Search found 363 matches

Monday, 23rd January 2017, 11:31

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 22561

Re: Remove Regeneration

Making it harder to cast / more difficult to obtain wouldn't change the fact that it's bad design.

I like your proposal of adding a drawback to it. Contam sounds about right (with an increase to the spell's effectiveness to compensate, maybe in the level of Ambrosia).

Monday, 23rd January 2017, 08:16

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

Can you train any skill that you have a manual for even if you wouldn't normally be able to train it (e.g. you don't have a spell of the corresponding skill or a weapon of the corresponding type)? Yes, although I believe my current Ac implementation is bugged in this regard. Even so, having to spen...

Sunday, 22nd January 2017, 10:52

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

Yep. Will make sure to add those in too. How about we brainstorm some starts that do not involve unrandarts? It is quite likely that, for this to have a remote chance to be in Trunk one day, the unrand start needs to be quite rare. Here are some ideas for manual->item combinations. Please tell me yo...

Sunday, 22nd January 2017, 09:45

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

Right, I forgot about Ring of Shadows! I'll get it back in.

Friday, 20th January 2017, 13:33

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

Set of changes on today's version (Already up at CBRO!): ⋅ No more unarmed cross-training. Only melee weapon skills crosstrain now (but you can still specialize in Unarmed if you desire). ⋅ Steel Dragonfly is out, Serpent's Lash is in! ⋅ Heavenly Blade has been reworked...

Friday, 20th January 2017, 08:20

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

I'd kind of say Robe of Misfortune shouldn't be a possibility. The possibility of getting a mediocre unrand is just part of the class, I think, but including Robe of Misfortune is basically the same as adding a small chance for the box to be empty and doesn't sound like any fun at all. I'm one step...

Friday, 20th January 2017, 08:18

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 3901

Re: Rokurokubi (a multi-tile species proposal)

lethediver wrote:This gimmick would be better as a monster than a pc race imo


You're right. I don't think this is a strong proposal. It could be fun as a monster though.

We could salvage this thread to brainstorm ways that a playable species could use multi-tile tentacle goodness.

Thursday, 19th January 2017, 14:04

Forum: Crazy Yiuf's Corner

Topic: Gravity in Crawl

Replies: 15

Views: 4411

Re: Gravity in Crawl

Jokes aside, a Sprint mode about interacting with different kinds of Orbs of Destruction would be something I'd play.

Thursday, 19th January 2017, 13:43

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 3901

Re: Rokurokubi (a multi-tile species proposal)

I wonder what kind of technical restrictions would wind up applying with this. If you go around corners or just travel far enough or use a scroll of fog, you can keep your body and most of your neck out of sight; with reciprocal LoS that could lead to a lot of weird edge cases. The obvious example ...

Thursday, 19th January 2017, 12:05

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 3901

Re: Rokurokubi (a multi-tile species proposal)

Ah, it's good to see Youkai lore being drawn upon. The main issue (from the front-end) seems to be scouting concerns. You've proposed 'needs target' but then what happens if that popcorn mook is killed? You're still extended so you can scout afterwards before returning to body. This scout concern e...

Thursday, 19th January 2017, 10:31

Forum: Crazy Yiuf's Corner

Topic: "Zealot Sword" Feedback

Replies: 14

Views: 4736

Re: "Zealot Sword" Feedback

Can we just not care about any of this?

Thursday, 19th January 2017, 10:30

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 3901

Re: Rokurokubi (a multi-tile species proposal)

The gimmick of a very fast extendable neck and bad evasion seem to contradict each other to me. You'd have better evasion when "piloting" the head, it's just your body that is clumsy. Anyway, the way I understand this, it's a slow species with baad defenses who have innate "Portal Pr...

Thursday, 19th January 2017, 08:30

Forum: Game Design Discussion

Topic: Rokurokubi (a multi-tile species proposal)

Replies: 11

Views: 3901

Rokurokubi (a multi-tile species proposal)

TL;DR: Slow species with a long neck, can extend head. Multi-tile creatures are fun, and this would give players easy access to them. Rokurokubi Are humanoid monsters with supernaturally long, stretchable necks. They keep their necks coiled around their deformed bodies, ready to launch their fanged...

Wednesday, 18th January 2017, 19:43

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

3. I really don't see why UC is supposed to be THE way to play this god. Seems to me that the optimal weapon choice would be whatever the best weapon is you find because of boosted cross-training. And divine weapons are either borderline useless or mildy inconvenient for a UC user because a. most f...

Wednesday, 18th January 2017, 18:38

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

luckless wrote:
Steel Neuron wrote:Alternatively, I could unlock the skill at ****** as a form of capstone.
Seems like the way to do it, offhand.


Btw, just wanted to point out that your last feedback post is increible. I'm going to take lots from it, because you phrased several of my concerns really well.

Wednesday, 18th January 2017, 18:37

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 8403

Re: Remove, rename or rework Sword of Jihad

I think equating Beogh priests walking on water to the sword of Jihad is silly. I think that's on the level of Djinni as far as religious imagery goes. A more apt comparison would be to have the "Habit of the Immaculate Conception" as a robe or something. Would just sound weird, regardless...

Wednesday, 18th January 2017, 17:51

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

(****)Serpent's Lash[/b](3 MP, 3 Piety, Exhaustion, Instant): Your next two movement actions are instant. Does "movement action" mean any movement, or only whirlwind, luch, or wall jump? If it's the latter, I would reword it to make it clear. That said, the change makes sense. Steel Drago...

Wednesday, 18th January 2017, 17:48

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

If you wanted to go with something like the previous suggestion, here's one way to implement both that strikes me as promising: rather than having a constant piety cost, summoning a divine weapon drains your piety at a constant rate until it falls under 5*, the threshold for using the ability in th...

Wednesday, 18th January 2017, 08:34

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

After having some discussions with the dev team and realizing that Steel Dragonfly is still too complicated, and personally noting that it just doesn't work very well with the kit, I am going to code a substitute skill for Steel Dragonfly that I'm very excited about: (****)Serpent's Lash (3 MP, 3 Pi...

Tuesday, 17th January 2017, 23:17

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4625

Re: fr: buff Finisher

duvessa wrote:cut imo

crawl doesnt need multiple unrand scythes


That works too,

but whatever's left, make it decent :')

Tuesday, 17th January 2017, 15:14

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4625

Re: fr: buff Finisher

I'll take anything that makes scythes better, I love their shape and it pains me that they're so bad.

I understand they're not meant to be good combat weapons, they're agricultural tools... But hey, let the unrands be good at least!

Tuesday, 17th January 2017, 14:31

Forum: Crazy Yiuf's Corner

Topic: Gravity in Crawl

Replies: 15

Views: 4411

Re: Gravity in Crawl

Please, please, make it so if you melee an orb of destruction with a blunt object, you have a chance to reflect it.

Sunday, 15th January 2017, 18:50

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 25449

Re: Why phase out races at all?

We don't disagree, graemelion. I've found the attitude from the devs themselves positive and welcoming, and it has made me want to keep writing code for DCSS for much longer. My issue is with any comment that equates disagreeing with the devs with not having put enough effort to understand their rea...

Sunday, 15th January 2017, 17:48

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 25449

Re: Why phase out races at all?

By the way, I hope nobody is conflating public discussion with public decision . The devs are completely on their right to make executive decisions about the game's direction, they took the project this far and their ability to steer it in the correct direction is what got them to have that right in...

Sunday, 15th January 2017, 12:37

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

Oh, right, I forgot the spec calls for starting w/ 6 AC and full EV and a weapon, which means that it's starting with above-average defenses that get significantly better once you find a random ring mail. This might just be straight-up OP instead of exaggerating the curve. IMO you should be looking...

Saturday, 14th January 2017, 23:09

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 25449

Re: Why phase out races at all?

You people ignore all the PUBLIC discussion that goes on in ##crawl-dev and crd and the dev wiki and mantis and then go to wordpress or tavern and pretend it never existed. This is why devs don't bother making real responses to you! It's not because your extremely popular opinion is unpopular, it's...

Saturday, 14th January 2017, 21:34

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

It does actually start with a fedora right now... It's just a normal hat with the fedora tile, but still ;)

Saturday, 14th January 2017, 20:09

Forum: Crazy Yiuf's Corner

Topic: Possible gimmick for a HE rework?

Replies: 20

Views: 5979

Re: Possible gimmick for a HE rework?

Nightstalker already has the gimmick of changing LOS range, and is tied to a species too. This wouldn't make HE unique. That's fair, but AFAIK we have no mechanic that increases LOS, right? That would be like saying Chei isn't unique because there are sources of haste/swiftness. Increasing or decre...

Saturday, 14th January 2017, 19:43

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 25449

Re: Why phase out races at all?

I have a bit of an unpopular opinion, but I think DCSS would benefit a lot from making an extra effort when about to remove something and instead focus on reworking, even if the rework involves a complete mechanical U-turn. You people ignore all the PUBLIC discussion that goes on in ##crawl-dev and...

Saturday, 14th January 2017, 14:41

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 25449

Re: Why phase out races at all?

I have a bit of an unpopular opinion, but I think DCSS would benefit a lot from making an extra effort when about to remove something and instead focus on reworking, even if the rework involves a complete mechanical U-turn. High elves may or be more or less interesting thematically (and I'm on the &...

Friday, 13th January 2017, 17:46

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

re: Early game difficulties, I think there are two factors at play here, balance and theme. In terms of balance, I agree the background should be easier early game, but in terms of theme, it would be cool if it happened in a flavourful way. I think improvisation is a major theme of the background, s...

Friday, 13th January 2017, 14:57

Forum: Crazy Yiuf's Corner

Topic: Which Build Was Your First Win?

Replies: 51

Views: 19203

Re: Which Build Was Your First Win?

DDBe, which is funny because I used to shy away from DD thinking it was very difficult / advanced. I had really underestimated damage shaving!

Friday, 13th January 2017, 12:50

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

I concur with the push to have the crate only rarely give an unrand. It's still a huge buff for the possibility of landing on an unrand that's relevant. Not currently discussed: what if the mystery manual is for a magic skill? Will that possibility exist? Not at the moment, but it could. If you wer...

Friday, 13th January 2017, 09:38

Forum: Crazy Yiuf's Corner

Topic: Rename all in-game references from LOS to "Light Radius"

Replies: 5

Views: 2443

Rename all in-game references from LOS to "Light Radius"

The term "line of sight" is a newbie trap because it doesn't work at all how you would expect. While "Light radius" isn't accurate either (since some areas of the dungeon are lit) it would do a much better job of conveying to the newer player than having less of it will make you ...

Friday, 13th January 2017, 09:13

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

Thanks for the kind words, guys :). I'd love to be a dev some day, but I'm sure being one doesn't only involve throwing one's ideas to the game and seeing what sticks. I probably should also help maintain and improve the systems that are already there, which is something that I'm promising myself I'...

Thursday, 12th January 2017, 20:21

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 20101

Re: Dynamic Monsters branch

After playing the branch for a bit longer, I realized finding a solution to the tracking problem might be a bit trickier than it seems, because you don't want to punish the player when they legitimately want to be running away. I think the problem with luring is only when you run away from a monster...

Thursday, 12th January 2017, 13:02

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 20101

Re: Dynamic Monsters branch

Yeah, uniques shouldn't be affected by this. Dynamic monsters should be a way to reduce tedium by making luring not the optimal solution in every scenario, but for uniques, you need to use the whole bag of tricks.

Stairdancing should not counter bezotting but instead trigger it earlier.

Thursday, 12th January 2017, 08:42

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 20101

Re: Dynamic Monsters branch

As I've expressed on IRC before, I'm loving the reasoning behind this branch. I think there's a lot that can be done with this concept, if we generalize it to "monsters become recognizably worse based on certain trigger conditions". I can think of a lot of things to bind that too, distance...

Wednesday, 11th January 2017, 19:37

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

Steel Dragonfly has been reworked into a much shorter and cheaper version. It should now feel like an interesting nuke rather than a summon, and therefore not step on Heavenly Blade's toes so much.

Wednesday, 11th January 2017, 19:04

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist (Playable offline)

I threw together a playable branch at https://github.com/PabloMansanet/crawl/tree/archaeologist Some changes from the initial idea: ⋅  Starts with 1 skill point in stealth (nothing else), and shit attributes. ⋅  Starts with no weapons, but well dressed (+1 robe, hat, gloves and b...

Wednesday, 11th January 2017, 10:10

Forum: Crazy Yiuf's Corner

Topic: Possible gimmick for a HE rework?

Replies: 20

Views: 5979

Re: Possible gimmick for a HE rework?

Shtopit wrote:IIRC, if you can see them, they can see (and shoot) you.


Yeah that's fine, it comes with an implicit drawback. Combat starts from further away with all consequences. It's probably more bad than good, which can justify giving elves good stats/apts.

Wednesday, 11th January 2017, 10:07

Forum: Crazy Yiuf's Corner

Topic: Possible gimmick for a HE rework?

Replies: 20

Views: 5979

Possible gimmick for a HE rework?

I was on IRC a week ago and we were talking about a possible gimmick for HE, in case it ever makes it back to the game. The idea has zero thought behind it, hence CYC. Sharp Sighted: +1 LOS, increased precision and spellpower against enemies at the edge of LOS. With square LOS it is now possible to ...

Tuesday, 10th January 2017, 12:51

Forum: Game Design Discussion

Topic: Wands of Flame and Random Effects should be purple

Replies: 8

Views: 2398

Re: Wands of Flame and Random Effects should be purple

I think the elephant in the room is that wand stacking needs to happen at some point. Treat wand charges as any other stackable ammunition without an upper limit; make all recharge effects uncapped.

Monday, 9th January 2017, 14:45

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

I'm trying out the new version and it's nice, less fiddling with the weapons. I do feel that you should be able to project your weapon and call for a heavenly blade at the same time though. I understand you don't want people to project multiple weapons so you can't project a weapon then wield one f...

Sunday, 8th January 2017, 17:36

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council (now implemented)

1. Does lunge require you to move in a straight, cardinal line? Would be nice if it worked diagonally, too, even when the adjecent victim is not on your opposite side. Yep. I don't want it to work diagonally because you'd either have to make Lunge an AoE move (which would cause a load of balance is...

Saturday, 7th January 2017, 18:33

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Re: Background idea: Archaeologist

Unrands are fun. Let's give players a guaranteed way to grind them so they cease to be fun! I haven't put a lot of thought into this proposal, but could you elaborate on what would stop them from being fun? This isn't unlike other "booster pack" mechanics in DCSS, except instead of dracon...

Saturday, 7th January 2017, 15:48

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13768

Background idea: Archaeologist (Playable offline)

EDIT: Now playable offline at https://github.com/PabloMansanet/crawl/tree/archaeologist Unrands are fun. Unfortunately, they tend to come at a point in the game where you already have a build going. I've been experimenting locally with a "unrandart draft" game mode, where you decide a spec...

Thursday, 5th January 2017, 09:34

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council, a radical change.

Sounds great! Some things not made explicit: So... To answer your questions more in detail. Most of these are the same on the current CBRO implementation of the god, but it's good to clarify them here too. - What is the range on Lunge? 1 (adjacent). The way lunge works is as follows: You need to wa...

Thursday, 5th January 2017, 08:57

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33968

Re: Weapon-less Ieoh Jian Council, a radical change.

I'm also retracting the dragon palm idea. I've been toying with it but it's not necessary. Unarmed users aren't completely out of luck because they can still project the divine weapons.

Thursday, 5th January 2017, 08:34

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4117

Re: Assassin's Cowl (unrandart)

How about the cowl causing a 3x3 aura of silence on succesful evoke for a given time? (of course maintaining the ability of allowing you to cast).
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