Search found 3931 matches

Friday, 31st January 2014, 12:15

Forum: Crazy Yiuf's Corner

Topic: Do not consider wild magic mutation as good

Replies: 35

Views: 10600

Re: Do not consider wild magic mutation as good

but eventually they find themselves crippled because they spend much more experience on getting high level spells castable. The whole point of mutations is that you have to adapt your strategy. So, maybe you wanted to get OOD, LCS for foostorm as soon as possible. So, you adapt and postpone that go...

Friday, 31st January 2014, 09:20

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

The weak point of the proposal is that every long blade character will always use the claymore and never use anything else because outside of pain/elec brands there is no compelling reason to ever use any other long blade. Assuming for the sake of simplicity availability of both weapons (which are ...

Friday, 31st January 2014, 08:55

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 14099

Re: Suggestion: Review vault / branch generation weights

Why would you explore (auto or not) the temple in a speed run? If your concerned about wasting turns, don't explore the temple. There is absolutely no issue with varying temple size.

Thursday, 30th January 2014, 23:38

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

I've updated the spreadsheet and the wiki with a new formula. Speed is linear, and there is a (delay+2)/delay introduced to make slower weapon gain more speed from skill. Seems like it's getting closer. Demon blade is more competitive, claymore only catches up at level 15. However, damage difference...

Thursday, 30th January 2014, 21:45

Forum: Game Design Discussion

Topic: Eregestes, God of Will and Self-Discipline

Replies: 10

Views: 2737

Re: Eregestes, God of Will and Self-Discipline

No. He is The 1.

Thursday, 30th January 2014, 21:44

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 20974

Re: Please bring back Lamia

What is making Lamia and Polyphemus spoilery is that they have stats which don't match their base type. Lamia's were way off and I think that was the main reason for its removal. Polyphemus has indeed mostly the stats of a stone giant. Maybe the description could be more precise about the fact that ...

Thursday, 30th January 2014, 21:33

Forum: Game Design Discussion

Topic: Details page for Innate Abilities, weirdness, mutations

Replies: 13

Views: 3887

Re: Details page for Innate Abilities, weirdness, mutations

Siegurt wrote:Come up with a list and I'll submit a patch for it. (No guarantees it'll get in

I think it would. Sounds like a good idea to me.

Thursday, 30th January 2014, 15:40

Forum: Technical Support

Topic: Merge Morgues?

Replies: 3

Views: 1310

Re: Merge Morgues?

high scores are not pulled from morgue files. Surprisingly, they come from a file named "scores" in your save folder ;)

Thursday, 30th January 2014, 15:12

Forum: Game Design Discussion

Topic: Remove training dummies from auto-attack

Replies: 11

Views: 3353

Re: Remove xp gain from training dummies

Please take away xp gain from training dummies. Actually, I'm pretty sure the whole point of the 1XP is to make autofight target them. Of course, training dummies have been designed for tutorial. I'm not sure what's the point of putting them in normal crawl vaults. If they are there just for decora...

Thursday, 30th January 2014, 15:09

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10614

Re: Traps after 0.13

How about Devs finally cave in and simply add meaningful traps? How about you come up with a great design? Also, we did. In the last few versions, cloud traps were added (although, they have been disappointing) and pressure plates too (better). We've almost completely removed the meaningless ones a...

Wednesday, 29th January 2014, 20:02

Forum: Technical Support

Topic: Can't find Antaeus

Replies: 1

Views: 1263

Re: Can't find Antaeus

Nope, he's not there. Better report it. He's been buffed recently, so that's probably related.

Wednesday, 29th January 2014, 19:20

Forum: Game Design Discussion

Topic: Sticky flame is too good at annihilating scrolls

Replies: 33

Views: 12790

Re: Sticky flame is too good at annihilating scrolls

duvessa wrote:I still think sticky flame should prevent scroll reading for its duration, instead of destroying them.

Good idea. Although I do wonder if it should also keep an on hit destruction. Well, it's probably not the right place to ask that, anyway :)

Wednesday, 29th January 2014, 15:35

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 12421

Re: Things in Crawl that are confusing

XuaXua wrote:Unfortunately, it seems the skill descriptions do not.

You can submit changes to skill descriptions (or any other description) through transifex.

Tuesday, 28th January 2014, 14:10

Forum: Suggestions & Criticism

Topic: Moderation of useless posts in GDD

Replies: 28

Views: 9949

Re: Moderation of useless posts in GDD

Somehow, the GDD sticky was missing a rule against multi-topic threads, so I added one: Don't make a single thread for discussing several unrelated topics. Such threads usually degenerate quickly into several discussions and are very hard to keep on-topic (since there are several topics). If you wan...

Monday, 27th January 2014, 23:08

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 12421

Re: Things in Crawl that are confusing

I don't think it's at all obvious that better fighting skill mean more hp. True, which is why it's explained in the manual and the skill descriptions. And the fact that stuff's explained in the manual is irrelevant. Nobody reads manuals. Crawl is a roguelike. People can be expected to read descript...

Monday, 27th January 2014, 22:16

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 12421

Re: Things in Crawl that are confusing

Most of those things are also stated in the skill descriptions. Although some more explanations in the skill menu of tutorial and hint modes would be good.

Monday, 27th January 2014, 13:40

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

duvessa wrote:how did this train wreck of a thread reach page 2

I did my best to provide constructive criticism and explain the design process. Obviously, it's been a waste of time. Locked.

Sunday, 26th January 2014, 22:49

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

Concentrating on flaws is not going to be any productive at sorting proposals. Absolute shit on balance point of view, but good in philosophy, can be a good proposal. Then reworking numbers will make it solid. Shooting down a proposal for non-philosophic reasons is not going to improve philosophy o...

Sunday, 26th January 2014, 20:30

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

Since repeated damage reduction will absorb more, and since chance of being taken down off adds in each weak attack in the current system , it is very similar if not equivalent, I'm sorry No it doesn't, where did you get that? I've taken the time to explain why this little detail is actually import...

Sunday, 26th January 2014, 18:44

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

Do you know what is good randomness vs what is simply frustrating ? Play Brogue, play DoomRL, this is what a good game design look like. Randomness isn't spammed everywhere. It has to serve a purpose. I've played both and I have no idea what you are talking about. In what way are those games less r...

Saturday, 25th January 2014, 17:55

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

After some more experimentation, I am not satisfied with the stepdown. Starting from the linear speed formula (speed = 10/delay + k * skill), I replaced skill by stepdown(skill, base_delay * alpha) to give a steeper slope to slow weapons speed (so that they can catch up). It also had the side effect...

Saturday, 25th January 2014, 10:44

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

Ultimately I just prefer having big, easily understood decisions when it comes to my character's offensive capabilities (like with spell success/slots) but if that's not a design goal then I guess it's moot. The weapon choice is not always obvious in the current system, and the new one doesn't real...

Friday, 24th January 2014, 22:18

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

I've played enough of it to see that it has a completely opposite design to crawl's. In TOME4, your constantly juggling with your buffs and their countdown in every single fight. It's even partially automated. I don't think we want crawl's buffs to be designed this way.

Friday, 24th January 2014, 21:52

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

ok, I think introducing beta in the formula might have been a bad idea. I'll try setting it to 1 and see how it turns out. This should lower the difference between fast and slow weapons. Thanks all for your feedback.

Friday, 24th January 2014, 21:09

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: Shielding mechanism for spell/ability

Imho, you should stop to see suggestions as thing you must shoot down unless they are exactly what you were currently looking for to improve the game. when I've read the mechanism of Golubria thing, I almost puked, because I found it unelegant, overly complex and giving unclear feedback, very disap...

Friday, 24th January 2014, 16:27

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

Re: attack delay

Dagger: a little better at skill 0, but takes 16 SB skill to get to the point where it matches old daggers at skill 10. Quickblade: also start better, but doesn't beat old quickblade at min delay (skill 8) until it hits skill 17. Short sword: same pattern, but doesn't beat old short swords at min d...

Friday, 24th January 2014, 09:17

Forum: Game Design Discussion

Topic: Shielding mechanism for spell/ability

Replies: 58

Views: 15846

Re: New spell/ability mechanism

From You Must Read This Before Posting in GDD : Give your thread a clear, appropriate title. Write clearly and concisely. I was thinking there isn't a mechanism in crawl that grant temporary health berserk or "shields" but shield that dissipates after absorbing damage. Shroud of golubria. ...

Friday, 24th January 2014, 00:16

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17351

attack delay

Yet another attempt at a melee attack delay formula. Details on the wiki.

Thursday, 23rd January 2014, 10:59

Forum: Game Design Discussion

Topic: Add Rods to autopickup at game start

Replies: 6

Views: 2162

Re: Add Rods to autopickup at game start

Tenaya wrote:Could it be added to the initial autopickup selection to pickup rods for non-felids?

Done.

duvessa wrote:Also runes, please.

Done.

Tuesday, 21st January 2014, 22:47

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13806

Re: Brainstorm permanent ally god

2.) Your allies' speed will slow down or speed up to match your own (passive). Sorry if you already know that, but you can already pace your speed to match that of your slowest ally by pressing Ctrl+e. It was recently even fixed to actually work! To be precise, it set your travel/explore speed to y...

Tuesday, 21st January 2014, 22:41

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22850

Re: Proposal: Remove Ecumenical Temple

dpeg wrote:Vaults are created with a text editor

If you use vim (as you should!), don't forget to install levdes.vim (found in dat/vim/syntax) for some nice syntax highlighting.

Tuesday, 21st January 2014, 22:37

Forum: Suggestions & Criticism

Topic: the Counsellors thread

Replies: 164

Views: 96211

Re: the Counsellors thread

Just to clarify, the reason I removed the counsellor status from duvessa isn't because he was being harsh or mean. It is because his posts are extremely concise and have to be taken very literally. They are often misunderstood and create pointless discussions because of those misunderstanding. Couns...

Tuesday, 21st January 2014, 22:04

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22850

Re: Proposal: Remove Ecumenical Temple

twelwe wrote:This is the time to plea for a detailed walkthrough on making vaults/maps.

Vault Design Reference Guide

Tuesday, 21st January 2014, 22:02

Forum: Game Design Discussion

Topic: Spellcasting Change Motivated Suggestion

Replies: 23

Views: 6612

Re: Spellcasting Change Motivated Suggestion

The OP has backed from his suggestion, so those arguments are pointless. Locked.

BBQSauce: next time, try to be more clear and concise. Notice how many of the first posts were about trying to decipher your proposal and reasoning until Siegurt reworded it clearly.

Tuesday, 21st January 2014, 14:31

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22850

Re: Proposal: Remove Ecumenical Temple

There is also temple_of_Zot_ovaries and circular_temple_6

Anyway, increasing the overflow altars could be done by simply adding more 6 god temples or tweaking weights instead of just removing temple. And I find the current distribution to be fine personally.

Tuesday, 21st January 2014, 13:39

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22850

Re: Proposal: Remove Ecumenical Temple

If you are a fan of more overflow altars, just make some Temple maps with few gods (three as a minimum, I'd say). The existing temple.des says to try to stick to a minimum of six, but if even less gods are considered acceptable these days I can take a whack at it. Note that this policy has been set...

Tuesday, 21st January 2014, 09:11

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22850

Re: Proposal: Remove Ecumenical Temple

I personally find the ever-increasing number of d:1 to d:9 vaults to be more flavorful, and have interesting combinations of gods. Because something is nice and flavourful doesn't mean that we should spam it. If you remove temple, you'll have much more overflow altar vaults and we'll get sick of th...

Tuesday, 21st January 2014, 08:52

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13806

Re: Brainstorm permanent ally god

King_jelly wrote:Im not talking specifically about this thread

This rant is completely offtopic and I've PM'd the author.

Monday, 20th January 2014, 22:19

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 9915

Re: Autoexplore improvement

If I read the code correctly, it ranges from 0 to 1000. Currently my preference is for 200. It's hard to say anything really helpful though, as the behaviour can seem strange/unexpected until you get a handle on it. I'm still playing around with different numbers and it's all rather unscientific be...

Monday, 20th January 2014, 12:04

Forum: Game Design Discussion

Topic: Spellcasting Change Motivated Suggestion

Replies: 23

Views: 6612

Re: Spellcasting Change Motivated Suggestion

Potential problem : Fighter/spellcasters generally can't affoard to get high spellcasting. Transmuters are a fine example of this. How is that a problem? Suggestion None of those things actually address the problem you stated. But, probably I misunderstood the problem to begin with. You need to exp...

Monday, 20th January 2014, 09:11

Forum: Game Design Discussion

Topic: Remove food (split from {Hunger} is tedious)

Replies: 8

Views: 3449

Re: {Hunger} is tedious

onton wrote:djinn exist and aren't super gamebreaking?

Dj has a contamination cost to replace the food cost (like in crawl light). It was designed to test out the idea and I don't think it's an improvement.

Sunday, 19th January 2014, 22:07

Forum: Technical Support

Topic: Changing the player character glyph

Replies: 4

Views: 1305

Re: Changing the player character glyph

King_jelly wrote:Nope. Should I?

Yes

Sunday, 19th January 2014, 09:54

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34170

Re: Poison effect

Pubby is working on a patch for deterministic poison damage. Looks promising.

Thursday, 16th January 2014, 22:21

Forum: Game Design Discussion

Topic: Shorten/Portalize? Forest

Replies: 31

Views: 8301

Re: Shorten/Portalize? Forest

claws has a similar proposal on the devwiki to ( here ) to take the monsters from Forest and put them in other branches, possibly including making more current Forest ends into encompass/smaller vaults in Depths Note that claws has just been welcomed in the devteam, and he already submitted his pro...

Thursday, 16th January 2014, 21:58

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12536

Re: Toxic feedback

This thread wasn't about you to begin with, I just used your post as an example. But you are so full of yourself, you had to take it personally. Thanks for otherwise proving my point and welcome to the GDD banned group. This thread begins with his name . It's at the top of the very first post. You ...

Thursday, 16th January 2014, 21:50

Forum: Suggestions & Criticism

Topic: Toxic mods

Replies: 39

Views: 11420

Re: Toxic mods

That's enough. Solve your stuff in private. twelwe, if you have something to complain about, write down a report and push the button.

Thursday, 16th January 2014, 16:11

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12536

Re: Toxic feedback

I also think that you Galehar are not very aware that sometimes your comments seem to have an "aggressive tone" for others as well. I plead guilty. I know that sometimes I'm harsh when turning down ideas, but I really try to not be insulting or demeaning. Often, I'm concise and don't take...

Thursday, 16th January 2014, 15:23

Forum: Suggestions & Criticism

Topic: the Counsellors thread

Replies: 164

Views: 96211

Re: the Counsellors thread

DracheReborn wrote:Is the counsellor nomination thing still open?

It always is.

Thursday, 16th January 2014, 11:31

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12536

Re: Toxic feedback

I disagree with that ban. Well, you can disagree, but it turns out that moderation is done by moderators, not by user vote. While VJ obviously doesn't like you and dpeg at all and keeps showing that, his posts actually are, as he said, consistently contentful. Huh, well I doubt that, but maybe his ...

Thursday, 16th January 2014, 11:05

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 9915

Re: Autoexplore improvement

It was set to a default value of 10 when introduced, before being disabled. So I'd say it's a good start.
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