Search found 553 matches

Thursday, 26th July 2012, 08:28

Forum: Game Design Discussion

Topic: what is spell memorization failure FOR?

Replies: 25

Views: 6693

Re: what is spell memorization failure FOR?

I personally would like to see memorization failure gone, except possibly for the "high level" books. Yeah, what about those dangerous books? Aren't the miscasts too weak or too rare to make them actually dangerous? How about buffing them? There's not that many miscast effects that are ac...

Thursday, 26th July 2012, 02:43

Forum: Game Design Discussion

Topic: what is spell memorization failure FOR?

Replies: 25

Views: 6693

Re: what is spell memorization failure FOR?

Just let people memorize spells anytime. It's up to them if they want to cast Necromutation with a 88% failure rate or whatever. This would be the best solution, I think. Failing to memorize a spell is just a weird interface burden. I think the only purpose it serves is to "warn" players ...

Thursday, 26th July 2012, 02:34

Forum: Dungeon Crawling Advice

Topic: Does staff of fire boost a maxed spell

Replies: 27

Views: 4590

Re: Does staff of fire boost a maxed spell

The spell power bar could be better, but it does its job. The main failings are that it doesn't always make it clear when a spell is maxed (160 and 200 look the same), and the last # covers a huge range of values. But I wouldn't call it obtuse, since it basically gives you all the information you sh...

Thursday, 26th July 2012, 00:39

Forum: Dungeon Crawling Advice

Topic: Does staff of fire boost a maxed spell

Replies: 27

Views: 4590

Re: Does staff of fire boost a maxed spell

Thanks. So the power bars are not an absolute measure I guess, it's really a scale of 0-200? Unfortunately as a Spriggan I can't wield a staff with a buckler. I've also now got fireball castable without any hunger, and the enhancer is still boosting that. 200 is the highest any spell will go, some ...

Wednesday, 25th July 2012, 21:20

Forum: Dungeon Crawling Advice

Topic: Does staff of fire boost a maxed spell

Replies: 27

Views: 4590

Re: Does staff of fire boost a maxed spell

Suppose I have flame tongue or throw flame at max #######'s. Does a staff of fire do anything for them? Tiber is correct. When the power bar has maxed #'s, it just means you are somewhat near the cap, not at the cap. But, because of the way things work, you shouldn't worry about trying to hit max s...

Monday, 23rd July 2012, 20:02

Forum: Contributions

Topic: Icon for deep dwarves with mirror damage

Replies: 10

Views: 3837

Re: Icon for deep dwarves with mirror damage

An icon for that would be nice to have. Someone needs to make one, though.

Monday, 23rd July 2012, 03:44

Forum: Dungeon Crawling Advice

Topic: ideal spell set?

Replies: 20

Views: 5986

Re: ideal spell set?

FYI, summons don't actually take the damage of injury mirror for you. When I summon things against deep dwarves, my summons seem pretty good at taking the damage for me. The message is "your [foo] suffers a backlash", or something like that. Overall it's a good way to kill deep dwarves, a...

Sunday, 22nd July 2012, 18:46

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9490

Re: Proposal: Making the orb return run more dangerous

I've always been confused about crawl late game. It feels like the threats to an end game character are- Pan Hells- Its always struck me that this is more of a "do you have X amount of Y resist" Zigg - Probably the most difficult thing in the game? Maybe zot 5, and if you did the previous...

Saturday, 21st July 2012, 08:15

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 350730

Re: Fighting reform

Axe cleaving: I would suggest to at least start with copying Brogue's model. Maybe. On the other hand, if you can attack no more than 3 targets, then you have to choose which one if there's more. Brogue cleaving hits every enemy adjacent to you, not just 3. In any case, the armour piercing bit shou...

Friday, 20th July 2012, 22:56

Forum: Game Design Discussion

Topic: Change default autofight threshold

Replies: 12

Views: 2813

Re: Change default autofight threshold

I keep it at the default, but I've thought 50% might be useful in some cases. I like to hold down autofight on heavy armour characters, when I know that my enemies can't deal too much damage in one turn.

Friday, 20th July 2012, 19:38

Forum: Game Design Discussion

Topic: Proposal: Making the orb return run more dangerous

Replies: 38

Views: 9490

Re: Proposal: Making the orb return run more dangerous

I agree with people who say the game should end when you leave Zot, or Zot:5. I don't think the orb run is a fun or interesting part of the game, and I don't think making it harder will help either (at least the way it's currently designed). It's too random right now, and if it's made too hard, it w...

Friday, 20th July 2012, 04:46

Forum: Crazy Yiuf's Corner

Topic: Is Windows a Virus?

Replies: 14

Views: 3145

Re: Is Windows a Virus?

twelwe wrote:any other jokes from the 1990s? I love Window$ M$ jokes

well, judging by the last post, this thread is at least caught up to 2003 now

Thursday, 19th July 2012, 17:44

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84567

Re: Feedback on Trunk deployment (.11)

Igxfl wrote:Did OOD monster generation get tweaked? I just ran into a D:8 draconian.

Not really.

A "draconian" on D:8 isn't going to be that dangerous. Brown (or colourless) draconians are much weaker than coloured ones.

Wednesday, 18th July 2012, 18:21

Forum: Game Design Discussion

Topic: Brainstorm for a new starting background: The Escapist

Replies: 35

Views: 6849

Re: Brainstorm for a new starting background: The Escapist

A background designed to avoid monsters, I would call it a thief. But then, I don't think such a background fits into crawl. Killing monsters is after all, the only way to get XP, and snatching the Orb at XL1 is impossible. Well, there's pacification, but mechanically it's the same. Defeat a monste...

Wednesday, 18th July 2012, 18:14

Forum: Game Design Discussion

Topic: Remove Slow from Wizard book?

Replies: 20

Views: 4411

Re: Remove Slow from Wizard book?

There was also talk about buffing the weak hexes by making them harder to resist, but I can't remember if it was only vs player, or also vs monster. When I suggested this, I was only talking about monsters casting them. Especially spells like slow, blink other, etc, which you pretty much never get ...

Monday, 9th July 2012, 08:07

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8098

Re: New Vaults Layout

No. However, you can check if a subvault has already been placed using the dgn.map_by_tag(subvault_name_as_a_string) function used for Vaults:8. I was thinking something more like this, actually (note: it's just a quick example, haven't actually tested it) {{ function subvault_place_stair(e) if dgn...

Sunday, 8th July 2012, 01:08

Forum: Game Design Discussion

Topic: GDR

Replies: 33

Views: 7088

Re: Statue Form

I'd like to see GDR removed in favor of making AC rolls slightly more reliable, but there's no way this hasn't been thought of before, so there must be some downside that I'm not seeing. That would be a big change, and pretty unnecessary. I'm sure someone will disagree with me, but I think crawl's ...

Sunday, 8th July 2012, 00:44

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84567

Re: Feedback on Trunk deployment (.11)

Blade wrote:every single monster was a legitimate, manageable threat)

I have a hunch this is because your character had 50 max hp and no extra lives. Still, this feedback is nice to hear.

Sunday, 8th July 2012, 00:39

Forum: Game Design Discussion

Topic: GDR

Replies: 33

Views: 7088

Re: Statue Form

GDR is not insignificant. When people say things like that, it is in response to the players who overestimate its usefulness. The fact is that it's something more in between. Less useful than the AC itself, but still useful. The problem, if there is one, is just in the way players read the informati...

Saturday, 7th July 2012, 02:37

Forum: Dungeon Crawling Advice

Topic: Mutating monsters list?

Replies: 7

Views: 1927

Re: Mutating monsters list?

Every unique that can spawn with a wand of polymorph other (I don't know what the rule is, is it the presence of a an 'items' flag? 'weapons' flag? hard coded?) Player ghosts can also have polymorph other, but I don't think this is very common I think uniques are the only monsters that can *spawn* ...

Friday, 6th July 2012, 22:43

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84567

Re: Feedback on Trunk deployment (.11)

I think bog bodies should be even more powerful and be generated only in the last levels of the Swamp. I think these are better as normal enemies. They show up in that swampy Ossuary? If so, are they toned down from the scary type of monster they sound like? They have weaker spells and lower HD in ...

Friday, 6th July 2012, 05:40

Forum: Game Design Discussion

Topic: mimics

Replies: 174

Views: 32497

Re: mimics

Quick off-topic question; is this game balanced in order to fit the general userbase or the game's elite players? I seem to see some bouncing back and forth on this. There's content for both groups of players, but stuff is generally made with regular players in mind, or good players (aka someone wh...

Friday, 6th July 2012, 00:51

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84567

Re: Feedback on Trunk deployment (.11)

I think bog bodies should be even more powerful and be generated only in the last levels of the Swamp. I think these are better as normal enemies. What I like about them is that (a) they have a ranged attack, and (b) this attack isn't completely negated by resistances (unlike swamp drakes and swamp...

Thursday, 5th July 2012, 09:24

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8098

Re: New Vaults Layout

Also relying on all subvaults being a certain shape introduces human error when you're asking vault designers to build new subvaults. As long as the rules aren't terribly complex, this isn't a big deal. Vaults:8 already has a requirement like this, and it works well. The important thing for subvaul...

Thursday, 5th July 2012, 08:54

Forum: Dungeon Crawling Advice

Topic: Does amulet of stasis prevent banishment?

Replies: 9

Views: 2187

Re: Does amulet of stasis prevent banishment?

Arkhan wrote:You want at least "incredible", preferably "uncanny", if you're going to be in there mixing it up.

These levels are very hard to get, and not really necessary. "Extremely" is enough for most things, "Extraordinarily" for almost everything.

Wednesday, 4th July 2012, 21:58

Forum: Game Design Discussion

Topic: mimics

Replies: 174

Views: 32497

Re: mimics

One suggestion I'd like to make is to add a way for vault creators to mark features as unmimicable Already exists. It isn't used much (because it isn't needed much), but it's there. As a side note, if you have trouble with constriction, I suggest trying to break free by moving away. I think players...

Monday, 2nd July 2012, 04:54

Forum: Game Design Discussion

Topic: mimics

Replies: 174

Views: 32497

Re: mimics

I am boycotting the August tournament if feature mimics are left the way they are on 0.11 release. I don't like the current state of mimics and I'd be quite upset if they made it into 0.11 as they currently are. I think I agree with your opinions on them (minus the hyperbole). I'm also looking forw...

Thursday, 28th June 2012, 22:30

Forum: Game Design Discussion

Topic: Secret Doors

Replies: 88

Views: 20259

Re: Secret Doors

Where exactly does the line that defines secret door-ness go? A secret door is a secret door. "DNGN_SECRET_DOOR" in the code. There is no need to involve metaphysics here. I don't want to see good secret door vaults removed, however, if the only reason for removal is the fact that the con...

Thursday, 28th June 2012, 18:39

Forum: Game Design Discussion

Topic: Secret Doors

Replies: 88

Views: 20259

Re: Secret Doors

back on topic, I definitely agree that random secret doors serve no purpose and are sometimes problematic. I agree with their removal. However, secret doors in vaults could work, if the detection mechanism were different. When generated, they get a hidden property which is the minimum T&D neede...

Wednesday, 27th June 2012, 19:23

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 7134

Re: Equipment command keys make no sense

< and > are used. What I'm suggesting is you should be allowed to hit "P, <, [letter of ring you want to wear]" to swap your left ring. Right now you have to hit "P, [letter of ring you want to wear], <". This would make it easier for crazy people like me, who want to macro a sep...

Wednesday, 27th June 2012, 19:17

Forum: Game Design Discussion

Topic: Does Amulet of Faith add much to the game?

Replies: 42

Views: 11829

Re: Does Amulet of Faith add much to the game?

dpeg: I wasn't talking of a gradual change. I meant drastic when I said it: increasing the piety cost by a factor of 2 or more in some cases. Some powerful abilities are just too inexpensive for small tweaks to be worth it. Here's some quick examples: Greater servant: you get this ability pretty ear...

Wednesday, 27th June 2012, 18:54

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 7134

Re: Equipment command keys make no sense

I think it actually does make the interface easier to use, but in a very, very bad way: I 've experimented with deliberatey cursing one of my rings so I could make swapping the other one more convenient. I actually enjoy how easy this makes it. The only problem is remove curse makes this whole thing...

Wednesday, 27th June 2012, 08:56

Forum: Game Design Discussion

Topic: Does Amulet of Faith add much to the game?

Replies: 42

Views: 11829

Re: Does Amulet of Faith add much to the game?

Would you suggest to nerf gods in general? That's a huge topic, so feel free to restrict an answer to yes/no. (A very simple approach would be to reduce piety gain.) For Makhleb, Ely, Okawaru, Fedhas (maybe), Trog, TSO, Lugonu I'd drastically increase the piety cost of invocations. I don't think pi...

Wednesday, 27th June 2012, 08:04

Forum: Game Design Discussion

Topic: Does Amulet of Faith add much to the game?

Replies: 42

Views: 11829

Re: Does Amulet of Faith add much to the game?

One problem with faith is that most gods are overpowered (except for xom and chei, who make the game harder). The amulet just makes this more obvious. No one in this thread seems to have mentioned this. I don't think nerfing the amulet will help much, here. The other problem with Faith is that most ...

Tuesday, 26th June 2012, 05:49

Forum: Dungeon Crawling Advice

Topic: Anti-magic: Useful or just filler?

Replies: 11

Views: 2623

Re: Anti-magic: Useful or just filler?

Early in the game magic users tend to have low HP and die fast. This is not the case in the later part of the game. Many magic users have high HP, and antimagic is very useful against them. This includes several high level undead, demons, orbs of fire, etc. A lot of these things are immune to silenc...

Saturday, 23rd June 2012, 23:58

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 7134

Re: Equipment command keys make no sense

I should also add, if some sort of "universal equip/unequip" key is desired, it should be mapped to "I". The current "I" command is unnecessary - move its functionality to the z! screen or something,

Saturday, 23rd June 2012, 23:50

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 7134

Re: Equipment command keys make no sense

Something that I think would help is pointing out to new players that you can do almost everything with "i". The P, R, T, W, and w keys are all unnecessary (same goes with almost every other key for interacting with the inventory). You can do everything from the "i" screen if you...

Friday, 22nd June 2012, 22:37

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44839

Re: Potion of beneficial mutation

I don't think cure mutation should be changed. But if it is changed in the way galehar suggests, I think it should do it like this: 1. Each mutation has an independent 1/3 chance of being cured. 2. If this results in zero mutations being picked, roll again. This is necessary, because otherwise you'l...

Friday, 22nd June 2012, 22:33

Forum: Dungeon Crawling Advice

Topic: Making yourself play carefully

Replies: 39

Views: 9412

Re: Making yourself play carefully

ebarrett wrote:relying on the game to tell you when to stop tabbing isn't good threat assessment, just saying

But how else will you clear special rooms by holding down tab???? (this is fun, everyone should try it)

Wednesday, 20th June 2012, 23:34

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44839

Re: Potion of beneficial mutation

I think a potion of benefitial mutation sounds interesting.

It's worth pointing out, a "potion of evolution" patch was uploaded to mantis some time ago. I like the "potion of good mutation" better though, since I think it's better if it has an immediate effect.

Wednesday, 20th June 2012, 23:16

Forum: Crazy Yiuf's Corner

Topic: Set Theory

Replies: 16

Views: 3221

Re: Set Theory

what

Wednesday, 20th June 2012, 18:45

Forum: Game Design Discussion

Topic: Lair Branches

Replies: 51

Views: 8574

Re: Lair Branches

dpeg wrote:evilmike just fixed the offending vaults. Thanks!

minmay deserves the credit, I just used the fix he put on mantis.

Wednesday, 20th June 2012, 15:32

Forum: Game Design Discussion

Topic: Proposal: Monsters should not pick up items.

Replies: 46

Views: 9130

Re: Proposal: Monsters should not pick up items.

I think monsters should only pick up types of items they can use. I do not think they should pick up gold, or decks of cards, or anything else that's useless to them. If monsters looting vaults is a problem, I think this would be the best solution: add a no_item_pickup flag that can be given to vaul...

Tuesday, 19th June 2012, 20:20

Forum: Game Design Discussion

Topic: Lair Branches

Replies: 51

Views: 8574

Re: Lair Branches

I've said before that a big improvement to swamp would be to change its layout a bit: Make large, "solid" sections of trees in the level. Instead of being one giant open room, swamp levels would have a bunch of wide, meandering paths through a solid forest of "swamp trees". This ...

Tuesday, 19th June 2012, 17:29

Forum: Game Design Discussion

Topic: Lair Branches

Replies: 51

Views: 8574

Re: Lair Branches

Another big change to Slime is that it didn't always guarantee a rune in ancient versions. Unlucky people would sometimes be blocked from doing a "real" all-rune game.

Monday, 18th June 2012, 23:01

Forum: Game Design Discussion

Topic: Lair Branches

Replies: 51

Views: 8574

Re: Lair Branches

The only issue I notice about Snake Pit is that it has a lot more XP than the other lair branches. In my opinion a standard game should have about the same XP regardless of the branches you roll. I think the rune vault alone in Snake Pit tends to have more XP than the entirety of a branch like Swam...

Thursday, 14th June 2012, 03:12

Forum: Game Design Discussion

Topic: Monsters and Jewelry

Replies: 25

Views: 4197

Re: Monsters and Jewelry

I actually think monsters using jewelry is interesting, however I think this idea was implemented for the wrong reasons -- the decision to give this unique a ring of cold was because the coder said that he "[doesn't] like the idea of generating Fannar with innate rC+; there's no justification ...

Wednesday, 13th June 2012, 14:40

Forum: Game Design Discussion

Topic: Remove most armours from the game

Replies: 77

Views: 17562

Re: Remove most armours from the game

I think that GDR should be shown as an in-game attribute of armours; it is just as significant, if not moreso, than EV penalty and AC bonus. Why? All three properties scale together. Greater AC = greater EV penalty = greater GDR. ... (I suppose the three don't scale perfectly with one another- jump...

Wednesday, 13th June 2012, 13:09

Forum: Game Design Discussion

Topic: Some notes on Races and Deities

Replies: 9

Views: 2703

Re: Some notes on Races and Deities

Regarding cleric-style: I'm not really familiar with RPGs, so I might miss something, but doesn't Ashenzari fit the picture of a priest's god? I think when people say Cleric, they are usually talking about D&D clerics. These are pretty varied (especially when comparing different editions) but a...

Monday, 11th June 2012, 00:51

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84567

Re: Feedback on Trunk deployment (.11)

Post bug reports on mantis, not in this thread. If you are unsure if something is a bug, post a bug report anyway. Tell that to galehar ( example ). :) Yes, that was a lapse of judgment on my part. I said that because I want people to post bug reports. I should have been more careful who I was sayi...
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