Search found 1620 matches

Tuesday, 8th November 2016, 13:19

Forum: Suggestions & Criticism

Topic: Suggestion: Give Reasons For Moderation

Replies: 6

Views: 5419

Re: Suggestion: Give Reasons For Moderation

Care to point out where this has happened, Shtopit, in case the mods need to address anything for this new poster? As the OP points out, however, we really do nearly always do this. In a few cases, I've seen things get moderated and the announcement get lost as we discuss what sanctions are appropri...

Sunday, 6th November 2016, 23:39

Forum: Game Design Discussion

Topic: Use Orb Status Light to Indicate Zot Differences

Replies: 0

Views: 1023

Use Orb Status Light to Indicate Zot Differences

Rather than only turning the dark purple "Orb" light on when, you know, holding the Orb, I propose that the dark purple light come on whenever you're in Zot to indicate the translocation-warping powers of being in the proximity of the Orb. When you actually pick it up, it can turn some oth...

Thursday, 3rd November 2016, 18:09

Forum: Game Design Discussion

Topic: Phase Shift

Replies: 7

Views: 3004

Re: Phase Shift

locked. Cerberuser, feel free to bring a more detailed proposal back to GDD, but this thread wasn't going anywhere productive, unfortunately.

Thursday, 3rd November 2016, 05:51

Forum: Game Design Discussion

Topic: Remove Mummies (Player Race)

Replies: 19

Views: 7320

Re: Remove Mummies (Player Race)

Do you think the game does have one then, duvessa? I'm pretty sure mummy is meant to occupy that space, what with the apts and whatnot. If there isn't a hard mode species, there ought to be one imo.

Thursday, 3rd November 2016, 04:44

Forum: Game Design Discussion

Topic: Make charms into permanent buffs

Replies: 14

Views: 5499

Re: Make charms into permanent buffs

1. I haven't seen any other proposals for this. Maybe the idea has been tossed around a few times but I haven't seen anything big. Could you link me? I'm not "Duvy," but: This topic has, uh, come up once or twice before: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=12039 https:...

Thursday, 3rd November 2016, 01:44

Forum: Game Design Discussion

Topic: Remove Mummies (Player Race)

Replies: 19

Views: 7320

Re: Remove Mummies (Player Race)

Maybe I missed sarcasm I'm afraid you did, VAF. removeely, if Crawl didn't have Mummies, we'd have to invent them. If the primary difficulty knob for the game lives in the species selection menu, we have to have a "hard" species. The answer to problem 1 is obviously to remove food, but sh...

Thursday, 3rd November 2016, 01:33

Forum: Dungeon Crawling Advice

Topic: Spell Casting and Starving

Replies: 26

Views: 8356

Re: Spell Casting and Starving

You're fine, with or without Gozag. The only difference is that with Gozag, you just order more food, whereas with any other god you've got to butcher chunks. The usual advice is to train spellcasting when you want to memorize more spells, and only worry about spell hunger when playing a Spriggan or...

Thursday, 3rd November 2016, 01:22

Forum: Game Design Discussion

Topic: Make charms into permanent buffs

Replies: 14

Views: 5499

Re: Make charms into permanent buffs

Could have a lot of unseen corner cases (I already tried to either cover or reduce the possibility of quite a few, but who knows what’s left). Have twice their MP cost subtracted from the player's maximum MP. This happens even while dormant. The actual MP cost of the spell is taken first, so it is ...

Thursday, 3rd November 2016, 01:11

Forum: YASD! YAVP! and characters in progress too

Topic: YAD - Charly and another hunt for 19 k

Replies: 12

Views: 3946

Re: YAD - Charly and another hunt for 19 k

The only real solution is to speedrun on a differnet account so that your speed running and casual win rates don't get mixed. Or you can create a new account for every game (before admins decide to do something about it). This isn't a real thing, or even an imaginary real thing. Nobody would take s...

Tuesday, 1st November 2016, 21:28

Forum: Crazy Yiuf's Corner

Topic: Pakellas Situation

Replies: 48

Views: 14132

Re: Pakellas Situation

dowan wrote:But, at least you didn't lock the thread after your response.

CanOfWorms isn't a mod, but I am, and I only just saw this thread. Which I've now locked.

In the future, folks, please report posts you think break the rules, including the rules about harassing or insulting other posters.

Tuesday, 1st November 2016, 20:49

Forum: Technical Support

Topic: Why on earth does the tavern stop working around 7:30 PST?

Replies: 4

Views: 2640

Re: Why on earth does the tavern stop working around 7:30 PS

Like we don't moderate exclusively while drunk, Sprucery. Seriously though, I have no idea, and I doubt any of the other mods do either, though I think they're all more technically proficient than me and might have better guesses. I bet Napkin could figure it out, if anyone feels like PMing him and ...

Tuesday, 1st November 2016, 20:45

Forum: Crazy Yiuf's Corner

Topic: Opinions

Replies: 15

Views: 4353

Re: Opinions

my opinion: I actually love allies and summoners and necromancers and ally gods, all of which are in a better place in 0.19 than they've ever been (though Beogh and Ne both need some work still imo).

Tuesday, 1st November 2016, 04:40

Forum: Crazy Yiuf's Corner

Topic: Opinions

Replies: 15

Views: 4353

Re: Opinions

At first I was excited, thinking, oh dang this is gonna be juicy, but then I remembered I'm a moderator.

Tuesday, 25th October 2016, 20:56

Forum: Technical Support

Topic: Setting window size for tiles in init.txt changes text size

Replies: 1

Views: 1688

Re: Setting window size for tiles in init.txt changes text s

I'm inclined to leave this post undeleted; if someone searches the forum, they'll find your answer instead of having to ask the same question. FWIW, our phpBB installation is set up to prevent deleting posts after a short period of time. You can use the report button if you'd like to have something ...

Monday, 24th October 2016, 19:26

Forum: Game Design Discussion

Topic: Idea for a new deity - Irkzox the Smith

Replies: 14

Views: 4827

Re: Idea for a new deity - Irkzox the Smith

Thanks. Well, there' so much stuff there, so much more than my search engine skim turned up, that i kind of feel both sorry and embarassed for opening the thread. If everyone was sorry and embarrassed about repeating some bits of previous posts on the Tavern, we wouldn't have any more posters. No w...

Monday, 24th October 2016, 11:11

Forum: Game Design Discussion

Topic: Idea for a new deity - Irkzox the Smith

Replies: 14

Views: 4827

Re: Idea for a new deity - Irkzox the Smith

All else aside, Appreciates: -Sacrificing jewellery, branded weapons and armor ( Limited effect, scaling down with piety, becomes useless at ****) -Sacrificing artefacts. Piety gained depends on value (cost) of the sacrificed item. The devs have (rightly, imo) been removing sacrifice conducts for se...

Sunday, 23rd October 2016, 15:54

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32999

Re: Purpose of the Charms school

charms as permanent effects on equipment Add "scroll of brand armour". Since there is demand for "interesting strategics choices for XP in midgame", make these effects scale with Armour skill. FWIW, the devs have pretty consistently shot down any brand armour scrolls for a varie...

Friday, 21st October 2016, 18:35

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21724

Re: DCSS TrunkWatch™: "Dismissal dismissed

I've removed a comment. I'm still leaving this unlocked, but so help me if you guys create any more trouble I will turn this thread around.

Edit: I am not kidding I will come back there!!

Thursday, 20th October 2016, 07:34

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21724

Re: DCSS TrunkWatch™: "Dismissal dismissed

I'm not sure this thread was ever really a good fit for DCA, but it certainly isn't now. CYC'd.

Also, I for one encourage everyone to take all of the comments and posters on the Tavern less seriously. This isn't serious business.

Wednesday, 19th October 2016, 07:31

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

it is not that it is unpleasant, but rather, it is revealing of the lunacies upon which this design goal, and therefore the design itself, hinges. Yes, this seems like a totally productive way to overcome "hurdles to productive discussions about showing numbers." Describe the view you dis...

Wednesday, 19th October 2016, 02:05

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

You're imposing an artificial polarity here, clearly implying that granularity somehow detracts from clarity. Surely you can't be serious, because you're actually saying that players who see that "AC:##" means more armor than "AC:#" may be dumbstruck when they see "AC:8&quo...

Wednesday, 19th October 2016, 00:24

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32999

Re: Purpose of the Charms school

The problem with all of these ideas is that they don't really do much about the actual problem since all that's really being fiddled with is the functional duration, as no one will keep charms on all the time if they temporarily mutate you or drain your MP or give you some very dangerous status. Giv...

Tuesday, 18th October 2016, 23:32

Forum: Game Design Discussion

Topic: Remove Fulminant Prism from ghosts

Replies: 4

Views: 2240

Re: Remove Fulminant Prism from ghosts

In deference to a report, I've removed some posts that were off-topic. If people want to discuss removing ghosts or changing Fulminant Prism, they can start new threads, because this one is about ghosts who cast Fulminant Prism. e: though I could see extending that discussion to monsters being able ...

Saturday, 15th October 2016, 06:59

Forum: Crazy Yiuf's Corner

Topic: The last charms reform post ever.

Replies: 19

Views: 5813

Re: The last charms reform post ever.

what is take 20? I believe this is a term from Dungeons and Dragons, short for "take 20 minutes." The idea is that, if you are sufficiently skilled, you do not have to roll the dice to see if you can accomplish something, like disarming a trap, as long as you spend 20 minutes on the probl...

Saturday, 15th October 2016, 01:25

Forum: Game Design Discussion

Topic: Two more songs

Replies: 10

Views: 2879

Re: Two more songs

I'll grant you this, the "song" model for charms would at least prevent stacking, which is one of my main problems with charms. I still prefer them as amulets -- I'll stand by charms-as-equipment as the best solution, even despite smart ideas from people like Implojin -- but this is at lea...

Saturday, 15th October 2016, 00:10

Forum: Game Design Discussion

Topic: Two more songs

Replies: 10

Views: 2879

Re: Two more songs

alternate suggestion: "Amulet of the War/Wisdom/Valor Hymn," which replaces Song of Slaying, as well as "regen and "mana regen. The noise is proportional to how much health/mana needs to be regenerated / how much slaying you've got, and you continue singing for ~50 turns after re...

Thursday, 13th October 2016, 09:50

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

If you say so, WildSam. Personally, I think that the "quality-of-life" visual bonus is all I ever paid close attention to, leaving the "already presented weapon statistics" alone. Is one item better than another? I'm wearing that one. Personally, I assumed the indicator would fac...

Wednesday, 12th October 2016, 19:00

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8614

Re: Food reform AGAIN

I split off the combo tangent; let's stay on topic, crawlers. I'm in favor of a system like Infra Arcana's, where you basically have a timer (paranoia) that's refreshed on each new level. Time, spellcasting, and being injured all accelerate this timer, and going over causes a form of permanent damag...

Wednesday, 12th October 2016, 10:39

Forum: Game Design Discussion

Topic: Why was 'P'rayer removed?

Replies: 5

Views: 2345

Re: Why was 'P'rayer removed?

Praying to sacrifice corpses has slowly been removed from the game since I started playing, since it was a tedious and time-consuming optimal thing to do. Fedhas was the only god that made sacrificing into an interesting ability, so it stuck around, but having a button that is only used for one god ...

Wednesday, 12th October 2016, 08:33

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8075

Re: New charm idea: Double Strike

Sounds good to me. IMO the game needs more incentive to hybridize, with all the good spells like spectral weapon and phase shift getting removed or nerfed. I don't really know that that's true; hexs, summons, necromancy, and translocations are all still excellent reasons to "hybridize," a...

Wednesday, 12th October 2016, 08:26

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

The game's in-game manual is ostentatiously hand-holdy and reassuring in how the numbers it presents are not necessary for winning the game. In just about any other other game manual, that would be a given. It is addressed to people that don't actually exist in this world. Why doesn't it keep sayin...

Tuesday, 11th October 2016, 21:53

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

Agreed it's unexplored and that it should be explored. But I'm not so optimistic there will actually be a 'one size fits all' compromise. Of course not. This is a discussion about a video game on the Internet. Making everyone happy is impossible. That said, I'm pretty sure we could make everyone in...

Tuesday, 11th October 2016, 21:33

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8614

Re: Food reform AGAIN

dpeg wrote:tabstorm: What's so hard to understand about "we couldn't do it like this"?

FWIW, I'm pretty sure that dpeg meant that we can't do what Brogue does in having a very tight food clock. I think we're all vigorously agreeing with one another on this issue.

Tuesday, 11th October 2016, 21:27

Forum: Suggestions & Criticism

Topic: Proposal: Tavern Reorganization

Replies: 60

Views: 55158

Re: Proposal: Tavern Reorganization

Ah, sorry Sar, thought you were being serious. For what it's worth, the only real change I see happening to CYC/GCD (or whatever we call it) in particular is a tighter focus on Crawl. Shtopit, the plan as I understand it is to remove CIP/Alphabet Soup and merge it with DCA, yes. Otherwise, as you'll...

Tuesday, 11th October 2016, 17:55

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8614

Re: Food reform AGAIN

If food is to simply be a turn-clock then I don't see why the player should even have to eat manually. Wouldn't it be possible to change all permafood to generic "rations" which don't even go in the regular inventory, but are just added to some kind of "food bar" (perhaps displa...

Tuesday, 11th October 2016, 17:51

Forum: Crazy Yiuf's Corner

Topic: Crawl Kickstarter live!

Replies: 42

Views: 11460

Re: Crawl Kickstarter live!

$1,500 stretch goal: Tavern removed, replaced with video of duvessa telling you you're wrong.

e: $2,000 stretch goal: second video added that's just dpeg talking about how good Brogue is.

Tuesday, 11th October 2016, 17:49

Forum: Suggestions & Criticism

Topic: Proposal: Tavern Reorganization

Replies: 60

Views: 55158

Re: Proposal: Tavern Reorganization

What would you suggest to fix that, Sar?

e: also, do you feel that making CYC into a "General Crawl Discussion" board would ruin it? Are you suggesting that, by changing it, we'll just be making the entire board useless instead of all but a corner of it?

Tuesday, 11th October 2016, 16:42

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

I am not sure about this. It looks like picking the best weapon is not a priority (I remember reading something like "try weapons in fights, if you don't notice difference, it does not matter which weapon you choose"), yet for some players like me fun consists exactly in picking the best ...

Tuesday, 11th October 2016, 15:48

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19081

Re: defense of hidden numbers

As I posted in the other thread about numbers, I don't buy the paralysis by analysis argument. How will not knowing about possible outlier events, in a game driven by outlier events, let you make informed decisions? It leaves you just hoping for the best every fight until you randomly take a 100+. ...

Sunday, 9th October 2016, 00:52

Forum: Suggestions & Criticism

Topic: Proposal: Tavern Reorganization

Replies: 60

Views: 55158

Re: Proposal: Tavern Reorganization

All of those seem fine, and even things that are slightly more tangential, like the jokey lawyer thread don't bother me. I think the forum would benefit from a slightly tighter focus on Crawl and the community, however, a limit we don't really enforce in CYC right now.

Saturday, 8th October 2016, 18:27

Forum: Game Design Discussion

Topic: Hex chance improvement

Replies: 13

Views: 3096

Re: Hex chance improvement

I feel like this would actually be cool to extend to all equipment-based resistances. "A flash of protective magic surrounds the foo! The foo resists with almost no effort." "The foo's bar seems to absorb the heat/cold/negative energy/enchantment." Something like that wouldn't be...

Saturday, 8th October 2016, 18:17

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38227

Re: Display monster AC as range

I'd just like to remind everybody of a GDD guideline: Be constructive. Remember that everyone posting on GDD is trying to make Crawl a better game. This is an exceptionally tricky question of game design, and I don't think there's an objectively "correct" answer. But it's pretty obvious to...

Saturday, 8th October 2016, 17:50

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatchWatch™©®: An Open-Letter Cease & Desist

Replies: 4

Views: 2277

Re: DCSS TrunkWatchWatch™©®: An Open-Letter Cease & Desist

LRD wrote:Dewey, Cheatem & Howe

I was about to make fun of how this kind of NPR humor on the Tavern is a welcome change of pace, but then I found out there is a whole Wikipedia article about the use of this joke.

Friday, 7th October 2016, 21:24

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38227

Re: Display monster AC as range

So to sum up this debate, people fail to acknowledge that there's a spectrum of players. In other words, "my solution will satisfy everyone" if not "surely there must be a silver bullet solution (that we haven't found yet) which will satisfy everyone". The problem is that I've s...

Friday, 7th October 2016, 18:35

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38227

Re: Display monster AC as range

Yeah, just to add to the anecdotal evidence here, I also really haven't ever bothered looking at damage ranges, HP, or other monster stats when playing. And in years of watching people play hundreds of hours of Crawl, I really rarely see people checking this information. Even now that beem's around,...

Friday, 7th October 2016, 17:56

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 18858

Re: Remove hunger

Rather than separate out the wheat from the chaff here, I'm locking the thread. I look forward to seeing you all at the next hunger thread in a few months!

Friday, 7th October 2016, 17:33

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38227

Re: Display monster AC as range

If I have, VAF, it's probably only a handful of deaths among the hundreds that were totally my fault and can't be blamed on some theoretical better weapon/armour I didn't know about. Crawl needs better in-game documentation, and better tutorials, and better ways to help players make seamless and qui...

Friday, 7th October 2016, 17:28

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 60161

Re: a(n actual) conversation about dev/player relationships

There aren't "twin" accounts. There are people like VeryAngryFelid who have new accounts, all of whom are known to the devs, and none of whom have used their new accounts to start any trouble. I can count the number of people who have done this on one hand. The Tavern has actual, real prob...

Friday, 7th October 2016, 17:17

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38227

Re: Display monster AC as range

Once upon a time players did double damage to enemies, and it went a surprisingly long time before anyone noticed (As in, the first player to start up the game wasn't like "WTF my long sword is hitting for 22 damage sometimes"). In a game with numbers, this would be noticed instantly. I k...

Friday, 7th October 2016, 17:04

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 60161

Re: a(n actual) conversation about dev/player relationships

Can we not have a sockpuppet witch hunt? The mods have tools to deal with these things, and I doubt very much that someone is operating a super dastardly scheme to fool even the mods in order to have a slight edge in arguments about video games. To my knowledge, no one is operating two accounts at o...
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