Search found 4055 matches

Monday, 23rd May 2016, 22:02

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11619

Re: OpTm Questions

optm is actually reasonably good on d:1 (op does a lot of damage) but it has problems quickly after that and you stay really bad for quite a while since you're basically hutm with less ac and hp for much of the game

Monday, 23rd May 2016, 21:32

Forum: YASD! YAVP! and characters in progress too

Topic: OpTm game in progress

Replies: 25

Views: 5512

Re: OpTm game in progress

Monsters should not be able to pick up any item you have seen at all (there was a sort-of-bug about this in the past but it has since been fixed). You do not need to carry around weapons to prevent monsters from using them.

Monday, 23rd May 2016, 21:29

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19756

Re: Rework/Remove Labyrinths (or at least remove map rot)

If you think autoexplore is good, then you honestly should think labyrinths are bad (from a design standpoint). Either crawl is a game that encourages exploration, or labyrinths don't belong in crawl. This has nothing to do with whether labs are actually fun; there are lots of fun things that do not...

Monday, 23rd May 2016, 19:33

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11619

Re: OpTm Questions

the reason optm is bad is because op is bad and tm is bad, it's not complicated

Monday, 23rd May 2016, 19:16

Forum: Dungeon Crawling Advice

Topic: Ru: When to apocalypse?

Replies: 7

Views: 2249

Re: Ru: When to apocalypse?

I suggest not using it against literally everything because that will make you quit your game (you probably won't die, though), but you can use it pretty freely.

Monday, 23rd May 2016, 09:40

Forum: Crazy Yiuf's Corner

Topic: nicer lab mazes

Replies: 13

Views: 3046

Re: nicer lab mazes

My proposal above is less of a joke than including a maze-solving minigame in a game that actively attempts to eliminate anything resembling maze-solving.

Monday, 23rd May 2016, 09:23

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15489

Re: Make runed doors translucent

Unfortunately, non-runed vaults, especially large or elaborate ones (and I think these are more likely to be the scary ones?) quite often do announce themselves: sometimes very obviously (stone walls), but often also just by the shape of the walls and how the room is placed. It seems to me that the...

Monday, 23rd May 2016, 02:48

Forum: Crazy Yiuf's Corner

Topic: nicer lab mazes

Replies: 13

Views: 3046

Re: nicer lab mazes

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Monday, 23rd May 2016, 00:45

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15489

Re: Make runed doors translucent

I can understand not turning all vault doors into transparent doors; including vaults in crawl at all means that you are making a tradeoff as far as spoilery information goes (you think that player-generated portions of levels are worth the spoileryness), and if runed doors are used properly then re...

Monday, 23rd May 2016, 00:25

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11619

Re: OpTm Questions

Okawaru gives you more damage than chei and similar defenses (especially since this is op we are talking about, so you can't even shift up to heavier armour or anything) and doesn't slow you down. I think chei does have actual uses but transmuter is not really one of them. If you like chei and enjoy...

Sunday, 22nd May 2016, 11:43

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11619

Re: OpTm Questions

fedhas and okawaru are better than chei

optm is very bad so you will struggle

tm is a melee background that happens to also cast spells, not a spellcaster that happens to melee

Sunday, 22nd May 2016, 00:33

Forum: Dungeon Crawling Advice

Topic: Best use of Summon Forest?

Replies: 15

Views: 5612

Re: Best use of Summon Forest?

The main reason that hydra + water is good is that shallow water is actually an enormous debuff to most enemies (but not hydras). Hydra + water isn't really a bigger combo than, like, melee + water ... but rain is actually super good and way underused so....

Friday, 20th May 2016, 22:19

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 45026

Re: Remove either orb run or digging

by the way a simple solution to kill-holing whole vaults/floors would be to have vaults enemies be leashed to the vault - once they get too far from it they are instantly teleported back inside with their hp/status effects reset This doesn't really work very well, which you can see when it was trie...

Friday, 20th May 2016, 22:17

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19756

Re: Rework/Remove Labyrinths (or at least remove map rot)

I agree with labyrinth removal. For anyone who plays console and wants to remove labyrinths, you can include the following in your rcfile: msc := message_colour feature = labyrinth entrance {.,.,floor,.,blue} msc += mute:distant snort msc += mute:ticking.*clock msc += mute:dying ticks msc += mute:la...

Wednesday, 18th May 2016, 17:29

Forum: Game Design Discussion

Topic: Remove scythes

Replies: 22

Views: 5384

Re: Remove scythes

And now that weapon stats aren't hidden, players can easily see that they utterly suck and know not to use them. This is kind of not really true, mainly since "base damage" doesn't make much sense since it's not actually damage. If enchantment and base damage worked the same way (they sho...

Wednesday, 18th May 2016, 17:28

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6507

Re: Adjust Malmutate in Extended

The problem with mutations is crawl devs don't really know what mutations in crawl are supposed to do, or at least that's my guess, because I sure have no idea. Once there's a direction for mutations to go (should they be a thing players actually get? If not, why are there so many goodmuts that play...

Wednesday, 18th May 2016, 03:31

Forum: Game Design Discussion

Topic: Remove Chaos Spawn from allied Orc Sorceror summons

Replies: 9

Views: 2279

Re: Remove Chaos Spawn from allied Orc Sorceror summons

Actually monsters your god hates being unable to become allies is relevant for enslavement, which exists in most games since it's a wand effect. This has definitely confused players in the past (and indirectly led to a really great bug where you could get permanent allies from shadow creatures).

Wednesday, 18th May 2016, 00:55

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15489

Re: Make runed doors translucent

I mean, yes, this is a problem with vaults in general, but if you can fix or mitigate the problem for a subset of vaults without any loss except some flavour then you should clearly do it (crawl has made flavour sacrifices in the name of better gameplay before). It's still an improvement on the stat...

Tuesday, 17th May 2016, 22:00

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9257

Re: Qazlal Tweaks

Honestly, I'm in the camp of, If someone wants to play extremely tediously, let 'em. How they play their game is none of my concern so long as nothing is broken. That's ok if you are the one making your own game, but this is expressly contradicting crawl's design philosophy so when discussing crawl...

Tuesday, 17th May 2016, 21:55

Forum: Game Design Discussion

Topic: Give AM and Hu more starting ammo

Replies: 17

Views: 3772

Re: Give AM and Hu more starting ammo

Yes, seriously. It's still worse than swiftness since the aoe drops with time (so eventually it's just you being slowed) but if you do it in the right position you can use it to get a 1 tile gap and take a staircase.

Tuesday, 17th May 2016, 20:56

Forum: Game Design Discussion

Topic: Give AM and Hu more starting ammo

Replies: 17

Views: 3772

Re: Give AM and Hu more starting ammo

If I want to shoot just one curare needle (very common, since once you hit you don't want to shoot more) it is much easier to use F, since then I don't have to both quiver and then unquiver (possibly forgetting the latter step!) when I use curare. Also if you want ranged autofight on its own key, ho...

Tuesday, 17th May 2016, 20:29

Forum: Game Design Discussion

Topic: Revise Condensation Shield

Replies: 8

Views: 2049

Re: Revise Condensation Shield

well one problem with the "existing condensation shield" is that it doesn't exist, I guess

(depending on your point of view this might not be a real problem)

Tuesday, 17th May 2016, 20:06

Forum: Dungeon Crawling Advice

Topic: How long does beastly appendage take to cast?

Replies: 5

Views: 1853

Re: How long does beastly appendage take to cast?

Or, you're an idiot like me. For the longest time I noticed the same thing. Why does Beastly Appendage seem to cause monsters to get double movement but the turn delay shows 1.0??? It's because i was using a macro to cast BA. I had a macro bound to za. However, casting BA only requires you to use z...

Tuesday, 17th May 2016, 17:05

Forum: Game Design Discussion

Topic: Give AM and Hu more starting ammo

Replies: 17

Views: 3772

Re: Give AM and Hu more starting ammo

Leda's works as an escape also, by the way; a human using Leda's moves faster than a speed-10 monster affected by it. F is still useful as long as needles and throwing weapons have brands. I almost never fire curare with "f"; I use "F" instead. If ammo brands actually get removed...

Tuesday, 17th May 2016, 06:39

Forum: Game Design Discussion

Topic: Dropping items should be a one turn action

Replies: 27

Views: 5591

Re: Dropping items should be a one turn action

0 turn ammo pickup is not actually a problem. It is much, much less important than 0-turn rune or orb pickup. The situations where it actually enables something you could not do with 1-turn pickup (as current) are very rare; you can, after all, just make sure that during your pillar-dancing you alwa...

Monday, 16th May 2016, 22:21

Forum: Game Design Discussion

Topic: Remove dig effect from wand of random effect

Replies: 39

Views: 8002

Re: Remove dig effect from wand of random effect

I've never used random effects for digging that I can remember (maybe I did like, once). It's not important. The compensation for removing digging from /RE is that you remove digging from /RE (it makes the wand stronger in combat).

Monday, 16th May 2016, 18:12

Forum: Game Design Discussion

Topic: Dropping items should be a one turn action

Replies: 27

Views: 5591

Re: Dropping items should be a one turn action

I really don't see the argument against making pickup/drop take 0 turns. Zigs already have problems, so I'm not going to talk about them. If there are problems caused in a ziggurat by this change, I would suggest fixing the problems by altering ziggurats, instead of making crawl worse to make their ...

Monday, 16th May 2016, 17:51

Forum: Crazy Yiuf's Corner

Topic: Poll: Is Crawl's ID minigame tedious?

Replies: 16

Views: 3801

Re: Poll: Is Crawl's ID minigame tedious?

From a design standpoint crawl's identification right now is really bad because it's almost entirely at the point of "everything is identified", so mostly the player is just forced to press extra buttons for no real reason. You get few of the potential benefits of having identification exi...

Monday, 16th May 2016, 04:31

Forum: Dungeon Crawling Advice

Topic: Rod of Inaccuracy = Ranged Stab on Sleeping

Replies: 4

Views: 1404

Re: Rod of Inaccuracy = Ranged Stab on Sleeping

EV of 0 is not the same thing as sleeping; you can still miss something that has EV of 0 (it's a bit less than 5% chance). When you attack a sleeping monster, you never miss (as far as I know).

Sunday, 15th May 2016, 20:21

Forum: Dungeon Crawling Advice

Topic: Silence!

Replies: 26

Views: 6580

Re: Silence!

All demons are unaffected by silence.

Sunday, 15th May 2016, 16:33

Forum: Dungeon Crawling Advice

Topic: Is autopickup always 1 turn action if no monsters in LoS?

Replies: 2

Views: 854

Re: Is autopickup always 1 turn action if no monsters in LoS

Picking up items is 1 turn for any number of items. Works the same with monsters in los (if you really wanted, by the way, you can set up autoexplore to ignore all enemies. There actually was a bug in crawl's past where this was useful).

Dropping items is 1 turn per item stack you drop.

Saturday, 14th May 2016, 02:16

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 8003

Re: The new pro strategy: eat mutagenic meat in pan!

Is this a tactic, or a strategy?

Both!

Friday, 13th May 2016, 21:38

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 7532

Re: Stairdancing nerf proposal

Yes monsters following up stairs is just a different problem, not a lesser one.

Friday, 13th May 2016, 21:37

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 45026

Re: Remove either orb run or digging

elf:3/digging is super easy to fix by the way, just make the endvault into a portal vault (and if the player leaves the portal closes forever, like other portal vaults)

Friday, 13th May 2016, 16:17

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 45026

Re: Remove either orb run or digging

I like digging in hell, pan, and abyss. The idea of 'use a consumable to make exploration faster and terrain more favorable' is not, I think, fundamentally bad. But I do think killholes are kind of terrible, so maybe it is. Partly, though, this may be that digging is common enough that it's only ki...

Thursday, 12th May 2016, 20:53

Forum: Dungeon Crawling Advice

Topic: Item Destruction Still in!?!?

Replies: 7

Views: 1976

Re: Item Destruction Still in!?!?

you dropped them somewhere, or used them

maybe you hit d!<enter> and didn't notice?

Thursday, 12th May 2016, 19:56

Forum: Dungeon Crawling Advice

Topic: What is generally the best weapon overall

Replies: 60

Views: 21254

Re: What is generally the best weapon overall

I'd personally pick dragon form but yes this is not a real situation.

It is clear that for unarmed characters statue form is usually better than no-form but that's pretty useless because all the other forms are also better than no-form and you very nearly always have access to several of them.

Thursday, 12th May 2016, 19:05

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 45026

Re: Remove either orb run or digging

Digging is okay for exploring pan and hell but if you find "killholes" degenerate then yes there's not really any reason for digging to exist.

Thursday, 12th May 2016, 18:57

Forum: Crazy Yiuf's Corner

Topic: Poison magic need to be euthanased

Replies: 54

Views: 12862

Re: Poison magic need to be euthanased

OTR has a lot of problems, because apparently (this is mentioned in the commit message but is not at all clear in-game; this is a good example of why I support clarity over flavour when writing descriptions) it does more damage to things closer to the caster. So if you use it at the edge of LOS you ...

Thursday, 12th May 2016, 18:50

Forum: Dungeon Crawling Advice

Topic: What is generally the best weapon overall

Replies: 60

Views: 21254

Re: What is generally the best weapon overall

Statuepode with a shield has a better damage dealt/damage received ratio than a dragonpode in almost any fight This is not true, especially if you change from "damage dealt/damage received ratio" to "current hp/maxhp at the end of the fight", since the latter is what matters. (Y...

Thursday, 12th May 2016, 18:01

Forum: Dungeon Crawling Advice

Topic: What is generally the best weapon overall

Replies: 60

Views: 21254

Re: What is generally the best weapon overall

Last time I played optm (this is like, literally the best statue form character in the game) I still found myself using hydra form and dragon form more often than statue form. This is probably not ideal for all players. Other players probably do not have the same tactical strengths you do! http://cr...

Thursday, 12th May 2016, 17:54

Forum: Game Design Discussion

Topic: Remove scythes

Replies: 22

Views: 5384

Re: Remove scythes

Removing scythes to not trick players into wielding them is a pretty good argument imo.

Thursday, 12th May 2016, 17:41

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

If you are playing Dg because you want a strong character instead of because you just don't want to worship a god this game This is my starting point. If this isn't the starting point then there's nothing to argue about, since the OP is the only person who knows what type of character he is good at...

Thursday, 12th May 2016, 17:35

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

The problem with recommending things like DgGl is that you could just recommend HuGl instead, which is better as soon as you can take a god. This is almost never what players who ask for Dg recommendations want, as far as I can tell. Dg conjurer-type backgrounds do not have this problem; DgIE has re...

Thursday, 12th May 2016, 17:08

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

Anyway what I was leading to is that the one thing Dg gives you that gods can't really give you is higher spellpower. If you want more spellpower from a god, your options are Chei, Zin, or Ash. Chei has a pretty obvious drawback that I don't have to expand upon. Zin has a smaller benefit than chei, ...

Thursday, 12th May 2016, 16:21

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

Weapon wise, do you generally go with staves or maces or something else that you can get a good weapon with low skill investment? Or is it worth it just to go big by the end of the game with them?

use whichever of great sword/lajatang/demon weapon you both find and prefer

Thursday, 12th May 2016, 15:38

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

Okawaru gives you more damage as a transmuter than Dg stats do (and as much EV), unless you've trained past 22 UC/fighting. DgTm is okay as far as Tm goes, and it's certainly better than most tms pre-god, but once you get a god it's not still better.

Thursday, 12th May 2016, 14:57

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

I'll let you figure this one out yourself. Ok, so what is the advantage of demigod compared to other races? This is easy; they have better stats. What is it that better stats actually gives you? Now, importantly, since Dg does not get a god, what is it that you can get from having better stats that ...

Thursday, 12th May 2016, 14:40

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

Wz is awkward because it's not really much of a book start (and its level 3 spells also don't take advantage of Dg's higher spellpower, to boot), I would suggest a different background.

Thursday, 12th May 2016, 14:32

Forum: Dungeon Crawling Advice

Topic: playing demigods

Replies: 34

Views: 9952

Re: playing demigods

If you are playing Dg because you want a strong character instead of because you just don't want to worship a god this game, you should always pick a book start (by that I mean something in the far-right column, not stuff like sk or tm).
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