Search found 3598 matches

Tuesday, 19th July 2016, 21:41

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 13181

Re: Fix Deep Dwarves

jwoodward: You're barking up several wrong trees. Not sure if you just want to rant or are interested in actual answer, but your style of posting doesn't really provoke replies. Perhaps DD will disappear at some point (slow healing 2 is a really bad idea, by the way), but MD certainly won't come bac...

Monday, 18th July 2016, 21:53

Forum: Game Design Discussion

Topic: Species Proposal: Spectre

Replies: 16

Views: 4240

Re: Species Proposal: Spectre

Interesting concept, would playtest!

Not sure the XL7 choice is needed, but that's pesky details...

Monday, 18th July 2016, 19:55

Forum: Crazy Yiuf's Corner

Topic: Amulet of Resistance

Replies: 11

Views: 2401

Re: Amulet of Resistance

infinitevox: This could be interesting. What ER? Constant or scaling as well?

Sunday, 17th July 2016, 22:22

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 24214

Re: mild alt to abstracting weapons

a major overhaul of monster types is being proposed to address a nonexistent problem (Emphasis mine.) This is your personal opinion, it is clearly not the opinion of the Hardboiledgargoyle or ion_frigate, and it isn't my opinion either. I think both proposals address an actual concern. The variety ...

Saturday, 16th July 2016, 23:49

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14752

Re: Make /digging temporary

I think it'd be very good if as you're running up, the dungeon is "falling apart" (i.e., tending towards bad terrain). Yes, sounds intriguing. I believe that it should be possible to invent a system that's both cool and gameplay-wise interesting. I'm a sucker for dynamic visuals anyway, b...

Saturday, 16th July 2016, 11:54

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28980

Re: Let us choose gods from the start

If the temple had every god in it, why would that be better, given that you would always pick Trog in the temple (with HuFi)? This would result in less variety and no benefit. For the same reason you pick your background/race/starting gear. Its fun to be able to choose something that will affect ho...

Saturday, 16th July 2016, 01:49

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 24214

Re: mild alt to abstracting weapons

[...]my answer to the popcorn argument is to give weapons a bit more unique features, so that not only is it more of a decision what weapon to use for players, rather than simply dividing weapons into either trash or best, but so that it does matter. We're thinking about how to do this for many yea...

Saturday, 16th July 2016, 01:40

Forum: Crazy Yiuf's Corner

Topic: The unknown

Replies: 5

Views: 1399

Re: The unknown

I assume that the OP means: "Why does the game not give all this information?"

There are good reasons for this, and I don't think any developer has ever said it's for increasing game depth.

Friday, 15th July 2016, 10:39

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14752

Re: Make /digging temporary

The problem that too much digging is availbe is not related whether you predig the orbrun or not.

Thursday, 14th July 2016, 21:49

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14752

Re: Make /digging temporary

I was in favour of removing wands of disintegration, and I still am. Moving digging to be top tier (which gives it less charges and makes recharging apply fewer charges) are also good.

Thursday, 14th July 2016, 13:39

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28980

Re: Let us choose gods from the start

My suggestion was not [god selection like weapon choice], but a D:0 temple. However, I can see why it could still be overwhelming and why you would want to ease players into it. In that case, why not make the ecumenical temple spawn in D:2 to D:3 and with all the gods? My (personal) aim as a design...

Wednesday, 13th July 2016, 18:50

Forum: Crazy Yiuf's Corner

Topic: Why is Airstrike's Damage Formula So Bizarre?

Replies: 12

Views: 4059

Re: Why is Airstrike's Damage Formula So Bizarre?

Hands: Polya told us to do it like this!

Wednesday, 13th July 2016, 18:48

Forum: Game Design Discussion

Topic: Remove energy randomisation

Replies: 13

Views: 3154

Re: Remove energy randomisation

archaeo: Yes, that would work.

Wednesday, 13th July 2016, 18:45

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28980

Re: Let us choose gods from the start

duvessa's dichotomy is interesting, but I think it's overemphasising the point. God choice is strategic in the sense that it's a one-time decision with long-term consequences. Gods are much less a difficulty setting than species. For example, there have been various god power tweaks, all the time. I...

Tuesday, 12th July 2016, 21:02

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28980

Re: Let us choose gods from the start

I thought everything was already said before, but perhaps this is not so. In Crawl, there are three main aspects of a character: species, background, god (including lack of god). The first two are chosen at game start, and this is the first reason why it's good that the other one is not. (Barring th...

Tuesday, 12th July 2016, 20:27

Forum: Game Design Discussion

Topic: Abstract away monster weapons

Replies: 39

Views: 10073

Re: Abstract away monster weapons

Please, could this reasoning extended to armor too? The reasoning can, but I'm pretty sure it's a good idea to do this in steps. And I think the OP is right in suggesting weapons rather than armour. Note that "just" doing this for weapons comes with a lot of follow-up changes: for each hu...

Tuesday, 12th July 2016, 20:13

Forum: Game Design Discussion

Topic: Please, please make "smart" autotargeters optional

Replies: 2

Views: 1608

Re: Please, please make "smart" autotargeters optional

Yes, I guess this is a good case for an option.

Tuesday, 12th July 2016, 19:29

Forum: Game Design Discussion

Topic: Don't hide items in stacks

Replies: 12

Views: 2348

Re: Don't hide items in stacks

Arrhythmia: Yes. Some roguelikes (with fewer items, I guess) have item splash on death: the game places the items of a deceased monster on adjacent squares.

Tuesday, 12th July 2016, 19:25

Forum: Game Design Discussion

Topic: Let us choose gods from the start

Replies: 90

Views: 28980

Re: Let us choose gods from the start

PowerOfKaishin wrote:Jiyva and Gozag aside, is there any real reason why the player can't just choose their god from the onset?
Yes.

Won't happen.

Tuesday, 12th July 2016, 19:22

Forum: Game Design Discussion

Topic: Don't hide items in stacks

Replies: 12

Views: 2348

Re: Don't hide items in stacks

If we don't hide items in stacks, we force players to look through all stacks manually. It's a subjective decision which way one thinks is better. To me, the current behaviour is better gameflow.

Tuesday, 12th July 2016, 11:33

Forum: Dungeon Crawling Advice

Topic: Draconian ghosts are using hax. Ban from game plz.

Replies: 20

Views: 4909

Re: Draconian ghosts are using hax. Ban from game plz.

PowerOfKaishin wrote:I hate ghosts so much and I will continue to bitch about them continuously on all of these forums until something is done about them.
Sounds like a good proposition to ban you from the forum.

Monday, 11th July 2016, 23:48

Forum: Game Design Discussion

Topic: God Idea: Ibn Hayyan, god of Alchemy

Replies: 15

Views: 3641

Re: God Idea: Ibn Hayyan, god of Alchemy

Yes, the basic premise of turning Fulsome Distillation/Evaporate into god powers is good. Not sure it's enough to carry a god, but I am sure you can do something with the potions theme. Piety from drinking potions is problematic, don't do it. Instead, make it so that drinking potions is good by itse...

Monday, 11th July 2016, 23:35

Forum: Game Design Discussion

Topic: Abstract away monster weapons

Replies: 39

Views: 10073

Re: Abstract away monster weapons

Huge Ogre nerf. What's this? Every single meaningful change will buff something and nerf something else. Weapon generation rates/rules can be adapted, or an ogre unique (whose weapons are real) can be created etc. Pointing out some implication without any further comment is not only sidestepping th...

Monday, 11th July 2016, 15:51

Forum: Crazy Yiuf's Corner

Topic: Remove all lingering references to Lucy

Replies: 19

Views: 4884

Re: Remove all lingering references to Lucy

Lugonu never had any gender identity.

Threads like this is what you get if you make working titles public. (To me, the abyssical god is like the fallen god of Crawl, so I nicknamed her Lucy after the fallen arch angel.)

Monday, 11th July 2016, 15:49

Forum: Game Design Discussion

Topic: Abstract away monster weapons

Replies: 39

Views: 10073

Re: Abstract away monster weapons

+1

Good concept, and a cool idea to put a brand like distortion onto religion.

Sunday, 10th July 2016, 22:24

Forum: Game Design Discussion

Topic: God proposal: Ignapikali, the Tunneller

Replies: 20

Views: 5632

Re: God proposal: Ignapikali, the Tunneller

Quazifuji: as always, it depends. Yes, we don't want player to create blade traps and lure monsters to those. (In fact, we didn't like blade traps at all.) If you refer to the shafts I mentioned, I said "temporary" on purpose. If you mean what I wrote under Stone Force, then yes, that has ...

Sunday, 10th July 2016, 17:47

Forum: Crazy Yiuf's Corner

Topic: Eat which item?

Replies: 21

Views: 5067

Re: Eat which item?

[The previous interface] has the undesirable feature that typing "rd" will sometimes mean reading an item from the floor and sometimes mean reading an item from your inventory. Actually I liked the previous behaviour better. The current additional keypress is much more aggravating to me t...

Sunday, 10th July 2016, 07:58

Forum: Crazy Yiuf's Corner

Topic: tstbtto

Replies: 24

Views: 6763

Re: tstbtto

This could be one of the finest contributions to GDD. If only we could decipher the true meaning! I am fine with shouting, but what is b?

Sunday, 10th July 2016, 07:50

Forum: Game Design Discussion

Topic: God proposal: Ignapikali, the Tunneller

Replies: 20

Views: 5632

Re: God proposal: Ignapikali, the Tunneller

Some offensively oriented use of shafts would fit in nicely with the god, but I feel that shaft monster would need something else going on, or else it is a bit too similar to slimify or banishment or even Zin's imprisonment (being weaker than those abilities is not the problem—the problem is the si...

Sunday, 10th July 2016, 07:42

Forum: Game Design Discussion

Topic: stoppage ego

Replies: 34

Views: 7940

Re: stoppage ego

I like the proposal.

Reflection + stoppage would only be possible (for players) through ego shield and amulet, I think. Therefore, I don't think that monsters should ever end up with both.

Saturday, 9th July 2016, 13:11

Forum: Game Design Discussion

Topic: God proposal: Ignapikali, the Tunneller

Replies: 20

Views: 5632

Re: God proposal: Ignapikali, the Tunneller

Interesting concept! As a tactical power to deal with problematic situations, I like Wallportation much better than Raise Wall. The latter will do nothing (in the open) or everything (in a tunnel). What about guaranteeing that shafts used under the god always go to the next level? A possible power: ...

Friday, 8th July 2016, 12:54

Forum: Game Design Discussion

Topic: Ideas! Scythes and traps...

Replies: 12

Views: 2757

Re: Ideas! Scythes and traps...

I would say +1 to a patch that gives scythes reaching+cleaving.

I guess one argument against doing this is newbie trap: new players may be misled to think that scythes are extremely strong weapons, when they aren't. But I'd say +1 for Sigmund alone.

Thursday, 7th July 2016, 22:38

Forum: Game Design Discussion

Topic: At any point, should temple have two (or more) exits?

Replies: 4

Views: 1633

Re: At any point, should temple have two (or more) exits?

Just pushed a fix, thanks for mention.

Thursday, 7th July 2016, 20:01

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 27787

Re: Rename Damnation to Brimstone

CPTANT wrote:Anything but damnation
What about "Hellfire"?

Wednesday, 6th July 2016, 16:18

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 27787

Re: Rename Damnation to Brimstone

Well, "to damn" is a verb. Could always use this instead of trying to make the noun sound right.

Wednesday, 6th July 2016, 13:36

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 27787

Re: Rename Damnation to Brimstone

The discussion about language and grammar is very interesting (really!), but it does neglect one point: The original move ("Hellfire" --> "Damnation") was a clear gain, from the player point of view. (I'm thinking of a new player, who now cannot be misled to think of rF; I realis...

Tuesday, 5th July 2016, 21:51

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 27787

Re: Rename Damnation to Brimstone

Dracunos: This is a past-centered point of view. For a new player, it does not matter whether it's called Hellfire or Damnation. (I assume here that both words catch the meaning "evil effect" reasonably well.) *You* feel a loss, because you've witnessed the change. I think in cases like th...

Monday, 4th July 2016, 23:44

Forum: Crazy Yiuf's Corner

Topic: Sif Muna is the new magic Trog

Replies: 43

Views: 13829

Re: Sif Muna is the new magic Trog

Avigdore: How about playing this before commenting?

You have no idea how funny your very last sentence is.

Monday, 4th July 2016, 12:58

Forum: Crazy Yiuf's Corner

Topic: Sif Muna is the new magic Trog

Replies: 43

Views: 13829

Re: Sif Muna is the new magic Trog

dynast wrote:What a convoluted way to give players infinite mp.
What a snarky comment to dismiss someone else's effort.

Did you actually play new Sif? Do you have a simpler idea how to reach the multiple aims around Sif & MP?

Sunday, 3rd July 2016, 02:27

Forum: Game Design Discussion

Topic: Please remove invisibility from chaos effects

Replies: 15

Views: 3841

Re: Please remove invisibility from chaos effects

Part of the idea behind sky beasts was to show players invisible monsters, before they encounter unseen horrors. Of course, this could be kept by having the sky beast be visible at the start, and then go invisible for good.

Friday, 1st July 2016, 17:52

Forum: Game Design Discussion

Topic: Change Orc Sorcerer

Replies: 29

Views: 8355

Re: Change Orc Sorcerer

Sandman25: You are a good player, and you play a lot. That means you're bound to experience some rare deaths -- feel free to say and think "unfair" instead of "rare". Like we discussed last time, such deaths are not problematic -- if they're rare enough. Instead, they help to inc...

Thursday, 30th June 2016, 14:59

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 14310

Re: Hydra head chopping (was: Riposte)

Hbg: Yes, what I have in mind is about noise and alerting monsters.

Thursday, 30th June 2016, 13:16

Forum: Crazy Yiuf's Corner

Topic: Xom rework suggestion

Replies: 14

Views: 3816

Re: Xom rework suggestion

Rast: too much Trump on TV?

Thursday, 30th June 2016, 12:59

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 14310

Re: Hydra head chopping (was: Riposte)

Hbg: My list is not really the important one, but I some weeks ago I made a c-r-d mail with some topics. These were: Single account for online play. Halfling removal [obsolete]. Ranged reform (Lasty). Luring. No more death from drowning [obsolete]. Try Elf:3 and/or Crypt:3 as portal levels (i.e. onl...

Thursday, 30th June 2016, 12:24

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 14310

Re: Hydra head chopping (was: Riposte)

Hydra is just one monster, but it can occur in large quantities (if Swamp is rolled). Also Summon Hydra and, to a lesser extent, hydra form. Bonus: the Lernean Hydra. Hydras are really fine. Everything in Crawl can be improved, including hydras. But they're certainly not the monster demanding any ch...

Wednesday, 29th June 2016, 21:11

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 14310

Re: Hydra head chopping (was: Riposte)

Hydras are fine.

Wednesday, 29th June 2016, 12:33

Forum: Game Design Discussion

Topic: Ashenzari followers detect spellbooks of spellcasters

Replies: 6

Views: 2082

Re: Ashenzari followers detect spellbooks of spellcasters

A patch would be welcome.

Tuesday, 28th June 2016, 21:03

Forum: Dungeon Crawling Advice

Topic: Extended (that is, Torment) Doesn't Seem Fun

Replies: 19

Views: 4928

Re: Extended (that is, Torment) Doesn't Seem Fun

I really like the proposal of rolling between Hells and Pan for each game. Hopefully it'll happen some time! As far as Pan is concerned: I think it's being shortened since DCSS 0.2 or so :) I've never done extended back in the day, but it must have been one hell of a slog. Roguelikers were just of a...
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