Search found 3027 matches

Monday, 23rd January 2017, 22:12

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21390

Re: Remove Regeneration

But you still end up casting it after every battle.

Monday, 23rd January 2017, 17:00

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21390

Re: Remove Regeneration

I dislike those solutions because they don't address the use case of casting regen 3-5 times after many fights, which is often optimal.

Monday, 23rd January 2017, 15:36

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 21390

Re: Remove Regeneration

I agree that the Regen spell as currently designed is problematic. If it has a good remedy, I think its most likely as a permabuff spell that increases regen rate somewhat based on current spellpower for the regen spell; it might also make sense to have the effect be a redirection of mp regen to hea...

Thursday, 19th January 2017, 14:18

Forum: Crazy Yiuf's Corner

Topic: "Zealot Sword" Feedback

Replies: 14

Views: 4634

Re: "Zealot Sword" Feedback

This thread is being used primarily to defame Muslims, so I'm locking it.

Thursday, 19th January 2017, 13:33

Forum: Crazy Yiuf's Corner

Topic: "Zealot Sword" Feedback

Replies: 14

Views: 4634

Re: "Zealot Sword" Feedback

Incorrect. You're exhibiting the same bias: assuming that you associate extremist violence with Muslims because Muslims commit a lot of extremist violence. The logic goes like this: * The old name was singling out one religious group consisting of ~1.6 billion people and associating it with zealotry...

Thursday, 19th January 2017, 13:11

Forum: Crazy Yiuf's Corner

Topic: "Zealot Sword" Feedback

Replies: 14

Views: 4634

Re: "Zealot Sword" Feedback

Oh, and since you brought up politics, great job of playing right into the hands of extremist groups by undermining our own freedom of expression. That is exactly what extremist groups want. This is just silly, but it illustrates well why removing the phrase "jihad" was a good choice -- t...

Tuesday, 17th January 2017, 18:57

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 19936

Re: Dynamic Monsters branch

One other suggestion if this goes in: Have some kind of icon for bezotted monsters. When I play on webtiles I don't like to read the text box or enemy listing unless I have to, so it would be useful to have an icon indicating that a monster is bezotted. With that said, I hardly noticed any bezottin...

Sunday, 15th January 2017, 20:39

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 24779

Re: Why phase out races at all?

As was pointed out above, the first post on this forum at all times, the post labeled "Game Design Discussion Guidelines", has as its first paragraph: DCSS has been maintained by volunteers and players as an open source project for nearly a decade. The developers primarily discuss the game...

Sunday, 15th January 2017, 13:54

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 24779

Re: Why phase out races at all?

I have a bit of an unpopular opinion, but I think DCSS would benefit a lot from making an extra effort when about to remove something and instead focus on reworking, even if the rework involves a complete mechanical U-turn. I disagree with this. Because this is a version-controlled project, if ther...

Sunday, 15th January 2017, 13:29

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13547

Re: Background idea: Archaeologist (Playable offline)

Oh, I didn't realize how low the skills were. I should try it out.

Friday, 13th January 2017, 18:26

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13547

Re: Background idea: Archaeologist (Playable offline)

Oh, right, I forgot the spec calls for starting w/ 6 AC and full EV and a weapon, which means that it's starting with above-average defenses that get significantly better once you find a random ring mail. This might just be straight-up OP instead of exaggerating the curve. IMO you should be looking ...

Friday, 13th January 2017, 16:38

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13547

Re: Background idea: Archaeologist (Playable offline)

I'm concerned about this background idea because it seems to be about making the extremely early game harder in exchange for a significantly easier early to mid to end game. In a sense it amplifies the existing difficulty distribution, which is already not ideal IMO. I like the thrill-of-discovery a...

Thursday, 12th January 2017, 20:35

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 3489

Re: Move melee damage bonus from fighting to weapon skill

Linear delay scaling has been tried and no one was happy with the results. It's remarkably difficult to come up with damage formula changes that are clear improvements over status quo.

Thursday, 12th January 2017, 03:19

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 19936

Re: Dynamic Monsters branch

Yep, but you'll have to download and compile the branch.

Thursday, 12th January 2017, 01:01

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 19936

Dynamic Monsters branch

Hey folks, come try out a new branch on CBRO: Dynamic Monsters. In this branch, each turn that a monster moves while tracking you, it has an increasing chance to gain the "bezotted" (temporary name) status permanently. Once it has this status, it gains +20% HD, HP, and damage. It gets 2 mo...

Wednesday, 11th January 2017, 13:12

Forum: Game Design Discussion

Topic: How come amulets of rage are still swappable?

Replies: 21

Views: 6312

Re: How come amulets of rage are still swappable?

Rage fell off my radar. I agree it should have a penalty. What penalty should it have? I was thinking exhaust on equip, but that would, ironically, let you use it to block *rage.

Tuesday, 10th January 2017, 22:12

Forum: Crazy Yiuf's Corner

Topic: Will all melee weapon classes gain special abilities?

Replies: 17

Views: 4606

Re: Will all melee weapon classes gain special abilities?

@severen: my point is that you can get excellent damage from great maces for way less XP than a bardiche or exec axe. Arguing against that from the position that some hypothetical player has decided to get 27 weapon skill is like saying CPA is bad armor because a hypothetical player might have chose...

Monday, 9th January 2017, 23:08

Forum: Crazy Yiuf's Corner

Topic: Will all melee weapon classes gain special abilities?

Replies: 17

Views: 4606

Re: Will all melee weapon classes gain special abilities?

17 base dam at min delay for 20 skill is considerably better than 18 base dam at min delay for 26 skill.

Monday, 9th January 2017, 22:44

Forum: Game Design Discussion

Topic: Magical Staves Ought to Default to {!a}

Replies: 7

Views: 2440

Re: Magical Staves Ought to Default to {!a}

I'm not sure why magic boosts should compete with shields.

Friday, 6th January 2017, 12:15

Forum: Crazy Yiuf's Corner

Topic: Bring back Poisonous Cloud

Replies: 9

Views: 3005

Re: Bring back Poisonous Cloud

I don't really see how this plays into any taverns memes. My feeling was that pcloud wasn't in a particularly good place and felt really unnecessary when OTR basically did the same thing but better.

Thursday, 5th January 2017, 19:37

Forum: Crazy Yiuf's Corner

Topic: Unrandarts and stupid memes - Enemies of progress

Replies: 25

Views: 7485

Re: Unrandarts and stupid memes - Enemies of progress

I think you're wildly overestimating how much "tavern memes" affect development.

Wednesday, 4th January 2017, 21:15

Forum: Game Design Discussion

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

Replies: 81

Views: 33487

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

Nice work editing down your proposal here. This is exactly the direction I was hoping you would take this god after playing through it myself.

Friday, 30th December 2016, 00:14

Forum: Crazy Yiuf's Corner

Topic: What's the reasoning behind Frogs?

Replies: 66

Views: 23604

Re: What's the reasoning behind Frogs?

Image

Tuesday, 27th December 2016, 15:57

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 48395

Re: feels like alot of indie games are now called roguelikes

It's always the last place you look.

Friday, 23rd December 2016, 12:09

Forum: Crazy Yiuf's Corner

Topic: Just my two copper on wand removal...

Replies: 85

Views: 23570

Re: Just my two copper on wand removal...

@VAF imagine the gnoll with a spear of distortion has a haste potion too, or amulet of rage. Now every race needs /haste to survive by your argument. This is a player nerf, not a naga nerf. Heck, let's say that gnoll has a wand of haste -- we just saved your naga by removing it! @removeely, the argu...

Thursday, 22nd December 2016, 23:57

Forum: Crazy Yiuf's Corner

Topic: Just my two copper on wand removal...

Replies: 85

Views: 23570

Re: Just my two copper on wand removal...

This thread is a perfect example of a classic de fructus argument.

Thursday, 22nd December 2016, 13:14

Forum: Crazy Yiuf's Corner

Topic: Just my two copper on wand removal...

Replies: 85

Views: 23570

Re: Just my two copper on wand removal...

I am pleased to announce that nagas can still read and quaff, and that none of Chei's abilities are being removed!

Wednesday, 21st December 2016, 16:37

Forum: Crazy Yiuf's Corner

Topic: Make +Blink option on randatrs more common

Replies: 32

Views: 11138

Re: Make +Blink option on randatrs more common

I'm not sure what part of my post you're addressing. Everything I wrote seems to apply in the case you're describing.

edit: Tho frankly it'd be better if it didn't -- it'd be nice if there were more situations, particularly in postend content, that didn't have clear solutions.

Wednesday, 21st December 2016, 15:27

Forum: Crazy Yiuf's Corner

Topic: Make +Blink option on randatrs more common

Replies: 32

Views: 11138

Re: Make +Blink option on randatrs more common

If you're worried about what characters with no offense except conjurations do to silent specters, then shouldn't the discussion focus on wands of acid or maybe disc of storms, both of which still exist? I mean, an even more trivial solution is "don't make Vaults/extended characters that are co...

Wednesday, 21st December 2016, 15:19

Forum: Crazy Yiuf's Corner

Topic: Make +Blink option on randatrs more common

Replies: 32

Views: 11138

Re: Make +Blink option on randatrs more common

This sort of thinking really confuses me. If we removed Wyrmbane, would people ask how they're supposed to kill dragons? Healing and haste wands are rare items that even 15-rune characters are not guaranteed to receive. The characters who found them got an insane power boost and the characters that ...

Wednesday, 21st December 2016, 15:09

Forum: Crazy Yiuf's Corner

Topic: Remove wands lol

Replies: 19

Views: 6115

Re: Remove wands lol

None of the removed wands were a reason to invest in Evo anyway, since their effects weren't affected by Evo. Technically /tele was, but only if zapped on an enemy, which wasn't the typical use case.

Wednesday, 21st December 2016, 15:02

Forum: Crazy Yiuf's Corner

Topic: Don't Insult People You Disagree With

Replies: 1

Views: 1190

Re: Don't Insult People You Disagree With

Thanks, archaeo. I want to emphasize one point: you are allowed to disagree with anything you choose, but you are not allowed to use that or anything else as a reason to insult and belittle other members of the community or broad sections of humanity. If can't stop yourself from doing that, do it so...

Saturday, 17th December 2016, 19:33

Forum: YASD! YAVP! and characters in progress too

Topic: Streak DsAM with 3x Sac MR and Sac Resistance

Replies: 7

Views: 2162

Streak DsAM with 3x Sac MR and Sac Resistance

This was a fun game with an unusual sacrifice pattern. I also found 14+ scrolls of brand weapon, but only after I had a weapon of elec already. I had one bad moment on Z:5 where I didn't notice that I had petrify stacked on me, but otherwise it went pretty smoothly. http://crawl.berotato.org/crawl/m...

Thursday, 15th December 2016, 20:23

Forum: Crazy Yiuf's Corner

Topic: Remove humans

Replies: 6

Views: 2077

Re: Remove humans

IMO humans are the most interesting species in crawl.

Thursday, 15th December 2016, 19:24

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre M&F Aptitude

Replies: 72

Views: 20467

Re: Remove Ogre M&F Aptitude

The design philosophy can be and is ignored when it's convenient, see floor traps A design philosophy is a useful thing for keeping disparate people with different opinions moving overall in the same direction, but it's not a magic spell that instantly makes the game the Platonic ideal of itself. N...

Thursday, 15th December 2016, 16:33

Forum: Crazy Yiuf's Corner

Topic: Remove Ogre M&F Aptitude

Replies: 72

Views: 20467

Re: Remove Ogre M&F Aptitude

The design philosophy can be and is ignored when it's convenient, see floor traps You've been around long enough that you should know better than this. I assume you're well aware that the dev team has been talking about the problems with floor traps for a while now. We tend to move a bit slowly and...

Tuesday, 13th December 2016, 15:14

Forum: Dungeon Crawling Advice

Topic: Strategy for DrMo?

Replies: 13

Views: 4276

Re: Strategy for DrMo?

One more point regarding my advice above: I'm assuming that the first decent god you find will be your first investment opportunity, which is why I advised you to lean into it, but there's also a chance that you'll find another good investment opportunity first: a rod or +Invis item, a good book, a ...

Monday, 12th December 2016, 18:21

Forum: Dungeon Crawling Advice

Topic: Strategy for DrMo?

Replies: 13

Views: 4276

Re: Strategy for DrMo?

I would choose a weapon other than UC at game start. Monks don't get transmutations books, so planning for them is like planning to get a triple sword of speed: it might work out, but you'd be better off working with what you actually have. I don't recall what I did with my DrMo, but what I would do...

Monday, 12th December 2016, 12:13

Forum: Crazy Yiuf's Corner

Topic: Remove racism from crawl!

Replies: 46

Views: 14256

Re: Remove racism from crawl!

Locked. This thread started poorly and is going downhill fast. OP has been warned.

Saturday, 10th December 2016, 16:45

Forum: Dungeon Crawling Advice

Topic: I think Dire Flail of Pain is good

Replies: 39

Views: 14079

Re: I think Dire Flail of Pain is good

Here's why I dislike the Pain brand: It encourages players to spend xp on Necromancy, instead of [Fighting/Weapon/Armour]. This encourages them to learn Necromancy spells. This encourages them to wear light armor, instead of chain or better, and encourages them to spend more xp on Spellcasting and ...

Thursday, 8th December 2016, 01:15

Forum: Dungeon Crawling Advice

Topic: I think Dire Flail of Pain is good

Replies: 39

Views: 14079

Re: I think Dire Flail of Pain is good

The strongest Necro spells affect even the nastiest monsters: Borg, DDoor, and the products of all the minion spells. W/ Kiku's corpse delivery, Animate Dead can clear Z:5.

Wednesday, 7th December 2016, 22:15

Forum: Dungeon Crawling Advice

Topic: I think Dire Flail of Pain is good

Replies: 39

Views: 14079

Re: I think Dire Flail of Pain is good

Pretty much any good base weapon makes a good weapon of pain. Fast attack speed is nice, of course, but if you choose a low base damage weapon and aren't stabbing, you're really leaving value on the table. I would discourage you from trying to get a ton of different weapons unless you have way more ...

Wednesday, 7th December 2016, 22:02

Forum: Dungeon Crawling Advice

Topic: Spellcasters are weak?

Replies: 55

Views: 16383

Re: Spellcasters are weak?

Magic is one way to get extra tools in your toolkit, but evocations and gods are also ways to do that. I expect that veteran players who prefer melee to magic find that with a strong god and/or evokers their toolkit is sufficiently robust. I prefer magic overall because my experience is that, when u...

Wednesday, 7th December 2016, 20:44

Forum: Game Design Discussion

Topic: Reduce inventory management for throwing weapons

Replies: 7

Views: 4000

Re: Reduce inventory management for throwing weapons

I've already got a patch for this on the incomplete ranged reform branch. I also cut needles down to three types: poison, curare, and frenzy. I wanted to remove the overlap with hexes to a large degree.

Thursday, 1st December 2016, 15:18

Forum: Dungeon Crawling Advice

Topic: Dealing With Shining Eyes

Replies: 28

Views: 9164

Re: Dealing With Shining Eyes

I wish the damn rMut amulet would just be brought back, maybe as (rMut *Contam) so that muh switching is not an issue. I am seriously too lazy to play around neqos/shining eyes, monsters that basically cannot harm you except through mutation, to the extent that I'll sacrifice a better amulet just t...

Tuesday, 29th November 2016, 21:09

Forum: Crazy Yiuf's Corner

Topic: Remove Poison Magic School and Venom Mage

Replies: 99

Views: 31132

Re: Remove Poison Magic School and Venom Mage

Yes, but I'd prefer a +0 spear, +0 trident, or +0 flail, or +0 falchion. Have you tried it? It's not that bad.

Tuesday, 29th November 2016, 15:57

Forum: Crazy Yiuf's Corner

Topic: Remove Poison Magic School and Venom Mage

Replies: 99

Views: 31132

Re: Remove Poison Magic School and Venom Mage

Well, if you didn't bring a weapon.

Thursday, 24th November 2016, 21:35

Forum: Crazy Yiuf's Corner

Topic: Remove shafts

Replies: 15

Views: 4260

Re: Remove shafts

Then you would take a step back after every step forward.

I think the ideal solution without introducing new mechanics would be to have traps trigger on exposing new tiles.

Thursday, 24th November 2016, 16:33

Forum: Crazy Yiuf's Corner

Topic: Remove blowguns

Replies: 5

Views: 2660

Re: Remove blowguns

I already have a patch for that on the ranged reform branch. The branch as a whole is still in progress.

Monday, 21st November 2016, 21:04

Forum: Dungeon Crawling Advice

Topic: How reliably can an experienced player win?

Replies: 38

Views: 10284

Re: How reliably can an experienced player win?

Almost all of the rules of thumb and detailed questions about how to min/max are for players whose grasp of the fundamentals (threat evaluation, positioning, noise, consumables use, exploration patterns) are weak or are intentionally playing sloppy. Good fundamentals are something like 90% of skill....
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