Search found 246 matches

Friday, 11th December 2015, 02:40

Forum: Crazy Yiuf's Corner

Topic: Rant: Dynast's Current DCSS Analysis

Replies: 42

Views: 12253

Re: Rant: Dynast's Current DCSS Analysis

I mean, "the game is over when you reach Lair" is a meme for a reason; there's a pretty solid amount of truth to it. D:1 is the only threatening part of the game, while more extreme, also has a lot of truth to it. I'm pretty sure you could just fork the game to start you with an identified...

Wednesday, 9th December 2015, 06:17

Forum: Game Design Discussion

Topic: Spell Suggestion: Crystallize, Tmut / Earth

Replies: 14

Views: 3298

Re: Spell Suggestion: Crystallize, Tmut / Earth

You could probably stand to indicate things like "this spell prevents the monster from taking any action" if that's an intended consequence of the spell. I thought it would be obvious as you can, for the most part, only crystallize petrified targets ... You know, because it's harder to mo...

Wednesday, 9th December 2015, 00:40

Forum: Game Design Discussion

Topic: Spell Suggestion: Crystallize, Tmut / Earth

Replies: 14

Views: 3298

Re: Spell Suggestion: Crystallize, Tmut / Earth

You could probably stand to indicate things like "this spell prevents the monster from taking any action" if that's an intended consequence of the spell.

Tuesday, 8th December 2015, 17:39

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 11071

Re: Pakellas

Of the complaints in the OP, the one I can get behind is narrowness. I hope that removing the -Cast conduct addresses that, but we will see. I would agree that Pakellas is not terribly original. To be honest with the exception of Ru and Fedhas I really don't think any of the gods are terrible innov...

Tuesday, 8th December 2015, 03:08

Forum: Game Design Discussion

Topic: Spell Suggestion: Crystallize, Tmut / Earth

Replies: 14

Views: 3298

Re: Spell Suggestion: Crystallize, Tmut / Earth

Beyond the tedious optimal play issue, I just don't understand what purpose this spell serves. It's a level 7 spell that works on a very specific set of monsters and is purely useful as setup for a lower level spell, since as far as I can tell crystallizing monsters has no direct effect. That doesn'...

Monday, 7th December 2015, 22:26

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 11071

Re: Pakellas

I would agree that Pakellas is not terribly original. To be honest with the exception of Ru and Fedhas I really don't think any of the gods are terrible innovative. Plus I'm not sure if innovative = fun. Elv, Chei, Qaz, and Gozag all limit your play in pretty significant ways as well; there's certa...

Friday, 4th December 2015, 16:46

Forum: Game Design Discussion

Topic: Enemies using spells in a chain

Replies: 19

Views: 3815

Re: Enemies using spells in a chain

For the most part, the swinginess of magic units is not any higher than the swinginess of other units. But of course it is if you consider factors like: doublezapping bolt of lightning, unpreventable damage from hellfire, undodgeable damage from fireballs, min vs max spell damage and the fact that ...

Friday, 4th December 2015, 15:51

Forum: Game Design Discussion

Topic: Enemies using spells in a chain

Replies: 19

Views: 3815

Re: Enemies using spells in a chain

FYI the odds of a double max damage 3d20 hellfire are not 1/16000, they are 1/64,000,000. Of course max damage is super rare; the odds of taking at least 100 damage are still 1/280. But then you have to factor in the probability of two hellfires in a row, and even at a super-high 1/10 odds of castin...

Saturday, 28th November 2015, 08:55

Forum: Crazy Yiuf's Corner

Topic: God Proposal re-draft: Inhaca, the Vile (Makhlike?)

Replies: 5

Views: 1743

Re: God Proposal re-draft: Inhaca, the Vile

I feel like sic brainless should be given when you get the ability to generate brainless, not at piety zero. I understand that you could lose piety and be unable to use sic brainless while still having allies, but that feels more reasonable than starting with an ability that has absolutely no effect...

Friday, 27th November 2015, 22:44

Forum: Game Design Discussion

Topic: Okawaru gifts

Replies: 13

Views: 2956

Re: Okawaru gifts

Good advice or not, getting needles from Oka without a blowgun is unintuitive given most everything else is only gifted with training.

Sunday, 22nd November 2015, 21:42

Forum: Game Design Discussion

Topic: Abyss/Banishment Thoughts

Replies: 14

Views: 2994

Re: Abyss/Banishment Thoughts

I am all up for a abyss reform, but i just wanted to understand the thought process where fully exploring places like lair 1,2 elf 1,2, shoals/swamp/snake/spider 1,2,3, dungeon and depths in general, crypt 1,2, equals progress while exploring abyss equals annoyance. Fully exploring those areas clea...

Sunday, 22nd November 2015, 09:12

Forum: Game Design Discussion

Topic: Make Irradiate transmutations only.

Replies: 9

Views: 2498

Re: Make Irradiate transmutations only.

Irradiate does a pretty ridiculous amount of damage with no chance to miss and inflicts a moderate debuff on enemies. It's not an endgame spell but if I'm able to cast it on somebody who I am comfortable going to melee range with, it's a pretty good midgame spell. It's also safe to cast with one Has...

Sunday, 22nd November 2015, 09:02

Forum: Game Design Discussion

Topic: Abyss/Banishment Thoughts

Replies: 14

Views: 2994

Re: Abyss/Banishment Thoughts

At that point, does banishment serve any purpose? I think it'd be almost impossible for either of those characters to *intentionally* die to being banished. From some quick testing, I couldn't manage to find a monster and get it to hit me in less than 20 turns from being banished, though you could f...

Sunday, 22nd November 2015, 03:45

Forum: Game Design Discussion

Topic: Spell: Anisotropy, tloc level 3

Replies: 4

Views: 1482

Re: Spell: Anisotropy, tloc level 3

Why not a spell that irresistibly pushes monsters in a certain direction every X turns? That functionality doesn't currently exist outside of Disjuncton and the use case is pretty intuitive compared to either version currently suggested. Buff duration and how often pushes occur can be based in spell...

Saturday, 21st November 2015, 10:31

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 7025

Re: pick up rune and/or kill lord to end hell effects

By the time you are doing hells there are already more efficient and safer grinding methods than both waiting for hell effects and clearing hell floors. I don't think any argument regarding hell EXP being too easy is a particularly strong one. By the time you clear the hell lord and grab the rune, h...

Saturday, 21st November 2015, 00:07

Forum: Crazy Yiuf's Corner

Topic: Remove the satiation requirement from Vamp weapons

Replies: 5

Views: 1379

Remove the satiation requirement from Vamp weapons

It's tedious and doesn't serve any real design purpose.

Thursday, 19th November 2015, 13:08

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

Daggaz seems to be playing a hypothetical Crawl where death is directly correlated to noise, and chain-waking groups of monsters can be perfectly avoided. Take it away Hurricos, I hope this helps. That hypothetical version of Crawl is just Crawl. Further, despite saying "no pre-emptive nerfs,&...

Thursday, 19th November 2015, 06:23

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

Your copies need not be torment immune; only those clones in normal LoS of the enemy can be tormented, so you will interact with the reduced or evaded damage they experience. This isn't how torment / monster LoS works. If a monster is in your LoS and casts torment, every monster in your LoS is torm...

Thursday, 19th November 2015, 06:21

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

So it's completely unclear what you want from the spell, even to this point, since you haven't bothered to update the main post with an actual nuts and bolts description of what happens. It's also completely unclear if you know or care about how any mechanics in Crawl work. With that said: Again, Lo...

Thursday, 19th November 2015, 05:11

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

Hurricos, walls are not single tiles wide. In almost all cases if there is a wall on the edge of the effective area of the map, that wall continues all the way to the hard coded edge. Unless your spell puts player clones inside of wall occupied tiles, hugging a corner will not provide any extra prot...

Thursday, 19th November 2015, 04:02

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

It is uncontrolled because you exist in random locations and can only choose to go to those locations. That is much weaker than CBlink. Increasing your sight range is a terrible nerf. It allows far more enemies to see and attack you at once. There is a reason why one of the best Demonspawn mutations...

Thursday, 19th November 2015, 02:59

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 28213

Re: Proposal: Hyperphase, a flavorful Translocations L9

There's also the fact that increasing your sight range is a terrible nerf.

Wednesday, 18th November 2015, 04:06

Forum: Game Design Discussion

Topic: The Tedium of Regeneration

Replies: 28

Views: 7533

Re: The Tedium of Regeneration

TOME is also a really terrible example of a bunch of hidden mechanics, automatic deaths without player interaction, and a ton of trap choices that just sort of suck, along with a large number of interesting abilities clouded by an even larger number of straight numerical buffs. I mean, the "hav...

Tuesday, 17th November 2015, 05:36

Forum: Game Design Discussion

Topic: standardize holy word PC and monster effects

Replies: 11

Views: 2591

Re: standardize holy word PC and monster effects

situations where holy word is useful in 3rune game: doing crypt doing a Zigg Orb run. Since the orb run is actually really important and really spikey in regards to damage level, having an item thats most useful for the orb run is actually pretty good. I don't think Ziggs or Crypt are really standa...

Tuesday, 17th November 2015, 05:33

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

I was actually considering limiting LoS to one tile with duel, but I liked the concept of being only threatened by the duel target and at that point LoS isn't super relevant. I still think a massive LoS limiter is a great idea in general.

Tuesday, 17th November 2015, 05:31

Forum: Game Design Discussion

Topic: New God: U(nclothed), a Martial Arts God

Replies: 24

Views: 6586

Re: New God: U(nclothed), a Martial Arts God

Here are my issues with the god, in no particular order: I'm not sure what you're trying to do with the Piety costs. A high piety cost god with Exhaustion attached to most of the useful abilities seems pointless; Exhaustion is just mimicking Ru's method of preventing ability spam and preventing you ...

Thursday, 12th November 2015, 23:49

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

I lean towards simply modifying Trog to have him “somewhat dislike” too much armor or use of missile attacks (gives the player some flexibility while not changing too much). IMHO. How many gods do players need? As the interest is not in developing a plot, I suspect that too much specialization with...

Monday, 9th November 2015, 23:48

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

Re: charge, you'd need to find a reasonable way to mark all the tiles you can move faster on that works in both console and tiles, and you'd need to come up with a relatively sane way of considering what's "towards" a monster. Marking these tiles would, I think, be necessary, but also cau...

Saturday, 7th November 2015, 15:59

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

Interesting concept, I think the basic premise can work well. Some comments, not all of them random: 1. Instead of disliking damage against non-adjacent monsters, such damage could be reduced/prevented. That might make for less aggravating gameplay, especially with casters. (This is already what yo...

Saturday, 7th November 2015, 06:41

Forum: Game Design Discussion

Topic: Hungry Ghosts are just indirect Harpies

Replies: 10

Views: 2499

Hungry Ghosts are just indirect Harpies

I mean old harpies, with food destruction. Hungry ghosts are reasonably durable, deal practically no damage, and effectively destroy a large portion of permafood if you fight one.The extent of fighting a Hungry Ghost is burning a few pieces of permafood and a large amount of tedium for a small amoun...

Saturday, 7th November 2015, 06:05

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

I don't think Tension is what you want for Bulwark, it's pretty unstable and easily affected by weird things such as monster becoming invisible. I like some the abilities (Taunt, Charge although it might be exploitable) but I'm not sure if making every ability revolve around close combat is a good ...

Saturday, 7th November 2015, 00:45

Forum: Game Design Discussion

Topic: Change the Cost of Antimagic

Replies: 12

Views: 2998

Re: Change the Cost of Antimagic

I'm not sure that antimagic desperately needs a cost to wield and unwield -- I assumed it was for flavor, not for balance. I think the point is that the current "flavorful" restriction on Antimagic does far more to affect characters using god powers or Spirit Shield (e.g: not primary spel...

Saturday, 7th November 2015, 00:40

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

God Concept: Ukozan, God of Close Combat

Ukozan is a god of close combat, believing that violence should take place within arm's reach. Ukozan supports those that would wade into the fray and slaughter their enemies, and hates cowards that attack their enemies from range, use others to guard them, or let poison do their dirty work. Followe...

Friday, 6th November 2015, 20:33

Forum: Game Design Discussion

Topic: Change the Cost of Antimagic

Replies: 12

Views: 2998

Re: Change the Cost of Antimagic

In addition, if it needs a constant cost make it do what it does to monsters: huge -wiz whIle wieled and for a few dozen turns after removing. That prevents rebuffing/tactical blinking which is still possible on limited mana.

Friday, 6th November 2015, 04:21

Forum: Game Design Discussion

Topic: Species Design Considerations

Replies: 22

Views: 6368

Re: Species Design Considerations

Duvessa, you've ignored one of the major design goals that aptitudes are necessary for: Newbie support. If aptitudes are removed or simplified as you suggest, the only options are to massively increase or decrease the difficulty of the game for new/badplayers, because you neuter the newbie-choice ra...

Wednesday, 4th November 2015, 06:15

Forum: Game Design Discussion

Topic: Race: Golem, song of fire and ice

Replies: 9

Views: 2721

Re: Race: Golem, song of fire and ice

Duvessa believes that speed is basically the only important stat in Crawl since every threat can be mitigated simply by moving faster than it. Given the choice between resisting 98% of damage by fighting or resisting 100% of damage by walking 0.1 AUT faster, the latter is always seen as preferable.

Monday, 2nd November 2015, 15:56

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 15884

Re: Iron Dwarf, the Spellless and Scrollless Species

Is the total loss of scrolls really so powerful as to be worth +3 everything? Formicids already lose the most powerful parts of scrolls and an early blink, telering, or telewand leaves you with most of the benefit. You'd have to rely on artifact gear I guess?

Monday, 2nd November 2015, 05:59

Forum: Game Design Discussion

Topic: Race: Silent Spectre

Replies: 16

Views: 3751

Re: Race: Silent Spectre

So besides the no scrolls part, it's less "aura of silence" and more "aura of antimagic?"

Saturday, 31st October 2015, 19:30

Forum: Game Design Discussion

Topic: Proposal: changing weapon can't wake up enemies

Replies: 29

Views: 6970

Re: Proposal: changing weapon can't wake up enemies

If there's no way to implement "stab with your best weapon" easily, why not just make changing weapons a 0.0 aut action? It's already quick to the point of being basically irrelevant, and the edge case of "always hits with the perfect branded weapon" is a lot healthier for the ga...

Friday, 30th October 2015, 23:54

Forum: Game Design Discussion

Topic: New Race Idea: Salamander

Replies: 9

Views: 2738

Re: New Race Idea: Salamander

I think that any idea that causes a player to permanently weaken without actively choosing to do so is terrible, and even the current "sacrifice X permanently" things seem pretty bad except for Ru. Another problem with the concept of a race that gets weaker in any fashion over time is that...

Friday, 30th October 2015, 21:10

Forum: Game Design Discussion

Topic: Amulet balancing

Replies: 47

Views: 14452

Re: Amulet balancing

Just out of curiosity, why did amulets of inaccuracy ever exist? Cursed rings of slaying have always been a thing.

Friday, 30th October 2015, 21:04

Forum: Game Design Discussion

Topic: Proposal: changing weapon can't wake up enemies

Replies: 29

Views: 6970

Re: Proposal: changing weapon can't wake up enemies

Igxfl wrote:Alternately, all stabs are taken with the slotless knife you butcher with, and scale only on your SB/Stealth skills, not weapon stats.


But then how will I use Boots of the Assassin to one shot everything with a +9 Vamp Exec. Axe?

Thursday, 29th October 2015, 02:34

Forum: Game Design Discussion

Topic: Remove Shafts

Replies: 59

Views: 16299

Re: Remove Shafts

Would you care to elaborate on what I'm missing here? Because you don't seem to think traps are good design, so what makes them "bad design" other than what I already said? My argument against it is "it happens completely randomly and is entirely outside of the players control",...

Thursday, 29th October 2015, 02:31

Forum: Game Design Discussion

Topic: Remove Shafts

Replies: 59

Views: 16299

Re: Remove Shafts

D:1 shafts are so rare that I doubt shafts have ever caused an unavoidable death. I've certainly never seen it or heard of it happening. If you just said "remove traps" then I'd agree, but instead you've made it sound like you not only don't understand why traps are bad design, but don't ...

Wednesday, 28th October 2015, 04:56

Forum: Game Design Discussion

Topic: Amulet balancing

Replies: 47

Views: 14452

Re: Amulet balancing

Why not make Gourmand useful by simply preventing your hunger clock from ticking down by any means, and immediately setting you to Starving when you remove it?

As an additional benefit, it would provide a test run for just removing hunger!

Tuesday, 27th October 2015, 02:57

Forum: Game Design Discussion

Topic: Replace paralysis with "slow, no EV and unable to move"

Replies: 9

Views: 3024

Re: Replace paralysis with "slow, no EV and unable to move"

I prefer to think of Paralysis like Disintegrate, it's a high damage ranged spell that just happens to also check MR. Except for Giant Eyeballs, which just paralyze you irresistably. Personally, my only real issue with paralysis is that giant eyeballs have smite-targeted unavoidable and irresistibl...

Friday, 23rd October 2015, 18:09

Forum: Game Design Discussion

Topic: Proposal: Add a Sif ability, store/delay a spell

Replies: 10

Views: 2857

Re: Proposal: Add a Sif ability, store/delay a spell

Hm, what about a "delayed spell casting" that let you literally cast a spell that would go off in say, 5-8 turns, so you can cast your fireball and walk into combat, only to get a targeting prompt for "free" (no additional action required) some turns later.... (I'm assuming one ...

Friday, 23rd October 2015, 15:38

Forum: Game Design Discussion

Topic: Don't Nerf Powered by Death (too hard)

Replies: 16

Views: 3695

Re: Don't Nerf Powered by Death (too hard)

PBD compares poorly to Makhleb healing because it's slow. A few HP per turn is not a big deal in combat, it's why we make fun of people who quaff curing for hp in hells or whatever. It is good for resting faster, which is good for piety decay etc. Compare it to the regeneration spell, it's barely a...

Friday, 23rd October 2015, 05:04

Forum: Game Design Discussion

Topic: Proposal: Add a Sif ability, store/delay a spell

Replies: 10

Views: 2857

Re: Proposal: Add a Sif ability, store/delay a spell

Let storing the spell be foolproof, and have the spellpower be set by multiplying typical spyllpower [(piety+200)/(max possible piety + 200)]. Then have a chance to waste a turn instead of instantly casting the spell, based on invocations. Use a formula similar to Makhleb's old friendliness chance....

Friday, 23rd October 2015, 05:02

Forum: Game Design Discussion

Topic: Remove amulet of rMut

Replies: 45

Views: 13814

Re: Remove amulet of rMut

"Discourages lovingly crafting the perfect character" would be a more impressive argument when bad mutations didn't range from "deadly and tedious" (teleport, berserk) to arguably beneficial (+wizard -spellpower on a melee utility caster). The same goes for weighting more heavily...
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