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Wednesday, 5th October 2016, 14:12

Forum: Game Design Discussion

Topic: New race proposal: Cynoceph

Replies: 9

Views: 3162

Re: New race proposal: Cynoceph

More frustrating than cast 3 magic darts, walk 60 steps, repeat? IMO yes. 3 magic darts is enough to kill a lot of D:1 stuff relatively often. The base case is "cast 3-7 magic darts depending on role and species, then rest" and "walk a large-ish number of steps then repeat" is t...

Tuesday, 4th October 2016, 21:14

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24669

Re: Idea: Make charms tactical rather than strategic

It is obvious to me that Swiftness is the best-designed charm spell in the game right now: It's a powerful short-duration buff immediately followed by a powerful short-duration debuff. You can't have it up all the time (non-passive), you can't cast it multiple times in a row (non-spammy), and you h...

Tuesday, 4th October 2016, 19:07

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24669

Re: Idea: Make charms tactical rather than strategic

I think the people complaining about the tedium are forgetting how spells work in this game. If you want to kill a guy with fire bolts, you keep casting fire bolt until he's dead. If you want to confuse an enemy before you stab him, you cast confuse on him till he's confused. Now, if you want to ha...

Tuesday, 4th October 2016, 17:49

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24669

Re: Idea: Make charms tactical rather than strategic

Yes, I saw the short durations. I also saw things like "90% protection" -- casting something like that even once means a net decrease in damage taken during the fight. As for the +8 slaying ring example, it really depends on how much the ring of slaying increases your damage output and wha...

Tuesday, 4th October 2016, 17:27

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24669

Re: Idea: Make charms tactical rather than strategic

Charms are currently the one type of spell you can cast pre-battle to gain a long lasting strategic advantage, instead of having an instantaneous tactical effect. This places them in a weird position, balance wise, rendering their spell power (insofar as it is tied to duration) and failure rate lar...

Tuesday, 4th October 2016, 17:23

Forum: Game Design Discussion

Topic: New race proposal: Cynoceph

Replies: 9

Views: 3162

Re: New race proposal: Cynoceph

This sounds really frustrating on d:1 -- cast magic dart, walk 3 steps, repeat.

Monday, 3rd October 2016, 01:54

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

I added the suggestion above, logging when the ability is used and when it becomes available again. In the process, I noticed that my last update to the XP had an error that _reduced_ the delay instead of increasing it. I've fixed that too, and rebuilt the server.

Saturday, 1st October 2016, 12:39

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

The server now has the most recent version. Thanks for your patience!

Friday, 30th September 2016, 17:45

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

and into, on the MiFi, how many uses of desperate haste did you have total? I should add logging around that, as was suggested earlier. Three uses, and I believe it had recharged just before I quit, so I had a fourth. I believe I quit at level 13, so perhaps the game I played was the earlier patch ...

Friday, 30th September 2016, 15:03

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

I didn't change anything else to make it more forgiving. I'll have to check on the server to see if it's automatically pulling branch updates. The intention was to have the ability recharge every 5-ish levels rather than every 3-ish (in the latest patch). I think I may also need to reevaluate how I ...

Friday, 30th September 2016, 00:13

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2660707

Re: Best/Worst Artifacts

In a recent game, these badasses took me to victory pretty easily: a - the +11 hand crossbow of the Jester (weapon) {elec, rC+} (You bought it in a shop on level 12 of the Dungeon) b - the +12 hand crossbow of Purpose {venom, *Corrode rN++ MR+} (You found it on level 2 of the Depths) In my current g...

Thursday, 29th September 2016, 20:55

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

Thanks for posting your experiences, and into! From your description, it sounds like this ability is trivializing the game and not introducing anything interesting. Was this on the branch before the nerf patches I put up above, or after?

Thursday, 29th September 2016, 11:29

Forum: Crazy Yiuf's Corner

Topic: PSA: Some guy just spent 18 hours avoiding trap tiles

Replies: 66

Views: 18907

Re: PSA: Some guy just spent 18 hours avoiding trap tiles

I don't think that this sort of approach has any significant impact on win rate, but I do think that the theoretically possible and tedious gameability of the system is bad, even if purely psychologically. If I had more time, I'd try implementing los traps in trunk and also try the doom clock trap/f...

Wednesday, 28th September 2016, 11:53

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

https://github.com/crawl/crawl/commit/5b639dcbc964aa5ee4ea8bdfc27790d1305c2fb2 Increase the timeout of Desperate Haste It's now slightly more than twice as long, measured in raw XP. https://github.com/crawl/crawl/commit/6bceca2659881dfcce8c5db35ef47ab4113f6c31 Reduce spawn rate of haste potions Red...

Monday, 26th September 2016, 19:30

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

I don't really want to buff the player, but I particularly don't want to buff them around Lair or afterward. So why did you do both of those things, then? I'll contest buffing them post-Lair, but the short answer is that I think the basic structure of the ability is good and I want to try it out. I...

Monday, 26th September 2016, 18:02

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

To everyone who strongly dislikes this change: don't worry. There isn't a lot of support for this from the dev side either, so unless I win over a lot of people (and convince myself this is definitely a good idea) it's not coming to trunk at all. There probably will be some haste removal though. No,...

Monday, 26th September 2016, 15:01

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

Re: New hosted branch: haste reform

This is a player buff in the early game and a nerf in the mid to late game. Players will have a harder time being able to haste through rune vaults, zot, and extended than they did before.

It's possible that a 3 xl refresh is too fast. I could see up to 9 xl being reasonable potentially.

Monday, 26th September 2016, 11:29

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 20965

New hosted branch: haste reform

Thanks to johnstein, there's a new playable branch up on CBRO: Desperate Haste (aka Haste Reform). The branch removed the spell and wand of haste from the game and replaces it with a player ability available from D:1 called Desperate Haste. Activating it is like drinking a haste potion. The ability ...

Friday, 23rd September 2016, 11:37

Forum: Game Design Discussion

Topic: Give humans +0 aptitudes across the board again

Replies: 3

Views: 1790

Re: Give humans +0 aptitudes across the board again

This would be a buff to humans, and definitely not one they need, but I really do like it aesthetically.

Friday, 23rd September 2016, 11:29

Forum: Game Design Discussion

Topic: Remove clouds from Desolation of Salt

Replies: 9

Views: 2764

Re: Remove clouds from Desolation of Salt

There has been some work done on cloud performance thanks to that portal. Clearly it hasn't been completely solved yet, but it seems worth doing.

Edit: I complained about that element of the portal too. I think it's a serious issue, but I'd like to see it fixed rather than wallpapered over.

Tuesday, 20th September 2016, 15:39

Forum: Crazy Yiuf's Corner

Topic: Please consider side effects of commits (Slime:5 wall)

Replies: 26

Views: 7066

Re: Please consider side effects of commits (Slime:5 wall)

papilio wrote:DevTeam, please at least consider possible unintended adverse effects before merging your local commits.

Never!

Tuesday, 20th September 2016, 12:37

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: new Protection brand, two small removals

Replies: 39

Views: 16959

Re: DCSS TrunkWatch™: new Protection brand, two small remova

This point came up in discussion yesterday, and my response is: 10:30:01 <Lasty_> In my view, weapons of protection are a bigger issue simply because they're not artifacts. They're designed to trade offense for a passive defensive bonus. Artifacts may end up doing the same, but they aren't designed ...

Monday, 19th September 2016, 13:13

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 412394

Re: [proclick] new fork, hellcrawl

Ignite poison removes most of the kiting downside of poison. 1. cast toxic radiance 2. walk back 2 steps 3. cast ignite poison 4. repeat if needed - Normal orcs and other early monsters are 1 iteration of the combo (need 2 cells to kite, 4 actions, 7 mana), orc warriors and yaks are 2 iterations (4...

Sunday, 18th September 2016, 15:16

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 412394

Re: [proclick] new fork, hellcrawl

Hellmonk wrote:
  • renamed caustic shrikes to acid robins, in the laziest way possible

God damn it, not acid bees? I miss when they were acid bees.

Sunday, 18th September 2016, 02:22

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 35563

Re: My monster danger ranking

[list][*]Juggernaut. I have voiced my dislike of this monster's design before, so I will just remind you how easy it is to stop them from following you across stairs, or neuter them with level 1 summons. Restoring their old damage would not change their place on the list. Yeah, I think these were a...

Tuesday, 13th September 2016, 17:14

Forum: Dungeon Crawling Advice

Topic: Acid/corrosion

Replies: 16

Views: 4276

Acid/corrosion

Mod edit: split from GDD The thing that jumps out at me on that won't do list is the claim that "monster corrosion is mostly insignificant". I've been thinking acid was one of the most valuable wands because I *thought* it seemed like the monsters were much more vulnerable while corroded....

Tuesday, 13th September 2016, 00:11

Forum: Crazy Yiuf's Corner

Topic: implemented wont do

Replies: 27

Views: 8187

Re: implemented wont do

I expect he meant gifting items to allies under Beogh.

Monday, 12th September 2016, 15:47

Forum: Game Design Discussion

Topic: God of Summoning Magic

Replies: 11

Views: 4013

Re: God of Summoning Magic

I think other posters have done a good job of giving the necessary feedback here, but since it seems like Nekoatl is still considering moving forward with this project, I want to be clear: the proposed god would not be accepted by the devs, but you're welcome to code it for your own amusement of cou...

Monday, 12th September 2016, 15:33

Forum: Game Design Discussion

Topic: Burn the Temple down

Replies: 56

Views: 17118

Re: Burn the Temple down

Discussion of tone is off-topic here, and future posts in this thread on the topic will be deleted. Please move this aspect of the discussion to this thread or another new thread on the topic.

Monday, 12th September 2016, 15:32

Forum: Suggestions & Criticism

Topic: Tone policing in the Tavern

Replies: 2

Views: 3944

Tone policing in the Tavern

In a recent thread, duvessa raised (not for the first time) a complaint about posters (particularly devs) complaining about other posters' tone. For those not familiar, here's one summary of the idea of "tone policing": A tone argument is an argument used in discussions, sometimes by conce...

Saturday, 3rd September 2016, 02:38

Forum: Game Design Discussion

Topic: Give Usk +cleave at 1*, cut stomp

Replies: 16

Views: 4306

Re: Give Usk +cleave at 1*, cut stomp

Penetrating javelins still exist

Friday, 2nd September 2016, 20:38

Forum: Game Design Discussion

Topic: Give Usk +cleave at 1*, cut stomp

Replies: 16

Views: 4306

Re: Give Usk +cleave at 1*, cut stomp

Ranged attacks can hit multiple things tho -- penetrating ammo, bolt spells, all other aoe...

Friday, 2nd September 2016, 18:52

Forum: Game Design Discussion

Topic: Give Usk +cleave at 1*, cut stomp

Replies: 16

Views: 4306

Re: Give Usk +cleave at 1*, cut stomp

I don't particularly hate Usk giving some extra punch to axes and short blades -- Usk also gives extra punch to anything else that deals AOE. I'm open to the idea of replacing Stomp with some other form of radial damage. What might work better than "always cleaving" is something like "...

Tuesday, 30th August 2016, 14:09

Forum: Crazy Yiuf's Corner

Topic: Mephitic abuses

Replies: 6

Views: 2144

Re: Mephitic abuses

I thought this thread was going to be about the insults that imps hurl at you.

Saturday, 27th August 2016, 12:13

Forum: Game Design Discussion

Topic: A high risk/reward god

Replies: 29

Views: 10668

Re: A high risk/reward god

Agreed. How the hell did a terrible proposal like this get any attention? Meanwhile I can't even get a simple no-brainer FR passed. The dysfunction in this forum is astounding. Or, put another way Don't take this as a legitimization of the belief that this thread is in any way related to Ru or Uska...

Wednesday, 24th August 2016, 14:18

Forum: Crazy Yiuf's Corner

Topic: what the hell is gnollcrawl

Replies: 29

Views: 9271

Re: what the hell is gnollcrawl

If you find a CPA, do you more or less just win?

Sunday, 21st August 2016, 14:09

Forum: Game Design Discussion

Topic: Make Uskayaw piety last until you leave the level

Replies: 6

Views: 2335

Re: Make Uskayaw piety last until you leave the level

The whole point of the god is that you can't bank piety. This proposal would be such a large departure from what the god is designed to do that you might as well just start from scratch.

Friday, 19th August 2016, 20:02

Forum: Crazy Yiuf's Corner

Topic: Which gods would you remove?

Replies: 47

Views: 12003

Re: Which gods would you remove?

(also, punishing waiting breaks searing ray), and you need to not award piety for evoking non-damaging wands, casting non-damaging spells, etc. Ah, fair point. I hadn't considered /HW and Searing Ray in particular. I'm definitely going to need to make some kind of change. spoiled players might choo...

Friday, 19th August 2016, 19:30

Forum: Crazy Yiuf's Corner

Topic: Which gods would you remove?

Replies: 47

Views: 12003

Re: Which gods would you remove?

I don't define disagreeing with you as losing ground. I probably could have tried to make my point in a more polite way, but I have been under the impression that politeness isn't something you put a premium on. My point is this: if Uskayaw likes doing damage and hates not doing damage, then Uskayaw...

Friday, 19th August 2016, 11:48

Forum: Crazy Yiuf's Corner

Topic: minmay vaults

Replies: 21

Views: 4865

Re: new god for you

I mentioned a couple times that I won't be making any more vaults for Crawl and this is why. Vaults always get changed when added, and generally I accept this and am fine with it. But with the last set of vaults I submitted I included one single, very simple request in a comment above one of the va...

Friday, 19th August 2016, 11:26

Forum: Crazy Yiuf's Corner

Topic: Which gods would you remove?

Replies: 47

Views: 12003

Re: Which gods would you remove?

I don't hate DOT on principle, but it feels out-of-flavor for this god and (with long-lasting forms like poison) makes it too easy to game the piety system. I do want to give players credit for sticky flame/cloud damage, but only if they're still actively fighting -- still "dancing". I do...

Thursday, 18th August 2016, 18:29

Forum: Crazy Yiuf's Corner

Topic: Which gods would you remove?

Replies: 47

Views: 12003

Re: Which gods would you remove?

I don't hate DOT on principle, but it feels out-of-flavor for this god and (with long-lasting forms like poison) makes it too easy to game the piety system. I do want to give players credit for sticky flame/cloud damage, but only if they're still actively fighting -- still "dancing". I don...

Thursday, 18th August 2016, 12:36

Forum: Crazy Yiuf's Corner

Topic: Which gods would you remove?

Replies: 47

Views: 12003

Re: Which gods would you remove?

Uskayaw: the piety gain mechanic is easily the worst in the game by far right now, despite there still being a god with corpse sacrifices. For example, if you sticky flame an ogre and press 's' until it dies you get no piety, but if you sticky flame an ogre and throw bread rations at the floor unti...

Thursday, 18th August 2016, 12:23

Forum: Crazy Yiuf's Corner

Topic: Combine "Harm and "Inacc

Replies: 32

Views: 9009

Re: Combine "Harm and "Inacc

IIRC it was 1 level-ish initially, but it got made more consistent with the *Drain negative artefact property for consistency. That said, I don't think it's a problem: 1) It creates a cost other than one ?rc to wear-IDing amulets, which opens up the possibility that you don't want to wear every amul...

Tuesday, 16th August 2016, 17:09

Forum: Crazy Yiuf's Corner

Topic: Combine "Harm and "Inacc

Replies: 32

Views: 9009

Re: Combine "Harm and "Inacc

Right now the upside to "harm is similar to the upside of haste, but for damaging actions only. In some cases, it's better: damaging evo/invo do more damage per resource used as well as per time; clouds and other DOT effects do more damage per time elapsed. The downside is similar to frail 2. I...

Friday, 29th July 2016, 20:11

Forum: Game Design Discussion

Topic: Remove Berserker Background

Replies: 41

Views: 11373

Re: Remove Berserker Background

I'm pretty sure I'm the biggest anti-zealot zealot on the dev team, and I removed all the zealots that I felt I could. Personally, I'd happy remove berserkers, but I understand why others (including other devs) want them to stay. I confess I have a bit of a soft spot in my heart for abyss knights (t...

Friday, 29th July 2016, 19:50

Forum: Game Design Discussion

Topic: .des vaults would benefit from randomization

Replies: 10

Views: 2676

Re: .des vaults would benefit from randomization

I tend to agree that more randomization in vaults would be a good thing, and I while I can't speak for the team, I would personally look favorably on attempts to improve the randomization within our current set of vaults. I think there's probably a lot we could do with new layout types and other way...

Wednesday, 27th July 2016, 11:27

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 39635

Re: Terrible design choice and service

For what it's worth, some devs would prefer that players "snap and overthrow them". It's more often called "creating a fork" and perhaps "hosting your own server", and it's very good for the health of the game. er, so devs (disgruntled ones?) would prefer it + it is go...

Sunday, 24th July 2016, 15:42

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 39635

Re: Terrible design choice and service

For what it's worth, some devs would prefer that players "snap and overthrow them". It's more often called "creating a fork" and perhaps "hosting your own server", and it's very good for the health of the game.

Thursday, 21st July 2016, 18:24

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14188

Re: Make /digging temporary

It doesn't have to be a cone, but something more different-y than a line or 3x3 ball. Since it's a wand, it should probably be directed in some way, so not simply radiating outward from the player. Given those criteria and the fact that we do use shotgun targetters, I'm inclined to use one here.
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