Search found 102 matches

Thursday, 26th April 2018, 05:50

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 29

Views: 10038

Re: Demigod Reform

Realz coded up a new Demigod version where their "god" is themself and they get a random set of existing god abilities. Seems like an interesting idea.

Saturday, 21st April 2018, 22:18

Forum: Game Design Discussion

Topic: make DD healing cost 1 max HP

Replies: 13

Views: 4026

Re: make DD healing cost 1 max HP

The worse their inbuilt healing gets, the more incentive there is to stash weak monsters for vamp drain or to kill with Makhleb for healing later, and the more incentive there is to hyper-optimize every trivial fight earlygame. I don't like that personally, but I kind of thought that was the "...

Saturday, 21st April 2018, 06:30

Forum: Game Design Discussion

Topic: make DD healing cost 1 max HP

Replies: 13

Views: 4026

make DD healing cost 1 max HP

Deep Dwarves are easy for experienced players, but they're not a good newbie species like Minotaurs because new players hate them. Deep Dwarves almost always use heavy armor, a broad axe, and a shield. This makes games very similar, more so than for any other species. Making Deep Dwarf healing alway...

Thursday, 19th April 2018, 04:14

Forum: Game Design Discussion

Topic: Shorten Hell Branches

Replies: 22

Views: 6161

Re: Shorten Hell Branches

My suggestion is to reduce Hell to one 9-floor branch, with runes on 3,5,7,9. How about this? Hell 1: Vestibule Hell 2: random Gehenna level Hell 3: random Cocytus level Hell 4: random Dis level Hell 5: random Tartarus level Then, each themed random level has a one-way entrance to a rune level, whi...

Tuesday, 17th April 2018, 18:51

Forum: Game Design Discussion

Topic: replace riposte with a SH bonus

Replies: 12

Views: 4509

Re: replace riposte with a SH bonus

Plantissue wrote:I don't see how it would be a niche for characters in heavy armour. Extra SH doesn't make different armours any more, or any less useful.

Heavy armor means lower EV, and low EV makes SH more valuable because both EV and SH are checked against to-hit.

Tuesday, 17th April 2018, 17:24

Forum: Game Design Discussion

Topic: replace riposte with a SH bonus

Replies: 12

Views: 4509

replace riposte with a SH bonus

If we look at swords in history, they're usually used with shields. If we look at swords in fiction, they're often used to deflect arrows and so on in fancy ways. Every weapon type gets something unique, but nobody really understands riposte, and it leads to weird situations like mages holding a tri...

Saturday, 14th April 2018, 14:33

Forum: Game Design Discussion

Topic: Riposte: Check EV after a block

Replies: 19

Views: 5340

Re: Riposte: Check EV after a block

duvessa wrote:a good gimmick for long blades

+SH on all long blades

Monday, 9th April 2018, 08:45

Forum: Game Design Discussion

Topic: Simplify/Rework Shroud of Golubria

Replies: 13

Views: 4154

Re: Simplify/Rework Shroud of Golubria

VeryAngryFelid wrote:Remove the spell.

Replace with Ozo's Armour in the Skald spellbook?

Monday, 9th April 2018, 08:44

Forum: Game Design Discussion

Topic: replace wrath timers with rune offerings

Replies: 27

Views: 7255

Re: replace wrath timers with rune offerings

So, the goal is to make late-game god switches less annoying... but also stop people from making a late game god switch if they want 15 runes, which is generally the only non-jiyva case where you should really be swapping gods?? Doesn't this suggestion invalidate it's own reason for existence? Peop...

Monday, 9th April 2018, 04:57

Forum: Game Design Discussion

Topic: replace wrath timers with rune offerings

Replies: 27

Views: 7255

Re: replace wrath timers with rune offerings

chequers wrote:I guess you mean god wrath lasts until you pick up a rune?

This would unfortunately be very gameable. You could clear a rune floor but not pick up the rune, for example.


No, you have to give a rune to the god. Then you don't have the rune anymore.

Monday, 9th April 2018, 04:26

Forum: Game Design Discussion

Topic: replace wrath timers with rune offerings

Replies: 27

Views: 7255

replace wrath timers with rune offerings

Working off wrath in Abyss 1 because you wanted to switch to a late game god is dumb and nobody likes it. Instead, wrath should last forever until you offer a rune at the altar of the angry god, at which point it ends immediately. This makes 15 rune runs harder, and avoids something annoying for peo...

Sunday, 8th April 2018, 07:24

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 29

Views: 10038

Re: Demigod Reform

I don't play Demigods because they're bad in a boring way. Octopodes are also bad but they're at least more interesting.

If you wanted Demigods to be as good as Humans you'd probably need to raise their base stats to 20/20/20.

Saturday, 7th April 2018, 03:26

Forum: Game Design Discussion

Topic: Human redesign proposal

Replies: 10

Views: 3079

Re: Human redesign proposal

I view humans, like demigods as the "newbie" caster race. Their 0 aptitudes means that there is always a better species for a preset background "build", and their supposed jack of all trades is practically worthless fore melee weapons, but I find that their 0 aptitude means that...

Saturday, 7th April 2018, 03:22

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 6298

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

What about Beogh? It would make more sense to merge Minotaurs into Orcs to keep Beogh.

Friday, 6th April 2018, 00:37

Forum: Game Design Discussion

Topic: Human redesign proposal

Replies: 10

Views: 3079

Re: Human redesign proposal

A few wins when they were still named Cynocephalus, and a couple more during earlier Gnoll revisions. Have the problems listed in this post (specific text in the spoiler below), namely the low skill caps directly encouraging a specific style of hybridization, been resolved at some point since? Skil...

Friday, 6th April 2018, 00:24

Forum: Game Design Discussion

Topic: Human redesign proposal

Replies: 10

Views: 3079

Re: Human redesign proposal

Implojin wrote:Being able to pick up and use whatever you find, without bonuses or penalties pushing you one way or another is what roguelikes, on some level, are supposed to be about. Stone Soup needs a species like that.

Have you played a Gnoll?

Friday, 6th April 2018, 00:17

Forum: Game Design Discussion

Topic: Human redesign proposal

Replies: 10

Views: 3079

Human redesign proposal

Currently, Humans in DCSS are not very interesting and they're not played very much. The way DCSS is balanced now, "all 0 aptitudes" is not very good. If you're not getting a positive average aptitude or some other benefit like Ogre HP or Centaur movement, then you're probably doing someth...

Thursday, 5th April 2018, 11:01

Forum: Game Design Discussion

Topic: Cleansing fire upon species list

Replies: 32

Views: 9974

Re: Cleansing fire upon species list

Human is the canonical standard that just has to exist. It's the vanilla species. Merfolk are good transmuters and skalds. If anything, there need to be more alternatives to merfolk. Beogh is good, just ask Ultraviolent4. Halflings are completely different from spriggans. Spriggans are all about mov...

Thursday, 5th April 2018, 03:41

Forum: Game Design Discussion

Topic: Glaciate

Replies: 23

Views: 8043

Re: Glaciate

I always thought the "theme" of ice was having worse direct damage than fire (like Bolt of Cold having less range) but more utility. Maybe what ice needs is a good level 8 spell to match Ignition.

Sunday, 1st April 2018, 23:02

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9090

Re: Vampires suck/vampire rework thread

How about giving Vampires slow regen and rF- when Bloodless instead of no regen? I don't think anyone considers Mummies overpowered.

Wednesday, 28th March 2018, 23:10

Forum: Game Design Discussion

Topic: Ozo's Armour change discussion

Replies: 22

Views: 7665

Re: Ozo's Armour change discussion

my thoughts: 1) The change is definitely a nerf. It makes Ice Elementalists worse vs Fire Elementalists, and casters worse vs bow/melee characters. 2) Ozo's Armour used to penalize running away, which is interesting, and now it encourages not moving at all while you fight, which is boring. That's bad.

Monday, 26th March 2018, 16:03

Forum: Game Design Discussion

Topic: Ozo's Armour change discussion

Replies: 22

Views: 7665

Ozo's Armour change discussion

In f559e6e, Chris Campbell changed Ozocubu's Armour so it ends if you move. Personally, I think this is a major change that greatly affects casters and deserves a discussion thread.

So, any comments?

Sunday, 25th March 2018, 20:03

Forum: Game Design Discussion

Topic: replace Polymorph with Malmutate

Replies: 14

Views: 4505

Re: replace Polymorph with Malmutate

Perhaps change acid back into lightning in conjunction with changing polymorph? Basically, lightning was removed while acid was kept because lightning bolt is already a spell. There was also the issue of Ijyb double-zap instant kills on D3. Wands of acid can miss, and even if they hit I don't think...

Sunday, 25th March 2018, 17:24

Forum: Game Design Discussion

Topic: replace Polymorph with Malmutate

Replies: 14

Views: 4505

Re: replace Polymorph with Malmutate

svendre wrote:Ugh.... and then you stumble into a kobold wielding one on D:3.

Probably better than a kobold with a wand of acid.

Sunday, 25th March 2018, 16:15

Forum: Game Design Discussion

Topic: replace Polymorph with Malmutate

Replies: 14

Views: 4505

replace Polymorph with Malmutate

I don't like wands of polymorph. Not only are they basically useless considering that you could paralyze something instead with the same MR check, but they also require a huge amount of memorization of what to polymorph and when to use effectively for a small benefit, which seems contrary to the DCS...

Friday, 23rd March 2018, 07:08

Forum: Game Design Discussion

Topic: Gell's Gravitas rebalance

Replies: 8

Views: 2836

Re: Gell's Gravitas rebalance

I like the idea, but isn't this a strictly better LRD? (LRD on rock wall is 3d(5+power/5)), or 3d15 at power 50, 3d25 at power 100. But this is level 3, AND also works if you have two monsters instead of a monster and a wall) Doing the math, it would do 0.6x to 0.62x the damage of LRD against mediu...

Friday, 23rd March 2018, 06:26

Forum: Game Design Discussion

Topic: Gell's Gravitas rebalance

Replies: 8

Views: 2836

Gell's Gravitas rebalance

Gell's Gravitas always seemed like an exceptionally useless spell to me. I think it could use a buff, because Warpers are generally so bad, and because Summon Forest might get changed to a god ability. Here's my suggestion for how it could work: Targeting works the same as fireball (a beam affecting...

Monday, 19th March 2018, 04:16

Forum: Game Design Discussion

Topic: add a key for "rest then explore"

Replies: 7

Views: 2480

Re: add a key for "rest then explore"

Well, the way Tales of Maj'Eyal solves this is to make it so, by default, autoexplore rests first if you are not at full resources. That seems like it would be better than adding yet another key that you have to teach newbies how to use. I think it would be better to keep a key for the current beha...

Monday, 19th March 2018, 04:08

Forum: Game Design Discussion

Topic: Fedhas rework (again)

Replies: 15

Views: 6188

Re: Fedhas rework (again)

If Summon Forest gets axed, then maybe a bad Translocations spell should get buffed to compensate. How about changing Lesser Beckoning so it always has its current max range, but it doesn't always pull enemies next to you, and the current range formula becomes the formula for how far enemies are pul...

Monday, 19th March 2018, 04:03

Forum: Game Design Discussion

Topic: add a key for "rest then explore"

Replies: 7

Views: 2480

add a key for "rest then explore"

Usually, players want to rest to full HP/MP before autoexploring. This can involve several key presses, and sometimes new players skip the resting part then just die.

Why not have a key that (with default settings) rests until HP and MP are full, then autoexplores?

Wednesday, 14th March 2018, 20:46

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 65986

Re: Species Proposal - Faerie Dragon

Second, the mechanical goals aren't the only reason for the proposal outlined above, and perhaps I made a mistake by not writing this under the "Goals" heading. The other half of the concept for the species came from a friend, to whom I asked, "What would you want to see added to cra...

Monday, 12th March 2018, 02:45

Forum: Game Design Discussion

Topic: Race Suggestion: Muet

Replies: 5

Views: 2207

Re: Race Suggestion: Muet

everything except the silence field is more or less a required "this stops the scroll-less feature from ruining everything" by adding back a basic feature every other character always has How about this? Baku: Any speaking action creates silence for X turns, with radius = turns remaining....

Wednesday, 7th March 2018, 17:02

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

Re: make armor multiply spell difficulty, not add

Heavy armour has a disadvantage - spells are harder to cast. Why do you want to remove/reduce it? Do you think heavy armour needs a buff? Hmm, not exactly. Late game heavy armor melee characters are pretty clearly inferior to casters with Ozo's Armor, lichform, and level 9 spells, but I don't know ...

Wednesday, 7th March 2018, 11:46

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

Re: make armor multiply spell difficulty, not add

Then I really hope the idea won't be implemented. As it stands it is already too easy to cast some arguably broken level 1 spells like apportation, animate skeleton and summon butterflies even in CPA with low Int and a source of wizardry. Keep in mind that spell failure severity greatly depends on ...

Wednesday, 7th March 2018, 11:11

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

Re: make armor multiply spell difficulty, not add

VeryAngryFelid wrote:Oh, so your intent is to make getting low level spells easier while not changing high levels spells, right?

Right, pretty much.

Wednesday, 7th March 2018, 08:25

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

Re: make armor multiply spell difficulty, not add

VeryAngryFelid wrote:They already can do it. For instance, my last winner was Na of Okawaru with 3 runes in plate mail


1) You would still need about that much skill for Animate Dead, but Passwall would be cheaper.

2) What % of that game did you use spells for?

Wednesday, 7th March 2018, 07:29

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

Re: make armor multiply spell difficulty, not add

the bigger problem with this proposal is that the multiplicative gap between level 1 spells and level 3 spells is so large that any multiplicative factor would either not be significant enough to make low level spells harder to cast in crystal plate armour, making it a no-brainer to equip any decen...

Tuesday, 6th March 2018, 14:13

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 4186

make armor multiply spell difficulty, not add

Currently, armor encumbrance acts like extra spell difficulty. This makes it very hard for a character in heavy armor to cast a level 1 spell, but then a level 2 spell isn't much harder. I think it would be better for gameplay to simply multiply spell difficulty by (1 + armor_encumbrance/strength) i...

Saturday, 3rd March 2018, 12:11

Forum: Game Design Discussion

Topic: Player Ghosts, revisted

Replies: 13

Views: 4059

Re: Player Ghosts, revisted

Why not both? Nerf randomly appearing ghosts, and have the current style of ghosts in special vaults.

Thursday, 1st March 2018, 20:55

Forum: Game Design Discussion

Topic: start monks with Wu Jian

Replies: 3

Views: 2090

start monks with Wu Jian

Monks are, to me, very bland. Backgrounds have the most impact early, at which monks have nothing at all. Later, they get bonus piety, but that's nothing you're not guaranteed to get relatively soon, and it's strictly weaker than starting with a god like berserkers do. Other classes have things (spe...

Thursday, 22nd February 2018, 18:20

Forum: Game Design Discussion

Topic: buff Kiku

Replies: 9

Views: 2981

buff Kiku

Once upon a time, Zombies lasted forever. Now that they don't, using Corpse Delivery + Animate Dead is often worse than just using Summoning spells, despite being a key god ability that uses piety. Kiku used to give Control Undead, but that spell was removed and Kiku didn't get a replacement gift. B...

Saturday, 17th February 2018, 03:38

Forum: Game Design Discussion

Topic: Merchant, a Gozag zealot background

Replies: 9

Views: 3815

Merchant, a Gozag zealot background

I think a background that starts with Gozag would be interesting. It could have some relatively expensive but weak starting items. This could be something like: starting equipment: Book of Cantrips, dagger of flaming, robe of positive energy, a potion of flight, a ziggurat figurine starting skills: ...

Sunday, 14th January 2018, 23:15

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 26295

Re: remove mummies and vampires (or let them starve)

Playing locally, you get to watch the whole trip, although there probably is a setting to have it work like in web. Adding "explore_delay = X" to "misc.txt" will change the delay to X milliseconds. Setting 0 or -1 seems to make it significantly faster but still doesn't work like...

Saturday, 6th January 2018, 01:19

Forum: Game Design Discussion

Topic: Make Passage of Golubria useless for Formicid

Replies: 7

Views: 2390

Re: Make Passage of Golubria useless for Formicid

It might be interesting to move Passage to a rechargeable item like the Lightning Rod, but Translocations is already a pretty bad school - Blink and Passage are usually the only reasons to train it. (Of course, summoners can go for Summon Forest / Malign Gateway, and late game casters might eventual...

Wednesday, 13th December 2017, 04:09

Forum: Game Design Discussion

Topic: Make Ce normal speed (was: Drop rates still need a some tweaking

Replies: 15

Views: 4222

Re: Make Ce normal speed (was: Drop rates still need a some

Centaurs might be the strongest species, which would be OK except I don't think they're popular with newer players like Minotaurs are. Maybe Centaurs could be normal speed and get a super-Swiftness as an ability: "Gallop" - instant, get 0.5 movement delay for 10 turns then -Swift (1.5 dela...

Sunday, 10th December 2017, 07:29

Forum: Game Design Discussion

Topic: Mummy Adjustments

Replies: 48

Views: 11506

Re: Mummy Adjustments

Just giving them better aptitudes on everything would make them more generic, IMO. I'd suggest giving them good aptitude for a couple skills, maybe +2 Necromancy and +2 Hexes.

Saturday, 9th December 2017, 10:41

Forum: Game Design Discussion

Topic: give Octopodes normal health

Replies: 4

Views: 1646

give Octopodes normal health

Octopodes get -10% health. I don't think that's necessary. They'd still be one of the hardest races to play if they had normal health. Also, newer players often pick octopodes for some reason, and then never win, and then they get discouraged, and that's bad.

Saturday, 2nd December 2017, 16:42

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97616

Re: Bultungin/Gnoll Feedback

My feedback on gnolls is: make Ice Elementalist and Wizard recommended backgrounds, and remove Transmuter.

Monday, 27th November 2017, 04:36

Forum: Game Design Discussion

Topic: Automatically extend transformations with low failure rate?

Replies: 8

Views: 2546

Re: Automatically extend transformations with low failure ra

For what it's worth, I think this ought to already be possible in Lua. Take a look at you.transform() , spells.memorised() , spells.fail() , and you can probably fire the recast by checking the combat log for the transform expiry text. I should have been clearer there: I meant that the transformati...

Sunday, 26th November 2017, 08:07

Forum: Game Design Discussion

Topic: Automatically extend transformations with low failure rate?

Replies: 8

Views: 2546

Automatically extend transformations with low failure rate?

Some players want to usually stay in lichform, ice form, etc. Recasting these all the time is an annoyance with no real effect on gameplay. You can't just make Necromutation or Ice Form last forever, because then players could drink a potion of brilliance to cast them very early. But I don't see any...
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