, I edited my post for what to do about that - show the average damage per swing. Chaos could also be calculated, though admittedly its non-damage effects wouldn't be cons...

Saturday, 17th January 2015, 08:21

Forum: Game Design Discussion

Topic: Feature request: Spell-esque feedback for weapons

Replies: 21

Views: 5929

Re: Feature request: Spell-esque feedback for weapons

Regarding showing the damage of brands: why not just display the average brand damage (against non-resistant monsters) in a different color of + on the same line? That should be pretty intuitive, showing that this damage is of a different type, and therefore may work differently (for resistance, AC,...

Wednesday, 14th January 2015, 18:42

Forum: Game Design Discussion

Topic: Add one to all displayed aptitudes (visual only)

Replies: 36

Views: 8636

Re: Add one to all displayed aptitudes (visual only)

Or you just ignore the details and move on. It's not like the exact percentages matter. This is exactly the problem. People are doing this. But 'ignoring the details' is leading to them imagining that a -1 aptitude is a lot worse than it actually is. Another option would be to get rid of the number...

Wednesday, 14th January 2015, 08:00

Forum: Game Design Discussion

Topic: Add one to all displayed aptitudes (visual only)

Replies: 36

Views: 8636

Re: Add one to all displayed aptitudes (visual only)

IIRC part of the reason for the original change was to force aptitudes to be more discrete. I gather that's correct, but personally I don't get why the display has to be changed for that. The devs can definitely just say "These are the aptitudes we're using, deal with it" to anyone who st...

Wednesday, 14th January 2015, 04:24

Forum: Game Design Discussion

Topic: Add one to all displayed aptitudes (visual only)

Replies: 36

Views: 8636

Re: Add one to all displayed aptitudes (visual only)

Let's make it really confusing and set an aptitude to be 100 for 'normal' with lower numbers meaning better aptitudes and higher worse. In all seriousness, when the old system was being replaced, was the option of inverting it and getting rid of the factor of 100 ever considered? Then a 'normal' ap...

Wednesday, 7th January 2015, 21:14

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44393

Re: Shadow Traps

That sounds like a godawful set of special cases. Well, there a lot of different monster types/movement patterns that can in fact make these traps much more dangerous. How about a depth-dependent summon cap for shadow traps? That wouldn't entirely get around the issue of early bats but it'd help a ...

Saturday, 3rd January 2015, 20:32

Forum: Game Design Discussion

Topic: Should using Reflection Shields issue a warning under TSO?

Replies: 12

Views: 3741

Re: Should using Reflection Shields issue a warning under TS

If reflected projectiles are marked as such (and if not, they should) then they should be excluded from your conduct restrictions, since you have no responsibility for what the hell the thing you reflected is or what it does after it is reflected. I don't think anyone disagrees with this statement,...

Tuesday, 30th December 2014, 20:00

Forum: Game Design Discussion

Topic: Remove mummies' stat regeneration

Replies: 12

Views: 3443

Re: Remove mummies' stat regeneration

I'd say that stat regeneration should just be XP-dependent, instead of turn-dependent, for all species.

Tuesday, 30th December 2014, 05:09

Forum: Game Design Discussion

Topic: Auto-purge morgue of chars files not in highscore list

Replies: 5

Views: 2040

Re: Auto-purge morgue of chars files not in highscore list

I'd recommend just sorting by file size. While it is true that shorter wins may get higher scores, wins and near-wins are almost always readily distinguishable. Automatically deleting morgue files that aren't in the high scores sounds like a bad idea. There are plenty of reasons one might want to ta...

Tuesday, 16th December 2014, 06:01

Forum: Game Design Discussion

Topic: An annoying 'movement' feature?

Replies: 2

Views: 1463

Re: An annoying 'movement' feature?

Try toggling Number Lock.

Obligatory plug for using the vi-keys.

Wednesday, 10th December 2014, 06:25

Forum: Game Design Discussion

Topic: No randart Protection brand

Replies: 8

Views: 2624

Re: No randart Protection brand

I'm guessing the reason randart weapons don't get protection is that, back when randarts could have AC as a random property (0.7-), protection would have been redundant with that. There isn't a comment in the source code to that effect, but that's not surprising since protection isn't specifically e...

Thursday, 16th October 2014, 20:41

Forum: Game Design Discussion

Topic: Serger, Chaos God of Spellcasting

Replies: 12

Views: 4178

Re: Serger, Chaos God of Spellcasting

Bikeshedding issue here: A serger (called an overlocker outside of North America) is a type of sewing machine. Admittedly I know a lot of people who sew, but reading the name just makes me think of the machine, not a powerful god of arcane might.

Thursday, 11th September 2014, 02:59

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23600

Re: Demigods and their stats

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? One solution would just be to move around what levels they get stat boosts on. Or perhaps better, just give them stat boosts every level and slightly ner...

Wednesday, 10th September 2014, 21:36

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19449

Re: Demigods and their stats

I would point out that golems are usually non-living (and always are in Crawl), so renaming demigods to golems is going to generate a lot of questions as to why they don't have the all resistances that the few remaining golems have. So renaming them to that is probably a bad idea - player/monster sy...
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