Search found 1776 matches

Thursday, 23rd July 2015, 09:41

Forum: Crazy Yiuf's Corner

Topic: Crown of Eternal Torment

Replies: 130

Views: 24256

Re: Crown of Eternal Torment

so why didn't blowgun of the assassin get this much drama I'd be fine with it being removed for cheapening torment (even if it's an item you see once in 10-50 winning games, like with most fixedarts) it's the "it's objectively awful and we must protect our stupid players" reasoning that t...

Thursday, 23rd July 2015, 09:36

Forum: Dungeon Crawling Advice

Topic: Enchanter and Conjurer are way too luck dependent. And more.

Replies: 74

Views: 14066

Re: Enchanter and Conjurer are way too luck dependent. And m

Is there a way to quickly kill ice trolls? Wandered into one in the ice cave without any rC (don't ask; I was doing just fine until that thing showed up thanks to confuse + dazzle). And while I find it hard to believe fist only does one damage less, it doesn't really change the fact that a Tengu Co...

Wednesday, 22nd July 2015, 20:01

Forum: Crazy Yiuf's Corner

Topic: Unrand: The Scourge of Mennas

Replies: 16

Views: 2958

Re: Unrand: The Scourge of Mennas

It would work well with evocations, too. It would make a decent walking-away-from-annihilators tool, if nothing else.

Wednesday, 22nd July 2015, 14:03

Forum: Crazy Yiuf's Corner

Topic: Air Walk

Replies: 8

Views: 1623

Re: Air Walk

daggaz wrote:How does a cloud wear jewelry? Unless you are sitting in a lamp, this should meld everything, including weapons.

Flavor-wise, I don't have any problem picturing puffs of wind or clouds moving small rings about. If it were tornado form, I could see a whirlwind moving weapons.

Tuesday, 21st July 2015, 01:33

Forum: Crazy Yiuf's Corner

Topic: FR: rename goblins to halflings.

Replies: 18

Views: 3669

Re: FR: rename goblins to halflings.

Why not rename player halflings to goblins? That way Robin and Ijyb don't need to change.

Monday, 20th July 2015, 17:04

Forum: Crazy Yiuf's Corner

Topic: How spell noise ruins everything

Replies: 45

Views: 7472

Re: How spell noise ruins everything

Conjurations are really powerful, especially the Air school. It's important to handicap the higher-level damage spells by making them noisy in addition to having many of them be 2-school and require a ton of XP, otherwise they would just be overpowered. :^) Make them weaker then, not noisy. Having ...

Monday, 20th July 2015, 15:24

Forum: Crazy Yiuf's Corner

Topic: Amulet of Virtuosity

Replies: 23

Views: 3624

Re: Amulet of Virtuosity

"Sometimes good and sometimes not" sounds like a better recipe for interesting decisions than "Always/never better than any alternative."

This is kind of like using brilliance to cast a spell you haven't trained for, but In jewelry form. I like the idea.

Monday, 20th July 2015, 15:20

Forum: Crazy Yiuf's Corner

Topic: How spell noise ruins everything

Replies: 45

Views: 7472

Re: How spell noise ruins everything

It can be a pain in lair with all the plants around, but Static Discharge is great against things that have defenses or come in groups.

Monday, 20th July 2015, 13:07

Forum: Dungeon Crawling Advice

Topic: Enchanter and Conjurer are way too luck dependent. And more.

Replies: 74

Views: 14066

Re: Enchanter and Conjurer are way too luck dependent. And m

No time component to sleeping huh... no kidding. Then can it be made that the opponent is simply forced to stay asleep for enough time that I can EH them out of range and go in for the kill? Even the stealthy spriggan gets caught eventually. Currently, EH'd opponents are guaranteed to stay asleep f...

Monday, 20th July 2015, 10:24

Forum: Dungeon Crawling Advice

Topic: Enchanter and Conjurer are way too luck dependent. And more.

Replies: 74

Views: 14066

Re: Enchanter and Conjurer are way too luck dependent. And m

There is no time component to how long enemies stay asleep. They stay asleep forever unless something wakes them up. If other enemies can see you, they wake up the sleeping enemy, even if they are asleep themselves. So don't try to sneak up on groups unless you have lots of dex and stealth and the e...

Friday, 17th July 2015, 19:13

Forum: Game Design Discussion

Topic: Wanted: Conjure ice

Replies: 3

Views: 1114

Re: Wanted: Conjure ice

Which would be better: -Current summon ice beast, which randomly places an ice beast, but can support up to three allies or -Placing a single ice beast in a position chosen by the player or -Placing up to three ice beasts in chosen positions, but as a level 6 spell instead of a level 4 spell Could b...

Friday, 17th July 2015, 14:49

Forum: Crazy Yiuf's Corner

Topic: Wizards should have the same starting stats as other mages

Replies: 50

Views: 8871

Re: Wizards should have the same starting stats as other mag

Yeah, if you are a completionist aiming for all species/background combinations, then there really isn't a difference between a troll fire elementalist and a troll enchanter. If you are exploring the different play styles that the game offers, a Deep Elf Air Elementalist plays differently from a Dem...

Friday, 17th July 2015, 13:59

Forum: Crazy Yiuf's Corner

Topic: The Alligator/Crocodile Conundrum

Replies: 10

Views: 2007

Re: The Alligator/Crocodile Conundrum

Yeah, trample sometimes knocks you out of your choke point and lets more of a pack through to hit you, but often it is toothless because you have lured one enemy away or because the trample moves you away from the pack and into a safer position. A reverse trample that moved you and the enemy in the ...

Friday, 17th July 2015, 13:09

Forum: Dungeon Crawling Advice

Topic: Poisonous or Freezing Cloud?

Replies: 10

Views: 2545

Re: Poisonous or Freezing Cloud?

The nice thing about poison clouds is you can walk through them with one pip of resistance. So you don't stand around waiting for them to dissipate while 5 doesn't work because you need to read about plants freezing.

Thursday, 16th July 2015, 23:35

Forum: Dungeon Crawling Advice

Topic: Stat potions should last as long as stat drains

Replies: 5

Views: 1284

Re: Stat potions should last as long as stat drains

Stat drains are highly variable. I recently had a game where I would get hit by draining attacks in Depths, and during the same turn my attacks would kill enough enemies to remove the draining. The next game, the first enemy I encountered hit me once with a dagger of draining. My skills all went to ...

Thursday, 16th July 2015, 12:31

Forum: Crazy Yiuf's Corner

Topic: Wizards should have the same starting stats as other mages

Replies: 50

Views: 8871

Re: Wizards should have the same starting stats as other mag

I think it's generally considered that having a weapon selection list is "clunky interface" and it's only in the game because nobody patched in a better alternative. I'm not looking up the numbers right now, but if fighters currently can choose to have a long sword and 3 long blades skill...

Wednesday, 15th July 2015, 18:12

Forum: Game Design Discussion

Topic: Randomize Rings of Magical Power

Replies: 15

Views: 2884

Re: Randomize Rings of Magical Power

I'd rather see Str+, Str++, Str-, and Str-- properties, where each + or - was always worth the same number (5-8, but 6 is probably my vote) than see all possible numbers on gloves. In the same way, I could go for rings of magical power that were MP-, MP+, and MP++ where the effect was double the cur...

Wednesday, 15th July 2015, 13:39

Forum: Dungeon Crawling Advice

Topic: God gifts and shortblades

Replies: 15

Views: 2922

Re: God gifts and shortblades

If tornado is a possibility, then airstrike is wonderful against dancing weapons.

Wednesday, 15th July 2015, 12:30

Forum: Dungeon Crawling Advice

Topic: Kobolds

Replies: 23

Views: 4512

Re: Kobolds

Does frenzy work like discord on a target or just berserk it? Yes, but it's hard to use it well...Note that if you use it on say...dispater...he will proceed become neutral, but not berserk (he can't berserk). And proceed to Iron Shot the Fiends around him.There are very few good targets for frenzy...

Wednesday, 15th July 2015, 12:13

Forum: Game Design Discussion

Topic: Buff or Remove Exploding Ammo

Replies: 9

Views: 1945

Re: Buff or Remove Exploding Ammo

It's normal ammo that NEVER MISSES, always mulches, makes noise, and has fireball targeting. The extra damage could be 0 and it would be worth using on occasion- bogarts behind summons, for example, or anything in the early game when you haven't trained launcher skill. I'm assuming the full damage o...

Tuesday, 14th July 2015, 17:56

Forum: Crazy Yiuf's Corner

Topic: FixedArt Ideas

Replies: 14

Views: 2925

Re: FixedArt Ideas

Maybe it would be better as a weapon with an interesting bonus that has a penalty that grows over time, but resets to 0 when it is used to kill a demon. Duplicating existing items is not as fun as having something different. Possible bonuses: Attacks on one demon hurt all other demons in LOS. Blocks...

Tuesday, 14th July 2015, 14:12

Forum: Game Design Discussion

Topic: Allow better autopickup settings.

Replies: 5

Views: 1151

Re: Allow better autopickup settings.

In the early game, you have plenty of free slots and don't want to be picky about brands. If you find a stack of 20 flaming arrows before you find a stack of plain arrows, you probably want them. So yes, you want arrows on autopickup.

Tuesday, 14th July 2015, 12:32

Forum: Suggestions & Criticism

Topic: New joke forum

Replies: 10

Views: 3936

Re: New joke forum

Why not keep yuiff for random thoughts, and add a design brainstorming forum?

Personally, I view all posts from the "Search for New posts" link and never know what forum any post is in.

Tuesday, 14th July 2015, 10:26

Forum: Game Design Discussion

Topic: Randomize Rings of Magical Power

Replies: 15

Views: 2884

Re: Randomize Rings of Magical Power

Yeah, +2 or even +4 stat rings are just like comfort blankets. A +8 stat ring will change your character. (I think it was a +8 Dex shield that I am recalling fondly.) +3 AC/EV rings make a difference at low levels and should probably stay. But just like FR++ is a nice find on some artefacts, MP++ or...

Monday, 13th July 2015, 16:10

Forum: Game Design Discussion

Topic: Remove D:1 Jackal Packs

Replies: 13

Views: 3102

Re: Remove D:1 Jackal Packs

Rast's numbers make it look like in practice, jackals are not more dangerous than other enemies on D1 for low level characters. Could it be that most of those deaths are from people who don't understand what they are doing, and the problem is that good decisions don't reduce deaths to jackals like t...

Sunday, 12th July 2015, 21:05

Forum: YASD! YAVP! and characters in progress too

Topic: Going through the backgrounds: [CIP] DrSk, low MR

Replies: 73

Views: 14810

Re: Working my way through the backgrounds: Dith for a stabb

When you try to hex something, 50% of the time your Dith shadow will attempt to hex it again. The second time, it uses the monster spell instead of the player spell. So if you get a bad roll, it often works anyway. I think that's the best thing about Dith for enchanters.

Friday, 10th July 2015, 17:43

Forum: Crazy Yiuf's Corner

Topic: New Background: Merchant!

Replies: 15

Views: 3017

Re: New Background: Merchant!

It couldn't be a plant joke? Goldenrod is a common wildflower in North America that has been cultivated for rubber.

Friday, 10th July 2015, 10:59

Forum: Dungeon Crawling Advice

Topic: Does anyone wield-id weapon artifacts?

Replies: 6

Views: 1714

Re: Does anyone wield-id weapon artifacts?

I'll carry around an artifact weapon of the wrong base type if it has rElec or SInv or +Blink. So I'll wield-ID random artifacts until I find those intrinsics somewhere. Somewhere might be other equipment or a spell book. Poison resistance was on the list when you could eat chunks with it.

Thursday, 9th July 2015, 20:28

Forum: Crazy Yiuf's Corner

Topic: New Background:Noisemaker.

Replies: 8

Views: 1833

Re: New Background:Noisemaker.

Hill Giant skulls should give two handed shields when enchanted. Stone Giant skulls should give two handed shields of protection when enchanted. Frost & Fire Giant skulls should give two-handed shields of frost & fire resistance with wizardry bonuses to their elements. Cyclops skulls have a ...

Thursday, 9th July 2015, 13:07

Forum: Game Design Discussion

Topic: [FR] Brilliance gives sInv

Replies: 5

Views: 1577

Re: [FR] Brilliance gives sInv

It sure beats carrying a randart club, and is no worse than swapping a ring. To bikeshed: "Potion of Insight?" Or if it remains "brilliance," the potion could give a TSO-like halo that lets you see invisible enemies nearby. So it's good against unseen horrors and sky beasts, but ...

Wednesday, 8th July 2015, 17:46

Forum: Crazy Yiuf's Corner

Topic: FixedArt Ideas

Replies: 14

Views: 2925

Re: FixedArt Ideas

If you think of it as a rod of fireball with 40 charges, it's not so bad. Between never missing, hitting around corners, and hitting behind the first row of enemies, exploding ammo can be useful.

Wednesday, 8th July 2015, 17:42

Forum: Game Design Discussion

Topic: Buff Executioners

Replies: 19

Views: 3078

Re: Buff Executioners

Are there still miscasts and hostile Makhleb summons of Executioners that lower level players encounter? Does this make them too powerful for those scenarios? I used to feel like Executioners were dangerous, but it seems like I haven't made it far enough to see one without having adequate defenses i...

Wednesday, 8th July 2015, 10:28

Forum: Crazy Yiuf's Corner

Topic: Cigotuvi's Violent Unweaving

Replies: 5

Views: 1353

Re: Cigotuvi's Violent Unweaving

Zombies expire these days.

Tuesday, 7th July 2015, 19:10

Forum: Game Design Discussion

Topic: stop putting the starting bread ration in slot 'e'

Replies: 4

Views: 1301

Re: stop putting the starting bread ration in slot 'e'

"ee" or "ey" should eat chunks, not permafood. Permafood that you pick up is specially assigned to not be in slot e or y if avoidable, but food that you start the game with is often in slot e.

Tuesday, 7th July 2015, 19:08

Forum: Game Design Discussion

Topic: Dithmenos should recognize Erica as a "source of fire"

Replies: 6

Views: 1781

Re: Dithmenos should recognize Erica as a "source of fire"

Inner Flame or Ring of Fire seem to fit the rage theme. Either would change at least some characters' tactics.

Flame Tongue would be more fun than Bolts/Throw.

Monday, 6th July 2015, 21:01

Forum: Game Design Discussion

Topic: Background Idea: Supplicant

Replies: 29

Views: 12043

Re: Background Idea: Supplicant

If AK can start in the abyss, why not let some background start in the temple? You get altars to choose from, but you are on a deepish dungeon level with starting skills. Is it worthwhile to fight upwards through hostile territory to look for easier piety, XP, and loot?

Monday, 6th July 2015, 19:11

Forum: Crazy Yiuf's Corner

Topic: Unrandart: root of all evil

Replies: 6

Views: 1584

Re: Unrandart: root of all evil

If they turn into full-fledged plants, then it would take a while to cut them up so you can explore on the other side. Unless you kill everything in open areas, which makes the plants meaningless. The loss of corpses wouldn't make food relevant, but having to kill dozens of plants on each level migh...

Monday, 6th July 2015, 17:45

Forum: Game Design Discussion

Topic: Dithmenos should recognize Erica as a "source of fire"

Replies: 6

Views: 1781

Re: Dithmenos should recognize Erica as a "source of fire"

Could she be given a fire spell with a 0% weighting that prevented her from casting it? Would that be easier than changing Dith code?
Or give her the old spell that made a weapon fire branded, and a randomly branded scimitar? Let the monster version override weapon brands.

Monday, 6th July 2015, 13:15

Forum: Crazy Yiuf's Corner

Topic: Unrandart: root of all evil

Replies: 6

Views: 1584

Re: Unrandart: root of all evil

I expected this to be some kind of gozag-in-a-weapon proposal, since "the love of money is the root of all evil." To wit: +1 to slaying for each piece of gold in sight with no walls in the way. Once a piece of gold is in sight, you can't unequip the weapon or move to a place where you can'...

Monday, 6th July 2015, 02:15

Forum: Game Design Discussion

Topic: Remove or Revert Mimics

Replies: 6

Views: 1723

Re: Remove or Revert Mimics

If mimics activated when you walked into the portal or picked up the item, then became an enemy to defeat, then became the item they mimicked, would there be scumming? There would be a reason to come back and defeat the thing rather than escape and exclude it. The portal should probably always eithe...

Thursday, 2nd July 2015, 11:24

Forum: Crazy Yiuf's Corner

Topic: Hex Rods

Replies: 7

Views: 1532

Re: Hex Rods

I think it would be difficult to put the spellpower into a persistent area to be checked for the Muting effect- it's why it was hard to balance mephitic cloud. The recent idea of a poison spell that uses an acid cloud to reduce AC would fit a rod better than the poison school. A Searing Ray/Stormcal...

Wednesday, 1st July 2015, 15:09

Forum: Crazy Yiuf's Corner

Topic: Why Not VSFi?

Replies: 13

Views: 2807

Re: Why Not VSFi?

Yeah, "not highlighted" is not meant to be anything like "not viable." It's just not one of the very few things to show off how that race works or is different from other races. There's no good reason that VSFi couldn't be highlighted, but then there would be too many things high...

Wednesday, 1st July 2015, 00:40

Forum: Crazy Yiuf's Corner

Topic: Butterfly race

Replies: 11

Views: 2139

Re: Butterfly race

Do they have permanent confusion?

Sunday, 28th June 2015, 12:02

Forum: Game Design Discussion

Topic: put Titans in Shoals sometimes

Replies: 11

Views: 2491

Re: put Titans in Shoals sometimes

I think we either need a flight reform where we add a bunch more disadvantages and advantages of flight to make it a more interesting mechanic, or just remove the disadvantages and make it always a good thing. Enemies with ranged attacks should be able to target flying players when other enemies ar...

Sunday, 28th June 2015, 11:20

Forum: Crazy Yiuf's Corner

Topic: New item: Rod of Cooling

Replies: 14

Views: 3210

Re: New item: Rod of Cooling

I think that "There is a reliable way to produce fire clouds with evocations, but not ice clouds" is a not a problem that should be solved, but a differentiation between fire and ice that should be celebrated. It helps keep enemies and branches different, which is a good thing. There shoul...

Saturday, 27th June 2015, 10:34

Forum: Dungeon Crawling Advice

Topic: Pain, Elec, Scrolls, Kiku

Replies: 21

Views: 5903

Pain, Elec, Scrolls, Kiku

I'm about to enter Lair with a HOFi of Kiku. I have a +0 whip of electrocution, a +1 whip of flaming, no other weapons of note. (blowgun, only poison needles, no throwing) I have 7 scrolls of enchant weapon. I have excruciating wounds in a book. I'm at 4* piety with about 10 Necro skill. It seems my...

Friday, 26th June 2015, 15:07

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15340

Re: Let undead players leave ghosts

Maybe it's kind of one bones file that generates both ghosts, since it's the fact that the player was killed by a ghost that makes the second (earlier?) ghost appear? So maybe in a way, there is only one bones file processed per level? But I know I have had exclusions on three ghosts on the same lev...

Friday, 26th June 2015, 13:34

Forum: Dungeon Crawling Advice

Topic: Abyss is death sentence for lowbies

Replies: 34

Views: 11427

Re: Abyss is death sentence for lowbies

Avoiding banishment from afar: -Train stealth so you can walk away -Summon something to get in the way -Move so that enemies will be in the way -Use ranged weapons, wands, spells, breath, or invocations to disable or kill the threat -Magic resistance helps I've opened a door and been banished on the...

Friday, 26th June 2015, 13:26

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15340

Re: Let undead players leave ghosts

If there are multiple ghosts, it is because one of those ghosts killed the other players on that level.
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