Search found 8724 matches

Saturday, 7th December 2019, 20:39

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 10103

Re: Unrandart proposals

Rename the Trident of the Octopus King to the Octodent of the Octopus King, make it two-handed, and increase its base damage and delay to 24 and 18 respectively.

Saturday, 7th December 2019, 10:24

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation [Now Playable]

gameguard wrote:Have not played with range 1 necro spells but I fail to see how turning spells into melee fits a positional magic theme.
Positioning to use a range 1 spell is harder than positioning to use a range 7 spell

Friday, 6th December 2019, 19:00

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation [Now Playable]

I think refrigeration is still the worst level 6 spell. Sure it does 1/3rd more damage now (4d(5+power/10) instead of 3d(5+power/10)) but the damage was really bad in the first place.

Monday, 2nd December 2019, 17:06

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36797

Re: Poll: What do you think about shaft effects?

if shafts aren't dangerous past early game it's because nothing is dangerous past early game; that would be a problem with past-early-game, not with shafts

Friday, 29th November 2019, 00:48

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 36797

Re: Poll: What do you think about shaft effects?

But there are a ton of things you can do to minimize the risk of malmutation and paralysis before they happen...

Thursday, 28th November 2019, 03:54

Forum: Crazy Yiuf's Corner

Topic: Oh No The Scientists Are Watching Start Acting Weird

Replies: 7

Views: 3030

Re: Oh No The Scientists Are Watching Start Acting Weird

hey what's wrong with being a dipshit on welfare?

Sunday, 24th November 2019, 18:20

Forum: YASD! YAVP! and characters in progress too

Topic: Yet another shaft death ended streak of Nebukadnezar

Replies: 6

Views: 2519

Re: Yet another shaft death ended streak of Nebukadnezar

I watched the ttyrec of this death, and it exhibited severe mistakes, to the point of looking like a suicide. They sighted a worker ant and instead of moving back to explored territory to mitigate noise, they fought it immediately, then when the black bear and gnoll appeared they key-mashed against ...

Saturday, 23rd November 2019, 07:44

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 6212

Re: Items scattering

Items on the ground give you information about where monsters have been, vaults, and how many more items could be in unexplored space. You'd be putting yourself at a disadvantage by using that option. And item scattering is a prerequisite for it...

Saturday, 23rd November 2019, 01:25

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation [Now Playable]

thats a lot of writing for someone who didnt read the OP

Wednesday, 20th November 2019, 02:16

Forum: Dungeon Crawling Advice

Topic: immolation/serpent's lash

Replies: 7

Views: 3757

Re: immolation/serpent's lash

No, the explosion is immediate.

Wednesday, 20th November 2019, 02:15

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99448

Re: Positional Attack Spells

"Differentiation from ranged combat" is kind of a red herring. As you say, ranged combat in its current form is a strictly less interesting version of melee with an interface that is 5000% worse. This is bad, which is why so many developers have expressed a desire to change ranged combat. ...

Tuesday, 19th November 2019, 03:02

Forum: Dungeon Crawling Advice

Topic: Evaluating armour (melee dude)

Replies: 10

Views: 4466

Re: Evaluating armour (melee dude)

MrDizzy wrote:Some time ago, I read somewhere (maybe here) that on a melee dude the most import factor for choosing body armour is GDR
Can you tell me where you read this, so that I can use my +9 rapier of distortion on the people responsible

Tuesday, 19th November 2019, 03:00

Forum: Dungeon Crawling Advice

Topic: Ru: Is max piety worth it?

Replies: 6

Views: 3098

Re: Ru: Is max piety worth it?

yes

Sunday, 17th November 2019, 19:41

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation

Minimum ranges aren't going to be a good fit for DCSS unless you get rid of speed 10 monsters. Consider why all the suggestions to penalize launchers at close range are (rightly) dismissed out of hand. I distributed the executable to the Korean DCSS community and received feedback from people. I'm s...

Friday, 15th November 2019, 22:26

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 6212

Re: Items scattering

Slap and stab wrote:Also, while we are on off-topic, is duvessa = tealizard?
I would never propose something like tealizard's conjure flame suggestion, even on an alt.

Friday, 15th November 2019, 19:13

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 6212

Re: Items scattering

Item scattering is a more appealing proposal than it used to be, since the work to move items around is already partly done (closing doors)... but it would be way better if monsters just didn't drop items at all. When a monster dies its inventory should just be destroyed. As usual, I've proposed thi...

Friday, 15th November 2019, 05:39

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation

A "seek out the invis monster" property seems too strong for an L1 spell corona negates monster invis and is considered one of the weakest level 1 spells in the game, it's probably fine. especially when the book has sticky flame anyway also, glancing at the inner flame change again, maybe...

Thursday, 14th November 2019, 09:35

Forum: Game Design Discussion

Topic: Divine Exegesis piety cost should not be static

Replies: 9

Views: 3762

Re: Divine Exegesis piety cost should not be static

If you're rarely using Apportation (or summon butterflies etc.), you're not using it right.

Wednesday, 13th November 2019, 20:21

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49592

Re: Positional Attack Magic Implementation

The purpose of the Sting change is lost on me - it's still a manually targeted spell with range greater than 1, so the interface remains just as cumbersome as before, surely? Searing Ray still has that issue as well. Really glad to see IMB and Dazzling Spray fixed, though. I really think you should ...

Sunday, 10th November 2019, 04:37

Forum: Game Design Discussion

Topic: Divine Exegesis piety cost should not be static

Replies: 9

Views: 3762

Re: Divine Exegesis piety cost should not be static

I think the use cases for exegesising lower level spells are very few, even if you do lower the piety cost. Low level spells, being low level, are easy to cast without exegesis. If you are some spell-less character in heavy armour that switched to Sif late in the game so you could exegesis level 8/9...

Wednesday, 6th November 2019, 05:08

Forum: Dungeon Crawling Advice

Topic: I play so slooowly

Replies: 14

Views: 5805

Re: How do people play so fast?

Stop seeing things as words and sentences. For example, it's a waste of time to read the full message "You are feeling very hungry", when all the information can be gleaned by just seeing that "very hung" appeared in yellow. It's even worse if you read by sounding things out with...

Tuesday, 5th November 2019, 02:41

Forum: Game Design Discussion

Topic: shops -> machines

Replies: 5

Views: 2007

Re: shops -> machines

I think scrolls of acquirement are related, since they are pretty much the feature you describe here.

Saturday, 26th October 2019, 04:07

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6532

Re: Simplify silence, and remove it as a player spell

Magical abilities: does not ignore antimagic, some are affected by silence, while others are not. <-- none are affected by silence This isn't true. Vault wardens' door sealing, Xtahua's paralysis, Rupert's paralysis and confuse, and Geryon's hell beast summoning are magical abilities that are preve...

Friday, 25th October 2019, 10:39

Forum: Game Design Discussion

Topic: New rune lock proposal

Replies: 9

Views: 3527

Re: New rune lock proposal

duvessa: I am not a speedrunner, but I always thought they distinguish 3-rune and 15-rune speedruns? Then this will just create a new category, 0 rune speedruns, which is way less interesting, yes. But I don't think 3-rune speedruns would stay around for long after this change. You'd get the lowest...

Wednesday, 23rd October 2019, 18:29

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6532

Re: Simplify silence, and remove it as a player spell

Shtopit wrote:To make an example, compare with opening doors: the question right now is "does it have hands?"
How am I supposed to know whether an ugly thing has hands

Wednesday, 23rd October 2019, 18:25

Forum: Game Design Discussion

Topic: Information leaks in animations

Replies: 2

Views: 1558

Information leaks in animations

I will claim, without attempting proof, that disabling animations in your options shouldn't give you a gameplay disadvantage. Currently it does. This is most noticeable with the removal of blowguns. If one kobold in a pack of kobolds throws a poisoned dart at you, you want to know which kobold did i...

Wednesday, 23rd October 2019, 01:43

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7757

Re: Food suggestion

The extra cost of high-level spells is skill points

Tuesday, 22nd October 2019, 20:24

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6532

Re: Simplify silence, and remove it as a player spell

The proposal itself seems to be doing something more radical than simplification: namely removing Silence as a player spell. It might be more radical, but it's still not very radical. Removing a single player spell is something that happens all the time. And in this case it's even a pretty weak pla...

Tuesday, 22nd October 2019, 03:03

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6532

Re: Simplify silence, and remove it as a player spell

chequers wrote:PS, There might be a complaint that this leads to confusing lore. How does silence prevent crocodiles sprinting?
You can always just rename it to something other than "silence".

Sunday, 20th October 2019, 19:35

Forum: Game Design Discussion

Topic: New rune lock proposal

Replies: 9

Views: 3527

Re: New rune lock proposal

I worry that this will reduce both turncount runs and realtime speedruns to exercises in startscumming (even more than turncount runs currently are). Since you can conceivably just luck your way through Zot and orbrun after a few hundred or thousand attempts, whereas having to luck through rune bran...

Sunday, 20th October 2019, 19:30

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6169

Re: Stash (bag of holding)

Nekoatl, you've correctly identified the problem that DCSS gives you too many useful items to fit into a convenient inventory. But your solution is to...make the inventory less convenient so you can fit more items in it? That is not a good solution. Instead, if you want to retain DCSS's item system ...

Friday, 18th October 2019, 20:27

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7757

Re: Food suggestion

As someone who has played mummy more than any other species, being able to use millions of turns is bad actually. There needs to be something pushing the player forward, and unless you massively restructure the game, it's going to look a lot like food (a gradually increasing turn limit). Chunks shou...

Wednesday, 16th October 2019, 01:55

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99448

Re: Positional Attack Spells

Pretty sure balance concerns are irrelevant here. Also there's like, a 99% chance that Conjure Flame will remain the best conjurations spell in the game after these changes

Wednesday, 16th October 2019, 01:47

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99448

Re: Positional Attack Spells

I don't think this delay mechanic on Conjure Flame is an improvement. It prevents it from being used to create a gap against a monster that is faster than you and already adjacent to you, sure. But I don't think that usage is more degenerate than using it to maintain a gap by casting it a couple tur...

Monday, 7th October 2019, 01:15

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6091

Re: Neutral monsters bad

That's true. So on reflection I think I prefer a different solution: make most of these monsters hostile. It is much further away from the current behaviour, but gets rid of all the problems that these monsters introduce. The flavour change is easy for Pikel and Kirke: their enchantments persist eve...

Saturday, 5th October 2019, 19:28

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6091

Re: Neutral monsters bad

Sorcerous wrote:But you still want to use them as allies for some reason, and you use #optimalworkarounds in order to use them in an obviously unintended way. You willingly inconvenience yourself and this thread is the result.
At no point did I claim that I, personally, do that

Saturday, 5th October 2019, 02:21

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4130

Re: new demonspawn muation proposals

Maybe three levels per mutation is just too many.

I also want to note that we have three Ds mutation facets dedicated to retaliating against monsters that attack you in melee (passive freeze, spiny, foul stench). That's kind of silly.

Saturday, 5th October 2019, 02:20

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6091

Neutral monsters bad

"Good neutral" monsters (like freed slaves, unhogged humans, Jiyva slimes, that quokka in the Elyvilon altar vault) and "neutral" monsters (Lugonu's corruption, some other vaults) can be used as allies, but it's annoying to do so because you can't order them around, so if you wan...

Friday, 4th October 2019, 04:58

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4130

Re: new demonspawn muation proposals

Magic Hands seems redundant with wild magic; why not just make wild magic a Ds mutation facet instead? As with robust. A mutation that replicates an existing spell is not a good design, think of a different effect for the first level of that mutation. I'm gonna have to ask everyone to be more specif...

Wednesday, 25th September 2019, 03:32

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 10103

Re: Unrandart proposals

so make ammo always mulch and increase ammo stack sizes to compensate. this has nothing to do with unrands and isn't why using '.' is optimal with damnation.

Monday, 23rd September 2019, 16:37

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 10103

Re: Unrandart proposals

damerell wrote:It could surely remain a cloak but recharge like an XP evoker.
Then it would often be optimal to swap to a different cloak while it's inert, which would be bad.

Monday, 23rd September 2019, 15:42

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 10103

Re: Unrandart proposals

Make bolts fired by Damnation only explode if they actually hit a monster. This way using it wouldn't involve so much targeting with '.' and changing the target from the default. Get rid of Bloodbane or give it a real gimmick, there are several more flavourful *Rage unrandarts already. Make +Rage/*R...

Tuesday, 17th September 2019, 03:09

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 4650

Re: Making D:1 more interesting for newer players

Oh yeah, letting serial_shops place on D:1-3 would probably really help too. Sure characters won't really have any gold with which to buy stuff, but seeing a shop is "exciting", I think. And you can change the 20% chance-per-level to a 16% chance so that the total number of shops in Dungeo...

Monday, 16th September 2019, 02:55

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 12667

Re: Fedhas rework

can we also remove Hepliaklqana in 0.24
Mod note: Here is your Image of punishment, as promised.

Saturday, 14th September 2019, 09:54

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 4650

Re: Making D:1 more interesting for newer players

Top-tier unenchanted two-handed weapons (such as triple crossbows) could inform player choice without providing a short-term boost. (Because, unlike demon weapons, they wouldn't be worth using on early D.) Um, early D is generally the place where those weapons are strongest: their damage/delay comp...

Saturday, 14th September 2019, 05:48

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 4650

Making D:1 more interesting for newer players

Objstat results generating D:1 500,000 times. (Thanks to gammafunk for turning the objstat files into a spreadsheet). New players often complain that the early game is boring. While I never felt this way about, say, D:5, I can absolutely see why someone would feel this way about D:1. People who are...

Wednesday, 11th September 2019, 05:15

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4866

Re: Demonspawn Rerolls

What is it without demonspawn that makes people suggest so many pure newbie-trap abilities? Toggle demonic guardian, toggle nightstalker, toggle magic shield, and now delaying mutations. I get that you want to play a strictly worse human and the mutations are getting in the way of that, but at some ...

Tuesday, 10th September 2019, 03:19

Forum: Game Design Discussion

Topic: Formicids should not be able to use PoG

Replies: 24

Views: 6796

Re: Formicids should not be able to use PoG

Also stasis prevents Xom from swapping you with a monster, but doesn't affect Lugonu's Bend Space ability. Or provide immunity to banishment, which would make a hell of a lot more sense than immunity to paralysis

Tuesday, 10th September 2019, 02:04

Forum: Game Design Discussion

Topic: Formicids should not be able to use PoG

Replies: 24

Views: 6796

Re: Formicids should not be able to use PoG

PoG's intended flavour is that it makes space itself connected at the two gateways, so you just walk through one and it leads to the other, with no teleportation involved; the magic is messing with space, not you. Like the thing sci-fi writers came up with when people pointed out that "disassem...

Tuesday, 10th September 2019, 01:54

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 19636

Re: Formicids should not get swift

There's got to be a joke in here somewhere about being dummy thicc
PreviousNext

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.