Search found 2296 matches

Tuesday, 18th October 2016, 13:03

Forum: Crazy Yiuf's Corner

Topic: New specie: Chimera

Replies: 10

Views: 3339

Re: New specie: Chimera

It has the no-regen like a DD.
It has innate guardian spirit like a VS.
Guardian Spirit forces MP to not regen like a DD.
It can't drink potions like a Mu.
It has innate Rotting like a Gh.
It can't eat meat like a Sp.
It can't worship gods like a Dg.

Tuesday, 18th October 2016, 12:57

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 23545

Re: About the reaction to direction of trunk dev of Koreans

forces millions of Asian players to do endless ziggurats. Yes, that is what will happen if implemented naively. Some creativity will be required to achieve a net gain in happiness by adding a metric. A first attempt at that creativity: only reward The Metric for the first Zig clear (or more precise...

Tuesday, 18th October 2016, 09:55

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 23545

Re: About the reaction to direction of trunk dev of Koreans

dpeg wrote:This is purely for bragging rights.

Indeed. The Korean position is motivated by "I want a metric I can show people to legit brag with". Have this bragging metric influence the Score and they'll be even more happy.

Tuesday, 18th October 2016, 08:14

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

I think this is the wrong direction to take ranged combat in. It does do away with the irritating aspects of it (inventory management, ammo collection), it doesn't deal with many other issues (weapon swapping, balance, distinctive playstyle). If ranged combat is going to be in crawl, it needs to be...

Tuesday, 18th October 2016, 08:04

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

1) Instead of adding a fixed amount of contamination at each initial spellcast that wears down over time, change contamination to grant a larger amount of contamination at spellcast that does not wear down while the spell remains active. Grant contaminating spells an ability toggle, to turn off bot...

Monday, 17th October 2016, 21:51

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

Yes, this is an ideas thread. I'm switching off my devtime estimation sense while brainstorming. Outlandishly time-expensive ideas can inspire more pragmatic milestones.

Monday, 17th October 2016, 21:50

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Actually i meant "the effect is only useful against things that are on screen when the spell is cast" Hmm, this sounds like "mass hex" than a buff. But maybe that is a good thing: a LoS-wide, unresistable hex which grants a relatively-tiny modifier to combat. Yes, I was really h...

Monday, 17th October 2016, 21:22

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5272

Re: direct damage and crawl magic costs

Hurkyl wrote:
Siegurt wrote:I'm not sure how

Possibly because this thread got 'derailed' really fast so people aren't in the mood to think things through carefully. I still see something that merits discussion from OP but that talk won't be happening in this thread. I'll salvage it later.

Monday, 17th October 2016, 21:18

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Siegurt wrote:Actually i meant "the effect is only useful against things that are on screen when the spell is cast"

Hmm, this sounds like "mass hex" than a buff. But maybe that is a good thing: a LoS-wide, unresistable hex which grants a relatively-tiny modifier to combat.

Monday, 17th October 2016, 21:14

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Ranged weapons: alternative to ammo management?

Many common-sense features have been removed from crawl over the years to streamline experience. To name a few: - "To level up a skill, you need to exercise it with appropriate actions" - "To butcher a corpse, you need a sharp tool (weapon) in your hands" - Inventory weight limit...

Monday, 17th October 2016, 16:39

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Also "spell only has any effect of cast in combat" (effect on kill is one way to achieve this, but not the best imho) The face value of 'buff only does anything when in combat' hit the dead end of "I tow a popcorn along to make sure I'm 'in combat' before jumping into the big fight w...

Monday, 17th October 2016, 16:33

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5272

Re: direct damage and crawl magic costs

goodcoolguy, when the time comes I'll make a new thread to discuss this idea properly. But there are pre-requisite discussions that need to happen upfront.

Monday, 17th October 2016, 14:42

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Thread has become long, I'll just add a bit here and there. Sounds like a time for a new thread, I've filled a lot of this one with recaps. I am missing an option: "Casting the spell causes MP loss while the effect is active. (MP depletion)." That's 2, with the tweak to avoid "I take...

Monday, 17th October 2016, 12:59

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 23545

Re: About the reaction to direction of trunk dev of Koreans

dpeg wrote:gammafunk: do you know where the Korean players you talk to put ziggurats on that list? Is it part of their extended game, or do they consider this as truly optional?

Didn't we get a post from a Korean on that? "Ziggurats aren't exciting because there's no rune to show you did it".

Monday, 17th October 2016, 12:56

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5272

Re: direct damage and crawl magic costs

VeryAngryFelid wrote:
goodcoolguy wrote:no constant selection of spells

I want constant selection of spells.

You mean quivering of spells, not the repetitive keystrokes.

Monday, 17th October 2016, 12:35

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5272

Re: direct damage and crawl magic costs

As for physical ammo, having tried ranged with both standard and always-mulch ammo behavior, I see no reason for ammo to even exist, but that's another thread. Give me several hours to get to my free time so I can make that thread. I do believe it warrants discussion and it's relevant for this prop...

Monday, 17th October 2016, 08:06

Forum: Game Design Discussion

Topic: direct damage and crawl magic costs

Replies: 21

Views: 5272

Re: direct damage and crawl magic costs

Hmm, so to summarise: "Conjurations which look like using physical weapons should just be equipment you 'swing' to cast (using Conjurations skill, not Evocations) with the same restrictions as current spellcasting except for the mp" -> "press 'f' to unleash a e.g. Magic Dart, melee sw...

Sunday, 16th October 2016, 23:29

Forum: YASD! YAVP! and characters in progress too

Topic: [CiP] MiBe, what weapon to choose?

Replies: 4

Views: 1736

Re: [CiP] MiBe, what weapon to choose?

Man, it's been so long since I played Mi that I'm getting them mixed up with... is it HO that has -2 dodging? Yeah it is.

Sunday, 16th October 2016, 19:36

Forum: YASD! YAVP! and characters in progress too

Topic: My second escape, a short tale i'm not proud of

Replies: 11

Views: 4803

Re: My second escape, a short tale i'm not proud of

neverEnough wrote:The worst point of this is when u lose interest in items. At some point i stopped tryin new amulets, rings etc.

You begin to see how speedrunners think. "Once I pick up something good enough, I can stop thinking about that item type".

Sunday, 16th October 2016, 19:30

Forum: YASD! YAVP! and characters in progress too

Topic: [CiP] MiBe, what weapon to choose?

Replies: 4

Views: 1736

Re: [CiP] MiBe, what weapon to choose?

You have a broad axe. That's the best 1H axe type. You have a decent shield, it's worth sticking to the broad axe. Rummage through Orc Mines (carefully, last floor can be nasty) for a branded plate armour (then put enchant scrolls on it). You have a Faith amulet so don't hold back on calling in BiA ...

Sunday, 16th October 2016, 19:16

Forum: Game Design Discussion

Topic: Encouraging progress with a decaying dungeon

Replies: 10

Views: 3804

Re: Encouraging progress with a decaying dungeon

The bigger balance issues would be things like stashing, shops, Slime being a lategame branch, walking back to Temple for lategame god switch, etc I do not like this specific execution of it, even if we did resolve these issues. But the approach of "dungeon gets more hostile if you take too lon...

Saturday, 15th October 2016, 13:59

Forum: Game Design Discussion

Topic: In Defense of Haste

Replies: 14

Views: 5065

Re: In Defense of Haste

Hurkyl wrote:The difficulty in balancing is because some players can cast Haste as often as they like and others can't.

There are two solutions to this stated difficulty. You must now argue why the solution you want is better than the solution currently implemented.

Friday, 14th October 2016, 22:05

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

I'm generating numerous (stupid) ideas but they aren't as elegant as a unified "all these good charms have Malmut Nuke attached". Chargin' Mah Barrier: - Infinite duration buff that absorbs 33% damage of the next penetrating beam attack that hits you - On the very next turn, you must perfo...

Friday, 14th October 2016, 21:14

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

A recap of downside ideas that don't seem to fall victim to hyperoptimal tedium or other issues: - Ultra-short duration - (Rapid) MP-depletion on seeing enemy, infinite duration until low MP - Malmut Nuke: Rewrite Contam so it's now "per turn chance to temp tiered malmut" at any level of g...

Friday, 14th October 2016, 19:15

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Here I will aggregate stuff from learndb: Charms: infusion, repel missiles, shroud of golubria, swiftness, ozocubu's armour, regeneration, spectral weapon, excruciating wounds, deflect missiles, ring of flames, death's door - Infusion: over duration, trade 1 MP -> +2~3 dmg on melee attacks that hit ...

Friday, 14th October 2016, 14:57

Forum: Dungeon Crawling Advice

Topic: Caster Mid-Late Game Strategy

Replies: 16

Views: 4572

Re: Caster Mid-Late Game Strategy

2. Get the mid level spells that are available online and pumping large quantities of XP into Fighting/Dodging, etc before returning to magic - This lets me stay with magic, but ultimately the limit in magic points and potentially low utility ends up with me being overwhelmed by larger numbers of h...

Friday, 14th October 2016, 14:15

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

MP-depletion-during-combat and Malmut-nuke-for-stacking-buffs would need one extra detail to work together: - If insufficient MP, the buffs don't do anything. But you still have the "any amount risks temp malmut" glow until the natural expiration of buff duration. Because "I only want...

Friday, 14th October 2016, 13:38

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

The use of MP as a buff cost loses meaning because of Charms-only lategame melee dudes who have fat MP bars for one purpose only: buffs. Since we don't want that tedium, we cannot rely on MP as a limiter. "Extra MP costs" is not effective whether that's from MP depletion or maxMP reductio...

Friday, 14th October 2016, 12:56

Forum: Crazy Yiuf's Corner

Topic: Some kinda potions/alchemy god

Replies: 8

Views: 2277

Re: Some kinda potions/alchemy god

dpeg wrote:the randomised gods section

Let me guess, "we'd like to do this but it's not high priority so don't ask when we'll spare dev time to do it"?

Friday, 14th October 2016, 10:44

Forum: Crazy Yiuf's Corner

Topic: Some kinda potions/alchemy god

Replies: 8

Views: 2277

Re: Some kinda potions/alchemy god

*2: Potion toss (active, medium piety cost): You can throw certain potions at enemies to achieve certain effects in a 3x3 square. This sounds suspiciously like "bring back the Distill/Evaporate playstyle as a god". I do miss those days, I liked throwing around steam bombs and better-than-...

Friday, 14th October 2016, 08:12

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

I'll go hunting for other links later, I'll just post this one for now: https://crawl.develz.org/tavern/viewtopic.php?p=295428#p295428 Arbitrarily recastable duration spells cost max mp, they are cancellable, they do not time out, but they can be broken by combat actions like rmsl and shroud. If the...

Friday, 14th October 2016, 07:53

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP : MIFI of Oka : my first win !

Replies: 13

Views: 3202

Re: YAVP : MIFI of Oka : my first win !

Animate Skeleton and Corpse Rot would have been the spells to aim for when worshipping Kiku as a fighter. If all that EXP you put into Shields had gone into Necromancy instead, you could have had other Necromancies online too despite the GDA. Those skeletons (or zombies) would then let you use tacti...

Thursday, 13th October 2016, 23:08

Forum: Game Design Discussion

Topic: Confusion+Lignification is inconsistent.

Replies: 2

Views: 1178

Re: Confusion+Lignification is inconsistent.

On another note, Ambrosia immediately cancels Lignification. Bad surprise on first time, a big leverage afterwards.

Thursday, 13th October 2016, 20:37

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Implojin wrote:Alternate exploration cooldowns would work just as well, though!

There's also the considerable advantage that players are already used to this with recent "piety by explore" developments.

Thursday, 13th October 2016, 20:17

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

The use of MP as a buff cost loses meaning because of Charms-only lategame melee dudes who have fat MP bars for one purpose only: buffs. Since we don't want that tedium, we cannot rely on MP as a limiter. We could do weird things like "while Darkness is up, non-magic damage you deal is nerfed&q...

Thursday, 13th October 2016, 19:42

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Random temp mutations really scare me (berserk, teleport). Maybe provide specific "mutations" for each charm spell similar to Ozo armour and Swiftness? By sorting the temp malmutes into re-designed tiers, the message would be "if you're conservative with buffs, you won't ever get ber...

Thursday, 13th October 2016, 19:31

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

The culmination of the above changes is to create a balance shim: By decoupling the rather difficult job of balancing spells based solely around their effects, from the concomitant gameplay choice of how frequently those spells ought to be used, we would open up the resulting gameplay to allow for ...

Thursday, 13th October 2016, 19:05

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

In my opinion, the concept of charms is primarily interesting in the form a strategic choice. If you find a book on D:3, the decision to be a charm user comes at the cost of wearing lighter armor and spending XP on the Charm skill (and relevant secondary spell skills) rather than on things like imp...

Thursday, 13th October 2016, 15:05

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

What does gameplay with good charms look like? I think that's the most important question to get a handle on; it doesn't make sense trying to design charms if you don't know what result you want! (I have my own vision, but I'm pretty sure it's diametrically opposed to what dpeg wants to see in game...

Thursday, 13th October 2016, 13:12

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45202

Re: God Proposal: Ieoh Jian Council (Version I'll be working

luckless wrote:On reflection, I'm a little worried about crosstraining with Unarmed.

Thankfully, this is a trivial code change once the branch is in the playtest stage.

Thursday, 13th October 2016, 11:33

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8495

Re: Food reform AGAIN

Part of the problem with clocks in crawl (wherever local to a level or global) is that crawl has branches and you are expected to backtrack a bunch. A tighter clock will introduce a greater cost to going from branch to branch which might lead to players just sticking to the branch they are currentl...

Thursday, 13th October 2016, 08:18

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

I still think 3 is best met by demanding they instantly expire when there are no enemies in sight. 1 is relatively easy to accommodate. Then it might be useful to cache a weak enemy like a goblin on upper floor, letting it follow you down to unexplored floor so you can manually explore with him fol...

Wednesday, 12th October 2016, 23:02

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

"Lack of impact" does not come from "stands on status bar", but rather from "too small an effect to affect your follow-up decisions" Yes, this is a good correction. ⋅  Tactical cost: maxMP reduction: This comes up all the time. The main issue is that there ar...

Wednesday, 12th October 2016, 20:53

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8000

Re: New charm idea: Double Strike

It's a weird circular argument to say the proposed spell is better as a god ability, but if it's a god ability it should replace finesse, but finesse doesn't need to be replaced, therefore the spell that should be an invocation that should just replace finesse shouldn't go into the game. You're deb...

Wednesday, 12th October 2016, 19:51

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

Hmm, 'what counts as tedious?' is more ambiguous for this community than I had assumed. I am not sure we actually disagree here. If you always cast the buff, then it is tedious indeed. I assumed that the buff is not a no-brainer so you don't always cast it, sometimes you do and sometimes you don't....

Wednesday, 12th October 2016, 19:47

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8000

Re: New charm idea: Double Strike

dowan wrote:What's wrong with finesse as is?

Nothing, which is why I don't think this effect has much chance of actually making it in-game. I don't see any justification why it MUST be a Charms and not a god power. If taken as a god power, there already is one in the same design space.

Wednesday, 12th October 2016, 19:45

Forum: Crazy Yiuf's Corner

Topic: "The combo system is a mistake." (was: Food reform AGAIN)

Replies: 38

Views: 10227

Re: Food reform AGAIN

why bring it up in the first place if you're not even really suggesting it should be in the game? It says a lot about tavern culture that a statement of opinion is automatically assumed to be an attempt to influence the game. Nay, that it's considered impossible for a statement of opinion to be a h...

Wednesday, 12th October 2016, 18:15

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Re: Purpose of the Charms school

I've also seen "really short duration" but without any other restriction that just means "spend even more turns in combat pressing buttons that don't directly killdudes -> more tedium". That's decision-making, not tedium. Do I want to walk to better terrain? Do I want to cast Bl...

Wednesday, 12th October 2016, 18:08

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8000

Re: New charm idea: Double Strike

I'd rather this (with tweaks) was an Okawaru power, not a Charm. Like this: - Replaces Finesse, same piety requirement and cost. - Attack 4 times in 1 turn. Or even "while alt-Finesse is up, your next 4 attacks take no time. Doing anything (even moving) other than attacking cancels this buff.&q...

Wednesday, 12th October 2016, 17:53

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 32737

Purpose of the Charms school

TL;DR provided at end of post. There are 2 chapters to this post, feel free to skip the first. ------ Chapter 1: Recap ------ In principle, we like buffs in crawl. They are cool for changing otherwise-dire combat prospects. There are a few sources of buffs in crawl, ordered roughly in order of how '...
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