Search found 392 matches

Friday, 31st December 2021, 23:55

Forum: Game Design Discussion

Topic: Demonic Touch

Replies: 3

Views: 2932

Re: Demonic Touch

From my testing, the -Will seemed to have only a minor influence on success rates for affecting monsters. Generally not enough to justify using a turn to apply it, even if successfully applying it on the first attempt were guaranteed.

Sunday, 26th December 2021, 01:31

Forum: Game Design Discussion

Topic: Fletchery

Replies: 3

Views: 2914

Fletchery

While exploring, characters with this feature passively increase stack quantity for arrows and bolts if present in inventory. Maybe also for sling stones, though sling/rock compatibility makes this questionable. Suggested as a racial feature for deep elves and other species meant to have an affinity...

Sunday, 26th December 2021, 01:02

Forum: Game Design Discussion

Topic: Stat adjustment potions

Replies: 0

Views: 2152

Stat adjustment potions

3 potions: Strength, Dexterity, and Intelligence. Each increases its associated stat by 2 and decreases the other 2 stats by 1 each. Thus, they don't make a player more powerful, but provide a mechanism to alter a character's power distribution. Why? Crawl is meant to be a game where players adapt t...

Friday, 24th December 2021, 11:06

Forum: Game Design Discussion

Topic: Armour Egos

Replies: 0

Views: 1946

Armour Egos

I feel like there are rarely interesting choices in selecting which armour ego to wear for some equipment slots (especially boots). This is partly because non-body ego armour is rare enough that you're lucky to find more than one for a particular slot before some artefact renders them obsolete, and ...

Tuesday, 14th December 2021, 21:59

Forum: Game Design Discussion

Topic: Remove the STR+DEX check for auxiliary attacks

Replies: 0

Views: 2037

Remove the STR+DEX check for auxiliary attacks

Auxiliary attacks already benefit from DEX in terms of accuracy and in terms of STR in terms of damage. Players who understand the general concept of STR and DEX would expect this behavior; it's intuitive and consistent with how STR and DEX are generally conceptualized in similar games and with how ...

Friday, 10th December 2021, 15:38

Forum: Game Design Discussion

Topic: Demonic Touch

Replies: 3

Views: 2932

Re: Demonic Touch

Allowing players to wield 2-handed weapons with their offhand disabled would be really bad in terms of consistency. Making the will debuff stackable would be interesting, though... instead of a simple binary risk/reward decision, it would become a press-your-luck risk/reward decision.

Friday, 10th December 2021, 04:55

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

You're absolutely right; playing more cautiously can compensate for unfriendly RNG to a large extent, and I do this already when I judge it to be necessary to keep a character alive long enough to make things more interesting. You're also right that having a lower maximum attainable power limits the...

Thursday, 9th December 2021, 11:10

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

The risk of dying is an important part of the game, it's not a problem. To a very large degree, death can also be avoided through skillful tactics, again not a problem. Horns pushing a helmet off your head is also not a problem, because you shouldn't be using a strategy that relies on wearing a helm...

Tuesday, 7th December 2021, 21:14

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

I agree that it's absolutely in the spirit of Crawl to get stuff that doesn't fit your current build, and to have to decide whether to ignore that stuff (in the case of equipment, not draconian color, obviously) or adapt to it by adjusting skill investments. This is perfectly fine, and completely di...

Tuesday, 7th December 2021, 01:41

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

Maybe I was wrong about demonic guardian vs. foul stench, but your experience with demonic guardian vs ignite blood is apparently very different than mine. For me, the guardians seemed to end up engulfed in flame nearly every single time they appeared, and they generally didn't last very long as a r...

Sunday, 5th December 2021, 23:16

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

You don't have to be wielding a weapon for it to trigger, but your offhand slot must be empty. It won't trigger while wearing a shield, even if your main hand is empty... not sure why. You can confirm this in-game in trunk by reading the description of demonic touch in the mutations list, or by read...

Saturday, 4th December 2021, 21:07

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

For any of these pairings, no matter what choices you make, you're getting at best partial value and at worst negative value from at least one of your mutations, meaning the character is gimped. I guess if you're expecting to get no value out of your demonspawn mutations, then even a partial benefit...

Saturday, 4th December 2021, 11:51

Forum: Game Design Discussion

Topic: Death Of Jiyva

Replies: 7

Views: 4589

Re: Death Of Jiyva

No idea what the current status is. My design certainly was that both the Royal Jelly and Dissolution have to be killed before Jiyva must die. I just tested this (in crawl_tiles-0.28-a0-973, seed #7471888789291940195). Dodged Dissolution, killed TRJ, confirmed Jiyva's death. If the intent is that J...

Saturday, 4th December 2021, 11:01

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Re: Demonspawn incompatibilities

I expect that assumption is generally correct. But, escaping with the orb isn't always a player's only goal. So long as there's at least a theoretical chance that subordinate goals can still be achieved, it's still worth continuing the game. But, once there's absolutely no possibility of meeting a r...

Saturday, 4th December 2021, 08:13

Forum: Game Design Discussion

Topic: Servitor transparency

Replies: 0

Views: 1959

Servitor transparency

There should be some way other than relying on spoilers; digging through source code; or blind trial and error, to determine how memorizing spells will affect the behavior of Spellforged Servitor. The Servitor description tells you which spell will be cast based on your current spell memorization, b...

Saturday, 4th December 2021, 04:35

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 16

Views: 5643

Demonspawn incompatibilities

Having demonspawn mutations that synergize with particular strategies is good, in that it encourages variety. Surprising players with the introduction of these mutations over the course of the game has some merit, despite not interacting particularly well with compelled irreversible stat selections ...

Friday, 3rd December 2021, 22:37

Forum: Game Design Discussion

Topic: Stat / mutation order

Replies: 0

Views: 1775

Stat / mutation order

When a player gains a level where they would choose a stat increase and receive a demonspawn mutation, the demonspawn mutation should occur before the stat increase. Reason being, the player is better able to make a meaningful choice in which stat to increase and adapt to the demonspawn mutation if ...

Saturday, 27th November 2021, 01:36

Forum: Game Design Discussion

Topic: Offhand focus

Replies: 5

Views: 2684

Re: Offhand focus

"energy" and "guile" are quite appealing. "light" as well, although being able to get access to halo while summoning demons or undead feels a little like cheating. "rage" seems bad, as there's plenty of *rage on randarts, and it's often a reason to avoid using...

Wednesday, 24th November 2021, 22:13

Forum: Game Design Discussion

Topic: Offhand focus

Replies: 5

Views: 2684

Offhand focus

I propose adding a new category of items, the offhand focus, as an alternative to shields. These would not provide any defensive stats or egos, but would provide bonuses that facilitate sneak/stab and magic usage (I'm thinking stealth++, MP+15, Wiz++, archmagi) play styles. I think this level of pow...

Wednesday, 20th October 2021, 18:06

Forum: Game Design Discussion

Topic: Can we just show attack delay?

Replies: 3

Views: 2376

Re: Can we just show attack delay?

I agree that adding the current attack delay, and the change from the current attack delay when viewing unequipped weapons, would be useful, but I wouldn't want that to replace all of the existing information. The detailed information provided by examining a weapon is useful for both short-term and ...

Wednesday, 29th September 2021, 18:50

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 3559

Re: Drain

I do recall avoiding melee combat with groups of wights when playing spell slingers, and luring them so I could fight them one-on-one while getting the first attack when playing melee. Yeah, if they cornered you, that was bad, but between their average speed and lack of ranged attacks, it was usuall...

Tuesday, 28th September 2021, 21:02

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 3559

Re: Drain

Old drain wasn't much of a threat when lightly drained, but could be quite dangerous in the rare cases of heavy drain (I recall a certain unique with a tendency to drain ALL of an unprepared character's skills). The new system is much less awkward (as there's no longer an incentive to over-invest in...

Saturday, 25th September 2021, 22:02

Forum: Game Design Discussion

Topic: Drain

Replies: 7

Views: 3559

Drain

I think drain is tuned to be too weak now. Even heavy drain doesn't reduce max HP by very much (like, 5-10%, maybe?) and clears up quite quickly. The effect is so minor and so temporary that I've stopped paying attention to it entirely. I'm wondering if others feel the same way, and if so, I'd sugge...

Saturday, 25th September 2021, 21:59

Forum: Suggestions & Criticism

Topic: Do forum sessions have a timer now?

Replies: 3

Views: 25727

Re: Do forum sessions have a timer now?

I think it depends on how you login, like, there is a checkbox that if you don't check, you get logged out after a little while. BTW, it is precisely because I hate losing what I've typed that I've developed the habit of never submitting any form with a substantial amount of text without first copyi...

Friday, 24th September 2021, 16:11

Forum: Suggestions & Criticism

Topic: Zin wiki (punishments)

Replies: 1

Views: 20615

Zin wiki (punishments)

The Zin wiki page says it's up to date for 0.27, but the punishments are incorrect (they still reference nutrition). I don't have editing permission, so can someone who does please fix this? It looks like the current behavior is: 1/3 chance: If possible, remove 1-7 random good mutations. Otherwise, ...

Monday, 20th September 2021, 15:46

Forum: Game Design Discussion

Topic: Ring stacking

Replies: 0

Views: 2498

Ring stacking

To further alleviate the inconvenience of inventory clutter, I propose stacking non-artefact rings. It's a bit counterintuitive, but now that numeric bonuses have been standardized, there's no practical reason why it wouldn't work. The only disadvantage would be that instead of seeing e.g. "(le...

Monday, 13th September 2021, 15:37

Forum: Game Design Discussion

Topic: Make all Vehumet spell offers permanent

Replies: 7

Views: 4371

Re: Make all Vehumet spell offers permanent

Vehumet makes you think about prioritisation. Kind of... sometimes... maybe? I always just take all the offered spells (for the same reason I always enter timed portals, even when I'm sure that I'm not yet prepared enough to survive them), even when I don't have enough available spell levels to mem...

Sunday, 12th September 2021, 17:58

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4824

Re: RIP riposte, Thank God

Spellcasters should melee with magical staves, to the extent that they should melee at all. Long blades are STR-dependent for damage, scorch-debuff or no, and spellcasters generally need to invest in INT, not STR.

Sunday, 12th September 2021, 16:48

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5586

Re: The current state of summoning

The preferred method of abjuring enemy summons is to kill the summoner, because it prevents further summons and awards XP. Player summoners do have a variety of tools for dealing with distant targets, even through enemy summoned creatures (starting with Lightning Spire and ending with Dragon's Call,...

Sunday, 12th September 2021, 03:24

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4824

Re: RIP riposte, Thank God

When I first started playing crawl, long blades did function as stabbing weapons with a lower multiplier, but they couldn't compete with short blades when performing a stab. I can't imagine a situation where this approach were attempted again that didn't result in either stabbers ignoring the weaker...

Saturday, 11th September 2021, 16:26

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 5586

Re: The current state of summoning

Playing a pure summoner with the new changes feels overwhelmingly better than in previous versions, though it's still a difficult play style most of the time. Finding the right balance of xp distribution between spell power, defenses, and utility is a challenge, but at least now there is actually en...

Saturday, 11th September 2021, 16:10

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4824

Re: RIP riposte, Thank God

I never saw the shield timing as a big deal; it was just an extra layer of defense on top of evasion and whatever perks you might have gotten from a riposte. If the shield preempted the process, you didn't take any damage anyway, and could keep attacking normally. If the shield didn't stop the attac...

Friday, 10th September 2021, 23:30

Forum: Game Design Discussion

Topic: RIP riposte, Thank God

Replies: 12

Views: 4824

Re: RIP riposte, Thank God

So long blades are just maces that can cut hydra heads now? That's quite a bit less interesting. I get that not everyone liked the riposte mechanic, but I think having the two blades skills synergize with dexterity builds was quite nice, since they cross-train together. It made hybrid long- and shor...

Sunday, 29th August 2021, 07:07

Forum: Game Design Discussion

Topic: Animated Weapon Tiles

Replies: 0

Views: 2422

Animated Weapon Tiles

The tiles for animated weapons should be more distinct from the tiles for normal weapons. Right now, the only difference is the tiny summoning icon in the corner of the tile, which is quite easy to miss at times. Plus, the majority of gameplay trains players to disregard the weapons they see lying a...

Monday, 9th August 2021, 05:15

Forum: Game Design Discussion

Topic: Stop Autoexplore for Abyss Exits

Replies: 0

Views: 2124

Stop Autoexplore for Abyss Exits

Got banished to the Abyss, but was confident enough to use autoexplore to look for the exit portal. Got into this awkward situation where I found an exit and tried to press a key to stop autoexplore, but got a force more message, after dismissing the message tried pressing a key to stop autoexplore ...

Monday, 9th August 2021, 04:23

Forum: Game Design Discussion

Topic: Have scrolls of identify self-annihilate once useless

Replies: 2

Views: 2003

Re: Have scrolls of identify self-annihilate once useless

Even once all consumables are known, you can still use them as slime food for Jiyva piety.

Thursday, 3rd June 2021, 14:07

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7434

Re: Torment - revisited

FWIW, item-based regen, and non-species-specific mutation-based regen, recently got majorly buffed.

Wednesday, 2nd June 2021, 15:29

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7434

Re: Torment - revisited

There's a lot more to Necromutation than just torment immunity, and there's no need to remove Necromutation just to create an excuse to rebalance torment. Any balance changes to torment have absolutely no impact on Necromutation's performance, so Necromutation can be safely ignored when deciding how...

Wednesday, 2nd June 2021, 08:03

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7434

Re: Torment - revisited

Aside from providing guaranteed access to Necromutation, Kiku also directly protects worshipers from torment, with no skill investment required. So, one strategy would be to worship Kiku until a player is satisfied with their skill investment in their primary areas of interest, then start working to...

Thursday, 27th May 2021, 07:27

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13093

Re: Undead Necromancers

I agree Crawl is not summoner friendly... the AI is clunky, and there is even a 50% penalty on experience earned through summons, which is frustrating because summoning and animating dead are my favorite ways to play tactical fantasy games. Still, the Animate spells can be useful for dealing with en...

Wednesday, 26th May 2021, 09:25

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13093

Re: Undead Necromancers

Sure, worship Gozag. There's no way that could negatively impact the necromancer gameplay experience.... It's not like corpses are relevant for necromancers, right?

Wednesday, 26th May 2021, 06:26

Forum: Game Design Discussion

Topic: fix animate dead

Replies: 3

Views: 1846

Re: fix animate dead

You can get decent value out of the Animate spells by luring everything you kill to a single location and being fast enough that the corpses don't have time to decay. Being able to keep a limited number of derived undead with you as per the OP would lead to gameplay that's both less restrictive and ...

Saturday, 22nd May 2021, 11:39

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 4950

Re: Against Piety Decay

It matters sometimes, though typically not very much. Probably most impacted are slow-regenerating characters that incorporate abilities with piety costs into their core strategy and are exceptionally interested in gift acquisition. But, it's clearly not a necessary piece of the design puzzle, consi...

Tuesday, 11th May 2021, 17:47

Forum: Game Design Discussion

Topic: Monster attack change, early Dungeon difficulty

Replies: 9

Views: 3244

Re: Monster attack change, early Dungeon difficulty

In my unpopular opinion, the early game used to be trivially easy for most characters most of the time, and now it's somewhat more in line with midgame difficulty. I think that's a good result overall, but I find myself needing to kite enemies to buy time for recovery, and as that's always been a te...

Friday, 7th May 2021, 19:18

Forum: Game Design Discussion

Topic: Replace Ignite Poison with Ignite Clouds spell

Replies: 3

Views: 1815

Re: Replace Ignite Poison with Ignite Clouds spell

If this change were made, I think the poison cap would need to be removed as well, unless the goal is to have players use Radiance to cap poison stacks, then flee while waiting for those stacks to slowly chew through the hit points and regeneration of sturdier monsters, before repeating the process ...

Thursday, 6th May 2021, 18:39

Forum: Game Design Discussion

Topic: Auto travel vs force_more_message

Replies: 1

Views: 1760

Auto travel vs force_more_message

Was using auto explore with force_more_message and noticed that travel continues after pressing space. This means that when using auto travel, a player loses the ability to use force_more_message to immediately respond to the circumstances that triggered the message. As far as I'm aware, the only wa...

Monday, 3rd May 2021, 20:37

Forum: Game Design Discussion

Topic: Summon sustain notice

Replies: 0

Views: 1614

Summon sustain notice

Viewing a spell description should show the number of currently sustained summons in addition to the maximum it already shows (e.g. "You are sustaining 1 of 3 creatures through this spell."). Reason being, checking the description would be comparatively painless to looking through the log ...

Thursday, 29th April 2021, 17:48

Forum: Game Design Discussion

Topic: Identify !flight in Sewer

Replies: 7

Views: 2758

Re: Identify !flight in Sewer

I didn't even know about most of those, and I've been playing for years.

Monday, 26th April 2021, 21:21

Forum: Game Design Discussion

Topic: Identify !flight in Sewer

Replies: 7

Views: 2758

Identify !flight in Sewer

When part of the Sewer is gated behind deep water and flight potions are placed to allow the player to cross the water, those potions should be identified. This would not affect veteran players who know there will be flight potions they can use to cross, but would make a big difference to unspoiled ...

Tuesday, 6th April 2021, 05:54

Forum: Game Design Discussion

Topic: Set armour training min skill to avoid disadvantages

Replies: 6

Views: 2900

Re: Set armour training min skill to avoid disadvantages

Well, even if such a break point were introduced, there would still be value in training the Armour skill for the bonus AC, just as there's value in training Shields past the break point for more SH and in training weapon skills past the break point for more accuracy/damage. It does seem a bit weird...
PreviousNext

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.