Search found 392 matches

Thursday, 5th January 2017, 17:42

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 2758

Re: Make divine protection non-exploitable

Still, the fact that you can be killed while under the effects of Divine Protection, even at high piety levels, is enough to make relying on it to keep you alive while fighting a risky proposition at best. Attempting to exploit this feature seems suicidal, so in my mind, it's not broken.

Thursday, 5th January 2017, 09:19

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4133

Re: Assassin's Cowl (unrandart)

I don't know of an spell that can generate massive amounts of noise at great distances in recent versions. The closest I can think of is Fulminant Prism, which due to its delay could be used in conjunction with a few Controlled Blinks to get some distance from the explosion before it goes off, but t...

Thursday, 5th January 2017, 05:38

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4133

Re: Assassin's Cowl (unrandart)

As I understand it, the game client displays "noise" as the louder of the two values, so I imagine that spells with no spell noise would appear as "Silent" in the spell list and spell descriptions. The client already has the ability to update spell descriptions to account for Veh...

Thursday, 5th January 2017, 03:23

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4133

Re: Assassin's Cowl (unrandart)

I'm not attached to the name or the AC modifier. Actually, I prefer both "Silent Cowl" and "Demonskin Cowl" to "Assassin's Cowl". The main point of this artifact is to be able to cast spells without making noise. Many spells, including most summoning and several hexes (...

Thursday, 5th January 2017, 02:45

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 2758

Re: Make divine protection non-exploitable

Yeah, my current understanding is the chance of the protection status effect actually cancelling damage is proportional to your piety, and each time it actually cancels damage, you lose a good chunk of piety, so after the first cancel, you could be killed by a lucky hit. In my test, I died with ****...

Wednesday, 4th January 2017, 16:32

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4133

Assassin's Cowl (unrandart)

My Metamagic God proposal didn't generate as much excitement as I'd hoped, and I suspect that part of the reason is that most of the features resemble existing items (ring of wizardry, staff of energy, robe of archmagi), but the ability to eliminate casting noise seems like it would enable interesti...

Wednesday, 4th January 2017, 09:02

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 34174

Re: Weapon-less Ieoh Jian Council, a radical change.

Overall, I think this is a healthy direction to take the concept, but I think tying the slow effect to lunge like this is going to be a problem. In the success case, you lunge at a monster, slowing it, then follow up with whirlwind attacks for extra damage and paralysis. But, in the failure case, yo...

Tuesday, 3rd January 2017, 21:49

Forum: Game Design Discussion

Topic: Make divine protection non-exploitable

Replies: 8

Views: 2758

Re: Make divine protection non-exploitable

I just tested it by creating a character in 0.19.0, turning on Wizard mode, granting worship of El, granting max piety, activating Divine Protection, creating a hydra zombie, and meleeing it (entire process took less than a minute). I was able to fight it while protected, and I was killed by it whil...

Saturday, 24th December 2016, 23:51

Forum: Game Design Discussion

Topic: Feedback on changes to Sandblast

Replies: 17

Views: 3983

Re: Feedback on changes to Sandblast

I really dislike the idea of losing access to the spell entirely if the supply of stones runs out. If it has to be locked into a single power level, I'd prefer it never use stones. But, I'd much rather Sandblast check the quiver for stones (or large rocks! :twisted:), which would solve the problems ...

Thursday, 22nd December 2016, 18:32

Forum: Game Design Discussion

Topic: Vp needs rework

Replies: 20

Views: 5752

Re: Vp needs rework

What if vampires had an ability to convert nutrition into a potion of blood (maybe at the cost of 1 HP from the self-inflicted wound)? Players would still need to collect blood if they wanted to stay Alive, but no longer would there be an incentive to stand around waiting for nutrition to timeout wh...

Tuesday, 20th December 2016, 01:28

Forum: Game Design Discussion

Topic: Remove or rework demonspawn monstrous mutations

Replies: 15

Views: 4368

Re: Remove or rework demonspawn monstrous mutations

They can also trigger on riposte strikes. >:D

Wednesday, 14th December 2016, 19:33

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

You want boons to be situational, and also for players to be able to trust them (ie build around them). Seems contradictory. It's not. I don't book a flight to get to the grocery store, but when I'm travelling a long distance, I trust that the plane isn't going to suddenly stop working midair. The ...

Sunday, 11th December 2016, 13:45

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

That's even worse. Players wouldn't be able to trust their boons at all.

Friday, 9th December 2016, 17:29

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

To an extent, I think you're right. I do anticipate situations where characters will want different boons for different spells (success or hunger for high-level or off-school spells, power or MP for spells that have been brought down to 1"%, etc.) or against different enemies (an enchanter woul...

Thursday, 8th December 2016, 18:23

Forum: Game Design Discussion

Topic: Give the player a message when death is imminent

Replies: 8

Views: 2937

Re: Give the player a message when death is imminent

The first time you encounter any monster, you should immediately stop and examine it.

Wednesday, 7th December 2016, 17:15

Forum: Game Design Discussion

Topic: Proposal: Sif Muna's Library

Replies: 28

Views: 7323

Re: Proposal: Sif Muna's Library

What about this? * Reading (or picking up) a book places all spells it contains into a spell inventory, possibly flavored as the player's own spellbook. * Accessing the spell memorization screen displays a menu of schools with spells available to memorize, and an "all" option. * Upon selec...

Wednesday, 7th December 2016, 01:24

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 3702

Re: Mark scrolls of noise as harmful or remove them outright

True, but that generally takes longer (in game time), especially because you're not guaranteed to encounter them in a single autoexplore sweep. Which brings up a second use for scrolls of noise: if you get hungry while travelling between levels, you can read one in the hopes of attracting food (thou...

Tuesday, 6th December 2016, 20:48

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 3702

Re: Mark scrolls of noise as harmful or remove them outright

I'm a completionist. Even if I don't kill a unique when I first notice them, I'll always go back and hunt them later, if possible. Besides, sometimes it's worth killing them ASAP to take their stuff and/or get the experience boost.

Tuesday, 6th December 2016, 19:28

Forum: Game Design Discussion

Topic: Mark scrolls of noise as harmful or remove them outright

Replies: 11

Views: 3702

Re: Mark scrolls of noise as harmful or remove them outright

It's more effective than shouting at attracting uniques on empty floors. Sometimes tracking them down can be a pain.

Tuesday, 6th December 2016, 18:23

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

It can take quite a lot of skill in Spellcasting (or a staff of energy) to reduce spell hunger to 0 on mid-to-high-level spells, to the point where I've sometimes had to budget the usage of spells when I first learn them in order to not burn through permafood (or more rarely starve mid-fight). It ma...

Tuesday, 6th December 2016, 16:08

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

Erm, no... I think if you read a bit more carefully you'll notice that you can only have 1 boon active at a time.... Also, +100% spellpower is perhaps not as strong as you imagine, considering the demonspawn mutation "Augmentation" gives +120% at rank 3 and full HP.

Tuesday, 6th December 2016, 14:35

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Re: Metamagic God

It seems to me that * Clear: Difficulty -50% (applied before skills/INT/armour/shield, e.g. a level 9 spell would be reduced from 390 to 195 at max piety) is strong enough to basically make all the other choices this god provides basically moot. Usually, in my experience in Crawl, you train just en...

Tuesday, 6th December 2016, 11:16

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 2335

Re: Constrict-dancing Octopodes

Yeah, I once tried to constrict 8 monsters as an octopode, and only managed 6. A big part of the difficulty is that constrict damage keeps ramping up over time, so before you can grab the 7th, the 1st dies. That's why maintaining constriction is more valuable than it might first appear.

Tuesday, 6th December 2016, 01:00

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 2335

Re: Constrict-dancing Octopodes

What are you talking about?

Monday, 5th December 2016, 17:17

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 2335

Re: Constrict-dancing Octopodes

I mean... I guess that's an option, but it seems like a missed opportunity for a strategic choice....

Saturday, 3rd December 2016, 22:34

Forum: Game Design Discussion

Topic: Constrict-dancing Octopodes

Replies: 6

Views: 2335

Constrict-dancing Octopodes

Octopodes use 2 tentacles per "hand" and 4 for movement. When not moving, they can constrict 4, 6, or 8 adjacent enemies depending on how many tentacles are being used to wield a weapon/shield. But, if an octopode has enough free tentacles to constrict 6 or 8 enemies, and only needs to use...

Saturday, 3rd December 2016, 20:34

Forum: Game Design Discussion

Topic: Metamagic God

Replies: 14

Views: 4951

Metamagic God

My goal --------- To give players some interesting new choices about how to use magic. This god provides a variety of boons to spellcasting, which vary from useless to quite powerful depending on the circumstances. I expect in almost any situation, at least 2 of these boons will be desirable, but on...

Tuesday, 29th November 2016, 17:50

Forum: Game Design Discussion

Topic: Make monstrous DS grow claws first

Replies: 25

Views: 8508

Re: Make monstrous DS grow claws first

If the demonspawn mutations you're destined for could be toggled visible on the mutations list screen (like how untrainable skills can be toggled visible on the skill allocation screen), would that help?

Tuesday, 29th November 2016, 13:58

Forum: Game Design Discussion

Topic: Proposal: Remove book inventory slots

Replies: 18

Views: 9605

Re: Proposal: Remove book inventory slots

I wholeheartedly agree with the suggestion, but I want to point out 2 things after reading the thread replies: 1) In recent builds, you can use CTRL+F to search for (part of) the name of a spell and see a list of known books that contain it. 2) If books couldn't be dropped, Burn Books could still fu...

Thursday, 20th October 2016, 23:15

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

If by "ongoing spell" you mean "a spell that has no duration and expires only when cancelled (voluntarily or involuntarily)" see my comment a few posts back about "perma charms" it applies whether you call them charms or ongoing spells. More or less. It's more precise ...

Thursday, 20th October 2016, 17:33

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

@Siegurt: I mostly agree with everything you just posted, however: I think it's important to distinguish between charms and ongoing spells. Song of Slaying is an excellent example of a charm spell that would not be appropriate as an ongoing spell, and Darkness is an excellent example of a non-charm ...

Thursday, 20th October 2016, 13:38

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

2. charms need to be a tactical decision, having them on all the time is against the design of this game In this respect, MP reservation has an advantage over the current MP-on-cast paradigm because with high mana regen, you can stagger a lot of charms and effectively keep more of them up, but with...

Wednesday, 19th October 2016, 14:09

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

2 is functionally "Permanent MP reduction" which has been discussed. I suggest this because I've changed my perspective from "permanent MP reduction doesn't impact dedicated melee characters because they have lots of MP anyway, so permanent MP reduction is a problem" to "pe...

Wednesday, 19th October 2016, 02:01

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

3) If the spells have a hunger cost to the character casting them, the player's metabolism rate increases accordingly while the spells are active. so you should toggle them off when resting? I imagine players progressing from not being able to cast a spell at all, to having to decide when they shou...

Wednesday, 19th October 2016, 01:39

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

Yeah, the malmutate sounds like fun in a zany sense, but might be a dealbreaker for some players, and thematically, it doesn't seem very charms-like. What about this: 1) Charms (or any self-cast spell with a duration) last until cancelled, either by the player, by a failure condition specific to the...

Tuesday, 18th October 2016, 21:48

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

Making the spellcast button into a toggle makes sense to me *if and only if* Charm spell durations become infinite. If the durations do not become infinite, then you need to reserve the spellcast button for refreshing duration, which is the current behavior. I agree that using the same button to di...

Tuesday, 18th October 2016, 01:00

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33284

Re: Purpose of the Charms school

1) Instead of adding a fixed amount of contamination at each initial spellcast that wears down over time, change contamination to grant a larger amount of contamination at spellcast that does not wear down while the spell remains active. Grant contaminating spells an ability toggle, to turn off bot...

Wednesday, 12th October 2016, 13:33

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch: Orb Translocations effects and PoG change

Replies: 30

Views: 7419

Re: DCSS TrunkWatch: Orb Translocations effects and PoG chan

fearitself wrote:You can't die before lair hitting tab as mibe.


Sounds like you've never tried investing 100% of your skill XP in Spellcasting on your MiBe.

Sunday, 11th September 2016, 19:37

Forum: Game Design Discussion

Topic: God of Summoning Magic

Replies: 11

Views: 4104

Re: God of Summoning Magic

Gods dedicated to one specific playstyle are sort of dull, and have been on the out for... well, pretty much the entirety of DCSS's development. A few remain from the old days, but you'll notice that all the newer ones (and by "new" I'm talking like, since Beogh ) try to cater to many, if...

Sunday, 11th September 2016, 18:28

Forum: Game Design Discussion

Topic: God of Summoning Magic

Replies: 11

Views: 4104

Re: God of Summoning Magic

I suggest to replace "Kills performed by summoned allies" with standard "Kills" like with other gods, we don't want players to melee monsters to almost dead and them summon something for final kill. If that were done, I'd suggest removing the Book of Callings from the gifts sect...

Sunday, 11th September 2016, 17:43

Forum: Game Design Discussion

Topic: God of Summoning Magic

Replies: 11

Views: 4104

God of Summoning Magic

Why add one? Two reasons. Asthetically, there is a spellbook for Conjurations, Necromancy, Summoning, and Translocations so special that Sif Muna will not gift it, so I'd like to see a dedicated god for each of those 4 schools of magic. Mechanically, I find dedicated summoners to be extraordinarily ...
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