Search found 1130 matches

Wednesday, 30th March 2011, 16:00

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23757

Re: Racial/Fighting HP

Sorry, maybe I did not read the last proposal. It seems very close to my proposal, altough I'm not familiar with the current formula. Also, giving a little bit more hp to everyone to help casters, would be good. And completly independent from this, but I do like KoboldLord's idea about the racial hp...

Wednesday, 30th March 2011, 15:46

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23757

Re: Racial/Fighting HP

I've already mentioned that in the previous tread, but maybe nobody read it there, so I repeat. I do not really like the idea that hp from fighting is changing by species. (Even that I do like KoboldLord's idea because that's simple and intuitive - it would be a huge help for beginners.) I think thi...

Wednesday, 30th March 2011, 12:11

Forum: Game Design Discussion

Topic: 0.8 trunk second impressions.

Replies: 16

Views: 3762

Re: 0.8 trunk second impressions.

I would prefer to remove amnesia scrolls completly, or at least make as rare as acquirement. Forgetting from books are enough for most characters. And make Sif's ability cheap or even free in piety. That would make Sif stand out much more. Currently if you are lucky and find some nice spellbooks or ...

Friday, 25th March 2011, 12:39

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

Seems more like a class idea rather than a race, even though aptitudes are racial. If this was to be implemented I would want to see "Red mage" play style implemented. If a character can be allowed to master in only one school of magick and murder with it, I would like to see a jack off a...

Thursday, 24th March 2011, 07:14

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

And then multischool spells only can be learned if all spell schools are choosen? If only one is enough, then it will still provide a broad spell selection, altough the choice between cha/trl/trm would matter a lot (as well as conj/hex/summ, but that's not so hurting, since they use different play s...

Wednesday, 23rd March 2011, 15:01

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

I do not think that the aptitudes do not matter. Try to play with a DE conjurer or a minotaur one in wizard mode, set attributes to the same, only using the first book for some time, no melee - you will se that the DE will learn the spells much quicker. Also, you can change the aptitude to +5, if +4...

Wednesday, 23rd March 2011, 14:45

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

Yes, that's what I feared. But maybe it can be adjusted. First, give aptitudes relative to that school's power, so air won't get 4, but only 2, so you are not much better than a high elf (with better spellcasting but worse fighting). If some shools are too underpowered, they may get even better apti...

Wednesday, 23rd March 2011, 14:36

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

I understand that why choosing your aptitudes is bad in most cases. However, this suggestion is not about choosing the aptitudes. You need to choose the ONLY school you can learn spells from. So if you choose conjurations, than you are UNABLE to learn swiftness, blink, repel missiles, etc, but you c...

Wednesday, 23rd March 2011, 14:01

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Re: Spellcasting specialist species

Spriggans are actually quite close to this. The only difference is +3 to Spellcasting rather than +4. I don't think you understand the proposal - maybe my english is not clear enough. Spriggans can memorize any spell. This species is forbidden to memorize spells that do NOT belong to the choosen sp...

Wednesday, 23rd March 2011, 11:03

Forum: Game Design Discussion

Topic: Spellcasting specialist species

Replies: 13

Views: 2681

Spellcasting specialist species

Just a brainstorming idea, comments are welcome. I think I would like to try out a species which is very strong in one magic school, but unable to use others. Like this: Spellcasting: +4 Choosen magic school: +4 All other magic schools: -3 Fighting: -2 All other: 0 Get same hp as a human and same ma...

Monday, 21st March 2011, 16:12

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 21722

Re: Getting rid of Fighting.

Sorry if my proposal have been suggested an refuted, I missed it then. Currently the bonus from the fighting skill is scaleing with character level - maybe multiplies with the skill level?. Why won't we take out the character's level's effect, and replace it with the skill? Maybe a little tweaking o...

Sunday, 13th March 2011, 18:19

Forum: Dungeon Crawling Advice

Topic: Chei follower in hell

Replies: 10

Views: 2682

Re: Chei follower in hell

Well, you were right - I'm dead now, Cerebov killed me :-) Thank you for all your help. I finished the Sime Pits and 1-4 of Zot, without any trouble. Not finding abjuration, I've changed my mind, and since I had controlled blink with my ring, I've decided I'll try the Pandemonium first. My main trou...

Wednesday, 9th March 2011, 11:42

Forum: Dungeon Crawling Advice

Topic: Chei follower in hell

Replies: 10

Views: 2682

Re: Chei follower in hell

Thank you for all of the replies. Any advices are wellcome to how to continue. I haven't finished Crypt, I think I will avoid Tomb for now, and I still haven't been in the Slime Pits or Pandemonium. I have stashed a lot of other armours (including a gold dragon armour, which is not for this characte...

Monday, 7th March 2011, 16:28

Forum: Technical Support

Topic: Strange behaviour of the character notes

Replies: 0

Views: 855

Strange behaviour of the character notes

I'm not absolutely sure if this is a bug, so I decided to write up here. Also I'm usually bad at making bug reports. I noticed that when an OOD monster shows up, a note appear (which can be seen when I press ?:). I frequently used this to check if a monster is really tough. But now I noticed these l...

Monday, 7th March 2011, 16:08

Forum: Dungeon Crawling Advice

Topic: Chei follower in hell

Replies: 10

Views: 2682

Chei follower in hell

Hi advanced crawl players, I've never been in the Hells, but I have a fairly strong character now: Naga Monk of Chei. I've collected 3 runes (Snake, Vaults, Shoals), and finished the Elven Halls. I think on going and trying to grab one of the hell runes, but I've read about these hell effects. Since...

Thursday, 17th February 2011, 14:53

Forum: Dungeon Crawling Advice

Topic: Air Elementalists

Replies: 24

Views: 4820

Re: Air Elementalists

And you have levitation, if there's a lot of water. I love air elementalist. You must use every spell in your starting book to be succesful combined. Also, if you want to play a conjurer style, you should play a conjurer - as an air elementalist it's much better to play a hybrid. Pick up a weapon an...

Sunday, 13th February 2011, 10:45

Forum: Game Design Discussion

Topic: Ogre Healthcare Department

Replies: 47

Views: 11208

Re: Ogre Healthcare Department

Maybe it's just me - but I was more succesful with ogre's than with trolls. Trolls are much stronger in the beginning - till xp level 10, but after that (when both starts to be hard) ogre's are much easier for me. Maybe I do not know how to play trolls after the first part of the game. But: - Trolls...

Friday, 4th February 2011, 15:04

Forum: Game Design Discussion

Topic: Tornado spell schools

Replies: 10

Views: 2106

Re: Tornado spell schools

I understand the reasoning, but I do not really like it. If you must pay conjurations for dealing damage, than what about Shatter? Also, the game as a whole will benefit much less from this awesome spell - because conjurers already have two level 9 spells to learn. Giving a 3rd option to conjurers i...

Friday, 4th February 2011, 14:22

Forum: Game Design Discussion

Topic: Hiding around corners

Replies: 27

Views: 5888

Re: Hiding around corners

I also noticed this change and quite liked it. I think the game needs further AI changes - like intelligent monsters shouldn't mindlessly walk in a cloud. I know it's not easy to improve AI, but the game would benefit from these changes a lot.

Monday, 24th January 2011, 10:52

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - Felid Berserker

Replies: 0

Views: 1691

YAVP - Felid Berserker

Hi, this is my first victory post, and my second victory. (First one was with a DEFE, before the sticky flame nerf - both wins was in CDO, trunk version.) After my HEAE died really stupidly, this time I wanted to play lazily, so I chose a Felid Berserker. Some events: * I've died 7 times. (Hydra, El...

Sunday, 23rd January 2011, 20:48

Forum: Game Design Discussion

Topic: Enchantment split - feedback

Replies: 12

Views: 3385

Re: Enchantment split - feedback

Thanks for some clarification on the directions. I'm aware that this is a relatively new change in thrunk, so hopefully more will follow. The developers are extremly active - I've rarely see any programs (for profit or non-profit) progress this fast. What I'm really curious, is if anybody has a good...

Sunday, 23rd January 2011, 15:55

Forum: Game Design Discussion

Topic: New unrandarts

Replies: 76

Views: 20339

Re: New unrandarts

What's the difference between an unrandart and a fixdart? Anyhow, on fixed artifacts I like those the most that have a uniqe drawback, but powerful enough to worth try using it anyway. My favorite is the singing sword. I like to have some armour which is stronger than any other, but randomly blinks ...

Sunday, 23rd January 2011, 15:29

Forum: Game Design Discussion

Topic: Experience change idea: give experience pools to monsters

Replies: 30

Views: 7711

Re: Experience change idea: give experience pools to monster

I also like this whole idea. One thing that is not completly clear to me, is that the experience that is "drained" from a monster e.g. by bashing goes (partially) to a pool or goes all directly to the skill? If the former, than I think the training of non-combat skills can be solved that o...

Sunday, 23rd January 2011, 13:23

Forum: Game Design Discussion

Topic: Enchantment split - feedback

Replies: 12

Views: 3385

Enchantment split - feedback

Hi, I'd like to know other player's experience with the recent split of the Enchantment school to Hexes and Charms. Did it make the game harder for your casters, or did it make it feeld different? I guess the step was in the right direction - the enchantment school was way too broad. But I doubt it ...

Sunday, 23rd January 2011, 01:32

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74637

Re: What in Crawl isn't fun?

On the ideas about the Hive - why not make a random level a hive level in the dungeon or in the lair? It may make some intresting moments. You must be able to deal with the bees to progress, or you may try to speed dive, but than it would be dangerous to came back. It may create a milestone, and bre...

Sunday, 23rd January 2011, 00:57

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8752

Re: Early-game adjustments

I agree with danr's reasoning of boosting starting skills - it would not solve my problem of options tough. What if we give every class (who need it) one more option? It think most pure spellcasters shoulds start with two spells, like wizards have now (maybe wizards can have three). I know it would ...

Sunday, 23rd January 2011, 00:15

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8752

Re: Early-game adjustments

For me, it's not the problem that early game is hard - it's not that you lose too much time to start over. And I do not support removing out of depth items, even if they mean more sudden deaths - they usually give fun moments to the game. What I do not like is that early game is not really in your c...

Friday, 21st January 2011, 15:19

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8752

Re: Early-game adjustments

I support more monster variety for the early game. The idea with more demons is simple and I think would really benefit the early game, but may cause some balance issues - with more demons, necromancers will have a more tough time, but paladins may be easier. This may not be a problem tough, and dem...

Friday, 21st January 2011, 14:52

Forum: Game Design Discussion

Topic: EV Nerf: Not too bad!

Replies: 3

Views: 1507

Re: EV Nerf: Not too bad!

My opinion is the same. I'm absolutely pleased with the most recent AC/EV changes. Playing EV fighters is challenging, but neither very hard, nor a no-brainer, as it should be. Heavy armour is also feels playable again, and I'm especially fond of how some kind of characters can cast in heavy armour ...

Thursday, 20th January 2011, 10:49

Forum: Suggestions & Criticism

Topic: game design subsections

Replies: 6

Views: 3265

Re: game design subsections

Hi, this is my first post - but I've been an active player on CAO/CDO for some years, and a silent admirer of the game and its' developers. (Only one win though :). I think the forum is great, the wiki is best suited for a little bit more polished ideas and opinions, those that worked out so its wor...
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