Search found 4414 matches

Monday, 15th July 2019, 08:11

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8698

Re: No MP Regen with monsters in LOS

There's already Slow Healing 1, which blocks hp regenerations when monsters are in LOS, which is one of the Ghoul mutations. I imagine a mutation which blocks mp regeneration could work similarly. I see I need to explain my point further. Blocked HP regeneration affects everyone, every character ca...

Monday, 15th July 2019, 07:39

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8698

Re: No MP Regen with monsters in LOS

Let's add a somewhat symmetric mutation. "Every attack with melee/ranged weapon temporarily adds -1 slaying to PC which stays until no monsters are in view". Sounds crazy? IMHO it proves that the mutation from OP is not a good idea.

Sunday, 14th July 2019, 13:34

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14783

Re: no random stat gain pls.

rcfile options are meant to substitute user inputs and/or enhance user experience. They aren't meant to change the game mechanics. People with different rcfiles are still playing the same game. True. After introducing the new option every player can choose stats. But some players want to make game ...

Friday, 12th July 2019, 13:08

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14783

Re: no random stat gain pls.

What is so bad in having a new option like "choose_random_bonus_stats" with false being default? If you want to keep playing with random stats, you can without any changes. Those who want to manually put points will need to add that new option with "true" into their init.txt. Now...

Thursday, 11th July 2019, 10:26

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14783

Re: no random stat gain pls.

qepasa wrote:@VeryAngryFelid
Random stats are so cool and important!


Probably you didn't get what I was trying to say. Bonus random stats should be replaced with bonus stats explicitly chosen by player like is done for Dg.

Thursday, 11th July 2019, 06:11

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14783

Re: no random stat gain pls.

Random stat gains are bad because they decrease variety/replayability by making it harder to play races in non-standard way like Mi going for Fire Storm, DE going for CPA.

Thursday, 11th July 2019, 06:04

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 40819

Re: Remove the id game (new reason)

Ah, but the new player has no idea what the tactical implications of lignification *are* they know "it turns me into a tree" and *maybe* they read the potion description, but probably they don't. They have no idea it's actually very beneficial, but with a tradeoff, and the "are you s...

Tuesday, 25th June 2019, 13:37

Forum: Crazy Yiuf's Corner

Topic: Probability of dying on the next turn

Replies: 8

Views: 3009

Re: Probability of dying on the next turn

Since the damage and accuracy formulas are known, it is possible to calculate the odds of losing a certain amount of HP without Monte Carlo; that would allow this proposal to work without lag, and it would make fsim a lot faster. The trouble is, the algorithm would be huge, and might be hard to mai...

Tuesday, 25th June 2019, 08:06

Forum: Game Design Discussion

Topic: Reforming the scoring function

Replies: 31

Views: 7649

Re: Reforming the scoring function

The only real constraint in the game is time. This is because HP and MP regenerate over time. So, given enough time and enough careful play, it is possible to minimize risk of losing This is not the only approach. One player loses 99% of speedrunning games, takes "unnecessary" risk and re...

Tuesday, 25th June 2019, 07:58

Forum: Crazy Yiuf's Corner

Topic: Probability of dying on the next turn

Replies: 8

Views: 3009

Re: Probability of dying on the next turn

The idea is good but technically impossible to implement I think. Monte carlo is too time-consuming, using max damage will result in permanent display of 100% chance to die on every floor of Depths, using "average" (every roll gets average value) damage is not great help because of damage ...

Monday, 24th June 2019, 06:30

Forum: Game Design Discussion

Topic: Replace inedible corpses with plain corpses

Replies: 19

Views: 6265

Re: Replace inedible corpses with plain corpses

Food clock does nothing as long as Mu exists . Those players who want to abuse "wait monsters to wonder into view" "tactics" still can do it, devs even added a special god aka Gozag for it.

Monday, 24th June 2019, 06:25

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 7

Views: 2837

Re: Remove spell hunger

It prevents low intelligence characters from multiple attempts to cast a higher level spell with a low success rate. It also works like an alternate (but different) form of mana for pure casters. It gives necromancy users more things to consider. It gives intelligence and spellcasting more reason t...

Thursday, 30th May 2019, 05:38

Forum: Game Design Discussion

Topic: How does the code 'know' to do things?

Replies: 11

Views: 3710

Re: How does the code 'know' to do things?

svendre wrote:^^ someone should notify Yermak
There is another concern. The better player you are the better you are at identifying where your game might be improved so it is practically impossible to be ideal player.

Wednesday, 29th May 2019, 13:24

Forum: Game Design Discussion

Topic: About the Demonspawn magic shield mutation...

Replies: 9

Views: 3770

Re: About the Demonspawn magic shield mutation...

Yes, it would be really weird to have an exception. We do not have a toggle to turn off being monstrous or ability to wear helmets.
Ds is all about adaptation to random mutations you get all game. If you don't want to adapt, play some other species instead.

Monday, 27th May 2019, 10:41

Forum: Game Design Discussion

Topic: How does the code 'know' to do things?

Replies: 11

Views: 3710

Re: How does the code 'know' to do things?

:shock: You live up to your name VeryAngryFelid Sorry, I didn't mean to offend you. I tried to explain that "every time you die you know there's something better you could have done" has nothing to do with death, it can be replaced with "every time you win or lose you know there's so...

Monday, 27th May 2019, 03:48

Forum: Game Design Discussion

Topic: How does the code 'know' to do things?

Replies: 11

Views: 3710

Re: How does the code 'know' to do things?

The reason I ask is because the philosophy of this game is 'every time you die you know there's something better you could have done' For each of my lost play through s I do believe this philosophy and I just have no idea how it can be SO consistent. After hearing your responses I am even now more ...

Saturday, 25th May 2019, 06:25

Forum: Dungeon Crawling Advice

Topic: sudden death challenge week 4 - FoEn

Replies: 25

Views: 8024

Re: sudden death challenge week 4

I believe invisibility won't help much in corridor. I would use shaft. Fear (both spell and scroll) are unlikely to affect death yaks because of high MR. I assume the death yaks are not wounded, otherwise it can make sense to kill them with a wand.

Thursday, 23rd May 2019, 06:56

Forum: Crazy Yiuf's Corner

Topic: Level 6 spell: Bolt of Everything

Replies: 2

Views: 1959

Re: Level 6 spell: Bolt of Everything

Only after introducing stamina for melee/ranged attacks. Casters already have problems with crowds due to MP limit.

Wednesday, 22nd May 2019, 02:13

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 16055

Re: As a new player, dungeon feels too long

If you are playing crawl to create/improve a roguelike you are developing, you are better to study its source code IMHO. Then, for instance, you will see how monster generation is controled and will realize that dungeon is really unique, there are no monsters that can be generated on both D:1 and D:...

Tuesday, 21st May 2019, 10:31

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 16055

Re: As a new player, dungeon feels too long

Starting a fight from a bad position due to use of autoexplore is arguably even more interesting, we can treat autoexplore as yet another kind of trap, similar to shaft and teleport.

Tuesday, 21st May 2019, 10:19

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 16055

Re: As a new player, dungeon feels too long

Auto-explore is not a good feature in a game, rather it shows that something is not good in the first place. Why? Some players like to explore rooms manually, others hate it. Personally I don't even consider playing roguelikes without autoexplore feature. Similar issue with food management (some pl...

Tuesday, 21st May 2019, 08:30

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 16055

Re: As a new player, dungeon feels too long

If you want to just explore the game, you can use a special mode, it is called "Explore" mode and is activated via "+". It is identical to standard mode except one thing - when you die you get a warning "Really die? [y/n]".
http://crawl.chaosforge.org/Explore_mode

Monday, 20th May 2019, 10:08

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8964

Re: So, uh, FeBe?

sanka wrote:You can also achieve differentiation via harder challenges, not just harder combos.
Not likely IMHO. Hard challenge with easy combo is what we had in first rounds. Also that can result in lots of players with 7 points. My bet is on hard challenge as hard combo for maximal differentiation.

Monday, 20th May 2019, 07:16

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8964

Re: So, uh, FeBe?

Ascetic is just good to attempt in this run because that is the hardest challenge, and you get multiple deaths to get it. I think it would be more sane to not attempt a crazy challenge conduct when you are playing a horribly weak combo. If the combos are random, probably all future ones will be sig...

Monday, 20th May 2019, 06:33

Forum: Technical Support

Topic: 0.23 on CAO: Glowing rune unreachable

Replies: 5

Views: 3661

Re: 0.23 on CAO: Glowing rune unreachable

I think it should be reported as bug. Trog characters without -Tele items should be able to pick up all runes.

Monday, 20th May 2019, 05:28

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8964

Re: So, uh, FeBe?

By the way current leader of csdc had 16 levels in UC and 27 in stealth. Go tell him it was a huge mistake.

Sunday, 19th May 2019, 10:32

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8964

Re: So, uh, FeBe?

  Code:
Stab: Sleeping          |     5 |    13 |    23 |    33 |   103 |    71 |    76 |    75 |     9 ||   408

2100 creatures vanquished.

Sunday, 19th May 2019, 10:31

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8964

Re: So, uh, FeBe?

  Code:
Stab: Sleeping          |     5 |    13 |    23 |    33 |   103 |    71 |    76 |    75 |     9 ||   408

Tuesday, 14th May 2019, 04:18

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3199637

Re: I love it when...

Yermak wrote:
VeryAngryFelid wrote:allied zombies break stealth

Err... what?
While I am approaching a group of sleeping monsters to stab them my allied zombies hit them first waking up everyone.

Friday, 10th May 2019, 20:31

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

So after clearing 10 levels (or more if you need crypt/elf for training for shatter, which I suspect you do) with very high monster density (huge levels, lot of monsters) you finally can cast a spell that makes you stronger. You will feel no progress during these levels. This is what I talk about. ...

Friday, 10th May 2019, 13:00

Forum: Dungeon Crawling Advice

Topic: sudden death chalange week 2

Replies: 13

Views: 4080

Re: sudden death chalange week 2

I think the safest option is to analyze games where players already got tier 2 bonus (there are a few already).

Friday, 10th May 2019, 05:58

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

sanka, Of course I write 3rd time not exactly the same thing, it would be weird to post 3 identical messages :) Ancient Lich is ok, you are supposed to use scroll/spell of Silence. Even if the monster is not ok, it is not a good idea to have similarly "not-ok" monsters in extended. Both to...

Thursday, 9th May 2019, 06:16

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

By the way torment/smiting are the best attacks you can fight against. How are you going to balance monsters who can hurt Gr of Chei in CPA (AC 80+, EV 40+, SH 30+) but won't one-shot SpWz or FeWn?

Thursday, 9th May 2019, 06:13

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

Exactly. Removing OPTIONAL content just because personally you don't want to play it is very weird. Let me write it 3rd time in this thread: there are players who play nothing but 15 rune games, you are going to hurt them while for you nothing changes: you simply don't like extended but you still wa...

Wednesday, 8th May 2019, 14:34

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

1. This is what I am talking about. People become better at crawl and instead of switching to harder combos they suggest to make the game harder/shorter for the same combo they keep playing. The only solution here is to add explicit difficulty levels but it's not going to happen unfortunately. 2. Ke...

Wednesday, 8th May 2019, 13:30

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

Thanks for clarifying, it makes much more sense to me now. I personally do not agree with the harder combos. The progression problem the OP mentioned is real and independent of the combos, IMHO. I also do not think that introducing harder races could solve this problem. One reason I could identify ...

Wednesday, 8th May 2019, 11:23

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

VeryAngryFelid: I really do not understand your point. You can dive floors and abandon of course, but this is not optimal. If the optimal way of playing could be considered "grinding", then it is against the design philosophy. My point is players should play harder combos if they feel the...

Wednesday, 8th May 2019, 07:11

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 9075

Re: Re-positioning branch's entrance and make short.

I don't like the suggestion, you are forcing everyone to play the way you want. Currently you can dive floors if you feel bored (or just abandon games like I do), go straight for pandemonium/hell without entering Lair/Vaults for exciting experience, full floor vaults in Depths can be deadly and are ...

Tuesday, 7th May 2019, 18:46

Forum: Dungeon Crawling Advice

Topic: How can I see how much damage I do?

Replies: 10

Views: 3343

Re: How can I see how much damage I do?

Simple answer is developers believe the game is better when players don't see how much damage they deal so if you follow the above examples you are playing the game not in the way it is intended to. Sad but true. If you enjoy making Informed decisions you better play other games.

Friday, 3rd May 2019, 14:12

Forum: Dungeon Crawling Advice

Topic: Blaster caster questions

Replies: 13

Views: 4802

Re: Blaster caster questions

Blaster caster is close to glass canon, especially early game. I usually avoid training anything but magic schools and spellcasting until my main starting spell (level 4-5 depending on background) is online. Buckler is the heaviest shield until my level 9 spell is online. As is you trained a hybrid ...

Friday, 3rd May 2019, 13:46

Forum: Dungeon Crawling Advice

Topic: sudden death chalange week 1

Replies: 8

Views: 2836

Re: sudden death chalange week 1

TheMeInTeam, you may want to check this:
viewtopic.php?f=12&t=25969&p=335023#p335023

Friday, 3rd May 2019, 13:41

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 4019

Re: Shafts without disadvantages

It looks like the idea is not interesting enough, too bad, the thread can be closed.

Friday, 3rd May 2019, 13:39

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49916

Re: Shafts - Too common now?

Yes, the same problem of approach "top players playing MiBe don't have difficulty winning so let's add crazy monsters". I am really surprised that you think that for someone who has no difficulty winning a MiBe Juggernauts and caustic shrikes pose some insurmountable challenge. They are f...

Friday, 3rd May 2019, 07:13

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7236

Re: Make resistance pips consistent and uncapped

The problem with a huge change to how resistances work is rebalancing all the monsters... It is actually a good idea. Monsters are balanced with assumption that PC has one pip of corresponding resistance and 50% damage reduction is too much. Orb of fire, for instance, can kill almost any PC without...

Friday, 3rd May 2019, 04:45

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 4019

Re: Shafts without disadvantages

3.-tele items should be removed from the game because they are cheesy and can stop one of the worst mutation (similar how clarity and rMut were removed from unrandarts). As long as they and Fo are in the game, the new shafts can be flavored as magically broken stairs which land you in different plac...

Thursday, 2nd May 2019, 15:48

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49916

Re: Shafts - Too common now?

sanka wrote:Oh, so you think that for beginners, playing a MiBe, Juggernaut is a very hard monster? What do you think about caustic shrikes then? :-)
Yes, the same problem of approach "top players playing MiBe don't have difficulty winning so let's add crazy monsters".

Thursday, 2nd May 2019, 15:43

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 4019

Re: Shafts without disadvantages

TheMeInTeam wrote:We already have "TP trap on entering the floor" in crawl right now.
Great, and there are no complaints about them. Just make them occur more often and remove shafts.

Thursday, 2nd May 2019, 15:14

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49916

Re: Shafts - Too common now?

But currently we have "top players still can streak NaWn, let's add a monster with 120 damage per attack", nobody seems to be worried that it will also affect players who cannot win even MiBe. I think nobody proposing adding such a monster in the dungeon. Shafts, removing upstairs are rea...

Thursday, 2nd May 2019, 14:53

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49916

Re: Shafts - Too common now?

Speaking about difficulty levels in roguelikes I have just found https://www.gridsagegames.com/blog/2017/02/adjustable-difficulty/, looks interesting IMHO. That said, it’s probably not a coincidence that two widely popular roguelikes also offer multiple difficulties. From author of TOME: Also to not...
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