Search found 3839 matches

Thursday, 29th September 2016, 05:54

Forum: Game Design Discussion

Topic: more Sac Love religious interactions

Replies: 22

Views: 6039

Re: more Sac Love religious interactions

Nah, they remain hostile. By "suppress" I mean "cannot create allies." By the same token, if you use enslavement on an enemy and it passes MR check, it has no effect — it does not suddenly remove the enemy from existence. To put it more precisely: You cannot create friendly entit...

Thursday, 29th September 2016, 05:11

Forum: Dungeon Crawling Advice

Topic: % Chance of Elyvilon pacify success?

Replies: 15

Views: 4228

Re: % Chance of Elyvilon pacify success?

Yep, though there have been pushes (or at least suggestions) at times for pacification to work off of HD (altered by "type" — beast, undead, demon, etc.) so that a % can be displayed.

Thursday, 29th September 2016, 05:04

Forum: Game Design Discussion

Topic: more Sac Love religious interactions

Replies: 22

Views: 6039

Re: more Sac Love religious interactions

As I said, the simpler way (imo) to implement "sacrifice love" is simply to suppress allies, not to make them hostile. Doing the latter essentially requires special cases and weird interactions, e.g., demonic guardian is just suppressed because it would really suck to choose "sac love...

Thursday, 29th September 2016, 04:44

Forum: Game Design Discussion

Topic: more Sac Love religious interactions

Replies: 22

Views: 6039

Re: more Sac Love religious interactions

it's as much of an ally as qazlal's clouds (read: not at all) I get the point you are making (I think), that IOoD and battlesphere, etc., are implemented as "pseudo-allies" only because that was the easiest way to add them to the game. However, when it comes to Ru sacrifices, the most imp...

Thursday, 29th September 2016, 04:32

Forum: Game Design Discussion

Topic: more Sac Love religious interactions

Replies: 22

Views: 6039

Re: more Sac Love religious interactions

I think you could simplify sacrifice love by having it just suppress any and all allies, by which we mean "anything that has the little heart icon by it in Tiles." Orb of destruction, fulminant prison, spectral weapon, etc. would become worthless. Neutral creatures would be allowed, howeve...

Thursday, 29th September 2016, 04:20

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 21213

Re: Merge High And Deep Elf

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.

Thursday, 29th September 2016, 00:52

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6126

Re: Streamline skins

+0 GDA is frequently worse than +0 plate When for example? GDA has much higher ER for two more base AC and some resists, which is not a reasonable trade for a lot of characters. Casting spells in GDA is much harder and depending on your exact stats and skills you could even end up with a worse AC—E...

Wednesday, 28th September 2016, 21:39

Forum: Crazy Yiuf's Corner

Topic: PSA: Some guy just spent 18 hours avoiding trap tiles

Replies: 66

Views: 18195

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

It's still deeply triggering and problematic when I fall through a shaft as o takes me through a previously explored area though. To my mind, this is the bigger issue. When pure bad luck hurts your character in a way that you could have avoided with tedious game play, in a game with a design philos...

Wednesday, 28th September 2016, 21:25

Forum: Crazy Yiuf's Corner

Topic: Oka gifting alternative

Replies: 12

Views: 3730

Re: Oka gifting alternative

Kind of like this idea, actually, but it would potentially allow for and encourage more weapon swapping than is already the case. That wouldn't be fun IMO and I think that's a bigger problem.

Wednesday, 28th September 2016, 21:09

Forum: Crazy Yiuf's Corner

Topic: PSA: Some guy just spent 18 hours avoiding trap tiles

Replies: 66

Views: 18195

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

Call it madness. Call it a disgrace. Whatever it is, it arises logically and inevitably, given the current implementation of traps in DCSS, when the will to ascend has grown too strong. Tips and Tricks + If you develop a consistent movement pattern for exploration, corners and other common dungeon f...

Wednesday, 28th September 2016, 20:46

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 354914

Re: [proclick] new fork, hellcrawl

Fwiw I do think that most starting books have significant differences amongst them. This is one area where Crawl has improved a lot over the years, in fact. However, "blasters" start to feel really similar as soon as you can rely on some spells from an appropriate second-tier book. General...

Wednesday, 28th September 2016, 20:32

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 21213

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.)

Wednesday, 28th September 2016, 18:51

Forum: Dungeon Crawling Advice

Topic: Merge High And Deep Elf

Replies: 67

Views: 21213

Re: Merge High And Deep Elf

I think you meant Armour skill rather than Dodging in the OP.

Seems silly to give deep elves a bad magic aptitude in anything, even (despite their name) air magic. Their niche is "frail, but good at all the magic stuff, and extremely good at some of the magic stuff."

Wednesday, 28th September 2016, 18:45

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6126

Re: Streamline skins

Huh, I thought hides all have the same encumbrance as the armors they become, so you could see how it would affect your EV and spells before burning a scroll to transform the hide into armor. If that is not the case then yes, there are stronger reasons just to have the appropriate enemies drop ready...

Wednesday, 28th September 2016, 18:33

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6126

Re: Streamline skins

Why not just drop a -1 dragon armour? Anyone using hides? That would be a small buff that is functionally almost the same, but here I would just go with the (imo) better flavor, given that this is how things currently are anyway. You could give more info upon examination for unspoiled players, who ...

Wednesday, 28th September 2016, 18:25

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6126

Re: Streamline skins

Yes, just drop the hides at whatever rate to match current generation as if you butchered every corpse. Cuts out some unnecessary butchering, and also stops new players from either looking up info or butchering every enemy until they know what does and does not generate hides. Not sold on the argume...

Monday, 26th September 2016, 15:29

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20090

Re: New hosted branch: haste reform

This is a player buff in the early game and a nerf in the mid to late game. Players will have a harder time being able to haste through rune vaults, zot, and extended than they did before. It's possible that a 3 xl refresh is too fast. I could see up to 9 xl being reasonable potentially. I think it...

Sunday, 25th September 2016, 17:59

Forum: Dungeon Crawling Advice

Topic: Character difficulty tier list?

Replies: 54

Views: 15384

Re: Character difficulty tier list?

Gcg's list is basically what mine would be, except I would bump draconian to A and promote EE one tier. (Imo AK is also right at B+/A- in those tiers but I might be biased by what I like, as it is one of my favorite backgrounds.)

Sunday, 25th September 2016, 17:50

Forum: Crazy Yiuf's Corner

Topic: Obsessively refreshing CYC for new posts

Replies: 15

Views: 4346

Re: Obsessively refreshing CYC for new posts

More like Plutonium sword: spreads contamination, and those who come into contact with it are forever changed.

Sunday, 25th September 2016, 04:58

Forum: Crazy Yiuf's Corner

Topic: I'm Done (For Now)

Replies: 54

Views: 16694

Re: I'm Done (For Now)

Actually, it is about ethics in Crawl development.

Sunday, 25th September 2016, 04:32

Forum: Dungeon Crawling Advice

Topic: Character difficulty tier list?

Replies: 54

Views: 15384

Re: Character difficulty tier list?

OP races: Mi , Gr, VS, DD , Ce, Sp, Tr Weak races: DE, Te, Op , Mu Middling races: Everyone else OP backgrounds: Be Good backgrounds IE , FE , Ne, Fi, Gl (of a non-Weak race) Weak backgrounds: CK , AE, EE, Sk, AM , VM Italics denotes especially good/bad within a tier. Would you mind elaborating on ...

Saturday, 24th September 2016, 16:32

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 23899

Re: Faded altar improvements

My biggest concern with such an approach is it means every character should stop by the alter to see what gods it contains. That seems undesirable. Since the random gods are chosen upon generation you could give a parenthetical list in the messages. "You see a faded altar (Okawaru, Sif Muna, X...

Friday, 23rd September 2016, 16:03

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 23899

Re: Faded altar improvements

I like gambling, but they have to be reasonable gambles. So, I like the idea of faded altars in the abstract, but in practice I never use them as currently implemented. It isn't just about "optimization," either. Generally there is at least a few gods I do not want to worship for a particu...

Friday, 23rd September 2016, 15:10

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 11194

Re: Don't give XP for easy and harmless monsters

Let's make piety costs clearer. Something like this should suffice, taking Lugonu as an example:

Depart the Abyss: quite costly
Bend Space: uncostly
Banish: choko
Corruption: 12
Enter the Abyss: +++++++----

Thursday, 22nd September 2016, 23:51

Forum: Dungeon Crawling Advice

Topic: Trying to win first 15 rune game as wizard

Replies: 42

Views: 11076

Re: Trying to win first 15 rune game as wizard

I guess we find different things annoying. I don't mind eating occasionally, juggling necromutation on/off bothers me more. I like the safety net of DDoor and Rev much more than the damage mitigation of necromutation. (I have tried necromutation set ups, including with old sif channeling abuse. It w...

Thursday, 22nd September 2016, 23:42

Forum: Game Design Discussion

Topic: Change color of "Enter new region of Pan" message text

Replies: 1

Views: 900

Change color of "Enter new region of Pan" message text

The text in messages about entering a new region of Pan, and whether it is the region of an unrand Pan lord, should be better distinguished. A color like bright green or orange would be appropriate. This way it will be easier to notice when you enter a new region and, even better, when you check via...

Thursday, 22nd September 2016, 21:47

Forum: Dungeon Crawling Advice

Topic: Trying to win first 15 rune game as wizard

Replies: 42

Views: 11076

Re: Trying to win first 15 rune game as wizard

I can agree that generally torment immunity is a reasonable exchange for susceptibility to dispel undead. But with necromutation you spend a bunch of experience in transmutations that only serves this one spell, and in lichform you cannot use revivification, death's door, sublimation of blood, regen...

Thursday, 22nd September 2016, 19:32

Forum: Game Design Discussion

Topic: List of "good" Xom effects that are actually bad

Replies: 8

Views: 2955

Re: List of "good" Xom effects that are actually bad

If Xom conjure ball lightning were combined with temporary insulation, it would be mostly good and could be kept on the list. The rest should just be removed from good effects list, I agree.

Thursday, 22nd September 2016, 19:25

Forum: Game Design Discussion

Topic: Remove piety for corpse sacrifices

Replies: 7

Views: 2711

Re: Remove piety for corpse sacrifices

Enemies should just automatically rot into toadstools after a few turns as Fedhas. This seems like it would be more annoying than just hitting p though when you actually want the toadstools. It would also cause a ton of clutter on screen when you don't want the toadstools. I don't think it works we...

Thursday, 22nd September 2016, 18:32

Forum: Game Design Discussion

Topic: Remove piety for corpse sacrifices

Replies: 7

Views: 2711

Remove piety for corpse sacrifices

Piety for corpse sacrifice remains on one god: Fedhas. For exactly the same reason as corpse sacrifices have been removed for all other gods, I would suggest we remove it for Fedhas. Give piety upon killing corpse-generating enemies, with same flavor message. Give piety for killing certain undead (t...

Thursday, 22nd September 2016, 18:09

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 354914

Re: [proclick] new fork, hellcrawl

My list of changes: + Remove player ghosts + Remove hunger, food + Remove deep water; Merfolk, Octopode nullifies shallow water penalty, but does not give any bonus + Ammo always mulches, increase avg. amount of ammo in stacks generated on ground + Stats cannot go below 1 + Remove Dith’s “no fire” c...

Wednesday, 21st September 2016, 17:05

Forum: YASD! YAVP! and characters in progress too

Topic: CIP~ A Glich or a hidden secret?

Replies: 26

Views: 7726

Re: CIP~ A Glich or a hidden secret?

Oh right, Helix — good call.

None of this really applies to the character though. The mutations aren't bad, and you want to stick with Trog anyway.

Wednesday, 21st September 2016, 16:57

Forum: YASD! YAVP! and characters in progress too

Topic: CIP~ A Glich or a hidden secret?

Replies: 26

Views: 7726

Re: CIP~ A Glich or a hidden secret?

I have another question. I am a bit confused about is it worth to cure this set of mutations by drinking a potion of curing, and is there a way to cure only bad ones? Here is an attachment. Potions of curing give a bit of HP, cure confusion, and remove some rot. Potions of cure mutation will remove...

Wednesday, 21st September 2016, 16:38

Forum: Crazy Yiuf's Corner

Topic: Please consider side effects of commits (Slime:5 wall)

Replies: 26

Views: 6809

Re: Please consider side effects of commits (Slime:5 wall)

Warning: flavour ahead! Fwiw I suggested simply placing a runed door in each loot room upon killing its majesty. I like the previous (walls turn translucent) and the current (walls disappear) solution better than runed doors, because it provides visual oomph. Translucent + runed door could work too...

Wednesday, 21st September 2016, 16:23

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 11194

Re: Don't give XP for easy and harmless monsters

No spawns after level gen also means adders will not appear on D1. It would mean no ood spawns. It would make lengthy retreats a bit safer. Stair dancing, too. Those are the changes roughly in order of "major" to "minor" imo. Overall the game would be noticeably easier, actually,...

Tuesday, 20th September 2016, 18:00

Forum: Crazy Yiuf's Corner

Topic: Remove poison magic

Replies: 22

Views: 5107

Re: Remove poison magic

Pretty compelling argument, game over pro-poison devs ;)

Tuesday, 20th September 2016, 17:58

Forum: Crazy Yiuf's Corner

Topic: Please consider side effects of commits (Slime:5 wall)

Replies: 26

Views: 6809

Re: Please consider side effects of commits (Slime:5 wall)

No, no, limitation on access to loot to digging was not really been a serious problem. Yes, it was. You now have to be a bit more careful about when and how you kill TRJ. I could see this maybe being a problem for unspoiled formicids, but otherwise I doubt it changes much. (fwiw I suggested simply ...

Tuesday, 20th September 2016, 17:46

Forum: Game Design Discussion

Topic: I hate shorter branches

Replies: 38

Views: 12041

Re: I hate shorter branches

The point of the game is that it should take a while to finish and during that time you have to play well because one small fuckup and you are dead and have to start over. Most of the cutting has been in areas that provide good experience, loot, piety, etc. while providing relatively low levels of ...

Monday, 19th September 2016, 23:51

Forum: Game Design Discussion

Topic: Prevent Zot Traps from Spawning on top of Pan Runes

Replies: 16

Views: 5804

Re: Prevent Zot Traps from Spawning on top of Pan Runes

MarvinPA wrote:
PleasingFungus wrote:yeah probably

https://github.com/crawl/crawl/commit/9239046d4c2a


Yessssss thank you

Monday, 19th September 2016, 18:10

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 354914

Re: [proclick] new fork, hellcrawl

infinitevox wrote:- "Boss" is a Cacoderm named Nawod that malmutates 90% more often while saying "Use tactics to avoid bad mutations!"


FR: Cacoderm. New elephant-type Pan/Abyss enemy.

Monday, 19th September 2016, 17:39

Forum: Game Design Discussion

Topic: Prevent Zot Traps from Spawning on top of Pan Runes

Replies: 16

Views: 5804

Re: Prevent Zot Traps from Spawning on top of Pan Runes

Can you still screw yourself out of a rune by sacrificing artifice with Ru? If so that should probably be changed, too. (Just change how Slime works when you kill TRJ so wall removal isn't needed.)

Monday, 19th September 2016, 05:58

Forum: Dungeon Crawling Advice

Topic: PSA: Iron Giants have joined Team Robin

Replies: 55

Views: 15105

Re: PSA: Iron Giants have joined Team Robin

duvessa wrote:GDR changed a ton between 0.5 and 0.8...


Really? I must have forgotten. Or never noticed.

Saturday, 17th September 2016, 17:24

Forum: Dungeon Crawling Advice

Topic: PSA: Iron Giants have joined Team Robin

Replies: 55

Views: 15105

Re: PSA: Iron Giants have joined Team Robin

The devs don't want to throw too many numbers at player as they do not want to encourage or require too many calculations while playing the game, or stuff like using spreadsheets, calculators, etc. They want people making decisions based on imperfect knowledge. However that sometimes stands in tensi...

Saturday, 17th September 2016, 16:16

Forum: Dungeon Crawling Advice

Topic: PSA: Iron Giants have joined Team Robin

Replies: 55

Views: 15105

Re: PSA: Iron Giants have joined Team Robin

But then armour would be nerfed. We don't need another rebalance. Anybody remember the roughly 0.8 IIRC period where armour shifted back and forth between ridiculously effective and ridiculously useless? It was 0.5 to 0.8, and it had nothing to do with GDR. GDR is beneficial but is not in itself a ...

Saturday, 17th September 2016, 15:14

Forum: Dungeon Crawling Advice

Topic: PSA: Iron Giants have joined Team Robin

Replies: 55

Views: 15105

Re: PSA: Iron Giants have joined Team Robin

The number would still be very prone to misunderstandings. It would be like showing monster EV numerically. "Cool here is this number. I have no idea what it means."

Saturday, 17th September 2016, 15:09

Forum: Dungeon Crawling Advice

Topic: *Confuse mechanic

Replies: 21

Views: 6667

Re: *Confuse mechanic

Ok, if you choose to use shields for almost the entirety of your defense, neglecting armor and dodging, then yes you will end up with a "SH-based character." But nothing forces you -- or even encourages you -- to do that.

Saturday, 17th September 2016, 14:57

Forum: Game Design Discussion

Topic: Orc cities?

Replies: 14

Views: 3796

Re: Orc cities?

That a god drops off quite a bit for a 15-rune game is not a problem in and of itself. This happens to some extent with other gods too, while TSO (e.g.) becomes much stronger in many parts of the "extended" game. However... I rather like this idea. But I would suggest a few changes. Once p...

Friday, 16th September 2016, 19:32

Forum: Crazy Yiuf's Corner

Topic: Why do plants have AC?

Replies: 22

Views: 5367

Re: Why do plants have AC?

You have 16 skill levels in long blades and a sword made for killing. Not 16 levels in hedge removal and gardening implements. *Immersion intact* Personally I like the idea of a plate-armored badass needing to take a some time to remove thick shrubbery. Seems pretty realistic actually. I don't think...

Friday, 16th September 2016, 18:42

Forum: Game Design Discussion

Topic: Change polymorph to avoid spoilers being useful

Replies: 19

Views: 5225

Re: Change polymorph to avoid spoilers being useful

while you can naturally (non-spoiler, just playing game) get a sense for good polymorph candidates — low enough MR, but dangerous ability If I have time to try polymorphing the low MR monster into something unknown, it is usually not a good idea because I can get a more dangerous monster with high ...

Friday, 16th September 2016, 18:23

Forum: Game Design Discussion

Topic: Change polymorph to avoid spoilers being useful

Replies: 19

Views: 5225

Re: Change polymorph to avoid spoilers being useful

At that point I'd be more inclined just to remove polymorph wand (could leave it on chaos brand and Xom). What is fun about pmorph is that you sometimes change things into monsters that are more dangerous — it is a risk. The problem is that, while you can naturally (non-spoiler, just playing game) g...
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