Search found 167 matches

Sunday, 15th January 2017, 04:17

Forum: Crazy Yiuf's Corner

Topic: Possible gimmick for a HE rework?

Replies: 20

Views: 6119

Re: Possible gimmick for a HE rework?

Not sure what you think makes nightstalker sucky, but assuming it's that nightstalker (1) makes gameplay slower (2) makes ally tactics dumber (3) makes some positioning decisions dumber, since your ranged spells are now full LOS (4) allows more guaranteed sneaking around monsters whose position you ...

Monday, 9th January 2017, 02:54

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 507737

Re: [proclick] new fork, hellcrawl

Maybe give scry to Oka? (1) Oka is bland, but not so bland that ze'll ever get removed (2) both have some synergy with ranged combat (3) makes sense thematically (something something Oka improves your tactics by something) I could imagine giving Ash's monster-detection to Chei. It would be very usef...

Friday, 6th January 2017, 07:47

Forum: Crazy Yiuf's Corner

Topic: Unrandarts and stupid memes - Enemies of progress

Replies: 25

Views: 7798

Re: Unrandarts and stupid memes - Enemies of progress

Leaving aside the memeology.... If a mechanic is good, it should not be restricted to a fixedart. If a mechanic is (interesting but (unbalanceable or (powerful and annoying to use))) or (interesting only for novelty), then it is appropriate for a fixedart. So, are there any mechanics that are on a f...

Thursday, 5th January 2017, 05:54

Forum: Game Design Discussion

Topic: Assassin's Cowl (unrandart)

Replies: 15

Views: 4202

Re: Assassin's Cowl (unrandart)

Without Quazafuji's suggestion, this would allow cheesery such as used to be possible with Projected Noise. On the other hand, Q's suggestion would introduce some weird edge cases (OoD collisions, Conjure Ball Lightning).

I'd drop the casting under silence bit as long as the player spell exists.

Monday, 5th December 2016, 21:14

Forum: Game Design Discussion

Topic: God idea: Wanpasant, God of Positioning/Games

Replies: 6

Views: 2595

Re: God idea: Wanpasant, God of Positioning/Games

Contra earlier posters, I think summon pawns is OP if anything. Summon butterflies is already extremely good, and its main weakness is that butterflies move too much to be predictable meatshields.

Anyway I like all of this a lot.

Wednesday, 23rd November 2016, 20:58

Forum: Crazy Yiuf's Corner

Topic: Boniface, God of Ignorance: Take 2

Replies: 2

Views: 1554

Re: Boniface, God of Ignorance: Take 2

The active abilities are interesting and might make good hexes spells or a nice active ability for Dithmenos or something (as part of the "make spell-less stabbers viable" campaign that doesn't exist but should). The passives will make balancing harder and will only be interesting where th...

Saturday, 12th November 2016, 00:09

Forum: Game Design Discussion

Topic: Species Proposal: Turtlekin

Replies: 18

Views: 6402

Re: Species Proposal: Turtlekin

I'm afraid you misunderstood how LOS works in this game... Au contraire, OP was careful to say "vision radius", not LoS. That said, casting blindly sounds as annoying as invisible monsters, so the range of all targetable effects should decrease to 1. Summons should not attack things you c...

Friday, 11th November 2016, 02:36

Forum: Crazy Yiuf's Corner

Topic: canada check up

Replies: 35

Views: 9731

Re: canada check up

Just need to hold out a little longer. The Trumpists are driven by the realization that they and their children will soon be unnecessary. Right now that is folding into class warfare against the educated and foreigners, both of which can still be profitably employed. In 40 years, when all human labo...

Monday, 31st October 2016, 17:42

Forum: Crazy Yiuf's Corner

Topic: Is hell crawl already better then stone soup?

Replies: 29

Views: 10285

Re: Is hell crawl already better then stone soup?

For me hellcrawl is better, largely due to foodlessness (the game flows much better without it).

Disclaimer: I've only played OP characters in hellcrawl (e.g. HOfoo, fooBE). It's possible that some characters that are fun but weak (like DEFE) have become too hard. But I know nothing about that.

Monday, 31st October 2016, 05:28

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 38663

Re: Are hot dogs sandwiches?

<meta> Is this whole thread some sort of psych experiment? I posted something just to be amusing, but now that I've taken a side I suddenly care deeply about the non-sandwichers winning </meta>

Sunday, 30th October 2016, 16:42

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 38663

Re: Are hot dogs sandwiches?

Your argument doesn't address the [I]difference [\i]between "BLT sandwich" and "hotdog sandwich". BLT is synecdoche as well.

Saturday, 29th October 2016, 16:51

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 38663

Re: Are hot dogs sandwiches?

Compare ⋅  "BLT sandwich": It sounds redundant, but you would not interpret it as anything other than a BLT ⋅  "Hotdog sandwich"" You know exactly what this means, and it is not a standard-configuration hotdog Ergo, a hotdog is not a sandwich. Obviously a...

Wednesday, 19th October 2016, 03:14

Forum: Crazy Yiuf's Corner

Topic: How to read 'Qazlal'?

Replies: 19

Views: 4836

Re: How to read 'Qazlal'?

I like this game!

KAZlal (both 'a's as in "apertif")
ear-redeLEMnool

I particularly enjoy saying kiku's name, which is KEEkoobaKOOguh

Thursday, 13th October 2016, 03:06

Forum: Game Design Discussion

Topic: Purpose of the Charms school

Replies: 95

Views: 33902

Re: Purpose of the Charms school

Tactical cost: turn: This is about really short durations. I disagree with your assessment. Let's look at the most extreme version: the effect lasts a single turn. That means you have to use it right away. You spend exactly one turn to power up your next action. If all charms had this, you couldn't...

Thursday, 6th October 2016, 20:58

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18764

Re: A practical argument for removing (monster) invisibility

An ok substitute for ion_frigate's substitute for invisibility would be ambushes: a bunch of enemies are spawned around the edges of LOS, or spawned just outside it but heading towards your square. (Off topic, but if this was implemented you could make it trigger on seeing the iron rune and replace ...

Thursday, 6th October 2016, 18:19

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 7719

Re: Casting UI Concerns (was: No More Haste Spell)

What about: ⋅  Under your stats is displayed your "Default Attack" ⋅  When you tab, you use your Default Attack with the auto-targeter or move closer if out of range ⋅  Default Attack is chosen with the p key, which (as pollen gollem pointed out forever ago) i...

Saturday, 1st October 2016, 22:36

Forum: Crazy Yiuf's Corner

Topic: New god idea for hunters

Replies: 8

Views: 3530

Re: New god idea for hunters

Remove ammo. If people are choosing gods for their ammo gifts (and they are, even if its not optimal it makes ranged far more pleasant) then it has become much more important than it deserves to be.

Wednesday, 28th September 2016, 21:13

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6517

Re: Streamline skins

Sprucery wrote:Of course the correct solution is to remove the hides and make the monsters drop pieces of armour instead :)


The name "hides" is better than the name "armour" because it is easier to search for.

Wednesday, 28th September 2016, 20:32

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6517

Re: Streamline skins

The current hide --> armour behavior is interesting and good, because it gives the player the option to sacrifice a long-term strategic resource for what may only be a medium term armor improvement. If dragons&trolls change to dropping amours, many characters will automatic follow the troll -->...

Wednesday, 28th September 2016, 03:59

Forum: Game Design Discussion

Topic: Streamline skins

Replies: 27

Views: 6517

Streamline skins

Give dragon and troll skins the same stats as the corresponding armours, then remove the armours. Also make dragons and trolls sometimes drop their skins upon death instead of requiring butchering. This is mostly simplicity for simplicity's sake, but the current situation is kind of spoily. For exam...

Friday, 23rd September 2016, 16:30

Forum: Crazy Yiuf's Corner

Topic: Brainstorming new monster type

Replies: 25

Views: 5174

Re: Brainstorming new monster type

Not quite: even if there were a pack monster with chain lightning and relec, it would still be more dangerous to fight them in a group than to fight them 1 on 1

EDIT: that said, a pack enemy with weak chain lightning could be the best approximation that doesn't introduce new mechanics

Monday, 19th September 2016, 21:13

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 507737

Re: [proclick] new fork, hellcrawl

The mention of Duvessa has reminded me of other important removals: - Remove monster invisibility - Remove allies (Watered-down version: remove all permanent allies) - Remove reaching (or at least remove it for monsters (or at least arrange things so that every monster type either always has reachin...

Sunday, 18th September 2016, 06:53

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 507737

Re: [proclick] new fork, hellcrawl

Looking forward to playing this! Here are some other nice things to remove if you feel like it:
Remove poison magic
Remove confusion
Remove ammo
Remove all ranged sources of poison usable by the player

Thursday, 15th September 2016, 19:42

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 36783

Re: My monster danger ranking

VeryAngryFelid wrote:Then I have a question. If Lair entrance might be guarded by Caustik Shrike, would you move it up in your list?


Not OP but answer is definitely "yes"

Wednesday, 14th September 2016, 05:57

Forum: YASD! YAVP! and characters in progress too

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

Replies: 25

Views: 12363

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

Not only did they beat the last record by two levels, but it looks like the old one stood for a pretty long time....

Also I like the Fermat-esque note at the end of the run

Tuesday, 13th September 2016, 23:54

Forum: Crazy Yiuf's Corner

Topic: More unrandarts

Replies: 12

Views: 3180

Re: More unrandarts

If they're not supposed to be swaps anyway, could make 6 rings instead of 3. Or randomize the weighting between e.g. AC and slaying, similarly to what is done for the faery dragon armour.

Tuesday, 13th September 2016, 23:42

Forum: Crazy Yiuf's Corner

Topic: Hopefully non-boring pacifist god

Replies: 6

Views: 2281

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. Counterpoint: Crawl is a game about running away, even if you spend most of your time killing things. When Elyvilon got pacification, I had intended as *one* option as pacifist playing style. I...

Tuesday, 13th September 2016, 00:01

Forum: Crazy Yiuf's Corner

Topic: Hopefully non-boring pacifist god

Replies: 6

Views: 2281

Hopefully non-boring pacifist god

aaa, God of Inaction ⋅  Appreciates: Seeing monsters ⋅  Depreciates: Harming monsters (i.e. decreasing their hp) ⋅  Active abilities: None, duh ⋅  Inactive abilites: ⋅  Gain xp when you see an individual monster for the first time, proportional to t...

Saturday, 10th September 2016, 06:05

Forum: Dungeon Crawling Advice

Topic: An embarassment of artifacts

Replies: 6

Views: 2171

Re: An embarassment of artifacts

I'd go with the slaying, particularly since resistances suffer diminishing returns.

Saturday, 10th September 2016, 04:50

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 11155

Re: Consumables in DCSS [split]

Combining some of the ideas/goals already mentioned, and disregarding balance entirely: ⋅  Every time you move from one level to another (including shafting, portals, stairs and hatches) all consumables that you are carrying, all consumables that you have seen, and all consumables in shops...

Wednesday, 7th September 2016, 16:55

Forum: Game Design Discussion

Topic: Remove accuracy numbers from weapon description

Replies: 38

Views: 12030

Re: Remove accuracy numbers from weapon description

Is base accuracy doing anything interesting? If not, it would be good to remove it, regardless of the interface issue. That does close off some of the design space (e.g. extra-accurate or inaccurate weapons), but this seems like a pretty boring space - spriggan's knife and sure blade were removed fo...

Tuesday, 6th September 2016, 02:29

Forum: Game Design Discussion

Topic: Vehumet reform

Replies: 33

Views: 11490

Re: Vehumet reform

A god with only passive "abilities" is somewhat distinctive, and maybe shouldn't be messed with. I don't find Veh boring, but I also don't find demigods boring. For me at least Vehumet is currently the "less hassle blasting god" since you don't need to retreat and rest quite as m...

Friday, 2nd September 2016, 03:00

Forum: Game Design Discussion

Topic: Remove Apportation

Replies: 9

Views: 3027

Re: Remove Apportation

Remove apportion AND make all non-rune items in LOS move towards the player at the speed of a slowed crystal guardian

Monday, 22nd August 2016, 00:50

Forum: Crazy Yiuf's Corner

Topic: math q

Replies: 152

Views: 66108

Re: math q

Meta-observation:. I've TAed a bunch of math, and my biggest takeaway is that when you're confused, it is very important to ask yourself "what do these words even mean?" The reason people don't do this, and aren't taught to do this, is that the answer is often very difficult! Real numbers ...

Tuesday, 9th August 2016, 01:36

Forum: Crazy Yiuf's Corner

Topic: Eldritch Brain race

Replies: 5

Views: 1637

Re: Eldritch Brain race

I would play this for burning away popcorn alone. I remember a while ago there was talk about making a god on this basis, but a species (or even a spell) that made it work would be dope. BTW I think it would be better to go with equipment swapping at armour speed rather than everything swapping at w...

Sunday, 7th August 2016, 21:21

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 89080

Re: Give advice using the absolute worst reasoning possible

Poison magic is better than earth, since with earth you have to wait for a staff of earth, but with poison the staff of poison OR the staff of Olgreb will do.

Sunday, 7th August 2016, 21:16

Forum: Crazy Yiuf's Corner

Topic: Show how close chanellers are to casting their spell in x

Replies: 25

Views: 6977

Re: Show how close chanellers are to casting their spell in

Remove keepaway, give 'em blink instead. It doesn't make any thematic sense but OoD + blink in a monster is fun.

Friday, 5th August 2016, 18:04

Forum: Game Design Discussion

Topic: Decouple Transmutations and Unarmed Combat

Replies: 22

Views: 5780

Re: Decouple Transmutations and Unarmed Combat

There is "decoupling from UC" and there is "decoupling from melee altogether". The second would be more interesting, regardless of whether these are god abilities or spells. Forms already have the niche of "charms that you can only have one of at a time, and which typically ...

Thursday, 4th August 2016, 18:26

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 21005

Re: Can we brainstorm a way to shorten pandemonium?

You should only be able to enter pan one time and all the floors you need for the runes should generate within five levels. People think, erroneously, that the thing about pan is that it's this big infinite funland to explore, but actually its thing is that if you don't get the named panlord runes ...

Thursday, 28th July 2016, 20:33

Forum: Game Design Discussion

Topic: Just zero wands

Replies: 22

Views: 6347

Re: Just zero wands

Honestly didn't occur to me that you don't need to use the quiver menu for needles. Insofar as discoverability is part of interface design, this supports my case that needles have a worse interface. I am only 40% being sarcastic.

Thursday, 28th July 2016, 20:28

Forum: Game Design Discussion

Topic: merge elemental mages into one background

Replies: 25

Views: 5935

Re: merge elemental mages into one background

I'm in favor of this just so wizard would have the same starting stats as the other mages. Obviously this is not the only way to accomplish that.

Thursday, 28th July 2016, 20:26

Forum: Game Design Discussion

Topic: Vampiric weapons, revamped

Replies: 17

Views: 3801

Re: Vampiric weapons, revamped

Agree that vamp can be too strong on some weapons. Alternate fix: prevent vampiric brand on two-handed weapons.

(Extreme fix: prevent multiplicative brands on two handers and additive brands on one handers. Dagger of elec is also too strong)

Monday, 25th July 2016, 23:24

Forum: Game Design Discussion

Topic: Just zero wands

Replies: 22

Views: 6347

Re: Just zero wands

needles have a much more annoying interface much more? I can think of 3 needle-related interface annoyances: 1. needing to wield a blowgun 2. ammo not always mulching 3. you can miss (therefore your chance of success = chance of hitting x chance of beating HD/MR, which is more complicated) 1-2 are ...

Sunday, 24th July 2016, 20:20

Forum: Game Design Discussion

Topic: Buff tier-4 stabbing

Replies: 5

Views: 1616

Re: Buff tier-4 stabbing

Fair point, probably don't want to buff summon-stabbing. Maybe "haven't noticed you" stabbing should just be moved into tier 2 or tier 3, and leave formulas the same. EDIT: Actually, it's just weird that you get bigger stab bonuses for being invisible than for a monster just not knowing th...

Sunday, 24th July 2016, 20:12

Forum: Game Design Discussion

Topic: Buff tier-4 stabbing

Replies: 5

Views: 1616

Re: Buff tier-4 stabbing

I don't think those are too significant here: in my experience the main problem with pure stabbing is just monsters in LOS waking up (and howler monkeys + alarm traps are fun). If there isn't enough evokable invisability I'd prefer increasing the spawn rate of cloaks of invisability, but that still ...

Sunday, 24th July 2016, 18:39

Forum: Game Design Discussion

Topic: Buff tier-4 stabbing

Replies: 5

Views: 1616

Buff tier-4 stabbing

General idea is increase the power and success probability of stabs against mobs that are distracted or haven't noticed you, particularly in the early game. Proposed formulas: Assuming the wiki is correct, * increase the damage output of tier-4 stabs so that it is equal to tier-3 stabs. * Increase t...

Sunday, 24th July 2016, 02:19

Forum: Game Design Discussion

Topic: Assassin is a bad stabber background

Replies: 25

Views: 5216

Re: Assassin is a bad stabber background

Give As a book containing nothing but swiftness and passwall. Who needs reliability when you have escape options?

Sunday, 24th July 2016, 02:05

Forum: Dungeon Crawling Advice

Topic: Good weapon to brand with distortion?

Replies: 19

Views: 5071

Good weapon to brand with distortion?

Suppose you're following Lugonu and can now brand a weapon with distortion. Which weapon to brand? Probably the answer is "whatever weapon you are already using," but there are some more plausibilites. Maybe you should trade down to a weapon with lower min delay? If you're only going for a...

Friday, 22nd July 2016, 15:09

Forum: Game Design Discussion

Topic: Just nine wands

Replies: 14

Views: 3833

Re: Just nine wands

Good proposal, but can we drop wand of teleportation too? Scrolls of tele have all the same properties except use while silenced and ability to get more from a recharge scroll/Pak, and both of those properties arguably makes the game worse.

Friday, 22nd July 2016, 15:03

Forum: Game Design Discussion

Topic: Just zero wands

Replies: 22

Views: 6347

Re: Just zero wands

Solution is to remove needles, which have a much more annoying interface, and replace wand of enslavement with wand of frenzy.
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