Search found 3931 matches

Tuesday, 19th November 2013, 13:36

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

poison's effectiveness being based not on resistance/weakness, but rather on MR Not all sources of poison are magical, so that doesn't work. I have always thought that poison could use some kind of reform, because I believe the "problems" (I realize that those who accept them just call th...

Tuesday, 19th November 2013, 13:18

Forum: Game Design Discussion

Topic: "of stabbing" vorpal brand is a bit confusing for a newbie

Replies: 35

Views: 11517

Re: "of stabbing" vorpal brand is a bit confusing for a newb

I don't think the name vorpal is still in the game now that the scroll of vorpalize weapon has been renamed. So it seems better to simply address the OP and rename the " of stabbing" rather than change all vorpal name to "vorpalized" or "of awesomeness" The vorpal name ...

Monday, 18th November 2013, 23:10

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

dpeg wrote:I've grown so unhappy with the 5-bashing required in Crawl (after every fight, essentially)

Maybe it would help if you had to press 5 only once after a fight. I think this can be achieve by tweaking a few options. How about making it default?

Monday, 18th November 2013, 21:21

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

Lasty wrote:randomly fatal

It's a roguelike. Everything is random and potentially fatal.

Anyway, we already have poison that slows you. It's curare. Maybe we can try to give it to some monsters, although I always thought it was a good effect, but also good that it was rare.

Sunday, 17th November 2013, 13:32

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

Can we continue discussing deterministic poisoning? It seems like an excellent solution. What disadvantages would there be to implementing it (besides the Broguification of Crawl)? Yeah, I think we should start with that. Then, it becomes much easier to understand and balance. So in the part of my ...

Friday, 15th November 2013, 22:10

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

Poison could just go away fast if there are no monsters in sight Edit: oh, also, please don't use tension, it's pretty bad. Well, "monsters in LOS" and tension is almost the same thing. At least, they are strongly linked. It would be terrible to link any of the 2 to poison removal. Imagin...

Friday, 15th November 2013, 21:12

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

Depths has just been introduced the balance isn't final. When things settle down, we'll decide if the rune lock needs to stay. And Wahaha has a point. There's a difference between clearing a Lair branch for XP and grabbing the rune.

Friday, 15th November 2013, 21:09

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 11233

Re: Depths and boggarts.

dck wrote:I guess your plan works too if you want to die when they summon tmons and sphinxes

They cast shadow creatures. If you can't stand staying next to the monsters they summons for a couple of turns, you should probably visit another branch.

Friday, 15th November 2013, 20:20

Forum: Game Design Discussion

Topic: Summons abjured when summoner dies (split from poison effect)

Replies: 26

Views: 8669

Re: Summons abjured when summoner dies (split from poison ef

I've split the summon discussion from the poison thread. Since this thread doesn't really have any content or proposal, it's likely to get locked soon.

Friday, 15th November 2013, 20:16

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 11233

Re: Depths and vaults.

There is absolutely zero reason to kill them alongside summons that are actually dangerous and fun as the Depths may be everything there is dangerous. They summon dangerous stuff, that seems to be a pretty good reason to kill them I'd say. Boggarts are great enemies and your arguments against them ...

Friday, 15th November 2013, 18:21

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

The flavor part is for those who care, I don't. Yeah, but we're not talking about Mankeli's crawl. If you don't care about how crawl is designed your contributions are useless. Understand that flavour is not just about aesthetics. If something is logical and make sense, it's much easier to explain ...

Friday, 15th November 2013, 18:03

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 101568

Re: Formicids (Was: Dwants)

I've spitted the god discussion to the advice forum

viewtopic.php?f=5&t=9858

Friday, 15th November 2013, 16:40

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

Make the "poisoned" status disappear as soon as you have killed the monster that has poisoned you. There. No more "fiving" after adders/sea snakes/nagas (or if you escaped before killing the monster, at least much less fiving on average). Reducing or removing the need to rest of...

Friday, 15th November 2013, 14:26

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

If it's made shorter, the total damage should probably be a lot lower than it is now. Yeah, maybe. Would be good to have some hard data about poison damage. Also, making it last shorter weakens the distinction from other damage types, so I'm not sure poison is even worth keeping like that. We alrea...

Friday, 15th November 2013, 14:11

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Re: Poison effect

If the damage doesn't get modified I don't know what's the point of changing how poison works. Less resting, less tedium, more tactically relevant (because more damage per turn). Formicids will continue to be vulnerable to poison, as with any character that don't have rPois. Well yeah, sure. The po...

Friday, 15th November 2013, 14:09

Forum: Game Design Discussion

Topic: Proposal: Replace Ice Storm with Glaciate

Replies: 54

Views: 116152

Re: Proposal: Replace Ice Storm with Glaciate

MDvedh wrote:2dpeg: how can 2-range AoE spell

Read it better
a small number of beams ending with a 1-2 radius explosion


If it is then it's overpowered and shouldn't happen.

Power level is irrelevant at this stage of the design. Discussing it is a waste of time. Balance comes last, during the testing phase.

Friday, 15th November 2013, 14:02

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34871

Poison effect

This is a topic tangential to both Formicid and rune lock. They both make poison more frequent and dangerous, so the issues with the poison effect are now more apparent. I've seen suggestions like remove rP- for formicid or make rP+ easier to find before the rune lock. I don't like either, so instea...

Friday, 15th November 2013, 09:32

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 101568

Re: Formicids (Was: Dwants)

Four rings should be out, I think. The species has enough slots as is. However, another set of gloves is a nice idea because it plays so well on the six legs of insects. If you really wanted to, you could say that they wear the rings on their antennas. :) This would allow ring swapping with cursed ...

Friday, 15th November 2013, 09:29

Forum: Game Design Discussion

Topic: Proposal: Scroll of curse item

Replies: 13

Views: 4192

Re: Proposal: Scroll of curse item

Anyone who has played ashenzari knows how frustrating it is piling up 10 curse weapons and having 0 curse jewellery. Sometimes it can be frustrating, but this is way more interesting than having a single curse item scroll. It gives you a resource to manage, choices to make and adapt your equipment ...

Thursday, 14th November 2013, 12:23

Forum: Game Design Discussion

Topic: Ice Species Idea: Fjoads

Replies: 78

Views: 19301

Re: Ice Species Idea: Fjoads

I'm really sorry, but I don't like this at all, it just feels way too overcomplicated. Here is a more simplified version, this is my take on it: Overcomplicated devour ability Seriously guys this is still way too complicated. Remember the constriction debacle. Early designs were awful and they were...

Wednesday, 13th November 2013, 15:23

Forum: Game Design Discussion

Topic: Ice Species Idea: Fjoads

Replies: 78

Views: 19301

Re: Ice Species Idea: Fjoads

This devour ability seems way too complicated. I'd say give it a chance to swallow and instakill small creatures (like rats and bats) mostly for flavour (haha). Anything bigger (or too strong), just pull it toward.

Wednesday, 13th November 2013, 12:29

Forum: Game Design Discussion

Topic: Proposal: encumbrance warning on dragon hides

Replies: 13

Views: 3445

Re: Proposal: encumbrance warning on dragon hides

The OP has been addressed, I'm locking this.

Tuesday, 12th November 2013, 13:49

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10186

Re: Demigod Idea

You Must Read This Before Posting in GDD IV. Think hard about what it is you are trying to achieve. V. Clearly state in your post the reasons for your proposal. VI. Work hard on your proposal. VII. Give your thread a clear, appropriate title. The OP failed to achieve the post quality required for G...

Tuesday, 12th November 2013, 11:39

Forum: Game Design Discussion

Topic: Cheibriados (was: Formicids)

Replies: 79

Views: 21027

Re: Cheibriados (was: Formicids)

(And even if he is the god of time, why would that imply that he dislikes haste? For that, surely he'd need to be the "god of slow," and if that's really his theme I'm not sure why anyone would be so committed to keeping it.) Cheibriados is a god who meditates on the mystery of time. Thos...

Monday, 11th November 2013, 22:29

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

Slowly increasing the exit spawn chance based on explored tiles would help without introducing any ugly cap or breakpoint.

Monday, 11th November 2013, 22:26

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 101568

Re: Formicids (Was: Dwants)

BlackSheep wrote:Please don't turn this into a Chei-wars thread. If you want to debate the merits of the god or discuss ways to improve Chei, start a new thread.

Done.

Monday, 11th November 2013, 21:08

Forum: Game Design Discussion

Topic: Ice Species Idea: Fjoads

Replies: 78

Views: 19301

Re: Ice Species Idea: Fjoads

yig wrote:apps

What a strange abbreviation. The word is aptitude, there's only one p. It's usually abbreviated apt.

Friday, 8th November 2013, 19:01

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

Exactly. Changing the generation strategy gives us explicit control over the distribution, rather than settling for some weird Poisson mess. I'm not opposed to changing the generation strategy. As you said, it currently depends on explored cells and is a simple poisson distribution. Are you only su...

Thursday, 7th November 2013, 16:06

Forum: Game Design Discussion

Topic: Deep Dwarfs A Little OP?

Replies: 44

Views: 10504

Re: Deep Dwarfs A Little OP?

Changing the DD's wand of heal wounds to a wand of regeneration seems like a good way to nerf them while living them with a limited strategic healing.
And I don't think the wand of regeneration needs to be exclusive to them. It could be available to everyone without being neither irrelevant nor OP.

Wednesday, 6th November 2013, 22:24

Forum: Game Design Discussion

Topic: Medium-serious idea: yes another quest post

Replies: 53

Views: 12797

Re: Medium-serious idea: yes another quest post

The Kidnapped Halflings There's that one vault where a band of kobolds has a caged up bunch of young halflings. How about that only spawns on a given floor after you encounter the grieving parents? I don't like much the idea of the dungeon generation being affected by the player exploration (this i...

Wednesday, 6th November 2013, 15:37

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

To come back to the OP's proposal. 1. I don't see the point in reducing variance. It's good that sometimes you get lucky with an early exit and sometimes they seem impossible to find. The abyss is supposed to be random and unpredictable. 2. Same, no need to try to guarantee anything. There are alrea...

Wednesday, 6th November 2013, 14:43

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

Being banished is dangerous but it's not obvious. It quickly does after a couple of death. Anyway, the information is there. You can read the branch description and now, you can even see the monster spell list and spell descriptions. The game don't warn you about plenty of other threats, you learn ...

Wednesday, 6th November 2013, 12:45

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

1010011010 wrote:potentially killing off a character .

What's wrong with killing characters? It's the point of the game! :)

Wednesday, 6th November 2013, 09:22

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18147

Re: Abyss Redecorating

3. Expel the players from the Abyss once the rune is taken. This will requiring revisiting vault design. It depends on vault design, but I fear this will create a huge bias toward stealing the rune instead of fighting the vault. Stealing is a perfectly valid and interesting tactic, but if you don't...

Wednesday, 6th November 2013, 09:01

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

I think it also defeated the purpose of the rune lock. What is the path of least resistance? The safest way to explore the dungeon and win? (there are obviously possible variations, don't nitpick please. The point is about when are the rune gathered). Before the lock: early D, Lair, Lair branches, O...

Monday, 4th November 2013, 22:13

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

So then we may as well get rid of them with a runelock in place because barring some strange OOD vault, there's going to be absolutely no reason for them to exist. You may as well just have the unrunelocked stairs take you right to vaults:1. I think there is some room between boringly trivial and c...

Monday, 4th November 2013, 21:59

Forum: Game Design Discussion

Topic: Proposal: Mangle item

Replies: 62

Views: 14033

Re: Proposal: Mangle item

The actual rule is that monsters only pick up weapons and missiles you've dropped or thrown when they are wandering. Nothing to do with LOS, only behaviour. monster.cc:2339 // While occupied, hostile monsters won't pick up items // dropped or thrown by you. (You might have done that to // distract t...

Monday, 4th November 2013, 16:27

Forum: Game Design Discussion

Topic: Proposal: Mangle item

Replies: 62

Views: 14033

Re: Proposal: Mangle item

Preventing monsters from picking items you've seen or stepped on would be very spoilery. How can you explain that or convey it to the player. It's anything but intuitive.
Jellies spawn range is 5-15 btw.

Monday, 4th November 2013, 09:46

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

I allready have an option to choose to go for runes before entering dungeon level 14. So Rune lock does not give me a new choice here. It's not real a choice. Before the rune lock, going for runes early is a self-imposed challenge. There is no reason to grab any rune until you want to enter Zot. It...

Sunday, 3rd November 2013, 17:57

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

I think (hope) that after rune lock has been in place in trunk for couple of versions, it can be removed since the post-rune-lock game has been tweaked to be interesting (more difficult) for post-rune-lock characters. I think you're missing the point. The goal isn't to make D:15 harder than the Lai...

Saturday, 2nd November 2013, 22:25

Forum: Technical Support

Topic: Recovering High Scores from Morgue Data

Replies: 2

Views: 1291

Re: Recovering High Scores from Morgue Data

What is the difference between turn and aut? turn is the number of player actions. aut (Absolute Unit of Time) is the amount of in-game time. Most actions last 10 aut. If I only care about the high scores table, can I ignore aut? Yes What is the difference between urune and nrune? Number of runes v...

Saturday, 2nd November 2013, 20:46

Forum: Dungeon Crawling Advice

Topic: What's so bad about Swamp?

Replies: 20

Views: 5326

Re: What's so bad about Swamp?

Sandman25 wrote:I see many players don't like Swamp yet I don't understand why.

People just like to complain.

Saturday, 2nd November 2013, 16:45

Forum: Game Design Discussion

Topic: Why aren't weapons described consistently?

Replies: 2

Views: 1153

Re: Why aren't weapons described consistently?

My guess is the base damage isn't comparable between melee and thrown weapons, so showing it my be misleading. It's probably better to show it anyway though. We already do for launchers after all. For silver, I think the description is explicit enough. It might be situational, but some of the monste...

Saturday, 2nd November 2013, 16:28

Forum: Game Design Discussion

Topic: I used to be able to sacrifice wand-charmed monsters for XP

Replies: 3

Views: 1653

Re: I used to be able to sacrifice wand-charmed monsters for

Are you sure you used to earn XP that way? You get XP if the charmed monster kill hostiles, but if it is killed by hostiles, I don't see how you could be blamed for it (codewise).

Thursday, 31st October 2013, 17:01

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Re: Rune lock

Yeah, it's free to go up, although you'll need a rune to go down again

Thursday, 31st October 2013, 16:27

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68070

Rune lock

It's in. Now the important question: what colour should the D:14 stairs be? :)

Tuesday, 22nd October 2013, 15:01

Forum: Game Design Discussion

Topic: Proposal: Nerfing Passive Hunger Loss

Replies: 22

Views: 6075

Re: Proposal: Nerfing Passive Hunger Loss

BlackSheep wrote:(also, where would I look for the autosacrifice code?)

grep auto_sacrifice

Tuesday, 22nd October 2013, 13:24

Forum: Game Design Discussion

Topic: Proposal: Damageable Skin (Gargoyle Nerf)

Replies: 43

Views: 12928

Re: Proposal: Damageable Skin (Gargoyle Nerf)

Hurkyl wrote:Is that commit message really the reason? It makes it sound quite odd... like someone felt Gargoyles needed a nerf

Well, the commit message doesn't say anything about nerfing, so I don't think it's the reason. The motivation seems to be more like simplification by trimming irrelevant features.

Sunday, 20th October 2013, 11:39

Forum: Technical Support

Topic: Impossible to join Beogh

Replies: 1

Views: 1068

Re: Impossible to join Beogh

The message says press a Y. The conversion is a special ability mapped to the letter Y, so you need to press a and then press Y.
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