Search found 301 matches

Wednesday, 4th July 2012, 15:57

Forum: Game Design Discussion

Topic: Mummys shouldnt curse if you kill them then they're sleeping

Replies: 4

Views: 1507

Mummys shouldnt curse if you kill them then they're sleeping

Playing a needlestabber just now, and it occured to me that if you hit a mummy when he's sleeping, and he dies, it doesn't make sense that he could curse you. How does his spirit know you're there?

Tuesday, 3rd July 2012, 23:35

Forum: Game Design Discussion

Topic: Stabbing Skill and Claws / Blade Hands

Replies: 5

Views: 2031

Re: Stabbing Skill and Claws / Blade Hands

So... Stabbing is the "do damage on surprise" skill, right? It works well with Short Blades, OK with Long Blades but doesn't work as great with other attacks. Are Claws and/or Blade Hands given any consideration? Should they be given consideration (I'm of the opinion, yes)? I'm of the opi...

Tuesday, 3rd July 2012, 07:30

Forum: Game Design Discussion

Topic: A few ideas on improved game play

Replies: 9

Views: 2340

Re: A few ideas on improved game play

"Falling rocks traps can add flavor to the trap list." Adding stuff just for flavour isn't the crawl way. How would this be functionally different from, say, a spear trap? "why would the player in a typical natural environment of identical condition not be able to rest and recover?&qu...

Tuesday, 3rd July 2012, 07:26

Forum: Game Design Discussion

Topic: Make Haste Less Useful

Replies: 39

Views: 9730

Re: Make Haste Less Useful

I always figured making you "slow" and preventing recast for a while after the spell is over, like berserk, would be easy and pretty balanced.

Tuesday, 3rd July 2012, 06:38

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MiHu regular

Replies: 7

Views: 1785

Re: CiP MiHu regular

Fighting should be at max soon anyway. I don't understand why you seem to think fighting is more important than axes right now. At level 18 axes a decent battleaxe will be much better than the exec axe. At level 26 axes the exec axe will be much better. Heroism shouldn't really be a factor in this ...

Monday, 2nd July 2012, 18:04

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MiHu regular

Replies: 7

Views: 1785

Re: CiP MiHu regular

- Level 18.3 Axes a - a +4,+1 executioner's axe of venom (weapon) {god gift} If this is your primary weapon, I think that you should be training nothing besides axes until you reach minimum delay, which is at 26 (with possible exceptions of Invo for finesse and Traps if you're paranoid). I've been ...

Saturday, 30th June 2012, 15:23

Forum: YASD! YAVP! and characters in progress too

Topic: CiP MiHu regular

Replies: 7

Views: 1785

CiP MiHu regular

I don't normally do these but I am getting really frustrated at the RNG... no rpos yet It giveth and it taketh away... The cloak is pretty sweet tho, and the boots Also the new ammo system is far far better than the old. Not as much juggling crap. Dungeon Crawl Stone Soup version 0.11-a0-2198-g9c43b...

Thursday, 28th June 2012, 02:52

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 11626

Re: Crawl things I don't get.

Personally, I don't like the items like Faith, Vampiric, distortion etc. that impose a huge one-time cost. I may use them for a bit early on but later in the game I'll invariably have a number of other things I want to swap in that same slot. It's pretty rare that I'll find an item so good that it'...

Monday, 25th June 2012, 09:18

Forum: Game Design Discussion

Topic: Proposal: Launchers with Infinite Unbranded Ammo

Replies: 119

Views: 29330

Re: Infinite Ammo

I'm not seeing the big deal about being able to use arrows on rats instead of using a random floor trash melee weapon that you've invested no skill into. You have to pick Oka or Trog as a god to get ammo gifts if you don't feel like doing something slightly annoying all game like swapping weapons f...

Sunday, 24th June 2012, 17:43

Forum: Game Design Discussion

Topic: Get rid of clubs

Replies: 16

Views: 3836

Re: Get rid of clubs

Removing things is work (monsters use clubs too). Such a change would just be an utter waste of time. Not to mention dealing with the fallout from whichever minority of players absolutely loved clubs and suddenly become extremely vocal at their removal! Nobody seemed to give a damn about that when ...

Saturday, 23rd June 2012, 05:06

Forum: Game Design Discussion

Topic: Get rid of clubs

Replies: 16

Views: 3836

Re: Get rid of clubs

@blade

actually, knives are around, you use them every few hundred turns in most games.

Anyway I didn't realize that people would get so bent out of shape about this, I just wanted to start a conversation about reducing floor trash.

Friday, 22nd June 2012, 17:36

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 45931

Re: Potion of beneficial mutation

I was wrong about the glow thing, but the point stands that all good potions are 95% good and the Mut potions can be good OR bad, it is counter-intuitive.

Friday, 22nd June 2012, 17:33

Forum: Game Design Discussion

Topic: Get rid of clubs

Replies: 16

Views: 3836

Get rid of clubs

I think clubs should be removed. Has anyone ever actually used a club, ever? Let goblins n such use knives.

EDIT: Clubs are really really awesome, let's never remove them. They are so great.

Friday, 22nd June 2012, 11:59

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 45931

Re: Potion of beneficial mutation

one wierd thing about Cure Mut potions that always bothers me - every other "good" potion has 100 percent positive results (heal, cure, +foo, etc) even Invis which doesn't add glow like a spell would.

whereas Cure Mut can definately have a bad result (removing a beneficial mutation)

Friday, 22nd June 2012, 03:58

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 45931

Re: Potion of beneficial mutation

Please don't add things in which cause mutation to become much more common; boots and helmets popping off is really annoying.

Wednesday, 20th June 2012, 20:15

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 45931

Re: Potion of beneficial mutation

And I have no idea what the impacts of new potions is on the reasonable potion id scheme. I don't think this change would affect potion identification much, beyond having two fewer potion types to identify. It wouldn't be nearly as valuable as speed, or as hazardous as random mutation. Identificati...

Wednesday, 20th June 2012, 10:24

Forum: Game Design Discussion

Topic: decouple GDR and AC to improve armor

Replies: 13

Views: 2697

decouple GDR and AC to improve armor

Right now, players very rarely use the "middle" armors - the 'mails'. Even with good branding, the AC and GDR reduction isn't a good trade. I think that the problem is having tiers of armor which only differ by str required, AC, and EV. Typically, players choose to maximize either AC (wear...

Tuesday, 19th June 2012, 10:52

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 87017

Re: Feedback on Trunk deployment (.11)

For what its worth, Spider is super duper hard and annoying This comment (and the few similar ones above) isn't worth anything. Back it up with some arguments if you want it to be considered. Too much web spam too A bug was fixed , and the formula adjusted . Hard means "difficult" "D...

Tuesday, 19th June 2012, 10:47

Forum: Game Design Discussion

Topic: Proposal: Launchers with Infinite Unbranded Ammo

Replies: 119

Views: 29330

Re: Infinite Ammo

In my experience running out of ammo has never been the problem. The problems are the tedious methods of conserving ammo... which often involve swapping to a melee weapon you have no skill in on popcorn enemies. The constant weapon swapping and stashing of 100s of unbranded arrows are some of the r...

Monday, 18th June 2012, 12:05

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 87017

Re: Feedback on Trunk deployment (.11)

For what its worth, Spider is super duper hard and annoying

Sunday, 17th June 2012, 17:06

Forum: Game Design Discussion

Topic: Question about the design philosophy.

Replies: 18

Views: 4591

Re: Question about the design philosophy.

The only problem I have with randomness in Crawl is dice rolls. In board games, they add to the excitement and player involvement. Not so in computer games where RNG rolls all dices and in Crawl you won't even see the numbers unless you're playing a wizard mode... For instance, 1d8 (and dices like ...

Sunday, 17th June 2012, 11:21

Forum: Dungeon Crawling Advice

Topic: Macro for toggling amulets

Replies: 5

Views: 1731

Re: Macro for toggling amulets

rchandra wrote:got it - macro should be =iYZPY. this will equip Z and swap Z with Y so next time you equip the former Y. just tried it in wizmode.

edited to not mess up the turn display


Thank you very much!

Sunday, 17th June 2012, 10:58

Forum: Dungeon Crawling Advice

Topic: Macro for toggling amulets

Replies: 5

Views: 1731

Re: Macro for toggling amulets

here's a quick way, not quite what you asked for: use =i to put the two amulets into slots Y and Z. then use ~ (or ctrl-D) to create a macro, press F1, set it to PY. ~ again, macro F2 to PZ. This isn't ideal but you have a key for each. Thanks very much for your help, but I am really looking for a ...

Sunday, 17th June 2012, 10:31

Forum: Dungeon Crawling Advice

Topic: Not sure about Sure Blade

Replies: 20

Views: 4246

Re: Not sure about Sure Blade

How good can it be? How big exactly is the bonus to hit? I assume there's no +Dam bonus. At reasonably high power, Sure Blade provides a +10 to accuracy. Compare that to the EV scores of typical high-EV monsters, like orc casters which have EV scores of… 10. Enemy spriggans tend to have EV scores i...

Sunday, 17th June 2012, 10:20

Forum: Dungeon Crawling Advice

Topic: Macro for toggling amulets

Replies: 5

Views: 1731

Macro for toggling amulets

I've got a couple situational amulets. Want to make a macro where I can hit one key to switch between the two. Is this possible? Please teach me. I'm not so good with the computers and such.

Friday, 8th June 2012, 13:02

Forum: Crazy Yiuf's Corner

Topic: Scroll of Saving

Replies: 5

Views: 1281

Scroll of Saving

Look, guys, it's way too easy to save in crawl. You can save every floor or even every other turn. This has to stop.

We need to create a Scroll of Saving. When read, it automatically creates a save and quits the game for you.

No more tedious saving!

Thursday, 7th June 2012, 09:18

Forum: Game Design Discussion

Topic: Make "cure mutation" into "genetic stability" potion

Replies: 14

Views: 2865

Re: Make "cure mutation" into "genetic stability" potion

There are a few interesting implications actually. One, quaff-IDing a cure mut potion wouldn't waste it. This would be a small but useful perk. Two, blocking only bad mutations and allowing good mutations would force an interesting choice - do you use it now and protect from a bad (but maybe minor) ...

Thursday, 7th June 2012, 05:56

Forum: Game Design Discussion

Topic: Make "cure mutation" into "genetic stability" potion

Replies: 14

Views: 2865

Make "cure mutation" into "genetic stability" potion

There's been talk about making cure mutation potion become non-destructible. Instead, how about a mechanic change? If you quaff a cure mutation potion with no bad mutations, you get a mutation "shield" which will automatically trigger when you get a bad mutation, and remove it. If you alre...

Thursday, 7th June 2012, 00:27

Forum: Game Design Discussion

Topic: Potions & oil potions

Replies: 28

Views: 5295

Re: Potions & oil potions

One-Eyed Jack wrote:So stashing non-tactical consumables is desired, interesting, strategic gameplay?


Absolutely. "Do I spend the time/food stashing these non-tactical consumables, use a cloak/amulet slot to protect them, drop my scrolls before I engage this firething....."

So sure, it's interesting.

Tuesday, 5th June 2012, 05:43

Forum: Game Design Discussion

Topic: Change CFly amulet

Replies: 14

Views: 3889

Re: Change CFly amulet

speed being the number one most powerful stat in crawl, i dont think its wise to make a common amulet start messing with it. Given how many creatures move at "normal" speed, a buff of 1 to player speed would be tremendous. There are also already evade rings, and besides, no one would ever ...

Friday, 1st June 2012, 13:02

Forum: Game Design Discussion

Topic: i-Device port?

Replies: 30

Views: 5719

Re: i-Device port?

Maybe this is off topic but how in the hell can a company get away with not allowing you to install programs on your own device? I understand an "app store" and selling programs... Is a computer that cannot compile and execute code really a computer?

Friday, 1st June 2012, 12:56

Forum: Dungeon Crawling Advice

Topic: Fleeing upstairs

Replies: 8

Views: 2641

Re: Fleeing upstairs

if youre ever in this situation you can burn a teleport scroll.. Read it then go downstairs.

Friday, 1st June 2012, 12:54

Forum: Dungeon Crawling Advice

Topic: Ogre weapon of choice?

Replies: 6

Views: 1917

Re: Ogre weapon of choice?

second and extend this advice. Every melee character should keep the best antimagic weapon they find. It can be a lifesaver.

Thursday, 31st May 2012, 23:52

Forum: Game Design Discussion

Topic: New Poison Spell Suggestions

Replies: 77

Views: 18199

Re: New Poison Spell Suggestions

There should totally be a way to cast curare as a high-level poison spell. Considering how powerful Tornado and the "Storms" are, a smite-targeted, level 9 curare spell that at least partially ignores resistances would be appropriate. It's not as if you could spam it, and it would add a lo...

Thursday, 31st May 2012, 23:47

Forum: Game Design Discussion

Topic: new potion idea - MIXTURE

Replies: 33

Views: 9891

Re: new potion idea - MIXTURE

I would never, ever quaff this potion, ever ever. What if it's Mut? The potential benefit of a Heal is not worth risking a Mut. Or curing a really good Mut like blinking.

Wednesday, 30th May 2012, 16:48

Forum: Game Design Discussion

Topic: shift-tab: autofight_nomove or hit_adjacent?

Replies: 14

Views: 3166

Re: shift-tab: autofight_nomove or hit_adjacent?

I actually did a series of runs recently with a beserker mino, holding down tab when an enemy entered LOS and not stopping till death or the HP warning.

Got one of them all the way to Lair:8

Wednesday, 30th May 2012, 16:10

Forum: Game Design Discussion

Topic: shift-tab: autofight_nomove or hit_adjacent?

Replies: 14

Views: 3166

Re: shift-tab: autofight_nomove or hit_adjacent?

XuaXua wrote:I think it would be amusing for tab to transform into autoexplore 'o' when there are no enemies visible.


Making "holding down tab" even more fun and interesting!

Wednesday, 30th May 2012, 14:25

Forum: Game Design Discussion

Topic: shift-tab: autofight_nomove or hit_adjacent?

Replies: 14

Views: 3166

Re: shift-tab: autofight_nomove or hit_adjacent?

I would prefer <ctrl><alt>Tab to go through the entire dungeon level, killing any monsters until HP is low, butchering them for food if "very hungry," and resting when no enemy is in LOS.

Tuesday, 29th May 2012, 02:19

Forum: Game Design Discussion

Topic: i-Device port?

Replies: 30

Views: 5719

Re: i-Device port?

of course but I had no idea about any of that

Tuesday, 29th May 2012, 00:37

Forum: Game Design Discussion

Topic: i-Device port?

Replies: 30

Views: 5719

Re: i-Device port?

Wait they actually have computers where you have to pay fees and get permission to install programmes on them?

Monday, 28th May 2012, 02:46

Forum: Game Design Discussion

Topic: i-Device port?

Replies: 30

Views: 5719

Re: i-Device port?

Patashu wrote:I heard on the IRC that apple would forbid crawl being ported to the iOS (it has LUA embedded in it, which allows turing complete programming)


wut?

Saturday, 26th May 2012, 09:02

Forum: Game Design Discussion

Topic: some crawl despoilering tweaks

Replies: 18

Views: 5419

Re: some crawl despoilering tweaks

of course full speed is mindelay...

Saturday, 26th May 2012, 08:52

Forum: Dungeon Crawling Advice

Topic: Caster advice please

Replies: 4

Views: 1714

Re: Caster advice please

for sprigg casters specifically, you want to focus more on getting spells hungerless, becuase you cant eat the corpses your magic leaves behind. Its a lot harder to have a "second level" damage before lair with a sprigg than a deep elf

Saturday, 26th May 2012, 08:49

Forum: Dungeon Crawling Advice

Topic: Post Endgame Defences?

Replies: 20

Views: 4729

Re: Post Endgame Defences?

Most of the time, I get by without relec, thats the only thing resist potions are for anyway

Friday, 25th May 2012, 03:56

Forum: Game Design Discussion

Topic: Enchanting artifact weapons

Replies: 41

Views: 12060

Re: Enchanting artifact weapons

Good. Edit: That is, it's fine if you feel intuitively some way or another about a certain element of gameplay, but if you recognize that this has nothing to do with crawl itself then you shouldn't use that feeling as evidence for changing anything. Well, I don't agree with that at all. Why shouldn...

Thursday, 24th May 2012, 16:45

Forum: Game Design Discussion

Topic: Orc:4 Shop Mimic?

Replies: 32

Views: 6215

Re: Orc:4 Shop Mimic?

One of the 4 'guaranteed' shops (and the only one that might have been worth a shit might I add) turned out to be a mimic. Is this intentional behavior? Seems pretty gimped to me... And before the e-peeners jump in and say that losing one shop ins't a huge deal... It is... to me... and to many folk...

Thursday, 24th May 2012, 05:19

Forum: Game Design Discussion

Topic: Rename Alligator Snapping Turtle

Replies: 49

Views: 11094

Re: Rename Alligator Snapping Turtle

Seems more like a CY forum post at this point

Thursday, 24th May 2012, 05:13

Forum: Game Design Discussion

Topic: R/DMsl for monsters

Replies: 35

Views: 6166

Re: R/DMsl for monsters

now that ranged is changing so much, I think we should stop discussing RMsl/Dmsl for monsters until things are settled.

Thursday, 24th May 2012, 05:08

Forum: Dungeon Crawling Advice

Topic: Importing Highscores between versions (trunk)

Replies: 7

Views: 1906

Re: Importing Highscores between versions (trunk)

I just keep my saves and morgue file in the home directory and don't need to change anything ever.

Wednesday, 23rd May 2012, 17:41

Forum: Game Design Discussion

Topic: some crawl despoilering tweaks

Replies: 18

Views: 5419

Re: some crawl despoilering tweaks

Look I dunno why they don't replace the "weapon delay" thing with something like "You need <skill level n> with <weapon skill class> to use this weapon at full speed normally"
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