Search found 332 matches

Friday, 22nd February 2013, 12:51

Forum: Game Design Discussion

Topic: New Book of Conjurations

Replies: 161

Views: 40493

Re: New Book of Conjurations

Irresistable, affects a large area, and has smite targeting , which gives it an interesting utility few spells in the game have. I usually open up on Hexes by the time I memorize Dazzling Spray, and leave it on until I get Fulminant Prism at 1-2% (typically around early Lair depths or corresponding ...

Friday, 22nd February 2013, 12:10

Forum: Crazy Yiuf's Corner

Topic: the Crawl/Turkish language connection

Replies: 4

Views: 1435

Re: the Crawl/Turkish language connection

Man I wish I could meet some awesome wizards to party with out here.

Wednesday, 20th February 2013, 12:42

Forum: Crazy Yiuf's Corner

Topic: the Crawl/Turkish language connection

Replies: 4

Views: 1435

the Crawl/Turkish language connection

I've recently moved to Istanbul and noticed two interesting connections: There's a (usually) delicious meal here named Iskender that I've mentally associated with our good wizard Iskenderun until I discovered that there is both a city and a specific cat that also share the same name. Additionally, t...

Thursday, 14th February 2013, 17:41

Forum: Game Design Discussion

Topic: New Book of Conjurations

Replies: 161

Views: 40493

Re: New Book of Conjurations

Dazzling Spray is really great in my experience so far -- especially for early monster bands. Blindness isn't quite as strong as I wish it was (dang Centaurs can hit me all day long while they're blind) but I think it's rather appropriate. If there's a chance I can hit at least two people with it, I...

Tuesday, 5th February 2013, 12:47

Forum: Game Design Discussion

Topic: New Book of Conjurations

Replies: 161

Views: 40493

Re: New Book of Conjurations

Force Lance's limitations don't seem to work well for what I think its intended purposes are -- by the point I can reliably knock melee threats away, I generally want to spend the MP casting IMB or something else. Even if I end up in an unlucky D:2 or D:3 ogre-around-the-corner situation, dazzling s...

Wednesday, 30th January 2013, 12:51

Forum: Game Design Discussion

Topic: Item Destruction

Replies: 54

Views: 22313

Re: Item Destruction

A problem with sticky flame is that it has a "solution" (besides jumping into shallow water when available) in dropping each stack of scrolls in descending order of importance; if it just destroyed scrolls on initial hit and didn't keep doing it each round it would be better I think. It ca...

Thursday, 24th January 2013, 13:51

Forum: Game Design Discussion

Topic: Tile Variety

Replies: 13

Views: 3272

Re: Tile Variety

I think there's some interest in that too. Getting rid of the tiles could be a good first step at least.

Thursday, 24th January 2013, 13:33

Forum: Game Design Discussion

Topic: Tile Variety

Replies: 13

Views: 3272

Re: Tile Variety

The big problem there, of course, is that actually there aren't even separate tiles for randart armours or weapons in a lot of cases. I could fix that sometime soon (though the life of an expatriate is pretty busy and there's tiles I said I'd do months ago, that I haven't even thought of, tl;dr mayb...

Wednesday, 23rd January 2013, 11:10

Forum: Game Design Discussion

Topic: Tile Variety

Replies: 13

Views: 3272

Re: Tile Variety

As the guy who made (many of) them, I'd still like to see the racial weapon/armour tiles removed; I've posted as such on Mantis. I actually think it has a negative effect for new players -- i.e. over-emphasizing the importance of racial weaponry and encouraging bad equipment choices. At the time I m...

Friday, 18th January 2013, 12:48

Forum: Game Design Discussion

Topic: Monsters`s remains and actions in death

Replies: 13

Views: 3800

Re: Monsters`s remains and actions in death

I thought of a few ideas along these lines (more varied monster actions on death), and though it seems interesting and like it could add depth, it also carries significant risk of encouraging degenerate behavior. For example, if an enemy spawns another enemy upon death, you would always want to kill...

Monday, 24th December 2012, 13:49

Forum: Game Design Discussion

Topic: Minor propsal: Different colorations for non-fixedart items.

Replies: 7

Views: 1895

Re: Minor propsal: Different colorations for non-fixedart it

FWIW, in tiles, robes all look the same on the floor but look different on the playerdoll, and that doesn't really impact things. As long as items on the ground look different, clarity is preserved. There are loads of unused variant playerdoll tiles already.

Wednesday, 19th December 2012, 11:49

Forum: Game Design Discussion

Topic: Preservation and Resist Mutation

Replies: 32

Views: 8021

Re: Preservation and Resist Mutation

I think this thread just draws attention to two of the biggest psychological terrors of Crawl: mutations and item destruction. We can debate what egos are more useful all day long, but players are still going to think that mutation and item destruction are the worst things that can happen. This perc...

Friday, 23rd November 2012, 12:49

Forum: Game Design Discussion

Topic: Proposal: Unique Octopode (all fear the OctoSir)

Replies: 37

Views: 8717

Re: Proposal: Unique Octopode (all fear the OctoSir)

Since we're derailing a bit, and because I'm not sure I want to make a whole thread yet, do people think there is room for an early/mid-game Felid unique? It would borrow Borris's resurrection mechanic (with a max of 9 or perhaps just 1d9 lives) but its difficulty should scale to depth. I originally...

Tuesday, 20th November 2012, 14:34

Forum: Game Design Discussion

Topic: New Unique Creature Proposale

Replies: 6

Views: 2347

Re: New Unique Creature Proposale

I feel like this is minmay's joke account.

Sunday, 18th November 2012, 07:32

Forum: Game Design Discussion

Topic: Unique Proposal - Belial

Replies: 9

Views: 3117

Re: Unique Proposal - Belial

As an aside: desecrate seems like a good ability for a slow or immobile enemy at some point earlier in the game.

Friday, 16th November 2012, 12:27

Forum: Game Design Discussion

Topic: Question on Haste

Replies: 60

Views: 17061

Re: Question on Haste

I'd agree with the sentiment that at any given time, given the option to haste or not to haste, it's always better to have it on. So far in this thread, we've discussed the countermeasures of 1) make haste harder to cast and 2) have "internal" penalties like causing glow or statrot. What i...

Friday, 9th November 2012, 13:01

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141929

Re: Tiles that could use improvement

I have a set of tiles for various J enemies partially completed -- my abusive work schedule and lack of internet keeps the progress slow, but I'm using a tasteful amount of semi-transparency and trying to differentiate different Js by shape more. I do like that new Invisible Horror; personally I thi...

Friday, 9th November 2012, 11:27

Forum: Game Design Discussion

Topic: U!ktaska, God of Surprise

Replies: 12

Views: 3855

Re: U!ktaska, God of Surprise

I am wondering why you are giving this god a 3* ability that requires you to be in penance to make it useful. (Silent spectres are very rare and usually only appear on floors where silence isn't useful anyway (do you really care about silencing skeletal warriors?); Mennas is a single unique; Eresh ...

Thursday, 8th November 2012, 16:21

Forum: Game Design Discussion

Topic: U!ktaska, God of Surprise

Replies: 12

Views: 3855

U!ktaska, God of Surprise

I've had this proposal sitting unfinished in my drafts for a while, and it's deeply similar to Xiphias's recent proposal -- the key differences being the piety mechanic, the flavor, and deafness. I'll skimp a bit on describing the concepts that have identical counterparts in Xiphias's thread. Descri...

Thursday, 8th November 2012, 12:09

Forum: Game Design Discussion

Topic: Shield reform proposal discussion

Replies: 59

Views: 15185

Re: Shield reform proposal discussion

This make higher shield skill reduce the rate at which effective SH value gets reduced per blocked attack in a turn, and maybe even implement a GDR-like lower cap % based on shield size plus this Instead of EVP = base_evp - skill / 5, how about EVP = base_evp * 27 / (4 * skill + 27) and optionally, ...

Friday, 2nd November 2012, 11:33

Forum: Game Design Discussion

Topic: Expanding the Bestiary

Replies: 28

Views: 6577

Re: Expanding the Bestiary

I agree that suppression's probably not as dangerous as it sounds, but you don't have to scale up as far as Margery to imagine a nasty combo -- throw a tarantella or two into the mix, and you have a combo that players will complain about for years to come. (By the way, I'm not suggesting that this i...

Thursday, 1st November 2012, 13:39

Forum: Game Design Discussion

Topic: Vaults Monster Set Revamp

Replies: 28

Views: 7125

Re: Vaults Monster Set Revamp

I feel like Vaults could just go for a focus on humanoids -- Wizards, necromancers, vault guards, boggarts, a few elves, tengu, deep dwarves, et cetera. I don't think the current monster set should be booted out entirely, but I think weight-wise there should be more humanoid things in Vaults and mor...

Thursday, 1st November 2012, 13:10

Forum: Game Design Discussion

Topic: Roshuum, Lawful Stealthy God

Replies: 17

Views: 4793

Re: Roshuum, Lawful Stealthy God

Man, this is really good, and it overlaps significantly with a proposal I've left on the backburner for quite a while! I will still post mine sometime soon, and perhaps our ideas can make a nice synthesis. Welcome to the community!

Monday, 29th October 2012, 13:24

Forum: Game Design Discussion

Topic: Third werewolf thread: werewolves w/ form changing

Replies: 6

Views: 2190

Re: Third werewolf thread: werewolves w/ form changing

This isn't where I'd prefer to take the idea, but if we want to make beast form a bigger drawback, we could say that in beast form, the player is "unconscious" -- effectively, the game would fast-forward to the point where beast form was over. In between, the game would control the beast,...

Thursday, 18th October 2012, 11:54

Forum: Game Design Discussion

Topic: "Tedious" is not a curse word in game design

Replies: 31

Views: 9170

Re: "Tedious" is not a curse word in game design

jewellery swapping seems pretty common. As far as I can see, that fits "low risk, take a lot of time, and bring some reward" Congratulations, you've set a new high water mark for missing the point! Well I was trying not to, but as with every single one of my posts on this forum I seem to ...

Wednesday, 17th October 2012, 10:22

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44435

Re: Long Blades, M&F effect brainstorm

I think the thread has run its course, personally. I posted it to solicit some ideas but few new ones arose; we discussed long blades sidestepping a bit and I think there was some quite good discussion there. There are good points for and against the concept, of course -- I would say the strongest p...

Tuesday, 16th October 2012, 15:35

Forum: Game Design Discussion

Topic: Unarmed Humans

Replies: 17

Views: 4166

Re: Unarmed Humans

I'll have you know that Human tile is deliberately gender-neutral

Friday, 12th October 2012, 13:25

Forum: Game Design Discussion

Topic: Shield Knockback Ability

Replies: 38

Views: 9264

Re: Shield Knockback Ability

IMO a greater variety of egos would be the best thing for shields. What if there were a passive knockback shield ego? That is to say, sometimes when an enemy hits you in melee combat and you deflect it with your shield, the enemy bounces back a square? I dislike the idea of knockback weapons, becaus...

Friday, 5th October 2012, 14:43

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Re: Revisions to boring or redundant monsters

Note that I addressed this issue in the OP: ideas on the Tavern are so far from the realm of reality that they may as well not exist. Also, we have already discussed the various aspects of idea bloat / fake variety / removal or non-removal in the last thread . I definitely agree that there's no prob...

Friday, 5th October 2012, 12:06

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Re: Revisions to boring or redundant monsters

Here are more monsters for discussion: Ooze I should have included this enemy in the previous batch. I feel like oozes could be used to introduce more game concepts early on. They do as much damage as a giant gecko but move slowly, the extra HP isn't enough to make them threatening. What if they wor...

Friday, 5th October 2012, 11:17

Forum: Game Design Discussion

Topic: Vault descriptions

Replies: 32

Views: 8530

Re: Vault descriptions

VargrVeum wrote:I know some people like the achievement system in games, but I don't know that it'd be suited to crawl

*whoooosh*

Tuesday, 2nd October 2012, 23:42

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40919

Re: The Fighter Background

Would it be better or worse if fighters started in ring mail, rather than scale? Or is it too little a difference to matter anyways?

Tuesday, 2nd October 2012, 10:59

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Re: Revisions to boring or redundant monsters

Here's how things are looking so far: Canines Wolves and war dogs can either be merged, or war dogs can be kept as a unique monster that shows up with Grum. Hounds and wolves (and possibly war dogs) could be given some kind of tracking bonus. Possibly this could work with blood -- I like the idea of...

Sunday, 30th September 2012, 10:22

Forum: Game Design Discussion

Topic: Stash Storage Service Network

Replies: 38

Views: 12055

Re: Stash Storage Service Network

I'm fierce on this topic each time it comes up, and every time I post about it on SA someone calls me an idiot or suggests I have to be some kind of crawl god to not use stashes. There is no reason to keep stuff in one place because running back and forth will increase turn count significantly; you ...

Sunday, 30th September 2012, 10:09

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40919

Re: The Fighter Background

I think the game could profit from the addition of entry-level 2H weapons for a new background. The concern of course would be to balance those versus early 1H weapons -- for example, if a character started out with a scythe, I imagine they'd drop it for a spear in a heartbeat.

Saturday, 29th September 2012, 19:31

Forum: Game Design Discussion

Topic: Cleave

Replies: 113

Views: 21611

Re: Cleave

+1 for an EV penalty as much as I appreciate the thematics of KL's AC penalty -- it increases the gamble in a certain sense; characters will want to drop the enemy before they manage to get that one hit in. It does perhaps motivate characters to take up heavy armor more.

Thursday, 27th September 2012, 08:47

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 84854

Re: Feedback on Trunk deployment (.11)

I noticed this -- it seems to be vaults. Recently, I have been finding rods at the end of that spiral sewer map, nearly 50% time it generates.

Thursday, 27th September 2012, 08:36

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Re: Revisions to boring or redundant monsters

In fact I have been putting together a propsal for a god of parasitism, and the tick ideas here could dovetail nicely with the ideas I have on deck. (unfortunately my laptop just melted down, so besides the fact that I'm pursuing residency and looking for permanent housing in a new country, I have s...

Sunday, 23rd September 2012, 19:44

Forum: Game Design Discussion

Topic: Removing variable attack delay

Replies: 32

Views: 7030

Re: Removing variable attack delay

This is basically the Dungeon Crawl version of "bring back the gold standard"

Sunday, 23rd September 2012, 09:59

Forum: Game Design Discussion

Topic: Why do people like permadeath?

Replies: 44

Views: 8980

Re: Why do people like permadeath?

I think it is important to distinguish "fun" from "interesting" because they are both positives, but they don't necessarily overlap. Crawl is more about being interesting than fun, and you can certainly argue that permadeath isn't a necessary component of interesting -- but it is...

Saturday, 22nd September 2012, 19:57

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Re: Revisions to boring or redundant monsters

In general I'm not suggesting any removals -- it's been said before that cutting is much easier than re-working and improving, but not always better. In specific, though, I do think cutting war dogs is a good idea. I agree with the criticisms of my green rat/centipede ideas; it's particularly hard f...

Saturday, 22nd September 2012, 12:34

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20999

Revisions to boring or redundant monsters

minmay originally posted a thread about the overabundance of redundant monsters in Crawl. That thread ended up focusing on the question of "should we cut lots of monsters or not?" which I don't intend to be the point of this thread; this should be more of an idea farm. Please, let's not w...

Saturday, 22nd September 2012, 11:45

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 365017

Re: Fighting reform

I would respectfully disagree with a lot of what you've said. Complex equations can be used to support simple inputs with clear outputs, and the player doesn't need to know how to do each step; sports players are rarely professional mathematicians, despite the relevance of geometry to their given sp...

Saturday, 22nd September 2012, 11:21

Forum: Game Design Discussion

Topic: Reasonable extension of features for fun and profit

Replies: 4

Views: 1403

Re: Reasonable extension of features for fun and profit

I was thinking about this some more, and I recall that there's interest in giving Snake something different in terms of layout/architecture like the other lair branches (e.g. webs which increase in frequency as you descend Spider, tidal waters which increase in prevalence as you descend Shoals, and ...

Saturday, 22nd September 2012, 11:14

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44435

Re: Long Blades, M&F effect brainstorm

Original post has been corrected.

Friday, 21st September 2012, 07:06

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44435

Long Blades, M&F effect brainstorm

The purpose of this thread will be to discuss new weapon effects like reaching and cleave, partly for the sake of brainstorming and partly to keep the Cleave thread focused on balance/testing discussion. I want to draw everyone's attention to the more appropriate wiki page rather than the less appro...

Tuesday, 18th September 2012, 20:52

Forum: Game Design Discussion

Topic: Mycelium race

Replies: 15

Views: 3849

Re: Mycelium race

I think it's good to have a take-away that is more than "someone else had a better idea than me," so please note Guppyfry's use of paragraphs and how he split related information into different sections.

This makes even bad ideas readable, and makes collaboration easier.

Thursday, 13th September 2012, 19:40

Forum: Game Design Discussion

Topic: Vehumet

Replies: 23

Views: 4683

Re: Vehumet

V-hooms will still be totally reliable, because the _one_ big feature is the spell cost discount/MP back on kills/range bonus.

Thursday, 13th September 2012, 00:16

Forum: Contributions

Topic: Tiles development queue

Replies: 1

Views: 1519

Tiles development queue

dd suggested I let him know what tiles I plan to work on, so that we don't have too much overlap. This is just a good idea in general, and since many current tile contributors (w_n, dd) seem to hang out on the Tavern we may as well have a single collected thread where we list what we have planned. ...
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