Search found 546 matches

Saturday, 8th October 2011, 07:32

Forum: Crazy Yiuf's Corner

Topic: Current development branch random thoughts

Replies: 28

Views: 6768

Re: Current development branch random thoughts

The spriggan baker should wield the +0 fixedart club "Rolling Pin" or a -2 robe of fire resistance. (A good apron.)

The lack of such items is my major complaint.

That and titanic slimes shouldn't kill me. They should just give big slimy hugs.

Saturday, 8th October 2011, 07:08

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Cloud traps

For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant). That's the point of vaults. For random traps, if you want monsters, just make them noisy. Sure, that'd be straightforward. Nonetheles...

Saturday, 8th October 2011, 07:02

Forum: Game Design Discussion

Topic: Armour reduced item destruction

Replies: 23

Views: 4364

Re: Armour reduced item destruction

Basing it of armour skill might give more reason to train armour. I think that'd be good. I doubt we'd see EV-based fighters training armour much just for conservation. But if so, I think it'd be good. It's another layer of trade offs. With GDR, there's a much weaker trade-off, since AC-based fighte...

Thursday, 6th October 2011, 20:16

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Cloud traps

For this reason I really think that traps should be often be paired with appropriate monsters (eg, a miasa trap near a wight band, or a fire trap near a fire giant).

Thursday, 6th October 2011, 20:14

Forum: Game Design Discussion

Topic: Abyssal rune idea

Replies: 18

Views: 4014

Re: Abyssal rune idea

The new abyss is much nicer and even makes me giggle sometimes. Still not fun searching for the rune, tho. I hope that the new abyss rune vaults in trunk, in combination with a way to lessen the searching tedium, will make it fun.

Thursday, 6th October 2011, 20:11

Forum: Game Design Discussion

Topic: Armour reduced item destruction

Replies: 23

Views: 4364

Re: Armour reduced item destruction

The tough part about damage is that armoured melee types will may take more damage, despite their AC, because they are hit more often. I think damage in combination with GDR or armour skill would be more better help heavy armour types. The flavour for GDR could be that your just as your armour reduc...

Thursday, 6th October 2011, 18:51

Forum: Game Design Discussion

Topic: Armour reduced item destruction

Replies: 23

Views: 4364

Re: Armour reduced item destruction

Well, obviously I support the idea since I initially suggested it in the trap thread. Absolutego suggested we use gdr and I think it's good because it avoids encouraging players to put +AC rings for travel and explore. Oh, missed that. Man the trap thread moved too fast for me! Sure DGR makes a lot...

Thursday, 6th October 2011, 17:01

Forum: Dungeon Crawling Advice

Topic: Advice: what to ask using an acquisition scroll

Replies: 51

Views: 16857

Re: Advice: what to ask using an acquisition scroll

Armour acquirement actually gets roughly better as your current armour gets better, because it's biased towards filling unfilled slots...and is biased towards giving absolute crap (we're talking -2 caps here) for unfilled slots. The same goes for wand - since it's biased towards unidentified wands,...

Thursday, 6th October 2011, 16:57

Forum: Game Design Discussion

Topic: Armour reduced item destruction

Replies: 23

Views: 4364

Armour reduced item destruction

Melee builds are much more affected by item destruction. In particular, for heavily-armoured builds, each blink scroll is much more important than for other builds that likely can case blink or other escape-type spells. What if armour reduced the chances of item destruction? Either the armour skill ...

Thursday, 6th October 2011, 16:51

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 44441

Re: Food reform

All in all I don't think the new gourmand amulet is that great. Instead of another nerf (seriously, what?) I think a total change of the amulet might be nice. I would certainly approve of it no longer being "hey, you're a troll"-amulet but it contributing to another one's no-brainer statu...

Wednesday, 5th October 2011, 03:25

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 44441

Re: Food reform

Chucks are important to many parts of the game, not just food. Eating corpses directly would be fine, I suppose, as long at they implicitly butchered the corpse. Standing over a corpse and hitting "e" would yield the prompt "Butcher foo corpse and eat to satiety?" When full, any ...

Tuesday, 4th October 2011, 21:37

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 102491

Re: Voting on implementables! [Updated]

Wensleydale wrote:Permabuffs (my personal favorite :P hurry, galehar!)

I vote for permabuffs!

Tuesday, 4th October 2011, 21:34

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Cloud traps

jejorda2 wrote:I think that if all traps were noisy, so you had to fend off the enemies who come to investigate while you heal from the axe wound or struggle with the net, then they would be more interesting.


I think this is a good idea!

Sunday, 2nd October 2011, 04:54

Forum: Crazy Yiuf's Corner

Topic: Odd things sighted in dungeon.

Replies: 963

Views: 287023

Re: Odd things sighted in dungeon.

Grimm wrote:The poorly designed doors are the reason the animals are all running loose in the first place.


Oooooh, a ruined menagerie is a good idea for a Lair vault!

Sunday, 2nd October 2011, 04:51

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3177202

Re: Best/Worst Artifacts

Must have been hard to kill that orc with the really strong robe.

Sunday, 2nd October 2011, 04:50

Forum: Game Design Discussion

Topic: Vehumet spell gifts

Replies: 47

Views: 14348

Re: Vehumet spell gifts

Except that currently gifts are more likely to come after a tense situation than before or during! But yes, good point.

Sunday, 2nd October 2011, 02:33

Forum: Game Design Discussion

Topic: Vehumet spell gifts

Replies: 47

Views: 14348

Re: Vehumet spell gifts

I suppose it wouldn't be any particular trouble to ensure that while gifts are more often given during tension that being in tension does not cause more gifting -- rather tension is just the trigger that released a gift already earned via traditional piety/clock stuff. I'm not sure what the issue is...

Sunday, 2nd October 2011, 00:42

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14976

Re: Proposed L1/2 transformation: Aspect of Demon

Which reminds me. Wood golems should leave corpses that can be used by StS to make guardian serpents, with a small chance of getting a serpent of hell.

(Only mostly joking, here. It would be really fun get giant snakes when casting StS next to a tree.)

Sunday, 2nd October 2011, 00:38

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Comments about latest Trunk features (.10)

While mechanical traps are largely useless, traps that destroy items are always going to be annoying to many players. This is because item destruction is annoying. No. This is because people find strategic damage annoying. Mutation, acid, item destruction, rot, wand charge draining, exp draining, t...

Sunday, 2nd October 2011, 00:30

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Re: Subsequent Trog gifts strictly worse than previous ones

With temporary gifts, you can dish out the stuff much more light-heartedly _and_ create opportunities for decisions. (Of course, I am utterly biased in that I am confident temporary gifts will increase fun.) There is also no reason not to mix both approaches, but each of them is some work. (Obsoles...

Saturday, 1st October 2011, 23:58

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Comments about latest Trunk features (.10)

I believe that you folks are putting too much negativity into this and too little fantasy. Here are some ideas off the top of my hat: * earlier traps are easier to detect * a free turn before item destruction sets in (only useful if out works out so that the blink spell does not solve the matter ev...

Saturday, 1st October 2011, 21:11

Forum: Game Design Discussion

Topic: Improve Condensation Shield

Replies: 12

Views: 3737

Re: Improve Condensation Shield

Are folks using CS yet?

Saturday, 1st October 2011, 20:58

Forum: Game Design Discussion

Topic: Vehumet spell gifts

Replies: 47

Views: 14348

Re: Vehumet spell gifts

In response to the idea of Vehumet giving spells under tension. Not to mention giving birth to some "Oh hells ya!" moments when Vehumet decides to gift you just the right spell at just the right time. I love it. Very cool. Vehumet wants you to destroy things. It would be flavorful for her ...

Saturday, 1st October 2011, 19:38

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 22114

Re: Comments about latest Trunk features (.10)

Why do exclusions appear at all? After once a cloud is gone it won't come back. So I don't see a need to set travel exclusions at all. I've just been removing them manually to auto-travel doesn't avoid the now-harmless corridor that had a trap.

Saturday, 1st October 2011, 16:04

Forum: Dungeon Crawling Advice

Topic: Reaching tricks

Replies: 24

Views: 6505

Re: Reaching tricks

I find myself running around corners, retreating and repositioning a lot in order to get to the polearm-wielding foo, instead of locking a mace-wielding foo between me and the polearm. It's fun! I feel like if I try to do this extensively I always end up trapped between the thing that I was kiting ...

Friday, 30th September 2011, 16:06

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Re: Subsequent Trog gifts strictly worse than previous ones

galehar: Your proposal of giving good items, slowly increasing in worth means that gods cannot dish out somehing *awesome* early on. I believe this reduces appeal. In my opinion, the god is more interesting (gameplay and for new players) if good stuff can occur sometimes early on and is temporary, ...

Thursday, 29th September 2011, 20:01

Forum: Dungeon Crawling Advice

Topic: Reaching tricks

Replies: 24

Views: 6505

Re: Reaching tricks

I find myself running around corners, retreating and repositioning a lot in order to get to the polearm-wielding foo, instead of locking a mace-wielding foo between me and the polearm. It's fun! In addition to fast species, this should help AEs kite most critters; indeed, any mage with swiftness can...

Thursday, 29th September 2011, 19:51

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14976

Re: Proposed L1/2 transformation: Aspect of Demon

The lair (where you tend to find fire drakes) is plenty late enough to have Blade Hands castable. The hunger cost will still probably be bad, but I think I usually have it on at least Good by then, at least playing races with a positive Transmutation aptitude. Besides, you're extremely unlikely to ...

Thursday, 29th September 2011, 18:17

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14976

Re: Proposed L1/2 transformation: Aspect of Demon

I haven't tested BA with great armour, tho. I can imagine using BA with armour I don't want to meld until BH comes online. Anyone tried this? The odds of finding early-game armor so amazing that it's more valuable to you than Spider Form's innate EV and swiftness or Ice Form's innate AC and health,...

Thursday, 29th September 2011, 17:23

Forum: Crazy Yiuf's Corner

Topic: Current development branch random thoughts

Replies: 28

Views: 6768

Re: Current development branch random thoughts

Yes, kudos to the tile and dungeon makers!

The winding tunnel layout is excellent. I think the game could support many similar dungeon layout variants

Thursday, 29th September 2011, 16:30

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14976

Re: Proposed L1/2 transformation: Aspect of Demon

Tms are a lot harder to play now! Beastly Appendage has a very nice flavor, tho. Thanks for adding it! Still, I rather miss distilling everything. On net, the Tm background seems a bit less fun (tho Evap is still too silly in too many cases, and OP was not good). BA most certainly does not play the ...

Thursday, 29th September 2011, 15:12

Forum: Game Design Discussion

Topic: Thought on the apts screen & stats

Replies: 3

Views: 1047

Thought on the apts screen & stats

(1) Having HP and MP on the aptitudes (%) screen is really nice. Might additional info about which stats increase and how often be a good addition to the aptitudes screen? Stat gain is easily-observed in game so it might as well be presented along side apts, I suppose. There are two types of stats i...

Wednesday, 28th September 2011, 21:02

Forum: Game Design Discussion

Topic: Vault 8 Pattern

Replies: 15

Views: 3560

Re: Vault 8 Pattern

In the proposed design optimal play will still be to lure critters to toward the staircases in order to be one blink away from safety. But taking somewhat tedious optimal play (under the current design) and replacing is with high tedious optimal play may make the tedious optimal play so tedious that...

Wednesday, 28th September 2011, 20:56

Forum: Crazy Yiuf's Corner

Topic: Current development branch random thoughts

Replies: 28

Views: 6768

Re: Current development branch random thoughts

Re lack of autotravel: I think webby vaults make more sense than webby levels. Still, I find L13 fun right now.

Wednesday, 28th September 2011, 20:18

Forum: Game Design Discussion

Topic: Artificers too weak?

Replies: 10

Views: 2363

Re: Artificers too weak?

A scroll of recharging or two might be more appropriate. I think that an "evokable overhaul" in progress, with more planned.

Monday, 26th September 2011, 00:30

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Re: Subsequent Trog gifts strictly worse than previous ones

Treating gifts as borrowed with a chance of becoming permanent! Within that system I can see it being feasible to not give inferior gifts and to increase the power of gifts over time (or total piety or whatnot).

Monday, 26th September 2011, 00:18

Forum: Dungeon Crawling Advice

Topic: The 'Questions too small to need their own thread' thread

Replies: 3005

Views: 779959

Re: The 'Questions too small to need their own thread' threa

Got it. Demonology is vile and dark, so Demonologists grant piety. Poisoning is bad enough to put you into penance but not so bad that TSO rewards the killing of monsters that use poison magic.

Sunday, 25th September 2011, 22:41

Forum: Dungeon Crawling Advice

Topic: The 'Questions too small to need their own thread' thread

Replies: 3005

Views: 779959

Re: The 'Questions too small to need their own thread' threa

Should TSO give piety for killing enemies that cast poison arrow? He doesn't give piety for Naga Mages, which surprises me.

Sunday, 25th September 2011, 19:31

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Re: Subsequent Trog gifts strictly worse than previous ones

Wouldn't it be a bit over powered if the gifts get better and better over the course of the game? Maybe probability of a good gift should be in direct relation with piety, but not to the extent of re-rolling if a bad item turns up. Not if the gifts started less powerful and the rate of increase in ...

Sunday, 25th September 2011, 19:22

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 42562

Re: New Race: Golem

I've been wanting to cast spells in GDR for a while. If Golems could pull this off (casting unaffected by heavy armour) I'd be tickled. I don't think so. If armour doesn't have any drawback anymore, then there's no reason not to wear one. So this would remove an interesting choice. Nagas, the other...

Saturday, 24th September 2011, 22:28

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 42562

Re: New Race: Golem

I've been wanting to cast spells in GDR for a while. If Golems could pull this off (casting unaffected by heavy armour) I'd be tickled. This would be very fun. And I think it could be balanced, once the unique nutrition and casting stuff is put in.

Saturday, 24th September 2011, 21:59

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Re: Subsequent Trog gifts strictly worse than previous ones

Total piety is a good call. Re randomness, Trog gifting has lots of randomness -- type accuracy, damage, ego, artefact status and properties are all chosen. Gifting already accommodates skills, meaning it's not totally random anyway. Re-rolling a small share of gifts wouldn't make it too much less r...

Saturday, 24th September 2011, 19:42

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14304

Subsequent Trog gifts strictly worse than previous ones

Subsequent Trog weapon gifts can be strictly worse than previous ones. This doesn't seem fun. For example, I just received several slings of frost, the first of which was +1 +8 and subsequent ones has strictly worse enchantments. Might it be better to have Trog give a weaker gift early on than a str...

Saturday, 24th September 2011, 11:07

Forum: Crazy Yiuf's Corner

Topic: Odd things sighted in dungeon.

Replies: 963

Views: 287023

Re: Odd things sighted in dungeon.

Boris, Mara and Mennas all on Snake 4!

Friday, 23rd September 2011, 22:45

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: Further DrWz Adventures

Replies: 11

Views: 2481

Re: CiP: DrWz advice needed

Smite targeting it amazing. Airstrike kills boggarts, drakes, and tormentors. Lightning bolt leaves you tormented, surrounded by shadow creatures, and toasty.

Friday, 23rd September 2011, 22:40

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 683751

Re: Generic Brainstorming!

ekolis wrote:Axe of the Apostates - An axe that can only be wielded by worshippers of Zin. It is sentient and will recite verses (just like the Zin ability) automatically every 100+d100 turns.


This is a fun idea. Maybe if it had a small chance of reciting instead of doing damage....

Friday, 23rd September 2011, 22:36

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.10)

Replies: 48

Views: 13708

Re: Comments about latest Trunk features (.10)

FYI, I noticed the same thing in windows tiles.

Wednesday, 21st September 2011, 23:51

Forum: Game Design Discussion

Topic: Mephitic Cloud and Evaporate

Replies: 23

Views: 5091

Re: Mephitic Cloud and Evaporate

I've adjusted my meph strategy somewhat. I used to hit adjacent monsters with tricky targeting but now it's not guaranteed, so I'm less likely to rely on this tactic. I think perhaps too many squares are being hit. Reducing power a bit would be OK. Also, the clouds that show when the spell is cast c...

Monday, 12th September 2011, 18:32

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14976

Re: Proposed L1/2 transformation: Aspect of Demon

Dustbin and Kroet make good points. Light contamination would mean it can't be recast safely until the contamination is gone. It's a more elegant way to prevent multiple sequential casts than something parallel to berserk exhaustion. The mutation having a good chance to change would mean that player...

Sunday, 11th September 2011, 20:11

Forum: Game Design Discussion

Topic: Improve the early game

Replies: 112

Views: 23161

Re: Improve the early game

I'm not sure that I would really like a standardization of potential exp on D:1/2, but it was an idea that came to me. The idea is that at those low levels you would have a better idea of what to expect your char to be able to handle... Gear would still be a factor, but it could help make the early...
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