Search found 1620 matches

Sunday, 23rd March 2014, 18:19

Forum: Game Design Discussion

Topic: Race Proposal: Imp

Replies: 17

Views: 4940

Re: Race Proposal: Imp

Edited to give people what they want...kind of. You kind of changed the flavor and removed some of the more egregious mutations while doing next to nothing about, you know, the fundamental problems presented by a species proposal that doesn't really slot into a niche in the game. It is also hilario...

Friday, 21st March 2014, 19:46

Forum: Dungeon Crawling Advice

Topic: Consider Wild Magic as a bad mutation

Replies: 56

Views: 11123

Re: Consider Wild Magic as a bad mutation

Just a point of order, I cannot use unrandart hat with Archamgi and Wizardry- in my current Kiku game because I already have Wild Magic 1 mutation. I watched you get this hat, and if you already had Wild Magic 1 at the time, it didn't exactly tank your spell success. And if you didn't, well, jeez, i...

Friday, 14th March 2014, 22:38

Forum: Game Design Discussion

Topic: God Proposal: The Clockwork Prince

Replies: 15

Views: 4135

Re: God Proposal: The Clockwork Prince

Disclaimer: I assume this is a serious proposal. Did I post this in CYC without noticing, or is it really so laughable? Lots of interesting things going on, but asking for specific methods of killing, and also Hirsch's version, are problematic. A new mechanic for gaining piety would be most welcome...

Friday, 14th March 2014, 16:40

Forum: Game Design Discussion

Topic: God Proposal: The Clockwork Prince

Replies: 15

Views: 4135

God Proposal: The Clockwork Prince

Last month, I proposed the golem species . To conclude my "robots and evo" run of proposals (and afterwards I'll shut up), here's a version of the idea that seeks to redeem EP and Temperature while creating a playstyle focused on using the game's evocable items. I thought about shelving th...

Wednesday, 12th March 2014, 03:17

Forum: Game Design Discussion

Topic: Proposal: God(dess) of Luck

Replies: 9

Views: 2015

Re: Proposal: God(dess) of Luck

Maybe this proposal in its entirety isn't perfect, but I think it's probably a good idea to figure out a way to fill the "luck and evocation" niche Nemelex fills, as I get the impression Nem's not long for this world. I've tried mucking about with new card mechanic ideas, but it's kind of ...

Friday, 7th March 2014, 20:24

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 36451

Re: Proposal: Make monster mer* more gender-equitable

Conversation becomes circular because nobody is going to change anyone else's opinions here. This thread is quickly headed in that direction. This thread was headed in that direction as soon as tedric decided to start it off by "hamming up the feminist philosophy a bit." As someone broadl...

Wednesday, 26th February 2014, 23:51

Forum: Game Design Discussion

Topic: Sparkling fountain message timing

Replies: 36

Views: 10676

Re: Sparkling fountain message timing

Maybe this is where we put "strategic consumables," something I always see dpeg mentioning off-handedly for future consideration. Make a few different sparkling fountains that act as recharge, weapon/armour enchantment, beneficial mutation, etc. Require an ID scroll to discover the "f...

Wednesday, 26th February 2014, 01:58

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5677

Re: Species Proposal: Golems

Maybe you could just add wands to the "eat" command? If you consume a wand charge, you get back MP as well as some satiation. I can only imagine, however, that this would be kind of a pain to program. For what it's worth, I was trying for a species that encourages the player to use wands a...

Wednesday, 26th February 2014, 01:06

Forum: Game Design Discussion

Topic: Trunk update on the 24th, no more racial weapons

Replies: 75

Views: 23008

Re: Trunk update on the 24th, no more racial weapons

You could say that it's minor It's minor. And in any situation where it fails to be minor, it can be more easily handled with egos or god powers. That said, I wouldn't mind the armor corrosion chance going down significantly with each added level of enchantment for all equipment. I'd prefer corrosi...

Tuesday, 25th February 2014, 20:07

Forum: Game Design Discussion

Topic: Species selection screen info

Replies: 2

Views: 1223

Re: Species selection screen info

If you're playing tiles, it sure looks like there's plenty of space there, but it completely fills the terminal for console players.

e: though the % screen really could be made more context specific and less over-full with the technical details of aptitudes and whatnot.

Tuesday, 25th February 2014, 18:59

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5677

Re: Species Proposal: Golems

no natural MP regeneration. This is a solid alternative, especially if racial -Cast is just too much for people to swallow. It admittedly hurts my desire to see dudes Megaman'ing through the D, wands akimbo, but hey. e: Just as an aside, I was specifically trying to avoid Golems stepping on DD's to...

Tuesday, 25th February 2014, 04:05

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5677

Re: Species Proposal: Golems

I don't want to monopolize discussion, but: I like this idea, but I think it needs more downsides. Wands do all sorts of things (conjurations/hex + big 3 of haste/heal/teleport) and this race gets to use these indefinitely. In fact, I think the big 3 wands should be barred from this mechanic. I thou...

Tuesday, 25th February 2014, 02:56

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5677

Re: Species Proposal: Golems

Fedhas accepts Gr worship, so I figured it'd be fine. I originally had Yred banned, but removing magic already removes so many gods that it seems a shame to lose another one because of a weird chunk of flavor; I'd handwave it as Golems containing enough organic parts that Yred is happy to accept them.

Tuesday, 25th February 2014, 02:49

Forum: Game Design Discussion

Topic: Proposal: Sif/Veh ability alteration

Replies: 11

Views: 3636

Re: Proposal: Sif/Veh ability alteration

I think Sif refunding MP or partial MP on a miscast is actually the best proposal I've heard for a Sif buff so far, even if I don't think it's necessary.

Tuesday, 25th February 2014, 02:03

Forum: Game Design Discussion

Topic: Proposal: Sif/Veh ability alteration

Replies: 11

Views: 3636

Re: Proposal: Sif/Veh ability alteration

The thing is, Sif already gives a quasi-Wiz bonus by protecting the player from miscasts. Like I said in the other thread, if this passive ability were better indicated in the interface, it would make it more apparent that Sif already allows players to cast spells much earlier than they would be abl...

Tuesday, 25th February 2014, 01:54

Forum: Game Design Discussion

Topic: Species Proposal: Golems

Replies: 23

Views: 5677

Species Proposal: Golems

I've been knocking this idea around for awhile in tileschat: Golems, an evocations-focused species that gives up spellcasting in favor of increased use of the various magical devices in the game. Here's the current version: ⋅ Medium sized, XP apt -1, and have +10% HP. Golems have EP instea...

Saturday, 22nd February 2014, 20:15

Forum: Game Design Discussion

Topic: Better differentiate Flame Tongue and Throw Flame

Replies: 29

Views: 9031

Re: Better differentiate Flame Tongue and Throw Flame

I've liked suggestions for giving Iron Shot a cone targeting system as well (to be more "shotgun-y"), but it's possible that we're all just enamored with our new hyperbolic possibilities. Freezing Cloud and Poison Cloud are two other extremely similar spells, and another place where some k...

Saturday, 22nd February 2014, 07:40

Forum: Game Design Discussion

Topic: Better differentiate Flame Tongue and Throw Flame

Replies: 29

Views: 9031

Re: Better differentiate Flame Tongue and Throw Flame

If we're talking about spells that need differentiation (and I'm all for that), we should also be talking about LCS and Iron Shot.

Tuesday, 18th February 2014, 18:39

Forum: Game Design Discussion

Topic: Simplify putting on things

Replies: 40

Views: 15752

Re: Simplify putting on things

I mean, the comments here are all valid, but wouldn't it be fairly easy to address this by adding a line at the top of this "combined" menu or whatever that's similar to the drop menu, where it tells you how many turns the action will take? e: or, you know, auts or whatever, the time/turn ...

Tuesday, 18th February 2014, 18:31

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 49698

Re: Sif Muna revamp

It might be nice if the interface made Sif's miscast protection a little clearer. It seems the easiest way to do this would be to recolor the success rate numbers so that it's clear that, while you aren't any more likely to cast the spell, you won't be in danger of banishing yourself or whatever els...

Tuesday, 18th February 2014, 17:39

Forum: Game Design Discussion

Topic: Nutrition for kills as an alternative to chunks.

Replies: 34

Views: 12717

Re: Nutrition for kills as an alternative to chunks.

Without really commenting on the merits of this proposal, I don't think it's worthwhile to let "common sense" stuff get in the way of good game design. Any paradigm for satiation is necessarily going to be an abstraction, and we can come up with the rationalizations after we come up with s...

Friday, 14th February 2014, 22:35

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 82363

Re: New God: Dang, the Shadowed

One note I saw brought up on crawl-dev was that shadow mimic tends to end up like a phantom Ash skill boost or, as many other players have mentioned, a pseudo-haste effect. Maybe people could come up with a better alternative for this, especially if the shadow bolt and shadow shard abilities seem to...

Friday, 14th February 2014, 22:33

Forum: Game Design Discussion

Topic: Species Proposal: Gelati

Replies: 17

Views: 5508

Re: Species Proposal: Gelati

While I feel like there are a lot of good ideas here, I think the lesson Dj should teach species designers is that too many special cases and fiddly powers makes for an unenjoyable experience. There are simply too many variables and moving parts here. If I were going to fix this, I would focus on sp...

Thursday, 13th February 2014, 00:07

Forum: Game Design Discussion

Topic: Vampire bite shouldn't give sustanence

Replies: 11

Views: 3286

Re: Vampire bite shouldn't give sustanence

Some have suggested a "slit wrist" ability to immediately return to bloodless, which is likely problematic (vampires are already one of Crawl's most complicated species, balance issues w/r/t rPois and rTorment, etc.) but worth pointing out.

Wednesday, 12th February 2014, 20:01

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 34483

Re: Vaults:5, the rim, and subvaults

Sure, CN, which is why I said "This change probably goes too far in the other direction," which is to say that, like Arrhy, while I appreciate the reason for the change, the current configuration of V:5 is dangerous enough to avoid going there if at all possible. And given that everyone's ...

Wednesday, 12th February 2014, 19:32

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 34483

Re: Vaults:5, the rim, and subvaults

Do you find gameplay not challenging enough? To be honest, CN, since they made the immolation change, I haven't found Vaults:5 all that challenging. It's trivial to explode the ambush and retreat into the rim while you clean up what comes out, running away while hasted if anything goes wrong. Given...

Wednesday, 12th February 2014, 19:16

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 23618

Re: Proposal: Remove Ecumenical Temple

I don't think anyone would characterize a half dozen people in a Tavern thread as "a large portion of players," Amnesiac.

Friday, 7th February 2014, 04:03

Forum: Game Design Discussion

Topic: Weapon delay/Weapon skill training is unintuitive

Replies: 26

Views: 6165

Re: Weapon delay/Weapon skill training is unintuitive

Oh, sure, if you're going one-handed, demon tridents and eveningstars are great to pair with your shield of choice; a nice option for characters who want to shore up weak defenses or a lack of armour slots. And if you've got elemental spell school skills and some evocations, enhancer staves are gran...

Friday, 7th February 2014, 03:05

Forum: Game Design Discussion

Topic: Weapon delay/Weapon skill training is unintuitive

Replies: 26

Views: 6165

Re: Weapon delay/Weapon skill training is unintuitive

I think we have different definitions of "fast and simple", man. Do you really expect folks to do all these calculations and memorize those ratios? That's not a fun kind of game in my opinion. Just do what the rest of us do. If you're a melee guy, pick a weapon school and equip the bigges...

Friday, 7th February 2014, 00:51

Forum: Game Design Discussion

Topic: Proposal: A New Nemelex Xobeh

Replies: 2

Views: 2119

Re: Proposal: A New Nemelex Xobeh

I don't think making the deck have predetermined contents is viable, since it would encourage things like keeping track of previously drawn cards to gain knowledge of the deck...Making sure that these cards appear randomly and are not to be counted on seems to be the best way to ensure they do not ...

Thursday, 6th February 2014, 19:24

Forum: Game Design Discussion

Topic: Proposal: A New Nemelex Xobeh

Replies: 2

Views: 2119

Proposal: A New Nemelex Xobeh

e2: this is actually a big mess, but I'm working on something better, promise. Sorry for the wall of text; I split this from the other Nemelex thread for ease of commenting, but mods can pop it back if they feel like this doesn't merit its own thread. See TL;DR below for the gist of the proposal. I...

Thursday, 6th February 2014, 04:08

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 34655

Re: Paralysation 2

"With your last breath, you leap into motion!"

Thursday, 6th February 2014, 01:37

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 26270

Re: Nemelex reform

How many cards would be necessary in the starter deck, or how much piety would each card use have to provide, to make it all the way to 6* without running out? I've removed my comment here in favor of a new thread entirely to discuss a full Nemelex reform proposal; mods can feel free to pop that ba...

Tuesday, 4th February 2014, 02:51

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 26270

Re: Nemelex reform

Instead of removing decks entirely, what if Nemelex gave you a single deck you could add cards to? Maybe the piety mechanic could be changed to one that involves the amount of cards you've got in that deck. You gain piety by using cards in the deck, but the only way to replenish the deck is to spend...

Monday, 3rd February 2014, 14:05

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 14470

Re: Allow training of Shields with shield in inventory only

When I changed skill training to replace "victory dancing for first level" by skill restrictions, there was a lot more restrictions. You couldn't train weapons and armour without wielding/wearing. The weapon restriction was removed because it had a really bad gameplay effect. The armour r...

Sunday, 2nd February 2014, 21:09

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34131

Re: All scrolls auto-ID on pick up

I should mention that Crawl's use of curses -- only sticky items -- is far from ideal. There are plans to address that (and again, I believe that something more interesting than removal is possible), but that's off-topic and far away. I don't think it's as off topic as you think; the curse minigame...

Saturday, 1st February 2014, 07:55

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34131

Re: All scrolls auto-ID on pick up

Damnit, and into, I had just written up a lengthy "reasons why dipping would be terrible" explanation, but you took the wind out of my sails with your wall of text (you wrote like ten words for my every one). dpeg called it groupthink, but "habit" seems much more appropriate &quo...

Saturday, 1st February 2014, 00:02

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 34131

Re: All scrolls auto-ID on pick up

I don't see how you can't generalize most of these issues to the consumable ID minigame as a whole.

Friday, 31st January 2014, 20:10

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 50240

Re: Vine Stalkers.

The problem with "Mandrake" and its derivatives is that it comes laden with a lot of flavor that doesn't apply to the current species. The neologisms, your "Viraflors" and your "Arcaniphage," only increase the opacity of "Vine Stalker" by hiding it behind a la...

Friday, 31st January 2014, 18:57

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 14558

Re: Suggestion: Review vault / branch generation weights

I'm not sure how this is problematic, Tenaya. You're describing the kind of variability that ends up playing out on nearly every map in Crawl. Removing large Temple maps would constitute the tiniest buff to speedrunning (maybe 100 turns or so for supremely unlucky characters) and would otherwise acc...

Thursday, 30th January 2014, 19:58

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 26270

Re: Nemelex reform

I think, with the removal of decks of dungeon, a lot of the spamming-for-the-sake-of-spamming practices will go away as well. It was the only deck really worth standing around and emptying; you want to use summoning and destruction, and wonders requires some drawing and stacking. Of course, this sti...

Sunday, 26th January 2014, 02:48

Forum: Game Design Discussion

Topic: Eregestes, God of Will and Self-Discipline

Replies: 10

Views: 2854

Re: Eregestes, God of Will and Self-Discipline

Without getting too much into the weeds here, why can't the ally thing just be HP/MP based? You have your choice between aspects as before, but you can only make one at full HP/MP. If it's a melee bro, you lose 30% HP, hybrid 15% HP/15% MP, and magic 30% MP, or whatever percentages are chosen. The p...

Tuesday, 21st January 2014, 02:37

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 23618

Re: Proposal: Remove Ecumenical Temple

Let me be the first to disagree! Temple has enormous flavor, feels like a significant milestone in the early game, and anyone that uses it to scum deserves the tedium they experience. I don't think removing it would actually "add balance" or even provide a very good foundation for adding b...

Monday, 20th January 2014, 19:28

Forum: Game Design Discussion

Topic: Portalize Pan

Replies: 15

Views: 5249

Re: Portalize Pan

This would be a neat idea if the Abyss weren't an unplayable mess right now. Well, the nice thing about portalizing the Pan Lords and somehow tying that Pan flavor to the Abyss would be the chance to completely rework both branches into a single compelling unit. Imagine, for example, after picking ...

Monday, 20th January 2014, 11:24

Forum: Game Design Discussion

Topic: Portalize Pan

Replies: 15

Views: 5249

Re: Portalize Pan

I've said this in tileschat a few times, but I might as well say it here: if you portalize the Pan lord vaults, they should be placed in Abyss:5. This might require a redesign of the last Abyss level, but it's already functionally nonexistent for players who aren't desperate for the rune (I note Yer...

Friday, 10th January 2014, 21:37

Forum: Dungeon Crawling Advice

Topic: Draining takes to long to wear off

Replies: 19

Views: 8428

Re: Draining takes to long to wear off

It wears off via gaining XP; you can't 5 away a drain. In Trunk, potions of restore ability will remove draining by half.

Friday, 10th January 2014, 13:10

Forum: Dungeon Crawling Advice

Topic: Easy introduction to spellcasting character ?

Replies: 23

Views: 5677

Re: Easy introduction to spellcasting character ?

Handling the fragility of your baby wizard on the D:1->Lair run is all about understanding the synergy of your starting book. FE need to learn to conjure and stick flames, AE have damnable bouncing, Cj requires good use of ray and sphere, etc. After you figure out how to use it, book starts are even...

Thursday, 9th January 2014, 21:25

Forum: Dungeon Crawling Advice

Topic: Just want to say a HUGE thank you to wiki contributors

Replies: 25

Views: 7846

Re: Just want to say a HUGE thank you to wiki contributors

On the plus side, Crawl's oral tradition puts you in contact with a wide cast of fascinating Internet people!

Monday, 6th January 2014, 21:16

Forum: Dungeon Crawling Advice

Topic: How to play fedhas?

Replies: 25

Views: 8558

Re: How to play fedhas?

Was that changed recently? I've drowned TRJ myself in 0.13 as a Nemelexite. Water cards=/=rain, but drowning is drowning, no?

Tuesday, 31st December 2013, 20:00

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 50240

Re: Vine Stalkers.

The name "Vine Stalker" is perfectly delicious flavour, like fresh bamboo shoots. But the thing I like best about this species is that it gives an excuse for putting humanoid monsters in Swamp, a la Fo in Spider.
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