Search found 451 matches

Thursday, 20th February 2020, 17:34

Forum: Game Design Discussion

Topic: How can we simplify the summoning school?

Replies: 11

Views: 3839

Re: How can we simplify the summoning school?

The idea of summons that cannot block monsters has been around for a while under the name "illusion mechanics." Monsters walk through them and destroy or switch places with them, never attack them etc. It's a good reform to allies in general, but I don't see it making the summoning school ...

Thursday, 20th February 2020, 13:25

Forum: Game Design Discussion

Topic: Kudos to the designers

Replies: 1

Views: 1552

Re: Kudos to the designers

Thanks

Saturday, 15th February 2020, 19:49

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6365

Re: Too many Evo items.

The actual issue is that you can always carry all the tactically useful items you have access to at the cost of not carrying things whose direct possession at any given time is mere convenience. So this rousing appeal to the idea of choice denies the basis of the entire conversation. Cool!

Saturday, 15th February 2020, 15:45

Forum: Game Design Discussion

Topic: Rework the ancient champion spellbook

Replies: 3

Views: 2026

Re: Rework the ancient champion spellbook

The ancient champion change is almost as easy to make as it is to post about it. The broader project would be a lot of hours of negotiation for someone without commit access. Just my two cents.

Friday, 14th February 2020, 14:35

Forum: Game Design Discussion

Topic: drop last picked up or unequipped item with D

Replies: 6

Views: 2614

Re: drop last picked up or unequipped item with D

What are you talking about?

Wednesday, 12th February 2020, 23:43

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6365

Re: Too many Evo items.

I think different effect patterns were considered for digging in the past. Combining the digging effect with both the acid and scattershot effects (perhaps renaming the latter to something like blasting) and doing the roulette thing on these two types would probably work. Total reduction of two wand...

Wednesday, 12th February 2020, 14:29

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6365

Re: Too many Evo items.

petercordia wrote:I'd be in favour of randomly removing some types of evo items from every game


This is by far the best solution. Should be applied to potion and scroll types as well.

Wednesday, 12th February 2020, 14:16

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 49173

Re: feels like alot of indie games are now called roguelikes

Man, this is a blast from the past. Thought I could resist, but sorry folks... "Roguelike" is a brand. There's this network of platforms, podcasts, and so forth called by their managers a "community," but computer games are, at least potentially, products and therefore there is a...

Wednesday, 12th February 2020, 03:51

Forum: Game Design Discussion

Topic: drop last picked up or unequipped item with D

Replies: 6

Views: 2614

Re: drop last picked up or unequipped item with D

chequers wrote:How does this change the current behaviour?


Currently, D drops the last item you picked up, which is not always the same thing as the last thing you picked up or unequipped (or whatever other things these guys are talking about).

Tuesday, 11th February 2020, 16:04

Forum: Game Design Discussion

Topic: drop last picked up or unequipped item with D

Replies: 6

Views: 2614

drop last picked up or unequipped item with D

See subject line, with the exception of weapon swapping via the ' command. This would reduce tedium from early game equipment churn.

Sunday, 9th February 2020, 15:20

Forum: Game Design Discussion

Topic: So happy to see exclamation marks in my spell damage finally

Replies: 28

Views: 9900

Re: So happy to see exclamation marks in my spell damage fin

There is no such thing as "not going to happen." If these features are important to you, play forks that have them. Request features like sort by average damage in ctrl-F, if not in dcss then in other crawl projects. You may think people don't change, but personnel does and the fact is som...

Friday, 7th February 2020, 19:19

Forum: Game Design Discussion

Topic: So happy to see exclamation marks in my spell damage finally

Replies: 28

Views: 9900

Re: So happy to see exclamation marks in my spell damage fin

Yeah, the game should just tell you straight up which of two weapons is better. It would be a reasonable addition to the dungeon crawl item search engine. Compare weapon and armor qualities, automatically rank them etc. So much mystification around these things could be eliminated by very simple, ob...

Thursday, 6th February 2020, 21:03

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

The reason autotraining exists in dcss is its connection with Linley's dungeon crawl skills. It does not help new players to have a bad default option. The talk about new players is at best an excuse for keeping it around. If anyone cares about helping new players just play the game (outside of play...

Thursday, 6th February 2020, 14:25

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

Thanks guys, always reassuring to get the daily reminder that bad things are actually good.

Thursday, 6th February 2020, 02:45

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

It's very weird that this vestigial feature that you turn off at the beginning of every game is still around. Seems like there's a fair amount of code going into its implementation too. Would be good to get rid of it.

Wednesday, 5th February 2020, 17:33

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

By that token, changing a single aptitude by any multiple of 3 makes no difference, right? What a clever, worthwhile thing to post.

Wednesday, 5th February 2020, 13:17

Forum: Game Design Discussion

Topic: So happy to see exclamation marks in my spell damage finally

Replies: 28

Views: 9900

Re: So happy to see exclamation marks in my spell damage fin

You're not wrong but the decision to NOT show explicit numbers most of the time was and is a base design consideration for DCSS from the beginning. Just as I'm against over-meddling with stair mechanics, I feel changing this would be a strong alteration of the basic "flavor" of the game, ...

Tuesday, 4th February 2020, 02:17

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23324

Re: Rework polearms

I think you're confused about how this stuff works.

Monday, 3rd February 2020, 15:12

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23324

Re: Rework polearms

This is totally unresponsive. If you spent the time to think about the arguments people make about this, read things that have been written here, you would know that simply removing the equipment is not the end of the story.

Monday, 3rd February 2020, 13:53

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23324

Re: Rework polearms

There is no baby and that's not bathwater. Hellcrawl has removed a lot of monster equipment, particularly armor for low tier monsters like orc warriors, wizards, etc. There is still an insane amount of junk dumped into the game through monster equipment for no gain in gameplay. Of course, removing t...

Saturday, 1st February 2020, 13:14

Forum: Crazy Yiuf's Corner

Topic: How to learn from other persons game

Replies: 6

Views: 3144

Re: How to learn from other persons game

You can get their ttyrecs and watch their games. edit: the ttyrecs are in https://webzook.net/soup/ttyrecs/Engine/ -- these files contain whole sessions, they are indexed by IRC bots as described above, but you can grab them right out of the directory and play them locally. Just have to get a ttyrec...

Saturday, 1st February 2020, 11:03

Forum: Game Design Discussion

Topic: Why is Corona so bad?

Replies: 5

Views: 2523

Re: Why is Corona so bad?

I don't see why an effect that has a chance to distract a monster when you melee it is necessarily overpowered. Lots of room to adjust for balance there. Main problem is that the natural models are duration spells.

Saturday, 1st February 2020, 10:57

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

edit: lol n/m

Saturday, 1st February 2020, 10:51

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

Frankly, there's more potential in moving beyond "weapon classes" as traditionally conceived in crawl Cool, still not going to happen A year ago, I would have said there's no way they'll ever get rid of all the bolt spells. If the horizon is changing the aptitude table, it's all that'll e...

Saturday, 1st February 2020, 02:36

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

Frankly, there's more potential in moving beyond "weapon classes" as traditionally conceived in crawl (basically a parallel of the weapon proficiency concept of AD&D, surprisingly poorly executed). It's the same as the old six flavors of bolt spell situation. In the misguided pursuit o...

Friday, 31st January 2020, 21:29

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

"What about hydras?" lmao Actually, straight UC is the same as using M&F. It does not matter that there are different ways to slightly modulate the qualities of your melee attacks with a giant club. These factors are insignificant compared to the overwhelming similarity in the mechanic...

Friday, 31st January 2020, 18:12

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

Buddy, let me know when you have logic of your own to lay on me.

Friday, 31st January 2020, 16:59

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

This is intended to provide a replacement for Ogres old big club aptitude and playstyle in Trolls. This way Ogre stays more of a versatile fat human, while Trolls get an alternative melee style that is not so clearly inferior to Unarmed Combat. It also helps differentiate their relationship to big ...

Friday, 31st January 2020, 14:08

Forum: Game Design Discussion

Topic: Why is Corona so bad?

Replies: 5

Views: 2523

Why is Corona so bad?

So first, Corona has all the usual targeting issues. It's also a pretty subtle effect that doesn't always work and doesn't always last that long when it does. I would suggest that this is too boring and too fiddly to work as a spell. I would suggest either de-targeting the spell with an AOE effect s...

Friday, 31st January 2020, 02:07

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

Gotta say, the roguelike purist (??) who can't spell "roguelike" is a good bit, though there's nothing particularly "roguelike" about the dcss skill system, outside of its obscurantism.

Wednesday, 29th January 2020, 20:52

Forum: Crazy Yiuf's Corner

Topic: stop me if you've heard this one...

Replies: 2

Views: 1823

Re: stop me if you've heard this one...

But those clouds don't attract monsters. Takes a lot longer.

Wednesday, 29th January 2020, 19:43

Forum: Crazy Yiuf's Corner

Topic: stop me if you've heard this one...

Replies: 2

Views: 1823

stop me if you've heard this one...

Okay, so a guy goes into the dungeon and meets Suzhen. She transforms. He teleports away and waits. 1000 turns later the two of them are the only things alive on the level! :lol:

Wednesday, 29th January 2020, 18:22

Forum: Dungeon Crawling Advice

Topic: Demonspawn - fighter vs gladiator

Replies: 11

Views: 4423

Re: Demonspawn - fighter vs gladiator

lol where do you guys come up with this stuff?

Friday, 24th January 2020, 20:51

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 12913

Re: Give Trolls +2 Maces & Flails Aptitude

Giant clubs are lame and should be removed. Can't believe people are still interested in this nonsense.

Sunday, 19th January 2020, 12:51

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

It can't be going overboard to bring the game more in line with better and more successful games' mechanics. Through forks, we've had a lot of experience with these kinds of changes and they turn out to be improvements pretty much every time. The ability to make more fine grained choices under const...

Saturday, 18th January 2020, 18:06

Forum: Game Design Discussion

Topic: Opaque skill system is severely wounded

Replies: 46

Views: 14363

Re: Opaque skill system is severely wounded

You're right to connect the complexity and extreme interactivity of crawl skills (you can change allocation of skill points at the granularity of individual kills) with the problem of mental overhead, the vastly superior gameplay of gnolls over other species, etc. This can never be adequately addres...

Friday, 17th January 2020, 14:31

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23324

Re: Rework polearms

edit: oh weird, this somehow posted to the wrong thread... sry folks...

Thursday, 16th January 2020, 22:02

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24237

Re: Update stair logic (nerf stair dancing)

Not going to give a more detailed explanation on the basis of fatuous claims that I've actually given no explanation.

Thursday, 16th January 2020, 13:48

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24237

Re: Update stair logic (nerf stair dancing)

lol i just said why it's bad

Thursday, 16th January 2020, 13:31

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24237

Re: Update stair logic (nerf stair dancing)

Settings made before the game or out of the game in a configuration file to modulate its mechanics, notably including difficulty settings, are bad. Everyone should play same game. There should be no question about what various outside settings do, discussion of their effect on the game wherever the ...

Saturday, 11th January 2020, 17:21

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50499

Re: Positional Attack Magic Implementation [Now Playable]

It is well known that using autoexplore, especially early in the game, frequently gets you killed. That has always been true, probably always will be. More than that, a big part of the motivation for autoexplore is these ridiculous systems of corridors whose generation we can literally just turn off.

Saturday, 11th January 2020, 16:32

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50499

Re: Positional Attack Magic Implementation [Now Playable]

About corridors, as I keep saying, the answer is to reduce the incidence of corridors (many corridor-heavy layouts could simply be removed without any loss to the game), but also you don't have to explore corridors fully. Just like skipping dangerous monsters, you can skip dangerous terrain and come...

Saturday, 11th January 2020, 13:08

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5227

Re: anti-luring feature: statues

Yeah, the point is to stop the player from luring monsters into situations like you describe, so they have to fight monsters near where they generate. I strongly agree that the luring-heavy gameplay of dcss is bad. One way corridors sounds fine to me, except for the corridor part, but that's one of ...

Friday, 10th January 2020, 14:31

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5227

Re: anti-luring feature: statues

I think it's more useful to think about space and terrain than time and clocks, which is why hostile terrain seems like the more promising approach to problems with luring. Approaches, like old timey spawns, that conceive the problem in terms of time constraints have proven to be failures. (The clos...

Friday, 3rd January 2020, 02:59

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 3845

Re: rethinking layouts

Irregular features create more variety of positions in that you have different configurations of walls with respect to a shortest path around a feature, for example, different kinds of corners, etc. If you compare e.g. vaults layouts, I think you'll see that your best positions to stand and fight ar...

Friday, 3rd January 2020, 00:26

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 3845

Re: rethinking layouts

I mention lair-style "ruin"-based and noise function-based layouts as reasonably successful examples though? I felt my talk about loops layouts and my transformation of them was fairly concrete too.

Thursday, 2nd January 2020, 21:39

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 3845

Re: rethinking layouts

There's only one substantive reply in this thread and its argument specialized to the case actually contemplated in the OP comes down to "if you do this, something new will happen." Big if true. Like if you take this argument seriously, it hinges on the idea that a new optimum must be uniq...

Tuesday, 31st December 2019, 15:01

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12723

Re: Bloatcrawl 2

You could submit your changes for inclusion in the branch tho.

Tuesday, 31st December 2019, 14:27

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12723

Re: Bloatcrawl 2

It's open source, dude. Hack it.
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