Search found 392 matches

Tuesday, 26th January 2021, 07:12

Forum: Game Design Discussion

Topic: zot clock

Replies: 10

Views: 3541

Re: zot clock

If the clock is tuned as intended, the chances of a player knowing and caring about the it before having any more useful information about the floors in question seems highly remote, if providing such information is even undesirable, which I don't see why it would be (no spoilers). I mean, if a play...

Monday, 25th January 2021, 01:34

Forum: Game Design Discussion

Topic: Ancient Zyme

Replies: 1

Views: 1674

Ancient Zyme

It seems like the zymes no longer cause sickness. Was sickness removed when rotting was? If so, how should we salvage the zyme concept?

Sunday, 24th January 2021, 08:04

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Re: Rings of Stealth

Yes, the 0 minimum cap is the final step in the function, after all other calculations.

Sunday, 24th January 2021, 05:16

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Re: Rings of Stealth

There's a hard lower cap of 0 stealth, so if all your stealth bonuses don't total to exceed your armour penalty, then it makes no difference whether you have the bonuses or not.

Sunday, 24th January 2021, 03:15

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Re: Rings of Stealth

Okay, there are some characters who don't benefit from stealth boosts (Qazlal, heavily armoured). And, I forgot about rings of flight, for obvious reasons. So, I admittedly somewhat overstated my case earlier. But, if stealth+ buys even a single extra turn before the enemy notices you, that complete...

Saturday, 23rd January 2021, 22:31

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Re: Rings of Stealth

Is that comment meant to be in support of my proposal? If not, then I suspect you've completely misunderstood something.

Saturday, 23rd January 2021, 06:50

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Re: Rings of Stealth

Quick ring swapping itself isn't really a problem, in fact it's kinda necessary as long as you have specialized resistances because otherwise you'd be incentivized to run from everything that you have an unequipped resistance to, swap gear once in safety, then reengage, which would be painfully tedi...

Friday, 22nd January 2021, 08:50

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 4440

Rings of Stealth

It's tedious but advantageous for many characters to equip 2 rings of stealth while exploring but switch to combat-oriented rings on spotting any sufficiently dangerous monster. Both the stealth bonus and the quick nature of ring swapping make this a very safe strategy. As such, rings of stealth sho...

Thursday, 21st January 2021, 23:24

Forum: Game Design Discussion

Topic: wereblood

Replies: 2

Views: 1691

Re: wereblood

As quite the fan of octopode transmuters myself, I have to object to idea that Wereblood is a bad spell. You definitely don't want to be using it often, but in the right situations, it's quite good. If used wisely, the noise can actually be helpful rather than a drawback. Like, how many times have y...

Thursday, 21st January 2021, 12:43

Forum: Game Design Discussion

Topic: Base skill targets

Replies: 3

Views: 1914

Re: Base skill targets

If UI complexity is a concern, a modified approach is possible. Set skill targets they way we do now, but stop twice: once when the modified value reaches the target, and again when the base value reaches the target.

Monday, 18th January 2021, 20:14

Forum: Game Design Discussion

Topic: Please get rid of ally based XP drain

Replies: 17

Views: 4564

Re: Please get rid of ally based XP drain

I didn't realize that Abjuration is now more widely available (the wiki has not updated all, or perhaps any, of the relevant monster pages to indicate this). What I had in mind was a bit stronger, though, outright banishing summons rather than accelerating their expiration. I agree that with current...

Saturday, 16th January 2021, 00:28

Forum: Game Design Discussion

Topic: Remove launcher ammo

Replies: 15

Views: 5092

Re: Remove launcher ammo

Even with infinite ammo, I would still prefer to train melee combat over ranged combat on most of my characters, for a variety of reasons. But, they can be broadly categorized as weapon type bonuses, wider variety of brands, god synergies, and damage. Although, to be fair, my perception that melee a...

Thursday, 14th January 2021, 23:55

Forum: Game Design Discussion

Topic: Zot vs. Chei

Replies: 1

Views: 1493

Zot vs. Chei

After seeing a report of a Naga Chei worshipper being killed by Zot for backtracking through the dungeon once, I checked the Zot cost of movement for such characters, and at full piety, it's almost 3 Zot points per tile moved, on average. This is enough to scare me off of playing Naga Chei worshippe...

Thursday, 14th January 2021, 23:18

Forum: Game Design Discussion

Topic: Streamlined Stash Proposal

Replies: 5

Views: 1732

Re: Streamlined Stash Proposal

I think the limit exists because there are only 26 letters in the alphabet, or 52 if you count both cases... not because a designer thought the game would be less fun if players could hold more than 52 items. Personally I think a single turn to retrieve items is plenty, and frankly wouldn't mind if ...

Thursday, 14th January 2021, 18:58

Forum: Game Design Discussion

Topic: Streamlined Stash Proposal

Replies: 5

Views: 1732

Re: Streamlined Stash Proposal

Yes, there would be a 1 turn delay according to my proposal, but if that's considered too much of an advantage, it could of course be increased. Maybe 6 turns to retrieve a batch of items, regardless of quantity, to make it more similar to equipping/removing a piece of armour or an amulet, as an exa...

Thursday, 14th January 2021, 03:24

Forum: Game Design Discussion

Topic: Streamlined Stash Proposal

Replies: 5

Views: 1732

Streamlined Stash Proposal

I think I've come up with a method of inventory management that would significantly reduce the need to backtrack without burdening the player with any new inconvenience. This design is built on and around the assumption that it is always better for an item to be in the player's stash than on the flo...

Wednesday, 13th January 2021, 22:53

Forum: Game Design Discussion

Topic: Please get rid of ally based XP drain

Replies: 17

Views: 4564

Re: Please get rid of ally based XP drain

Last I heard was if your summon gets the kill, you get at least 50%, and potentially more based on damage you dealt direct, but if you get the kill, you get full XP. My recent gameplay in Trunk seems to reflect this, but that could be coincidence. And, if there was a note in the simplified commit no...

Wednesday, 13th January 2021, 08:13

Forum: Game Design Discussion

Topic: Please get rid of ally based XP drain

Replies: 17

Views: 4564

Re: Please get rid of ally based XP drain

My biggest problem with the summoner XP penalty is that it doesn't apply if you land the final blow. This is a problem because it incentivizes players to do tedious things like ordering summons to stop attacking when the enemy is almost dead and finish it off to avoid the XP penalty. This is not onl...

Monday, 11th January 2021, 23:55

Forum: Game Design Discussion

Topic: evasion soft cap

Replies: 10

Views: 3234

Re: evasion soft cap

Maybe the devs are worried about extreme edge cases like Octopodes wearing the Ring of Phasing on the macabre finger necklace and 8 rings of evasion on its tentacles with maxed Dodging and Jiyva-adjusted stats heavily in favor of DEX? Though I think that even in the extremely rare case where that's ...

Monday, 11th January 2021, 02:07

Forum: Game Design Discussion

Topic: Remove launcher ammo

Replies: 15

Views: 5092

Re: Remove launcher ammo

There has never been a better time for this change, now that Deep Elf aptitude for Bows has been improved. Deep Elf's aptitudes make Arcane Marksman look like a viable choice, but it's still terrible because of it's low damage per arrow meaning they burn through arrows too quickly and typically run ...

Saturday, 14th November 2020, 16:24

Forum: Game Design Discussion

Topic: Trog Spell Acquisition

Replies: 7

Views: 2314

Re: Trog Spell Acquisition

There seems to be a similar issue with Trog worshipers setting training targets for Spellcasting, which they may eventually wish to do if they're using guardian spirit. Edit: Nevermind, there apparently is a penalty for training Spellcasting, although it's easy to miss the warning message for this, ...

Saturday, 14th November 2020, 14:53

Forum: Game Design Discussion

Topic: Trog Spell Acquisition

Replies: 7

Views: 2314

Trog Spell Acquisition

Trog worshipers are hardcoded to not pick up spellbooks to learn spells, but apparently doing so doesn't actually anger Trog, in which case Trog worshipers should always manually pick up spellbooks so that if they later abandon Trog, they won't have to backtrack to pick up all the spellbooks they le...

Friday, 13th November 2020, 17:27

Forum: Game Design Discussion

Topic: Demonspawn Configuration?

Replies: 4

Views: 1514

Re: Demonspawn Configuration?

I think I'm probably going to have to just figure out how to make my own personal branch to solve this problem and the inventory clutter problem.

Friday, 13th November 2020, 16:04

Forum: Game Design Discussion

Topic: Demonspawn Configuration?

Replies: 4

Views: 1514

Demonspawn Configuration?

I know people around here generally prefer Demonspawn mutations and Draconian colors to be generated randomly, but for players like me, it just means that we quit and restart characters over and over again until we get the desired characteristics. This is particularly bad with Demonspawn, because it...

Wednesday, 4th November 2020, 19:29

Forum: Game Design Discussion

Topic: Staff of summoning

Replies: 6

Views: 2935

Staff of summoning

Recently removed largely for not having an evocation on-hit effect, but it would be much more interesting to add an effect instead. I'm thinking summon a copy of the victim, similar to a Phantom Mirror effect, but instead of setting its HD to 2/3, set it to Summoning/27, of course with chance of act...

Wednesday, 4th November 2020, 16:37

Forum: Game Design Discussion

Topic: Piety Decay

Replies: 1

Views: 1019

Piety Decay

Excluding Uskayaw's unique approach, my understanding is that piety decay exists to discourage players from entering a new floor and just camping the staircase for thousands of turns waiting for monsters to wander into view, but from my perspective as a non-competitive player, it feels like what it ...

Monday, 2nd November 2020, 19:05

Forum: Game Design Discussion

Topic: Base skill targets

Replies: 3

Views: 1914

Base skill targets

The skill training UI is the best it's ever been, and handles most use cases perfectly, but there's still one that's tedious and wasteful but could be easily improved. This is when you have some bonus to a skill that you want to stop training when its experience point cost increases. Training stops ...

Thursday, 24th October 2019, 11:36

Forum: Game Design Discussion

Topic: Information leaks in animations

Replies: 2

Views: 1556

Re: Information leaks in animations

Spells aren't part of the problem; if you examine the detailed info on a monster, it will tell you what spells it might know based on what you've seen it cast.

Wednesday, 23rd October 2019, 16:09

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

Exactly, and adding an extra keypress to every scroll use is less convenient than optionally moving rarely used items out of inventory and into a stash.

Wednesday, 23rd October 2019, 12:08

Forum: Game Design Discussion

Topic: eVokables menu

Replies: 0

Views: 1027

eVokables menu

Create a menu, similar to spells and abilities, for wands and miscellaneous evokables, accessed via the V key. V? could allow players to check bindings, timers, cooldowns, and descriptions, and aV could allow adjustment of bindings. Charged items (wands and miscellaneous evokables, specifically) don...

Wednesday, 23rd October 2019, 12:03

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

I mentioned that before, yes, but currently, potions and scrolls can be targeted by identify scrolls, which would be awkward/difficult if they weren't in the inventory.

Tuesday, 22nd October 2019, 01:49

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

That's basically what I'm trying to address here. Let's look at potions of mutation, for example. If a player wants to be able to undo bad mutations, and for whatever reason is unwilling/unable to worship Zin, Jiyva, or Xom, and is not a mummy, they'll want to save potions of mutation they find just...

Monday, 21st October 2019, 08:21

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

No, seriously, if your proposal were implemented, I'd probably just never download a version of Crawl that included it unless you also removed shaft traps and timed portals at a minimum, and even then if I gave it a try, I'd probably quickly delete it in disgust. It's bad enough to worry about which...

Monday, 21st October 2019, 04:30

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

Why stop there? Why not randomly delete items and equipment from the player's inventory over time, so those duplicate equipment lying all over the floor could be used to replace what was lost? The more items the player collected, the more quickly their collection would be annihilated, so they'd neve...

Sunday, 20th October 2019, 21:51

Forum: Game Design Discussion

Topic: New rune lock proposal

Replies: 9

Views: 3524

Re: New rune lock proposal

I'm worried about how this would interact with banishment to the abyss, especially considering any characters that find a distortion weapon can voluntarily banish themselves with a bit of patience. Maybe a flag in the options file would be better than waiting for players to reach Zot? Also, would th...

Sunday, 20th October 2019, 20:56

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

Aside from the choice of name ("Stash"), how does flavor play any part in this proposal? The motivation here is to get desired items that are not immediately on hand off the ground into a more convenient and reasonable location. That's a mechanical change, not a thematic one. You can name ...

Sunday, 20th October 2019, 17:49

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Re: Stash (bag of holding)

There's no need to have any items at all, and if the premise that "items are bad" were true, then they should all be removed. But, useful items give players options to play different ways, and variety improves replay value. Certainly, the number of items in Crawl could be reduced (why do s...

Sunday, 20th October 2019, 15:50

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6165

Stash (bag of holding)

This idea has been proposed and discussed before, but from what I found, not sufficiently. The idea: A stash (functionally a Nethack-style bag of holding) as a UI element rather than an item (similar to the spell library) that can be accessed by spending 10 turns, interruptible by a monster entering...

Wednesday, 16th October 2019, 23:36

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 3061

Re: Eye of Ashenzari

In my original concept, it was Fragile, but I thought that was too severe for an unrandart.

Wednesday, 2nd October 2019, 12:01

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 3061

Eye of Ashenzari

unrandart amulet Curse binding (while equipping amulet, curses itself and all equipped items; equipping items while wearing amulet curses them) Notice more treasure (small chance to generate a random item in each tile explored) The idea here is to offer players the choice to accept tactical disadvan...

Friday, 20th September 2019, 15:44

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4853

Re: Demonspawn Rerolls

My proposal would not change the fact that you'd get mutations at random, and I outlined the reasons for it in my OP.

Thursday, 12th September 2019, 08:39

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4853

Re: Demonspawn Rerolls

I get that you want to play a strictly worse human and the mutations are getting in the way of that, but at some point it's gotta be easier to just play kobold... LMAO. Why would I ever want to play a human or a kobold when there's nothing interesting about either? Sorry, but an innate amulet of th...

Tuesday, 10th September 2019, 22:30

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4853

Re: Demonspawn Rerolls

I guess that would work if done well, but it seems way more difficult. In terms of creating strategic decisions by forcing players to adapt to random mutations, the current implementation does very little, so you're basically talking about a complete overhaul of the system. Even so, I generally find...

Tuesday, 10th September 2019, 18:10

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4853

Re: Demonspawn Rerolls

Aean wrote:If people want to reroll until they get just the ones they want


No one is suggesting that this should happen.

Tuesday, 10th September 2019, 15:23

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4853

Demonspawn Rerolls

To add some strategic choice to leveling a demonspawn and make them generally more fun to play (and to reduce the hundreds of wasted hours quitting demonspawn characters with awkward combinations), I propose allowing players a limited number of rerolls. Before a rank 1 demonspawn mutation would be g...

Wednesday, 24th July 2019, 20:58

Forum: Game Design Discussion

Topic: Bcrawl - Lets discuss those changes

Replies: 3

Views: 2795

Re: Bcrawl - Lets discuss those changes

I like bcrawl as an occasional change of pace, and it has features that I'd like ported into crawl, but there are just as many that I'd rather do without. I won't list all of them, but... I agree with the Deflect Missiles change. I'm generally in favor of changes that make spell power more relevant ...

Tuesday, 23rd July 2019, 06:32

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 4906

Re: Giving Stories to Uniques through Multiple Encounters

Honestly, having to fight enemies you've already killed seems very weird. More practically, an Act I encounter would serve as a warning that the other acts will follow, which feels like a reduction in randomness / unpredictability / replay value. I know recurring villains work well in TV series, so ...

Monday, 22nd July 2019, 19:35

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10360

Re: New unrandart: Alchemist's Stone

If this were a large shield, I would be more inclined to use it on a fighter or berserker with guardian spirit than on a wizard, not only because of the skill XP required but also because large shields scale primarily with STR which is typically a dump stat for pure caster types. Note also that bigg...

Sunday, 21st July 2019, 21:43

Forum: Game Design Discussion

Topic: Restrict auto-travel to avoid exploration

Replies: 2

Views: 1463

Re: Restrict auto-travel to avoid exploration

I tried to use explore_wall_bias to get the auto-explore to stop ignoring the nooks and crannies on the edges of cavern-type levels because the default behavior wastes a lot of turns by leaving them to the end and then going all the way around the level in a final pass. Sadly, I didn't find a value ...

Saturday, 20th July 2019, 18:04

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 11384

Re: High Level Necro Spells

Necromutation is the best for otherwise mutation-vulnerable characters spending excessive time in the Abyss, but generally speaking, Death's Door is best. Borg is strong, but I won't touch it because I hate the idea of permanent stat loss and would rather just let my character die.
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