Search found 375 matches

Friday, 13th October 2017, 11:01

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 9120

Re: New Advanced Race - Gnomes

even species that were briefly in trunk but did not make it to a release in recent years fit with my theory of species proposals The removal for Lava Orcs said: When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE&qu...

Friday, 13th October 2017, 09:38

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 9120

Re: New Advanced Race - Gnomes

Seriously, the problem with this proposal is not that it uses existing mechanics. The problem is that the OP didn't explain why it's a good idea. But I think it's silly to prima facie dismiss any idea that doesn't introduce some gimmick. Yes, there are species ideas that are so similar to existing s...

Friday, 13th October 2017, 07:15

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 9120

Re: New Advanced Race - Gnomes

Was just about to point that out. The assertion that "if it's easy to code, it would have already been added if it were any good" is just false. Species don't just have to be coded, there's hundreds of hours of playtesting and extensive discussions about balancing that go into making them....

Friday, 13th October 2017, 05:39

Forum: Game Design Discussion

Topic: New Advanced Race - Gnomes

Replies: 26

Views: 9120

Re: New Advanced Race - Gnomes

Wild magic seems like it could be adapted into a tier 2 Demonspawn facet, instead of its own species. The mutation could perhaps be enhanced, if people consider too negative, or it could be combined with something strictly positive (MR+ comes to mind). @watertreamentRL: As for "species proposal...

Thursday, 12th October 2017, 11:06

Forum: Game Design Discussion

Topic: One weird trick to make pandemonium faster

Replies: 7

Views: 3582

Re: One weird trick to make pandemonium faster

How about just putting exits on every level of Pan? The "you're trapped here for a while" shtick was meaningful back when item destruction and item weight (shudder) were still things. Now it's just tedious. Alternately, an idea that also accomplishes making the branch finite: once you have...

Thursday, 28th September 2017, 02:40

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 5264

Re: Solution to the Inventory Problem

@ ion Wouldn't it be easier to get to select items you want from the search menu, and having them dropped at your location 10 turns later, if no monster shows up in the meantime? Yeah, that sounds like a reasonable alternative, and I think could be used alongside the "bag room" idea. I st...

Wednesday, 27th September 2017, 09:26

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 5264

Re: Solution to the Inventory Problem

My personal idea for inventory would be: Open inventory is now limited to 25 or 26 slots. For the rest, you have a nearly-infinite capacity bag of holding, either accessed as an inventory item or with its own command. The bag takes ten turns to open. This is interruptible, and is automatically inter...

Wednesday, 27th September 2017, 06:02

Forum: Game Design Discussion

Topic: Early Distortion Brands on Monsters

Replies: 25

Views: 7176

Re: Early Distortion Brands on Monsters

Standard EV for me was around 15, as 25 dex (+ 35 STR) in only med armor (with nearly 10 armor skill) would demonstrate. I was not going to die -- I was mowing through enemies without issue. Especially in a place where -- aside from uniques -- I would meet no casters/dagger wielders. I admit I didn...

Wednesday, 27th September 2017, 01:11

Forum: Game Design Discussion

Topic: Early Distortion Brands on Monsters

Replies: 25

Views: 7176

Re: Early Distortion Brands on Monsters

When I say "D:12" I am saying Dungeon:12. When you say "depth 12" are you meaning the same thing, or are you meaning ACTUAL "Depths"?? Given that Depths is only 5 levels long, he means Dungeon 12. And he's right, D:12 is an absurdly deep cutoff point for distortion - I...

Sunday, 17th September 2017, 19:25

Forum: Game Design Discussion

Topic: Anti-luring idea: give pack monsters Recall

Replies: 9

Views: 3343

Re: Anti-luring idea: give pack monsters Recall

My feel is that if you get rid of some of the goofy behavior like the free hit on corners and the lost moves in pursuit, then implement Patashu's pack tracking idea from the hellcrawl thread, you'll have dealt with the part of the problem specific to pack monsters. Link please? I'm interested to kn...

Thursday, 14th September 2017, 22:52

Forum: Game Design Discussion

Topic: Anti-luring idea: give pack monsters Recall

Replies: 9

Views: 3343

Anti-luring idea: give pack monsters Recall

Let any monster in a pack recall all the members of its own pack. Specific ideas for mechanics: ⋅ Recalled monsters appear around the casting monster, not the player, so the player is unlikely to be surrounded immediately (which is probably too cruel). The Recall could be instant or delaye...

Friday, 8th September 2017, 19:41

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 27863

Re: remove mummies and vampires (or let them starve)

Issue 1 can be mostly solved by making monsters wander in set paths as opposed to randomly. The same change should also help with issue 2 (since monsters are wandering over a smaller area, you're less likely to miss them). A monster that loses track of the player can start wandering a different path...

Thursday, 31st August 2017, 17:33

Forum: Game Design Discussion

Topic: Explore all hatches on getting Orb

Replies: 16

Views: 5546

Re: Explore all hatches on getting Orb

If all those hatches are auto generated that seems like a nice solution, but I suspect there are a bunch of vaults with pre-defined hatches, which would all need updating. I don't think that would be overly difficult or time-consuming, actually. It seems like escape hatches are just "escape_ha...

Tuesday, 29th August 2017, 10:43

Forum: Game Design Discussion

Topic: Explore all hatches on getting Orb

Replies: 16

Views: 5546

Re: Explore all hatches on getting Orb

Pleeeeeeeease just make the game end when you leave Zot:5 with the Orb, and get rid of the orbrun mechanics. The ascension run borderline ruins the endgame and adding more wacky bullshit like faster pan lords and seraphs and teleport delays and contamination doesn't help, it just makes it even wors...

Tuesday, 29th August 2017, 07:18

Forum: Game Design Discussion

Topic: Explore all hatches on getting Orb

Replies: 16

Views: 5546

Re: Explore all hatches on getting Orb

rigrig is referring to the one-use hatch idea. If you got stranded on an island once, used the hatch to get out, then got stranded on the island a second time, you'd be stuck because the hatch is now gone. So we'd need another solution for islands. Maybe Tomb-style one-way renewable stairs, since t...

Sunday, 13th August 2017, 06:16

Forum: Crazy Yiuf's Corner

Topic: player confusion status rework brainstorming thread

Replies: 19

Views: 12351

Re: player confusion status rework brainstorming thread

Remove the ability to cure it, remove the stumbling, and suppress wand/evokable use. PROS: It's more meaningful, but also no longer an automatic death sentence. Lets the player try to escape by running away, at least, if they can't just melee their way out of it. Also removes what I consider one of ...

Wednesday, 9th August 2017, 22:09

Forum: Game Design Discussion

Topic: New background: Annihilator (Vehumet zealot)

Replies: 72

Views: 29702

Re: New background: Annihilator (Vehumet zealot)

CanOfWorms wrote:*a deep, guttural voice emanates from under the ground* "mountain dwarves"

Appropriate username.

Sunday, 6th August 2017, 16:34

Forum: Game Design Discussion

Topic: Casting animate skeleton as a vampire should give blood.

Replies: 7

Views: 3173

Re: Casting animate skeleton as a vampire should give blood.

Even that doesn't solve the problem, because for some reason, Crawl's UI only has "merfolk corpses" and "orc corpses," even though the corpses actually do retain their original identities so far as HD is concerned. So if you killed an orc warlord and a vanilla orc on the same til...

Thursday, 27th July 2017, 01:55

Forum: Game Design Discussion

Topic: Divine powers & species restrictions

Replies: 23

Views: 7903

Re: Divine powers & species restrictions

I'd like to see undead able to worship TSO. TSO allows them to wield the ******-blessed weapon by means of personal intervention, but other weapons of holy wrath remain unwieldable. The character is flavoured as a "self-hating undead" who functions as a repentant but necessarily imperfect...

Monday, 24th July 2017, 03:21

Forum: Game Design Discussion

Topic: Early game wands on enemies and avoidable splats

Replies: 3

Views: 2095

Re: Early game wands on enemies and avoidable splats

I'd put it here as well:

  Code:
Duvessa, Sister of Dowan comes into view. She is wielding a short sword and carrying an unknown wand.

For those of us who are too lazy to x-v everything.

Sunday, 23rd July 2017, 04:48

Forum: Crazy Yiuf's Corner

Topic: Spellcasting speed effects

Replies: 17

Views: 4980

Re: Spellcasting speed effects

You could theoretically apply the pattern you just mentioned to movement as well, although it would look weird and be confusing (since, for example, a speed 15 monster could conceivably take 4 single steps in a row, or could sprint across with four double steps - both are reasonably probable). Hones...

Saturday, 22nd July 2017, 07:39

Forum: Crazy Yiuf's Corner

Topic: Spellcasting speed effects

Replies: 17

Views: 4980

Re: Spellcasting speed effects

Without the aut principle, the whole weapon system would have to be re-arranged. All of a sudden the choice between a hand-axe and an executioner's axe would become a no-brainer throughout the game. Yes to the first sentence, but no the second. You could instead impose massive accuracy and damage p...

Tuesday, 18th July 2017, 22:57

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6870

Re: Ashenzari Reform

One possible idea re: piety costs for unbinding/uncursing: make it depend on how long (either time or XP-based) you've had the item/slot cursed/bound. The fundamental problem with a piety cost for uncursing is that it needs to be enough to make tactical swapping unsustainable, but not enough that it...

Tuesday, 18th July 2017, 08:25

Forum: Dungeon Crawling Advice

Topic: D:4 two-headed ogre, not OOD timer

Replies: 20

Views: 7914

Re: D:4 two-headed ogre, not OOD timer

Yes, that was the non-subjective part of my first answer. OOD spawns are not all due to the anti-scumming timer. They can just happen randomly, with a potential difference of nine levels (or five for D:1). If I'm reading that correctly (and this is from the learndb), that makes a D:4 two-headed ogre...

Monday, 17th July 2017, 10:07

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 14106

Re: Player ghosts are still a bad game mechanic

Allow me to suggest idea #47 to Make Player Ghosts Better (TM). Just make them rare normal monsters that (potentially) get a name. Instead of directly creating bones, the game instead creates a (small) database of recent deaths, which includes the player name, XL, and highest skill. It then generate...

Monday, 17th July 2017, 06:05

Forum: Dungeon Crawling Advice

Topic: D:4 two-headed ogre, not OOD timer

Replies: 20

Views: 7914

Re: D:4 two-headed ogre, not OOD timer

Yeah, assuming both attacks hit, do full damage, and your AC does nothing. Admittedly I didn't notice the 5EV (I tend to sort of assume 10-12EV for an early-ish character like that). Each attack has an ~85% chance of hitting, so yeah actually that is pretty nasty. But even 12EV reduces its chance of...

Monday, 17th July 2017, 05:44

Forum: Dungeon Crawling Advice

Topic: D:4 two-headed ogre, not OOD timer

Replies: 20

Views: 7914

Re: D:4 two-headed ogre, not OOD timer

Because not all OOD spawns are due to the timer. If its normal spawn range starts at D:8, seeing it on D:4 is quite possible. Also, that's not even that nasty a monster. They get two attacks, sure, but they have barely more HP than a standard ogre, and it's not exactly like their attacks are especia...

Saturday, 15th July 2017, 23:58

Forum: Game Design Discussion

Topic: Player ghosts are still a bad game mechanic

Replies: 35

Views: 14106

Re: Player ghosts are still a bad game mechanic

Ghosts should be more like folklore ghosts: they should be immaterial and unkillable. They would haunt the player (independently of their former character), inflicting hexes on the player until they have been appeased. They are appeased by revenge, id est, the player killing the monster which kille...

Wednesday, 12th July 2017, 23:32

Forum: Game Design Discussion

Topic: Move the wiki to CDO

Replies: 10

Views: 3712

Re: Move the wiki to CDO

The problems people cite re: the wiki, e.g. out of date, bad opinions and advice, are symptoms of structural problems with wikis. You won't get around them with a change of URL. If that change of URL makes it easier for more people to edit the wiki, it absolutely can help. What you're citing don't ...

Wednesday, 12th July 2017, 05:50

Forum: Game Design Discussion

Topic: Move the wiki to CDO

Replies: 10

Views: 3712

Re: Move the wiki to CDO

I've adminned on that wiki, and on NetHackWiki. I figure I can offer a few insights: 1) You absolutely need the agreement of the community there. Also, it would be better if, once the new wiki is migrated, you could get Kornel to take the old one down. I was with NetHackWiki when they moved from Wik...

Monday, 10th July 2017, 00:48

Forum: Dungeon Crawling Advice

Topic: Give all caster starts a (bad) weapon.

Replies: 55

Views: 18712

Re: Give all caster starts a (bad) weapon.

Yes, it's better to pick up and wield a weapon in the same way it's better to pick up and wear a helmet. That doesn't mean all mage backgrounds should start with a helmet. A helmet is not at all guaranteed to appear on D:1. It is very rare that a club or a dagger doesn't appear on D:1. Lord Haart's...

Sunday, 9th July 2017, 08:52

Forum: Game Design Discussion

Topic: Take PC XL into account when generating monsters

Replies: 9

Views: 2780

Re: Take PC XL into account when generating monsters

You definitely don't want any sort of player XL-based maximum level for monsters: it's spoilerish, prone to breakpoints, and could encourage really weird tactics. However, there is definitely something to be said for culling popcorn. I'd suggest rather than using HD directly, go with a metric like &...

Sunday, 9th July 2017, 06:34

Forum: Dungeon Crawling Advice

Topic: Give all caster starts a (bad) weapon.

Replies: 55

Views: 18712

Re: Give all caster starts a (bad) weapon.

TeAE starting skills also give you about an 8% fail rate on Shock, so miscasting it 3 times in a row is about an 0.05% chance. It's a lot more common than you make it sound. The spell can miscast, the spell can miss, and the spell can do little or no damage (low damage roll, or high monster AC roll...

Saturday, 8th July 2017, 09:44

Forum: Dungeon Crawling Advice

Topic: Give all caster starts a (bad) weapon.

Replies: 55

Views: 18712

Re: Give all caster starts a (bad) weapon.

In the very early game you have no control over how many monsters you need to fight. This is not true. No, but what is true that unless you're playing a super-strong mage start (like most DE), you can expect, with reasonable regularity, to whiff all 3MP from time to time. You're not just up against...

Saturday, 8th July 2017, 07:11

Forum: Dungeon Crawling Advice

Topic: Give all caster starts a (bad) weapon.

Replies: 55

Views: 18712

Re: Give all caster starts a (bad) weapon.

This existed, and was removed way back in the mists of time . If I recall correctly, the starting weapon for pure casters was a knife (think dagger but even less damage). Honestly, I'd rather see casters' early game made less painful by raising spell success chances and accuracy early on, but giving...

Wednesday, 5th July 2017, 01:58

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12509

Re: rename/reflavor demigods to something awesomer

Demigods are golems, beings created by magical rituals for specific tasks. As such, they are identical to humans in all but two respects: they are capable of extraordinary physical or mental ability, depending on the purpose to which they are set, and they lack souls. Just remember to rename them t...

Tuesday, 20th June 2017, 10:16

Forum: Game Design Discussion

Topic: Swapping amulets of faith

Replies: 5

Views: 2056

Re: Swapping amulets of faith

As duvessa says, the whole point is to make it costly to swap amulets. Moreover, things start getting weird when you consider properties like *contam and *drain. Do those still trigger if you're swapping to an item of the same base type? If they do, it's weird and confusing to have some unwield effe...

Monday, 19th June 2017, 22:32

Forum: Game Design Discussion

Topic: Swapping amulets of faith

Replies: 5

Views: 2056

Re: Swapping amulets of faith

Lots of items have negative effects upon unwield/unwear, and none of them make any exception for switching to an item of the same type. Why should faith be any different?

Wednesday, 14th June 2017, 00:05

Forum: Game Design Discussion

Topic: force_more_message and runrest_stop_message

Replies: 1

Views: 1213

Re: force_more_message and runrest_stop_message

I can think of an example. You might want a force_more whenever you come in sight of an orc priest: stronger than simply stopping autoexplore, so you don't just tab the orcs around it and get smited to death. Given that you're likely going to be playing LOS games with said orc priest, it may come in...

Tuesday, 6th June 2017, 04:57

Forum: Game Design Discussion

Topic: This paralysis stuff is getting pretty stupid

Replies: 60

Views: 20658

Re: This paralysis stuff is getting pretty stupid

I wouldn't mind it keeping your EV/SH and clarifying the range of its duration, or even giving it the same duration every time You realize that you're proposing a substantial nerf to Paralysis, right? Having it keep your EV/SH is something like a 2/3 damage reduction for EV-based characters. If you...

Thursday, 1st June 2017, 23:25

Forum: Game Design Discussion

Topic: Curse of Chronos

Replies: 4

Views: 2783

Re: Curse of Chronos

I do wonder about "simulating" the effects of such a spell in a turn-based way. I'm imagining an effect that causes your speed to randomly slow by large amounts for short periods of time - in effect, it would make all monsters move and act rather like sixfirhies. It would be a kinder, gent...

Saturday, 27th May 2017, 04:05

Forum: Game Design Discussion

Topic: Highlight dragon armour

Replies: 4

Views: 1498

Re: Highlight dragon armour

Most dragon armours already get unusual colours for armour. They don't when displaying "Items here:" I only see normal, race/mutation restricted, runed, and artifact. This also goes for potions, mutation potions e.g. don't show up as purple in this case, and god restricted items don't sho...

Friday, 12th May 2017, 09:31

Forum: Game Design Discussion

Topic: Yet another Gnoll rework

Replies: 5

Views: 2134

Re: Yet another Gnoll rework

So the stated goal of gnolls, in the recent commit disabling them in stable, is to encourage hybridization. A simple way to do that would be to force them to always be training more than one skill. They would get decent non-decaying aptitudes in return (maybe something like +1 across the board, but ...

Wednesday, 3rd May 2017, 00:24

Forum: Game Design Discussion

Topic: Why are the colors always wrong?

Replies: 15

Views: 5168

Re: Why are the colors always wrong?

Console has the same problem: randarts are just random colors that aren't used for normal items.

I agree that this is a very low priority, but it does have a simple(ish) solution: remove mentions of color from randart descriptions.

Monday, 1st May 2017, 08:42

Forum: Game Design Discussion

Topic: Monster spell proposal: Multi-OoD

Replies: 6

Views: 2469

Re: Monster spell proposal: Multi-OoD

phloomp wrote:spoilery (since it is hard to tell how fast they are moving without tracking how long they have existed).


This could at least be partially solved by making the orb change color as it changes speed. This is really easy in console and probably not too difficult for tiles.

Friday, 28th April 2017, 17:34

Forum: Game Design Discussion

Topic: You ought to be able to invoke altars...

Replies: 4

Views: 2011

Re: You ought to be able to invoke altars...

I don't see how this "scumming" would be wrong or unusual -- how would you decide what to memorize other than by standing on a pile of all your spellbooks and hitting M? Spell memorization is bad and should be changed; it's just that no one agrees quite how. But there's certainly no reaso...

Thursday, 27th April 2017, 13:26

Forum: Game Design Discussion

Topic: Is there a reason for vamp weapons to require Full?

Replies: 21

Views: 7300

Re: Is there a reason for vamp weapons to require Full?

I'm with duvessa on this - vamp weapons are good but not head-and-shoulders above everything else everywhere. I don't think they need a special downside. Honestly, the hunger thing is historical. Vampiric weapons used to have a really nasty constant hunger effect - IIRC it put a normal-consumption c...

Thursday, 13th April 2017, 10:33

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 46863

Re: Real-world references

@watertreatmentRL: Thanks for that. I actually didn't comment in the original name change thread for Jihad, because by the time I had really read through it, the change had already been made. I commented in the gloat thread because I didn't want the conversation to overwhelmingly turn to "this ...

Thursday, 13th April 2017, 02:53

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 46863

Re: Real-world references

Have we had any instances yet of a real Crawl player being offended by a Crawl reference to their own race/ethnicity/religion/culture? Truck Sword of Jihad incident doesn't count because it was an obvious troll. Yes. I was vaguely put off by Jihad as a reference to my own heritage. I put this in th...

Monday, 10th April 2017, 05:42

Forum: Game Design Discussion

Topic: Monster Proposal: Orc Elephant-rider

Replies: 12

Views: 5302

Re: Monster Proposal: Orc Elephant-rider

Because it's an elephANT? More seriously, I'm assuming the elephant going into a frenzy means it turns neutral? That would be an interesting if marginal motivation for fighting these in large crowds. There are actually a lot of other interesting possibilities with mounts, though: ⋅ Horses:...
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