Search found 270 matches

Saturday, 8th October 2016, 22:35

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 3827

Re: Draconian: Change Mottled to Shadow

It would be weird for shadows to increase LoS when spell and robe named "Shadows" both decrease LoS(also, increasing LoS is a very dubious benefit which has antisynergy with stealth builds). Minus that, however, I am in favor of this if it is the start of a). removing draconian ghost drai...

Saturday, 8th October 2016, 21:05

Forum: Crazy Yiuf's Corner

Topic: Do not adjust fire aptitude for Steam Draconian

Replies: 8

Views: 2431

Do not adjust fire aptitude for Steam Draconian

It just encourages players to go DrFE. That's not very adaptive to me, that sounds like playing with the odds.

Saturday, 8th October 2016, 21:03

Forum: Game Design Discussion

Topic: Hex chance improvement

Replies: 13

Views: 3024

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 b...

Saturday, 8th October 2016, 21:02

Forum: Game Design Discussion

Topic: Draconian: Change Mottled to Shadow

Replies: 14

Views: 3827

Draconian: Change Mottled to Shadow

As it stands, Mottled Draconian stands in the way of several other interesting variations of one race. Their breath weapon is lackluster, their aptitude changes are minimal and covered by Red and Steam in greater detail, and they have virtually no resistances attributed to them (Sticky Flames comes ...

Friday, 7th October 2016, 01:42

Forum: Crazy Yiuf's Corner

Topic: Why movements of Ancestors of CE/FE/Na/Sp same to others?

Replies: 10

Views: 3002

Re: Why movements of Ancestors of CE/FE/Na/Sp same to others

back in MY day we didnt have silly crap like "energy" and "auts". We fought turn based, first you swing, and then the werejackal swings - mano a mano. Hey, where the heck are you going? I havent finished telling you about holy water... You think you know wear-IDing? Try waiting ...

Wednesday, 5th October 2016, 15:03

Forum: Crazy Yiuf's Corner

Topic: Gargoyle Inconsistencies [RANT]

Replies: 11

Views: 2578

Re: Gargoyle Inconsistencies [RANT]

Why do you think that lore/flavor must be in any way connected to the gameplay? I guess the devs just intended gargoyle to be an easy race, so they gave it a strong set of mutations. Who cares gargoyles don't have blood, why should it affect gameplay? D-Don't take it too seriously, this is CYC. Gar...

Wednesday, 5th October 2016, 14:50

Forum: Crazy Yiuf's Corner

Topic: Gargoyle Inconsistencies [RANT]

Replies: 11

Views: 2578

Re: Gargoyle Inconsistencies [RANT]

tabstorm wrote:it's magic. who needs consistency


I need it for my DCSS fan fiction, I have a Gargoyle Berserker who wants to [CENSORED] a High Elf Skald by [CENSORED] their [CENSORED].

Wednesday, 5th October 2016, 14:41

Forum: Crazy Yiuf's Corner

Topic: Gargoyle Inconsistencies [RANT]

Replies: 11

Views: 2578

Gargoyle Inconsistencies [RANT]

Between players; Gargoyles are supposed to liken themselves to undead, but are non-living and can take all the benefits of being alive despite being non-living. Humans can berserk because they are alive, and they have blood to bring about a rage.Their blood allows them to be poisoned. Ghouls are und...

Monday, 3rd October 2016, 07:46

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 23732

Re: New Hosted Branch: Thorn God

kimnosuk wrote:God of Dragon form and Felids?


Does this gosh dang deity give you GDR?

Sunday, 2nd October 2016, 15:47

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24110

Re: splash screen concepts

A Minotaur reflexively headbutting their mate after receiving a smooch on the forehead.

Sunday, 2nd October 2016, 15:46

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24110

Re: splash screen concepts

Edmund sitting at a table alone. The table is adorned with rings, amulets and a heap of gold coins.

Sunday, 2nd October 2016, 15:45

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24110

Re: splash screen concepts

A hobgoblin jostling a goblin's hair/Robin petting Ijyb.

Sunday, 2nd October 2016, 15:45

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24110

Re: splash screen concepts

Crazy Yiuf standing atop a Xom altar, preaching to a mass of dungeon dwellers.

Sunday, 2nd October 2016, 04:55

Forum: Game Design Discussion

Topic: Vampire quality of life proposal

Replies: 3

Views: 1213

Re: Vampire quality of life proposal

Only if switching FROM bat form isn't penalized.

Sunday, 2nd October 2016, 01:48

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 30208

Re: Make Yara's a Monster Spell; End Charms Reform

I believe it would be better... to remove Yara's altogether... Yara's is one of the only two dispells in the game, and the other requires you to get lucky with a race AND play without body armour. Yara stays, it's a good spell that's made a meaningful decision because you require a decent investmen...

Thursday, 29th September 2016, 18:27

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

1. If you want hybrid, go HO. HO is seriously HE but better. I was skeptical until I tried it. 2. I do like the idea of buffing DE bows and LB though, as those were two things I always felt were very elf-y I have, but it's not very support/buff based. It's more blaster oriented. I respect their aff...

Thursday, 29th September 2016, 05:13

Forum: Game Design Discussion

Topic: Give humans +0 aptitudes across the board again

Replies: 3

Views: 1790

Re: Give humans +0 aptitudes across the board again

stickyfingers wrote:Buff? Invo is usually more important than spellcasting, and there's also stealth. If exp apt is included then it's even more of a clear nerf.


I would play more spellcasters as Human if their apt was 0.

I doubt they're going to lower experience to 0, as it's one of their defining traits.

Thursday, 29th September 2016, 04:48

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

and into wrote:If HE is removed I could maybe see giving deep elves a +3 bow aptitude and +1 in long blades. Not that it would matter too much, but it would make the high elf superfluousness total, similar to the aptitude tinkering done to hill orcs with MD removal.


That'll do, I couldn't complain about that.

Thursday, 29th September 2016, 02:53

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

I will always settle for a good pair of boots over a minor to moderate increase to damage against opponents with light AC. But it's not just the damage-you trade boots for that damage plus an EV boost(which is equal or better than the AC from boots, because it's +20% ev not a flat amount) and also ...

Wednesday, 28th September 2016, 23:52

Forum: Crazy Yiuf's Corner

Topic: New Large Species: Harambe

Replies: 12

Views: 3947

Re: New Large Species: Harambe

Hellmonk wrote:undead large race sounds fun, tbh


What would you have in mind for one? I couldn't think of anything that's both large and a non-generic zombie.

Wednesday, 28th September 2016, 23:51

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

I'd like to think artifacts could allow for more versatility, and Deep Elves have one and a half more slots than Tengu. Tengu gets two auxiliary attacks in exchange, which are not very great to me. If your idea of "low health fighter" isn't "fragile, but good at putting out damage in...

Wednesday, 28th September 2016, 21:46

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

But they get the -0.1 move delay from their flight anyways, they essentially always have boots of running once they get permanent flight. I would rather have the boots and the AC, even if their bonus EV is cool for riposting. I'd like to think artifacts could allow for more versatility, and Deep El...

Wednesday, 28th September 2016, 21:08

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

This is veering more toward advice than game design. Let's try to keep this thread in GDD. If HE are removed (not definite yet), what if anything should be done to other species? (By comparison, when mountain dwarves were removed, hill orcs had some of their aptitudes shuffled around a bit.) If HE ...

Wednesday, 28th September 2016, 20:27

Forum: Crazy Yiuf's Corner

Topic: degeneration rework

Replies: 14

Views: 3145

Re: degeneration rework

Rast wrote:
shutyourtrap wrote:!quaff ID'd resulting in a pseudo paralysis


Such as, perhaps, the inability to move and a sharp drop in EV? We could give an AC and HP bonus to compensate.


Tree Form...?

Wednesday, 28th September 2016, 20:19

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

Changing aptitude by 1 is almost meaningless IMHO. In my experience, it means more at higher levels. It's especially noticeable between 20 through 26, haven't studied elsewhere. I don't think it's any more noticeable there. In any case, how many skills do you train to 20+ usually? Usually one, but ...

Wednesday, 28th September 2016, 18:53

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Re: Merge High And Deep Elf

VeryAngryFelid wrote:Changing aptitude by 1 is almost meaningless IMHO.

In my experience, it means more at higher levels. It's especially noticeable between 20 through 26, haven't studied elsewhere.

Wednesday, 28th September 2016, 18:47

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

You could always just make them have to unlock treeform at a certain XL, like some other races already do with their powers. XL7, perhaps. I like low XP gains. They're really fun to look forward to, as opposed to gaining flight at XL:14 or constrict at XL:13 when they've come too late to make a dif...

Wednesday, 28th September 2016, 18:43

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 22429

Merge High And Deep Elf

This isn't as complex as it may sound, barring barring their air aptitudes being different. If and when High Elves are removed, I propose Deep Elf; Short Blades: 0 --> 1 Long Blades: -1 --> 0 Polearms: -3 --> -2 Shields: -2 --> -1 Armour: -2 --> -1 Translocation: 1 --> 2 These changes make Deep Elf ...

Wednesday, 28th September 2016, 13:51

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6350

Re: Streamline skins

Counterpoint: Most dragons are edible, you'll typically butcher a mottled/fire/ice dragon before finding a gold dragon to butcher. It's spoilery, but the game already has something to spoil you for it. I guess it plays into the chance/randomness the game wants to have.

Wednesday, 28th September 2016, 12:19

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre; Preserve High Elf

Replies: 17

Views: 4291

Re: Remove Ogre; Preserve High Elf

duvessa wrote:
Elitist wrote:Ogre is going to be bad after this. All they're going to be good for is "the big race who gets health fast and also uses clubs".
I mean, that's exactly what Ba is

"The big race who gets healthy really fast and also uses clubs."

Wednesday, 28th September 2016, 03:51

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre; Preserve High Elf

Replies: 17

Views: 4291

Re: Remove Ogre; Preserve High Elf

dpeg wrote:This should be moved to CYC. What started with a reasonable OP (reasonably worded, I don't support it at all) has turned into another pointless removalist contest.


I don't control the shitposting. I try to speak around it. I'm sorry.

Wednesday, 28th September 2016, 02:21

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

I actually like the idea of replacing Og with Hill Giant as a player race (with buffed stats), but keeping Basajaun in place of HE means we've basically gone in a circle and went back to OM. Unless Basajaun gets some unique buffs during development (Fur giving a build in cold resist, some unique &q...

Wednesday, 28th September 2016, 02:12

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre; Preserve High Elf

Replies: 17

Views: 4291

Re: Remove Ogre; Preserve High Elf

High elf is horrible and long overdue for removal. Makes no sense to have a species so similar to so many other species. Ogre is worse though. With the introduction of this new species, the ogre niche is "worse than a troll, also worse than one of those Basque things." It's not similar en...

Wednesday, 28th September 2016, 00:47

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

duvessa wrote:Almost every human aptitude is above average, and every background in the game is better as a human than as a high elf. What more do you want?


You're right. We shouldn't remove High Elves, then.

Wednesday, 28th September 2016, 00:19

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre; Preserve High Elf

Replies: 17

Views: 4291

Re: Remove Ogre; Preserve High Elf

Lots of species in the game are more adept as "hybrids" than high elves. At the very least: humans, centaurs, demigods, draconians, deep dwarves, merfolk, minotaurs, ogres, hill orcs, trolls, vampires, and vine stalkers. I would prefer to have neither ogres, high elves, nor basajaunak in ...

Tuesday, 27th September 2016, 23:38

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

chequers wrote:Humans are average to pretty good at everything.


Disagree. SOURCE: Apts.

Tuesday, 27th September 2016, 23:20

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

Hey, why are High Elves being removed in exchange for Ogre Mage? High Elves are special in that they can engage in all three primary forms of combat (Melee/Ranged/Magic) easily, and their selection of tools are narrow enough to make them as interesting in addition to -10% HP making them require a d...

Tuesday, 27th September 2016, 22:57

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre; Preserve High Elf

Replies: 17

Views: 4291

Remove Ogre; Preserve High Elf

Basajaunak are taking the niche that Ogre had. An Ogre that finds the Necronomicon is not going to drop their giant spiked club for a staff of necromancy, but a Basajaun who finds a set of Gold Dragon Armour is going to switch because -1 skill and +1 fighting is not that bad and it wouldn't make sen...

Tuesday, 27th September 2016, 22:41

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 32878

Re: New hosted branch: Basajaun species and High Elf removal

Hey, why are High Elves being removed in exchange for Ogre Mage? High Elves are special in that they can engage in all three primary forms of combat (Melee/Ranged/Magic) easily, and their selection of tools are narrow enough to make them as interesting in addition to -10% HP making them require a de...

Friday, 26th August 2016, 03:09

Forum: Game Design Discussion

Topic: Nerf elemental resistances of PC

Replies: 39

Views: 17338

Re: Nerf elemental resistances of PC

Here's what I'm hearing from this thread: Nerf Felids to the point that they have to either have Dragon Form or Ring of Flames, luck out with a randart or very very tactically use limited !resistance pots to do Zot. (1 pip being useless would be a huge nerf to the group that can only get one pip. F...

Wednesday, 17th August 2016, 19:32

Forum: Crazy Yiuf's Corner

Topic: Beogh Prefers Orcs; Will Take All [Minor Rework]

Replies: 12

Views: 3279

Beogh Prefers Orcs; Will Take All [Minor Rework]

Hill Orcs that worship Beogh are given all the opportunities that they currently have to worship Beogh, and are given one star of piety upon joining. Every other race must find an altar to Beogh and worship him. The orc restriction is lifted. Beogh's sudden acceptance of all races is smiled upon by ...

Wednesday, 10th August 2016, 12:58

Forum: Game Design Discussion

Topic: Remove Venom Mage

Replies: 23

Views: 5259

Re: Remove Venom Mage

Why are there races that move faster than 1.0 speed if kiting isn't an intentional gameplay style.

Friday, 5th August 2016, 11:39

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 76740

Re: Give advice using the absolute worst reasoning possible

The Shining One is a great god for the extended game because they give you extra shield skill. Cerebov is the most dangerous enemy in extended because his melee hits do tremendous damage, which shields can block.

Saturday, 9th July 2016, 03:32

Forum: Crazy Yiuf's Corner

Topic: Benemut is the new rMut

Replies: 6

Views: 2017

Re: Benemut is the new rMut

Xom did something helpful? I think you just discovered a major bug. Xom helps you more than he harms. Like by the end of the game your chaos knight who stuck with Xom will have a reealllly good mutation set. Xom gets a bad rap just because he occasionally kills you. At least he doesn't do it on pur...

Sunday, 19th June 2016, 10:17

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 822792

Re: Stupid ideas for 0.19

ydeve wrote:
Elitist wrote:9. Remove food.
Remove food.

Reasonable or serious ideas don't belong here. Please read the title of the thread.

Remove food.

Sunday, 19th June 2016, 02:59

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 822792

Re: Stupid ideas for 0.19

9. Remove food. Remove food. 10. More butchering based items. Only dragons and trolls provide armor upon being killed? That just won't do. Trolls can now offer their claws as gauntlets, works as a removable Claws 3 mutation, Draconians offer their heads as mask, lending you their breath weapon. Naga...

Thursday, 16th June 2016, 00:24

Forum: Crazy Yiuf's Corner

Topic: When I think about you...

Replies: 4

Views: 1276

Re: When I think about you...

I want you to look your custodial figure in the eye and post this again.

Wednesday, 15th June 2016, 10:21

Forum: Crazy Yiuf's Corner

Topic: THE GREATEST BAIT

Replies: 3

Views: 1051

Re: THE GREATEST BAIT

Sar wrote:tbh you haven't ruined them until you've polymorphed both into slime creatures and forced them to merge

I got told the same thing last night oh my goodness. What's with you folk and slimes?

Wednesday, 15th June 2016, 09:38

Forum: Crazy Yiuf's Corner

Topic: THE GREATEST BAIT

Replies: 3

Views: 1051

THE GREATEST BAIT

Image

FORGET THE ORB, WE RUINED THE SIBLINGS.

Wednesday, 25th May 2016, 12:08

Forum: Crazy Yiuf's Corner

Topic: Hepliaklqana and cats

Replies: 78

Views: 20153

Re: Hepliaklqana and cats

That has to stop, the idea I came up with is making Time Is Money a Gozag rule: for each level, after some amount of turns (doesn't matter too much how many), corpses don't yield gold. (They can disappear or stay corpses or becomes fools' gold, i.e. distract monsters but don't increase your purse.)...
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