Search found 3027 matches

Wednesday, 16th November 2016, 18:44

Forum: Dungeon Crawling Advice

Topic: Decent gods for mages besides Vehu and Sif

Replies: 14

Views: 4350

Re: Decent gods for mages besides Vehu and Sif

High-Invo gods are excellent for characters with low demands on their XP, which mostly means weapon-focused chars.

Wednesday, 16th November 2016, 18:05

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6045

Re: Silly species idea: Skeleton.

Gaining permanent bonuses from corpses sounds like it would strongly incentivize scumming for corpses, and I am definitely against that.

Wednesday, 16th November 2016, 14:54

Forum: Dungeon Crawling Advice

Topic: Which Builds Does Hepl Help?

Replies: 5

Views: 2515

Re: Which Builds Does Hepl Help?

Just about every character can profit from a nearly-free powerful ally that can't die.

Wednesday, 16th November 2016, 14:53

Forum: Dungeon Crawling Advice

Topic: Decent gods for mages besides Vehu and Sif

Replies: 14

Views: 4350

Re: Decent gods for mages besides Vehu and Sif

Most gods that don't demand high Invo are good gods for spellcasters, to almost but not precisely the same degree as for melee-only chars. Obviously not trog of course.

Tuesday, 15th November 2016, 18:10

Forum: Game Design Discussion

Topic: Add a line to @ to display regeneration rate

Replies: 7

Views: 2975

Re: Add a line to @ to display regeneration rate

Robe of vines initially was 10 plusses, after getting nerfed, I adjusted the display to Regen+7, IIRC.

Monday, 14th November 2016, 17:07

Forum: Dungeon Crawling Advice

Topic: Uskayaw Questions

Replies: 2

Views: 1581

Re: Uskayaw Questions

Pain Bond and Solo Time duration increases with Invocations. The duration, in AUTs, is: Solo time: min(max(10, 5 + max(1, roll_between_zero_and(1 + invo_skill * 2 + your_XL - monster_hit_dice)), 40) Pain bond: 20 + average_of_two_rolls_between_zero_and(invo_skill * 7 + your_XL - monster_hit_dice) Pu...

Saturday, 12th November 2016, 17:14

Forum: Crazy Yiuf's Corner

Topic: If you could have two gods...

Replies: 32

Views: 10116

Re: If you could have two gods...

Dith + Ru: strong defensive and offensive options for little investment.

Zin + Lugonu: extremely powerful defensive and offensive powers for a shared high investment.

Qaz + Usk: gather all the monsters around and dance. Worked better when cloud damage gave piety.

Saturday, 12th November 2016, 15:53

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 11479

Re: Make Demigods appealing

Ideas like these have come up many times on the forums if you're curious why they aren't adopted or why people like demigods as they are, take a look back at the old threads.

Thursday, 10th November 2016, 21:39

Forum: Crazy Yiuf's Corner

Topic: canada check up

Replies: 35

Views: 9340

Re: canada check up

To be fair, he might not be any one of those things, since he's also a pathological liar. :p

Thursday, 10th November 2016, 21:07

Forum: Dungeon Crawling Advice

Topic: I need some help with Uskayaw.

Replies: 8

Views: 3570

Re: I need some help with Uskayaw.

Great question! I honestly have no idea if tornado's damage is considered to be cloud-based or not.

Thursday, 10th November 2016, 19:45

Forum: Dungeon Crawling Advice

Topic: Spell Casting and Starving

Replies: 26

Views: 8287

Re: Spell Casting and Starving

You've got to stop extrapolating one person into a whole group of people.

VeryAngryFelid wrote:Learning from experience is the worst

Football is my least favorite part of Madden 2015.

Thursday, 10th November 2016, 16:19

Forum: Game Design Discussion

Topic: Let Artificer choose starting weapon

Replies: 14

Views: 4841

Re: Let Artificer choose starting weapon

My understanding of the rationale behind giving a short blade is that it's a nerf to a strong background. Getting to start with a better weapon class would be a buff. See also hunter.

Thursday, 10th November 2016, 12:35

Forum: Dungeon Crawling Advice

Topic: I need some help with Uskayaw.

Replies: 8

Views: 3570

Re: I need some help with Uskayaw.

All damage done by the player that isn't a cloud or damage-over-time. The value of damage is assessed as a percentage of the damage-receiver's max health, and multiplied by a value based on monster threat level, so that damaging scarier monsters is worth more. Amulet of faith does increase piety gai...

Tuesday, 8th November 2016, 19:52

Forum: Crazy Yiuf's Corner

Topic: Where'd the spriggan and the elf go?

Replies: 13

Views: 4196

Re: Where'd the spriggan and the elf go?

The true nature of the universe.

Sunday, 6th November 2016, 13:10

Forum: Crazy Yiuf's Corner

Topic: Where'd the spriggan and the elf go?

Replies: 13

Views: 4196

Where'd the spriggan and the elf go?

I thought we had this organized, people.

Image

Friday, 4th November 2016, 17:13

Forum: Dungeon Crawling Advice

Topic: Hexes do not become useless late game.

Replies: 113

Views: 33688

Re: Hexes do not become useless late game.

In my experience, Confuse is the absolute best hex, bar none. It's a lot like getting Banish for less investment and without taking a god. It's like banish in that landing it is essentially the same as killing the target. It's actually better than killing the target in many situations because you ca...

Thursday, 3rd November 2016, 20:49

Forum: Dungeon Crawling Advice

Topic: what is monster panel for

Replies: 53

Views: 18097

Re: what is monster panel for

If we change the question from "what's the best way to show monster threat levels?" to "what's the best way to decide how much XP a monster gives?", does it still make sense to have a link between monster danger level and xp value? My feeling is that monster danger level and xp v...

Thursday, 3rd November 2016, 20:37

Forum: Dungeon Crawling Advice

Topic: Near-optimal skill build orders for several comb.

Replies: 5

Views: 2894

Re: Near-optimal skill build orders for several comb.

Out of curiosity, what criterion are you using to define "optimal"?

Thursday, 3rd November 2016, 19:00

Forum: Crazy Yiuf's Corner

Topic: Uskayaw encourages scumming?

Replies: 4

Views: 1818

Re: Uskayaw encourages scumming?

Piety for hurting a thing is tied to the scariness of that thing, so if you lure a bunch of chumps to a scary thing and then spend turns hitting the chumps you're gaining piety slower while experiencing more danger. There are some marginal cases where you can potentially arrange chumps to get a net ...

Tuesday, 1st November 2016, 11:29

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 86

Views: 29091

Re: Demigods

Except for Sif/Veh, the usefulness of gods for melee/book background chars is mostly differentiated by one thing: XP investment. High XP gods (such as Zin, Ely, Nem, Uskayaw, even Qaz) tend to be better for melee chars, who tend to have extra XP to spare and want powerful spell-like effects. Medium...

Monday, 31st October 2016, 16:17

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 86

Views: 29091

Re: Demigods

Except for Sif/Veh, the usefulness of gods for melee/book background chars is mostly differentiated by one thing: XP investment. High XP gods (such as Zin, Ely, Nem, Uskayaw, even Qaz) tend to be better for melee chars, who tend to have extra XP to spare and want powerful spell-like effects. Medium ...

Sunday, 30th October 2016, 12:16

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 86

Views: 29091

Re: Buff Demigod Apts (including Exp)

There's been some talk about demigods' adaptability. The obvious piece of that is that their skills train slightly slowly and their stats are very high, which leaves them a bit above average on adaptability overall. What's more important is that adaptation is a core aspect of demigod gameplay, since...

Saturday, 29th October 2016, 03:44

Forum: Game Design Discussion

Topic: Rename Medium Shields

Replies: 24

Views: 8100

Re: Rename Medium Shields

There's no way we'd accept that patch. Not without triple shields.

Friday, 28th October 2016, 19:19

Forum: Game Design Discussion

Topic: Rename Medium Shields

Replies: 24

Views: 8100

Re: Rename Medium Shields

Does this argument also apply to maces and flails, or is the difference between maces, flails, and Maces & Flails enough distinction?

Friday, 28th October 2016, 19:16

Forum: Dungeon Crawling Advice

Topic: Demigods

Replies: 86

Views: 29091

Re: Buff Demigod Apts (including Exp)

Dg is objectively the most boring race. This isn't objectively true. For me, felids are the most boring race, though of course I mean boring to play. I suspect you mean something more like "demigods have the most objectively boring feature set", but that is not objectively correct either:...

Wednesday, 26th October 2016, 18:02

Forum: Dungeon Crawling Advice

Topic: Hexes do not become useless late game.

Replies: 113

Views: 33688

Re: Hexes do not become useless late game.

Confuse allows you to disable the majority of the game's dangerous monsters for a few mp from full screen range. It's powerful because it's a safe and generally fairly reliable way to get kills on many dangerous monsters for a tiny investment. There's nothing to prevent you from using it with non sh...

Friday, 21st October 2016, 20:48

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

I think it's hard to argue the following, and I see a fair amount of consensus here on the following: * Almost all imagined implementations of ranged that aren't OP involve an irritating level of weapon-switching and thus demand a ranged slot. * Ammo is irritating and goldifying ammo is a good idea....

Friday, 21st October 2016, 20:26

Forum: Game Design Discussion

Topic: Change to amulet of harm removal rules.

Replies: 14

Views: 4893

Re: Change to amulet of harm removal rules.

Sounds like it could work. Alternatively, maybe putting on and/or removing amulets of harm could cut your current HP in half. That was the original draft of the penalty for "regen, the premise being that, like faith, it takes away what it gives. Other devs didn't like the idea because it meant...

Friday, 21st October 2016, 11:20

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP (on behalf of mooon) "Ultimate Sacrifice" Felid of Ru

Replies: 40

Views: 20947

Re: YAVP (on behalf of mooon) "Ultimate Sacrifice" Felid of

That's quite an achievement! Congratulations to you, mooon; I'm happy to hear you enjoy Ru so much!

As for felids, it seems like mooon is just trying to remove a felid by the incremental approach.

Thursday, 20th October 2016, 21:52

Forum: Crazy Yiuf's Corner

Topic: DCSS TrunkWatch™: "Dismissal dismissed

Replies: 68

Views: 21498

Re: DCSS TrunkWatch™: "Dismissal dismissed

I'm not going to remove amulet of harm. At this time, I'm convinced that it is (broadly) a good item for DCSS. It may be that the draining penalty is a problem (I kind of like that it creates more penalty to the amulet ID game, but I'm not wedded to it) then it could be easily switched to *Fragile a...

Wednesday, 19th October 2016, 12:55

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

@VAF: Take, for example, the proposal to prevent ranged from working (or from doing good damage) at close range. edit: @Psieye: <Sequell> ranged reform[1/1]: [...] Optional: condense skills; maybe remove slings for ammo consistency in condensed skills.

Wednesday, 19th October 2016, 11:33

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

My fear is that by having such a clearly defined niche for ranged, it's not giving players an *alternative* play style, it's just giving players one more tool in their toolbox for the *right* way to play. I believe you're correct, but I see that as an improvement on the status quo. Right now, range...

Tuesday, 18th October 2016, 21:57

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

Making your main form of attack a consumable In my plan, ranged weapons will never be a primary attack; ammo will be sharply limited. Ranged will be a powerful alternate attack that scales heavily with investment. As such characters will need to choose whether they want to spend skill points to imp...

Tuesday, 18th October 2016, 01:21

Forum: Game Design Discussion

Topic: Ranged weapons: alternative to ammo management?

Replies: 59

Views: 15540

Re: Ranged weapons: alternative to ammo management?

I think this is the wrong direction to take ranged combat in. It does do away with the irritating aspects of it (inventory management, ammo collection), it doesn't deal with many other issues (weapon swapping, balance, distinctive playstyle). If ranged combat is going to be in crawl, it needs to be ...

Monday, 10th October 2016, 18:40

Forum: Game Design Discussion

Topic: more Sac Love religious interactions

Replies: 22

Views: 6297

Re: more Sac Love religious interactions

the only thing that would happen if you made iood/fprism/bsphere spawn hostile is confuse players into thinking their behaviour is different when it's not I thought that too, but fulminant prism has some odd effects when hostile: monsters won't try to break it, and you don't get credit/xp/piety for...

Monday, 10th October 2016, 18:25

Forum: Game Design Discussion

Topic: Display a monster's HD next to its name.

Replies: 17

Views: 5098

Re: Display a monster's HD next to its name.

Monster danger level is tied directly to monster XP value. I don't think it's consistently useful, but we can tweak things until it gets more useful. When the "smart" xp-deciding logic fails, there's a multiplier you can manually adjust to make a monster give more or less XP. I don't think...

Sunday, 9th October 2016, 16:24

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45203

Re: God Proposal: Ieoh Jian Council (Version I'll be working

There is some fun stuff going on in these proposals, and I think with good editing you could create something quite interesting. I think the best elements are spawning weapons on melee, throwing weapons that then dance, and being able to switch weapons midcombat by movement to get access to new effe...

Sunday, 9th October 2016, 13:39

Forum: Game Design Discussion

Topic: Mud and vines - a fix for kiting, luring, and pillar dancing

Replies: 28

Views: 6427

Re: Mud and vines - a fix for kiting, luring, and pillar dan

This is an interesting idea that I haven't seen before. I like a lot of things about it, but I'm concerned that auto explore may put players into situations where they have a substantial quantity of the new terrain behind them; situations they would try to avoid manually.

Saturday, 8th October 2016, 17:59

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 37894

Re: Display monster AC as range

To be clear, that post was addressing hurkyl only, and only because he felt he knew the dev team's motivations better than members of that team do.

Saturday, 8th October 2016, 15:37

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 37894

Re: Display monster AC as range

@Hurkyl: It sounds like you already have chosen your interpretation of what I'm trying to say, so there's no point in us trying to communicate.

Saturday, 8th October 2016, 15:04

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 37894

Re: Display monster AC as range

You're wrong there. We A/B tested this across a broad cross-section of demographics in a series of a 300-person trials! After three years and hundreds of thousands of dollars, we discovered that this was the best possible scenario. C'mon man, this is a labor-of-love open-source project. Of course we...

Saturday, 8th October 2016, 13:30

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 23733

Re: New Hosted Branch: Thorn God

My secret shame!!!!!

Saturday, 8th October 2016, 13:17

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 37894

Re: Display monster AC as range

Our brain cannot easily differentiate ******** from ********** why are we forcing players to count the !!!!! As dpeg said, I don't think anyone expected players to count !s and then use that as a crude numeric comparison. The increasing numbers of !s is, as I understand it, simply an unobtrusive wa...

Saturday, 8th October 2016, 00:44

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 23733

Re: New Hosted Branch: Thorn God

Thanks for the bug report. I believe I've fixed the issue.
  Code:
Prevent Wudzu from allowing you to headbutt yourself (PlatinumSpider)
https://github.com/crawl/crawl/commit/aa448fe24af8eedb0470285846876c3fd1a262bc

Friday, 7th October 2016, 13:26

Forum: Game Design Discussion

Topic: Sticky Flame Resistance On Monsters Is Terrible

Replies: 16

Views: 4602

Re: Sticky Flame Resistance On Monsters Is Terrible

Incoming chei buff!

Friday, 7th October 2016, 00:53

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 37894

Re: Display monster AC as range

I think lots of players want to be able to see AC, but I would be amazed if it turned out that knowing AC improved player decision making by a non-trivial margin. Gamers tend to assume that knowing precise numbers will help them because that's often true in games. In crawl, it is mostly not true. Th...

Friday, 7th October 2016, 00:41

Forum: Game Design Discussion

Topic: Is it odd that Inacc affects magic but +Slay doesn't?

Replies: 21

Views: 4605

Re: Is it odd that Inacc affects magic but +Slay doesn't?

Of course, we do still have gloves of archery. I'm hoping they will be more interesting after the long-promised ranged reform.

Wednesday, 5th October 2016, 21:06

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 59125

Re: a(n actual) conversation about dev/player relationships

Just to be clear, I will not base my decision to moderate based on the "value" a poster offers. I will only consider it to some degree in how quickly I escalate to more severe moderation -- bans, really. Bad behavior is bad behavior no matter who does it.

Wednesday, 5th October 2016, 17:03

Forum: Suggestions & Criticism

Topic: a(n actual) conversation about dev/player relationships

Replies: 83

Views: 59125

Re: a(n actual) conversation about dev/player relationships

I think most of the devs care about what the playerbase wants, but that doesn't mean that we'll change direction just to give them what they want. I think we all want to make a fun game that many people enjoy, but we don't all think that players always know best about what makes a great game for eve...

Wednesday, 5th October 2016, 15:16

Forum: Crazy Yiuf's Corner

Topic: Lesser Beckoning is OP!

Replies: 9

Views: 2593

Re: Lesser Beckoning is OP!

Always with the personal drama.
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