Search found 3598 matches

Thursday, 22nd September 2016, 22:25

Forum: YASD! YAVP! and characters in progress too

Topic: pedritolo got the low XL win record and nobody noticed

Replies: 25

Views: 12033

Re: pedritolo got the low XL win record and nobody noticed

Fun left when Linley went. The Soup has never seen any fun.

Thursday, 22nd September 2016, 21:19

Forum: YASD! YAVP! and characters in progress too

Topic: pedritolo got the low XL win record and nobody noticed

Replies: 25

Views: 12033

Re: pedritolo got the low XL win record and nobody noticed

Alright, if you don't get a proper story, I thought you could at least have a blog posting :)

Thursday, 22nd September 2016, 12:21

Forum: Game Design Discussion

Topic: FR: Blink Frog form

Replies: 3

Views: 1469

Re: FR: Blink Frog form

Sounds cute, but note that Spider Form got nerfed to normal movement speed, so lost its fleeing capacity.

Thursday, 22nd September 2016, 02:01

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25074

Re: Faded altar improvements

Everybody knows that duvessa is the grumpy cat of Crawl discussion, no need to drive that point further.

Thursday, 22nd September 2016, 00:10

Forum: Crazy Yiuf's Corner

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

Replies: 26

Views: 7161

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

All of these would work, but there's already a cool implementation!

Wednesday, 21st September 2016, 23:50

Forum: Crazy Yiuf's Corner

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

Replies: 26

Views: 7161

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

See, one branch end has a visual effect for its loot area. All others don't. Which of those should adapt to whom?

Wednesday, 21st September 2016, 23:35

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 35357

Re: How would you make Crawl harder, in a fun way?

Despawning items is good, I like it. For me, uniques are sacrosanct because they're tracked in Ctrl-O, and for flavour. Your buddy Sigmund will wait for you on D:2. I don't think much has to be announced. Look at it from the perspective of a new player (who is not aware of the current situation): sh...

Wednesday, 21st September 2016, 22:34

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 35357

Re: How would you make Crawl harder, in a fun way?

+1 to removing the big three wands - they suddenly make valuable resources near-infinite. Remove all charms which you cast before a battle and they see you through it (Oz's Armour and Haste are the obvious ones) - or make them cause draining at an interesting level. They are unfun - recasting and w...

Wednesday, 21st September 2016, 22:30

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 35357

Re: How would you make Crawl harder, in a fun way?

Dpeg: most of the un-fun things about crawl would be less un-fun if players dont have to do them over... And over... And over... Shortening the game will be good, in particular shortening the length of time the player spends dealing with any given set of surroundings, monsters, obstacles... Pacing ...

Wednesday, 21st September 2016, 22:10

Forum: Crazy Yiuf's Corner

Topic: Equivocrawl Brainstorm

Replies: 4

Views: 1474

Re: Equivocrawl Brainstorm

Sounds really interesting! I'd play it.

Wednesday, 21st September 2016, 10:05

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 35357

Re: How would you make Crawl harder, in a fun way?

Shorten all the branches by a lot and dont increase xp/item generation to compensate. Dungeon: 10 floors Everything else: 2 floors Make abyss/pan not give any items or xp. Boom, everything solved. What does "everything" mean? I fully understand that it's fun to throw around radical propos...

Wednesday, 21st September 2016, 09:57

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 35357

Re: How would you make Crawl harder, in a fun way?

It would probably be easier to just start over with mostly new code... This is a good way to end up with a dead, dysfunctional project. This does not only apply to Crawl: I've seen the desire to rewrite from the ground up often, and for all the right reasons. But the effort has always been underest...

Tuesday, 20th September 2016, 20:04

Forum: Game Design Discussion

Topic: I hate shorter branches

Replies: 38

Views: 12752

Re: I hate shorter branches

Then you can just reduce the item drops and the amounts of xp mobs give. It's a lame reason to cut off parts of the game for. I would understand this point if we were thinking of removing a whole branch (because then you'd lose a layout and perhaps monster types). But nobody is doing that! And inde...

Tuesday, 20th September 2016, 19:33

Forum: Crazy Yiuf's Corner

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

Replies: 26

Views: 7161

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

VeryAngryFelid: :) The newbie trap was firmly established when The Royal Jelly got her cool mechanics.

Tuesday, 20th September 2016, 19:30

Forum: Game Design Discussion

Topic: I hate shorter branches

Replies: 38

Views: 12752

Re: I hate shorter branches

Perhaps I should ask around on ##crawl-dev if there's some more scope for cuts.

An alternative to cuts, by the way, is reducing level sizes somewhere. A long time ago I proposed to make Dungeon levels smaller and smaller, although I then used up the reverse of that idea for ziggurats...

Tuesday, 20th September 2016, 19:26

Forum: Crazy Yiuf's Corner

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

Replies: 26

Views: 7161

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

Warning: flavour ahead!

and into wrote:Fwiw I suggested simply placing a runed door in each loot room upon killing its majesty.
I like the previous (walls turn translucent) and the current (walls disappear) solution better than runed doors, because it provides visual oomph.

Tuesday, 20th September 2016, 15:04

Forum: Game Design Discussion

Topic: Write acquirement results in log

Replies: 1

Views: 955

Re: Write acquirement results in log

Good call! This could be a simple case of an option setting... have a look in the notes section.

Monday, 19th September 2016, 15:54

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 440895

Re: [proclick] new fork, hellcrawl

Baldu: That story sounds very much like an advertisement for traps!
The bad part is that "safe space" bit, but that can be fixed without throwing away traps.

Monday, 19th September 2016, 01:15

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25074

Re: Faded altar improvements

A quick ##crawl-dev chat yielded that faded altars already give * (20 bonus plus 15 standard piety). There was some support for ** on faded altars, and people agreed that *** would be too strong.

Sunday, 18th September 2016, 22:46

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25074

Re: Faded altar improvements

Sprucery: I think it would be fine, and clearer too.

Sunday, 18th September 2016, 19:32

Forum: Game Design Discussion

Topic: Faded altar improvements

Replies: 76

Views: 25074

Re: Faded altar improvements

And there's the extra piety on top of it!

Sunday, 18th September 2016, 17:48

Forum: Dungeon Crawling Advice

Topic: I'm Back

Replies: 2

Views: 1302

Re: I'm Back

Welcome back!

Scoring/achievements are across all the servers.

Cannot help with rc files, but I think people look into MarvinPA's often?

Friday, 16th September 2016, 22:04

Forum: Crazy Yiuf's Corner

Topic: cut Haste spell, replace with cooler charms

Replies: 8

Views: 2327

Re: cut Haste spell, replace with cooler charms

I agree with the reasoning about the Haste spell. Since it is pretty hard to reach agreement on a good replacement, so I'd suggest to axe first and discuss the replacement later.

Friday, 16th September 2016, 20:14

Forum: Crazy Yiuf's Corner

Topic: Please Welcome New Devs: Brannock and CanOfWorms

Replies: 17

Views: 5059

Re: Please Welcome New Devs: Brannock and CanOfWorms

Brannock has lectured about the how the "chei is weak" discussion is a "meme" Cheibriados might not be the strongest god, but --we can all agree on that one-- will beat Gozag barehanded. On a lazy afternoon at least. CanOfWorms is Canadian, and when seeking help for compilation-...

Friday, 16th September 2016, 14:59

Forum: Crazy Yiuf's Corner

Topic: Let Felids wield 1-handed swords!

Replies: 10

Views: 3292

Re: Let Felids wield 1-handed swords!

Sar wrote:That owl doesn't look very happy.
Would you say that it looks rather like a ... very angry felid?

Friday, 16th September 2016, 14:57

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 35836

Re: My monster danger ranking

VeryAngryFelid: e.g. it is an actual decision to park Sigmund, for example. In fact, you gave a whole decision tree! Your playing level is so high that -- for you -- the choice is entirely scripted. Therefore it doesn't feel like an actual thought process. However, as advil says, it took you time/ef...

Friday, 16th September 2016, 14:37

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 35836

Re: My monster danger ranking

advil: Excellent! Extra bonus for persistent mention of the Carpenter Square :) If you need further go analogies, check the taisha joseki. What you say explains also why luring is so strong: it's the steady, reliable (but unfortunately also cheap and tedious) method to ensure messy situations don't ...

Friday, 16th September 2016, 11:17

Forum: Dungeon Crawling Advice

Topic: *Confuse mechanic

Replies: 21

Views: 7201

Re: *Confuse mechanic

As far as I see it, these are just little gimmicks for Ashenzari. The two crucial powers are: monster recognition and skill boost. These are strong and stable, and if we think that Ash is underpowered, it is very easy to twist these screws. (I don't think that Ashenzari is underpowered.) The minor e...

Thursday, 15th September 2016, 12:14

Forum: YASD! YAVP! and characters in progress too

Topic: pedritolo got the low XL win record and nobody noticed

Replies: 25

Views: 12033

Re: pedritolo got the low XL win record and nobody noticed

Who was the person covering notable Crawl wins? This game would certainly make for another interesting story.

Thursday, 15th September 2016, 12:12

Forum: Game Design Discussion

Topic: Portal messages

Replies: 6

Views: 1891

Re: Portal messages

The messages are definitely not useless. I've found plently of portals simply based on the messages.

The distances can certainly be improved and suggestions for better numbers are welcome -- I don't think we need more adjectives.

Thursday, 15th September 2016, 12:01

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 35836

Re: My monster danger ranking

Keep in mind that the vast majority of Crawl players have never won, and many Crawl players have never seized a rune of Zot. I think this is a bit of a controversial statement. https://crawl.develz.org/wordpress/dcss-survey-results-2012 Regarding the OP's list: well, some monster has to be most let...

Tuesday, 13th September 2016, 22:08

Forum: Crazy Yiuf's Corner

Topic: Hopefully non-boring pacifist god

Replies: 6

Views: 2238

Re: Hopefully non-boring pacifist god

Crawl gameplay is basically about killing things. You don't have to kill everything, but that's the deal. When Elyvilon got pacification, I had intended as *one* option as pacifist playing style. It was always assumed that you can also play Elyvilon in the old style, using divine powers for health (...

Tuesday, 13th September 2016, 17:12

Forum: Crazy Yiuf's Corner

Topic: implemented wont do

Replies: 27

Views: 8287

Re: implemented wont do

"won't do" is dev speak for "stop suggesting this already"

Monday, 12th September 2016, 15:47

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12017

Re: Don't give XP for easy and harmless monsters

This sounds very interesting. A big can of worms is how to estimate "harmless" vs "dangerous". Something I suggest from time to time is related to this: whenever you reenter a level, the game should check whether it wants to discard some monsters. The hydra you parked in L:2 does...

Monday, 12th September 2016, 11:56

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 10930

Re: Consumables in DCSS [split]

I hope that one thing is clear: assuming we agree that a harder game is desirable, then there are very many ways to achieve that (fewer or even no consumables, less xp hence lower skills, monster damage ramped up across the board or, slightly equivalent, reduced player HP). These have different side...

Monday, 12th September 2016, 00:51

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 10930

Re: Consumables in DCSS [split]

tabstorm: I agree that xp is a big issue. It should be possible to produce average xp gains of various branches (say Vaults and Lair) for various versions. One of the ideas with branch reductions was to also reduce the huge xp belly you chow through in the midgame. It is possible that in a kind of p...

Monday, 12th September 2016, 00:39

Forum: Game Design Discussion

Topic: Make stat increases require capitals

Replies: 8

Views: 2907

Re: Make stat increases require capitals

As a workaround, you can map 's' to a non-command.

Saturday, 10th September 2016, 11:03

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 10930

Re: Consumables in DCSS [split]

Above you can see yet another proof of what I was talking about in initial thread: 1) people complain about crawl being too long 2) people complain about crawl being too easy after Lair and try to make it harder. "Hard early game, easy late game" paradigm does not work, it is not enjoyabl...

Friday, 9th September 2016, 21:54

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 10930

Re: Consumables in DCSS [split]

I am in favour of a harder game. My reasoning is that Crawl's winnability is too close to 100%, which means that we're losing out on several layers of game depth. (Hard to distinguish levels of players who can reliably win unless employing extra measures.) I am not convinced that the existence of co...

Friday, 9th September 2016, 20:12

Forum: Crazy Yiuf's Corner

Topic: Make beginning parts easier, later parts harder

Replies: 22

Views: 6701

Re: Make beginning parts easier, later parts harder

VeryAngryFelid wrote:Maybe we should start another thread about consumables.
That's a good idea, but it should take place in a separate thread.

Moderators: Could you move the previous two posts to a new thread? Thanks!

Tuesday, 6th September 2016, 10:55

Forum: Game Design Discussion

Topic: Vehumet reform

Replies: 33

Views: 11233

Re: Vehumet reform

If I had to give Vehumet an active power, then I'd start with something simple, like a Conjuration enhancer (like the staff), as a piety-costly ability with short duration (something like ten turns). This is just my own experience, but I don't think spell power enhancers make a great active ability...

Tuesday, 6th September 2016, 00:28

Forum: Game Design Discussion

Topic: Vehumet reform

Replies: 33

Views: 11233

Re: Vehumet reform

and into: Thanked for the well written proposal. Things get a bit muddy because you are trying to achieve several things (as you explicitly said). Making Vehumet stronger could be achieved within the current design. If one things that the design is alright, but the power is lacking, then one should ...

Monday, 5th September 2016, 19:20

Forum: Crazy Yiuf's Corner

Topic: math q

Replies: 152

Views: 63061

Re: math q

Es tut weh.

Friday, 2nd September 2016, 21:53

Forum: Game Design Discussion

Topic: Burn the Temple down

Replies: 56

Views: 17276

Re: Burn the Temple down

More altar portals would be nice, I mean the ely sewer is great but I can't think of others. I am pretty sure the altar (it can be of either Elyvilon or Zin) has been added just for flavour. Extra cool if someone worships their god in there, of course. Would some good altar vaults be accepted I won...

Friday, 2nd September 2016, 10:29

Forum: Crazy Yiuf's Corner

Topic: Vault cheesing?

Replies: 11

Views: 3180

Re: Vault cheesing?

Yes, that's my vault. The issue can be fixed (for example like Sar suggests) but I am not sure it's necessary.

Friday, 2nd September 2016, 10:27

Forum: Game Design Discussion

Topic: Burn the Temple down

Replies: 56

Views: 17276

Re: Burn the Temple down

Shtopit: The average number of Temple altars has steadily gone up, simply because new temple maps have been added that feature the (then) maximal number of gods.

Thursday, 1st September 2016, 12:21

Forum: Game Design Discussion

Topic: Burn the Temple down

Replies: 56

Views: 17276

Re: Burn the Temple down

In what sort of game does speedrunning not result in "aberrant" play? I suggest the only way any game takes speedrunning into account is by using it to find weird extreme exploits *cough* breadswinging *cough* Perhaps taken into account a little bit more (but not much). It is concensus on...

Thursday, 1st September 2016, 10:23

Forum: Crazy Yiuf's Corner

Topic: Picking a god during game start

Replies: 17

Views: 4877

Re: Picking a god during game start

Shtopit wrote:OMG my burden.
Watch a player new to roguelikes fire up the first game of Crawl (and don't say anything) before making this comment.

Thursday, 1st September 2016, 09:39

Forum: Crazy Yiuf's Corner

Topic: I just found four ?acquirement on one level

Replies: 6

Views: 2109

Re: I just found four ?acquirement on one level

Should've taken gold x 4!

Thursday, 1st September 2016, 01:52

Forum: Contributions

Topic: New scoreboard

Replies: 42

Views: 29455

Re: New scoreboard

chequers: This is a bit nitpicky, but I think that at least the personal pages (when you enter a name) should list runes and score for all games. This is relevant for the group of players without any wins (this group is really big, much bigger than one would think just from this forum): if you've ne...
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