Search found 1567 matches

Tuesday, 15th April 2014, 11:18

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 29639

Re: Mp regeneration needs a serious buff

How is that different from HP? Getting HP and MP back by resting might not be a great game mechanic, but it's deeply integrated into DCSS, and I don't think it's going anywhere. Also, higher MP regen is actually very useful in combat, I had a Ds with the MP facet once and it was pretty strong. So ju...

Monday, 14th April 2014, 14:20

Forum: Dungeon Crawling Advice

Topic: "Durably summoned"

Replies: 4

Views: 1478

Re: "Durably summoned"

AFAIK you wont get exp.

Monday, 14th April 2014, 12:46

Forum: Dungeon Crawling Advice

Topic: How do you handle Vaults 5 now?

Replies: 25

Views: 7307

Re: How do you handle Vaults 5 now?

Real time slow, because thinking about every turn takes time.

Thursday, 10th April 2014, 13:10

Forum: Game Design Discussion

Topic: Spell Idea: Comet

Replies: 12

Views: 3123

Re: Spell Idea: Comet

It sounds pretty fiddly. It probably wouldn't be as bad as it sounds, because if you use beams to trigger the comet the tail would cover a pretty large area and you would probably hit the things you want to hit without thinking about it much. But since it's not actually hitting the thing you are att...

Thursday, 10th April 2014, 09:51

Forum: Game Design Discussion

Topic: Alternatives to energy randomization

Replies: 58

Views: 15555

Re: Alternatives to energy randomization

Baldu3 wrote:Isn't the benefit of energy randomization that it makes it possible to escape from adjacent enemies and get to some stairs without using consumables/spells/evokes, even if it takes a while and some hits need to be taken?

No, that's what weapon swapping is for.

Wednesday, 9th April 2014, 12:32

Forum: Game Design Discussion

Topic: Proposal: limit the amount of times Boris comes back

Replies: 31

Views: 7469

Re: Proposal: limit the amount of times Boris comes back

Or Boris could just stay the way he is?

If you like a challenge and exp, and don't mind him showing up later again, you kill him. If you do mind you just go away. There's nothing wrong with that IMO. I really like the way Boris currently works.

Thursday, 6th March 2014, 16:20

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29613

Re: Equipment god

Sounds interesting. The current gods are Crawl's single haven of reliability in a random dungeon, but this god seems extremely random, with the random choice of artifacts when forging and the huge reliance on enchant scrolls. So I think the player should at least get a choice for the brand abilities...

Thursday, 6th March 2014, 10:49

Forum: Game Design Discussion

Topic: Trunk update on the 24th, no more racial weapons

Replies: 75

Views: 22439

Re: Trunk update on the 24th, no more racial weapons

I don't think so.
MarvinPA wrote:Squashed (minus the corrosion change) and pushed, thanks!

Friday, 14th February 2014, 13:06

Forum: Game Design Discussion

Topic: Modify Djinn Description

Replies: 33

Views: 12603

Re: Modify Djinn Description

FWIW I don't think xenophobia has anything to do with this. To take inspiration from the Qur'an you first have to know at least parts of it, and that requires being interested and being open to learning about it. I assume it's just an innocent joke about religion taken a little too far.

Friday, 14th February 2014, 12:37

Forum: Game Design Discussion

Topic: The problems with spriggan druids in Swamp

Replies: 27

Views: 8134

Re: The problems with spriggan druids in Swamp

I agree that spriggan monsters don't play very well, mostly due to the low HP + high EV combination. In theory it could be an interesting way to change the value of attacks, like resistances. But unlike resistances it's more like an extremely specific vulnerability, which in addition is hidden. EV a...

Friday, 14th February 2014, 11:52

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33418

Re: Vaults:5, the rim, and subvaults

nago wrote:Btw, I kinda prefer crate's solution - it still put the player in an uneasy situation but leave him with more options to approach the level.

crate wrote:http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8827e6af11f4

Thursday, 13th February 2014, 15:15

Forum: Game Design Discussion

Topic: Modify Djinn Description

Replies: 33

Views: 12603

Re: Modify Djinn Description

The description is clearly intended to poke fun at religion and religious people, and to offend fundamentalists of all varieties. Considering who wrote it there can be very little doubt about that. I think poking fun is fine, but it goes a little too far in this case.

Tuesday, 11th February 2014, 16:49

Forum: Game Design Discussion

Topic: Trunk: rate of change

Replies: 20

Views: 6439

Re: Trunk: rate of change

There actually was a survey. From the draft of the 2012 crawl survey report: C6. Do you play "trunk" (the beta version of the upcoming release)? The majority of participants doesn’t bother with trunk and only ever plays officially released versions. Count Percent Playing trunk? 2707 48.0% ...

Tuesday, 11th February 2014, 10:37

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 33418

Re: Vaults:5, the rim, and subvaults

Anything wrong with making V5 extradimensional and allow Pac-man-esque wrap-throughs at the edges /ends of the new corridors? Haha, nice idea. This would be pretty cool, but probably not feasible to do properly (would probably require a lot of work to implement and especially to fix all the bugs). ...

Wednesday, 5th February 2014, 15:18

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 33735

Re: Paralysation 2

Removing your EV and SH and also preventing you from moving could be an interesting effect to replace paralysis for some monsters. Preventing actions and movement without affecting defenses is another similar but weaker effect that could be interesting. Unfortunately neither of these makes as much s...

Wednesday, 5th February 2014, 13:57

Forum: Technical Support

Topic: How to skip the first loading/splash screen?

Replies: 4

Views: 1779

Re: How to skip the first loading/splash screen?

Yes, there is an option for this. Put "tile_skip_title = true" in your (local) init.txt or (online) rcfile.

Wednesday, 5th February 2014, 13:09

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 33735

Re: Paralysation 2

Among several other extremely unpleasant experiences with paralysation I have been instakilled by it while wearing MR after opening a door (by a Sphinx, so not related to presence in random spell sets). In random spell sets (which are listed in monster descriptions now), as a wand and as a Hell effe...

Monday, 3rd February 2014, 15:46

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13976

Re: Allow training of Shields with shield in inventory only

I don't like the skill restrictions. They are almost always irrelevant when playing well and in my opinion they do only one useful thing: they prevent bad players from training things they shouldn't. In return for this one good effect, people occasionally have to work around the restrictions and hav...

Friday, 31st January 2014, 11:45

Forum: Crazy Yiuf's Corner

Topic: Do not consider wild magic mutation as good

Replies: 35

Views: 10694

Re: Do not consider wild magic mutation as good

It's not always bad. It's usually not bad if you cast a lot of spells, because spellpower is usually really good for those kinds of characters. And if you only cast spells rarely you can probably afford slightly lower success rates. So no, it does not belong with the bad mutations.

Thursday, 30th January 2014, 14:33

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 48895

Re: Vine Stalkers.

Wooo, bikeshedding. Awesome.

Edit: Oh right, content and not derailing the thread and all that. I think the flavor is fine. It's okay to be original. One might even say it's good to have some original content!

Monday, 27th January 2014, 14:32

Forum: Game Design Discussion

Topic: Beastly Appendage - So Few Uses

Replies: 12

Views: 3481

Re: Beastly Appendage - So Few Uses

It doesn't give claws because it's supposed to be equally useful with weapons and unarmed.

Monday, 20th January 2014, 15:40

Forum: Dungeon Crawling Advice

Topic: 3 rune games, any reason to do harder branches?

Replies: 36

Views: 9295

Re: 3 rune games, any reason to do harder branches?

I think sometimes it makes sense to do Slime instead of V:$. It's much more predictable, but of course still a hellhole. But V:$ is a really good level, so usually you should just get the Vaults rune because it's more fun.

Friday, 17th January 2014, 16:53

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80246

Re: New God: Seth, the Shadow King

neil wrote:Demons haven't been immune to umbra since 0.11.

Oh, shouldn't trust learndb I guess. Sorry for the confusion.

Friday, 17th January 2014, 11:43

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80246

Re: New God: Seth, the Shadow King

Undead and demons are immune. Yred and Dith worshipers too.

Thursday, 16th January 2014, 11:44

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12578

Re: Toxic feedback

galehar wrote:Well, you can disagree, but it turns out that moderation is done by moderators, not by user vote.

Of course, but users can and should give moderators feedback.

Thursday, 16th January 2014, 10:43

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12578

Re: Toxic feedback

I disagree with that ban. While VJ obviously doesn't like you and dpeg at all and keeps showing that, his posts actually are, as he said, consistently contentful. Sure he's full of himself, and this and his dislike of you often prevents useful dialogue. I completely understand that you don't want to...

Thursday, 16th January 2014, 10:30

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80246

Re: New God: Seth, the Shadow King

But thinking about it what the restriction does is just letting you use a less wide selection of damage dealing wands, spells and brands. In short, it lowers your potential offense while offering you a big set of tools to use instead. Hm, yes, sounds like it could be pretty interesting after all, e...

Wednesday, 15th January 2014, 23:48

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80246

Re: New God: Seth, the Shadow King

I haven't played with Dith yet, so I can only theorize. While the no light conduct fits with the shadow flavor, from a purely gameplay point of view it seems inconsistent and arbitrary. Banning lots of completely different things because hey, why not, does not sound like a good idea to me. Some exam...

Wednesday, 15th January 2014, 12:20

Forum: Game Design Discussion

Topic: MuBe can't go berserk

Replies: 10

Views: 4237

Re: MuBe can't go berserk

A case where this has bothered me is with books containing spells hated by your god. The book is red, but you cant easily see which spell is responsible. It is also not really clear that not the whole book is problematic but just a single spell. The information that the book contains a spell that yo...

Wednesday, 15th January 2014, 12:13

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 14988

Re: swords

I'm pretty sure you don't want to get stabbed with a claymore. Besides, stabbing makes no sense already, it's just as easy to kill someone unaware or otherwise defenseless with most large weapons as with a dagger. Probably easier. Cf executioners. In a hellhole where everyone hates you anyway there ...

Tuesday, 14th January 2014, 15:17

Forum: Game Design Discussion

Topic: Remove food destruction from harpies

Replies: 13

Views: 3663

Re: Remove food destruction from harpies

I'd prefer a more inclusive approach (remove item destruction, period), but sure, removing it from just Harpies would be a good start.

Sunday, 29th December 2013, 01:03

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11230

Re: Unfair Death (Drowning)

duvessa wrote:The fire vortex stumbles backwards!

It's magic.

Tuesday, 24th December 2013, 23:45

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32396

Re: Make Haste similar to new Swiftness

Also, marvin, just leave, please. I feel like I should expect better from a developer than to come into a thread for no purpose other than spite. I'm pretty sure he wasn't posting out of spite, and unlike a lot of other people he actually had something useful to say. There are nicer ways to say it,...

Monday, 23rd December 2013, 23:22

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 7539

Re: Remove Tileschat Logging

Probably just the usual stuff people eventually regret saying on public record. Of course people should not use public communications channels for things that don't belong in public. But oh well, kids will be kids. Also, stupid adults will be stupid adults. There definitely should be some kind of wa...

Monday, 16th December 2013, 23:20

Forum: Game Design Discussion

Topic: Insectoid species (with code)

Replies: 30

Views: 7692

Re: Insectoid species (with code)

I think having a minimum does not sound good. It means you probably don't want to try to counteract that stat malus by using your levelup stat gains on it, because if you just let it go down it will stop at 6 and you can put all your stats into something else.

Saturday, 14th December 2013, 00:41

Forum: Game Design Discussion

Topic: Long blades weapon progression.

Replies: 13

Views: 3858

Re: Long blades weapon progression.

I would like to remind people that not so long ago long blades were considered a very strong choice. Buffing them is power creep. You mean like buffing maces to be better than long blades was power creep? Sure. But two wrongs don't make a right. Anyway, it was just something that seemed to need men...

Friday, 13th December 2013, 17:43

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

Only ticking buff timers down when enemies are in sight is a new and interesting idea. But it would work much better without automatic recasting. Also, I think there are already ideas that are better. For forms I would prefer not having expiration with time at all. For defensive spells I would prefe...

Friday, 13th December 2013, 16:58

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

All form effects should be either permanent while the form is used, or be caused directly by some player or monster action. Hell effects have their place in the hells, there's no reason to add them to form spells.

Friday, 13th December 2013, 16:31

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

Ah, your proposal is pretty much the same as the best thing on that wiki page. One thing to keep in mind: when proposing to change something, it's okay to change things. Your proposal already removes miscast effects and the time cost of recasting. Now why not change more to actually turn it into a g...

Friday, 13th December 2013, 16:09

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

Maybe read the dev wiki page on permabuffs, and keep in mind that all of the things on it are not in crawl, for very good reasons.

Friday, 13th December 2013, 16:02

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

I didn't actually read it, but I saw things like "warning when a hunger cost is supposed to be auto-paid". It's bad. Any auto-recast thingy that has things happening at specific times without any player or monster action causing these events is bad. And anything that doesn't shouldn't be c...

Friday, 13th December 2013, 15:51

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

By the way, auto recast is bad. Please lets not talk about it. If you think it's good, think about it until you see the light.

Friday, 13th December 2013, 15:49

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 9541

Re: Monster digging breaks vaults

Isn't dig is also used by trolls to cut corners? Sometimes using it out of view is interesting. Random digging while wandering of course isn't.

Friday, 13th December 2013, 15:46

Forum: Game Design Discussion

Topic: make necromutation semi-permanent

Replies: 26

Views: 7471

Re: Proposal: make necromutation semi-permanent

Generally I like the idea, but: It is true that you could just simply use it once at 90% success rate and never look back, but we could think of something to balance this off I'm sure. Potions of brilliance and wizardry items exist, so you could cast it once at 10% natural success rate. Duration cou...

Friday, 13th December 2013, 15:18

Forum: Game Design Discussion

Topic: Hex Protection Spell

Replies: 6

Views: 1934

Re: Proposal: Hex Protection Spell

I think all of the spells that do things like this were removed over the last few versions.

Friday, 13th December 2013, 15:02

Forum: Contributions

Topic: WIP Title Screen: DDNe^Ashenzari

Replies: 10

Views: 4691

Re: WIP Title Screen: DDNe^Ashenzari

The picture looks awesome btw.

Friday, 13th December 2013, 15:00

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 9541

Re: Monster digging breaks vaults

Boring beetles can dig too, and they do it even when the player is not around.

Still I think monsters digging themselves out of vaults is a bigger problem.

Friday, 13th December 2013, 00:30

Forum: Game Design Discussion

Topic: Long blades weapon progression.

Replies: 13

Views: 3858

Re: Long blades weapon progression.

I would like to remind people that not so long ago long blades were considered a very strong choice. Buffing them is power creep.

Friday, 13th December 2013, 00:24

Forum: Contributions

Topic: WIP Title Screen: DDNe^Ashenzari

Replies: 10

Views: 4691

Re: WIP Title Screen: DDNe^Ashenzari

Oh, you're the guy with the dwarf picture! I always remembered the picture, but now finally the question "where did that Psiweapon guy suddenly come from" is answered! :D
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