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Saturday, 20th August 2011, 19:49

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 10497

Re: Let's Talk About Hex: A Compilation Thread

Could combine the two ideas and have a separate unresistable spell to reduce resistance. - perhaps called hypnotise. Probably level 2 or 3, with perhaps a mass hypnotise at level 5 or 6 If you're going to have the one spell that's irresistable why not go all out and make a bunch of high-power irres...

Thursday, 18th August 2011, 00:24

Forum: Game Design Discussion

Topic: Impressed with Trunk Halfling

Replies: 13

Views: 3172

Re: Impressed with Trunk Halfling

sardonica wrote:Right, get rid of halflings to make room for another animal. Seriously whats wrong w halflings?


Tsk. What do you have against invertebrates and nonhumanoid vertebrates? Chauvinism, that's what this is.

Wednesday, 17th August 2011, 22:23

Forum: Game Design Discussion

Topic: Lurker feedback & suggestions

Replies: 35

Views: 7400

Re: Lurker feedback & suggestions

There is a gold god about to materialise https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:gold and there are some other ideas (a mercenerary card, a Tmut/Conj spell Reverse Alchemy). Sounds like fun. How much is the planned gold god similar to the one listed at the wiki page? The plann...

Wednesday, 17th August 2011, 05:33

Forum: Game Design Discussion

Topic: Lurker feedback & suggestions

Replies: 35

Views: 7400

Re: Lurker feedback & suggestions

There is a gold god about to materialise https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:gold and there are some other ideas (a mercenerary card, a Tmut/Conj spell Reverse Alchemy). Sounds like fun. How much is the planned gold god similar to the one listed at the wiki page?

Tuesday, 9th August 2011, 20:24

Forum: Game Design Discussion

Topic: Octopodes

Replies: 117

Views: 27249

Re: Octopodes

Considering that octopuses don't do their breathing with their beak, but by generally expanding and contracting their open mantle. They also have a roll of mantle they can use as a jet or blowhole, so it seems to me that they have a reasonable excuse to use blow guns. Even Mummies can use blowguns ...

Tuesday, 9th August 2011, 10:13

Forum: Game Design Discussion

Topic: Octopodes

Replies: 117

Views: 27249

Re: Octopodes

I'd think most would fight unarmed since they have tentacles. I thought unarmed players usually wear light armor? I could be mistaken but even if they're given the choice I don't think many at all would chose heavy armor. Anyway I'd like to see them get a cloak. Give 'em an octobarding. Some heavy ...

Saturday, 6th August 2011, 04:49

Forum: Game Design Discussion

Topic: Species idea: Stone Golems

Replies: 20

Views: 4764

Re: Species idea: Stone Golems

I like the idea, especially for a beginning Stone Golem Earth Elementalist, who has to decide whether to use stones as a reagent for Sandblast or as a healing potion.

Friday, 5th August 2011, 21:45

Forum: Game Design Discussion

Topic: Race proposal: Tarkata (loosely based on Mortal Kombat race)

Replies: 9

Views: 2760

Re: Race proposal: Tarkata (loosely based on Mortal Kombat r

jackalKnight wrote:Crustacean is an interesting idea too, but we already have a couple of semi-aquatic creatures represented in player races (Octopode, Merfolk).


Maybe Crawl needs more species diversity than just some terrestrial vertebrates!

Friday, 5th August 2011, 21:10

Forum: Game Design Discussion

Topic: Species idea: Stone Golems

Replies: 20

Views: 4764

Re: Species idea: Stone Golems

And what about scroll usage? I'm assuming that they're like mummies and can read despite not being able to breathe, but you mention that using Zin's Recite will not work. In mythology, weren't golems animated by mystical writing placed on or in their heads? Maybe their magical natures let them shov...

Friday, 5th August 2011, 21:03

Forum: Game Design Discussion

Topic: New crusader

Replies: 126

Views: 32622

Re: New crusader

Skald is just a name. We can change it a later time (would've been good to have vintermann's feedback earlier), but I don't think it is urgent. Going off the theme of the book name I like the name "Battle-Crier". (I like Bim's term "War Chanter" but that's too similar to the boo...

Friday, 5th August 2011, 21:01

Forum: Game Design Discussion

Topic: Race proposal: Tarkata (loosely based on Mortal Kombat race)

Replies: 9

Views: 2760

Re: Race proposal: Tarkata (loosely based on Mortal Kombat r

For a generic placeholder name until we can think of something better, why not call it "Nomad"? That's what the MK cartoon called Baraka's race before the games codified it as Tarkata. A ringless race sounds hard, but its actually a fairly logical step after weaponless (Felid) and armorle...

Tuesday, 19th July 2011, 02:16

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 10497

Re: Let's Talk About Hex: A Compilation Thread

The spell taints the air in front of the caster (hexes/poison/air), then blows it towards the targeted location with a strong gust of wind (air). Sounds good to me (not that my opinion matters half an iota, but). One thought I had was that there should be more hexes that use an indirect path to inc...

Sunday, 17th July 2011, 21:39

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

Fair enough. I still think that rings and amulets are boring, and scrolls in general are, too. I'm a bit in love with the idea of rings having a duality, but since not all rings have an opposite, it's probably not a great way to go about making them more interesting. I think more can be done with t...

Sunday, 17th July 2011, 19:31

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

Why don't you do this already? The only scroll that affects jewelry is curse jewelry. That's it. You should be taking off both your rings AND your amulet EVERY TIME you read-ID a scroll. Because cursed jewelry has no worse effects unless it's teleport or hunger, and I wouldn't be wearing those anyw...

Sunday, 17th July 2011, 17:56

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

I'm not sure how avoiding bad stuff from this would either be easy, or tedious. In fact, other than a scroll of identify, I can't think of a perfectly safe way to ID this scroll. If you take off your jewelry before reading scrolls, you won't ID it. You also don't mess up your rings, and having an u...

Saturday, 16th July 2011, 22:38

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

I really don't think it's any more grindy than dropping every thing other than the ring/weapon/armour item you want to keep to make sure you don't curse it, and I'd just like scrolls to have a stronger effect than minor damage or enchanting. The possibility of disenchantment is worse than the possi...

Saturday, 16th July 2011, 21:47

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

As with everything in crawl, it's possible to do it absolutely the optimal way, and if you reallllly want to put yourself through that, I don't see that it should be a problem. It's explicit in the design philosophy that if Feature X encourages tedious or grindy BS as optimal play then Feature X ha...

Saturday, 16th July 2011, 20:36

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

If re-rolling isn't an option, can anyone think of any other options to avoid scroll spam? Is scroll spam really a huge problem? If something really needs to be done about it, there are easier ways to fix scroll spamming than including an excessively complicated scroll that encourages grindy behavi...

Saturday, 16th July 2011, 16:57

Forum: Game Design Discussion

Topic: New Scroll Idea - Inversion

Replies: 35

Views: 8470

Re: New Scroll Idea - Inversion

Of course, it'd be next to useless without a big list of spoilers telling you what the inversions are.

Saturday, 16th July 2011, 16:14

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

I don't recall seeing this mentioned, but if the chosen route goes down alchemy, how about to differentiate between transmutations and alchemy, the former is all about transforming yourself and others and the latter about transforming objects. Does Transmutations really have a pressing need to be s...

Saturday, 16th July 2011, 15:43

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

minmay wrote:By the way, I don't think acid spells should corrode armour. This is because players with acid spells will turn into player ghosts with acid spells.


Well then players are just going to have to learn to not die after memorizing an Acid spell. :twisted:

Saturday, 16th July 2011, 04:13

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

A lower level acid spell could be an 'acid bath' which covers everything surrounding you in acid. This could hurt monsters, degrade walls, destroy all items and make shafts in the floor (or other such effects), this might be an interesting way to bridge between poison and acid, and add a close rang...

Saturday, 16th July 2011, 01:01

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

I think the trick is to remove Fulsome/Evaporate from the transmuter book so they don't have three starting spells that rely on carrying a bunch of stuff around. Transmuters needing reagents for their spells is kind of their thing. If you don't want to carry stuff don't be a Transmuter. Not as good...

Friday, 15th July 2011, 23:53

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

Being an acid bolt is enough to make an acid bolt spell distinguished. Acid attacks for the player are extremely rare, and a bolt spell that almost nothing resists would be new (Bolt of Magma is 55% resistible now, so it no longer fills this niche very well). True! I hadn't considered that. (Though...

Friday, 15th July 2011, 23:22

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

I don't think having more skills is necessarily a bad thing, as seen with enchantment -> hexes and charms. That was kind of a different thing since Enchantments was a huge spell school that was overpowered, which is the opposite thing going on with Poison Magic. I'm all for a better poison magic th...

Friday, 15th July 2011, 22:16

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30502

Re: Improving poison magic

Changes to spell schools: Fulsome Distillation -> Alchemy/Necromancy Evaporate -> Fire/Alchemy Unless you also suggest that Transmuters get a bunch of starting skill in Alchemy you've just nerfed their entire starting game. (And, since Alchemy is supposed to encompass what's currently Poison Magic,...

Thursday, 14th July 2011, 18:05

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

What do you mean by power graph? ######..... like for spell power so you might see Stealth:##........ (very unstealthy) MR :########.. (very magic resistant) FR :##. (very fire resistant) CR :-.. (slightly cold susceptable) PR :... (not especially resistant to poison) One small issue: there's no ac...

Wednesday, 13th July 2011, 18:52

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

Good question. The messages are always "You X". I favor eliminating "you" - what do other people think? "The/an adventurer" feels clunky. I prefer a general "you" when necessary. If necessary, we can make most descriptions in the passive voice so the issue do...

Wednesday, 13th July 2011, 15:58

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

I second this. I can never figure out how stealthy or resistant I am based on the descriptor and end up tabbing out of the game to look it up. For that matter I have the same issue with spell success. Is Great better than Good? At least with spells I can look at the spell power and get a somewhat i...

Tuesday, 12th July 2011, 08:31

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

I thought the purpose of the spreadsheet was so that multiple people could coordinate the description updates together and know what to work on, instead of having a dozen people fixing the same description at once.

Monday, 11th July 2011, 23:55

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

Nicolae that's a very good idea. I've modified the Guidelines document to suit it. Would you care to take charge of the comestibles section of the project? Sure, I'll give it a shot. I was thinking that, to help give players a "baseline" for comparision, chunks and other foods with a nutr...

Monday, 11th July 2011, 23:31

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

Quick question: is it possible to use lua to make species-specific speech in the monster speech file? I noticed that the monster description file has some lua for changing the description based on player species, mostly for a few uniques, and was curious if this also worked in the monster speech fil...

Monday, 11th July 2011, 18:04

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112696

Re: DCSS Text Improvement Taskforce

Cool, here's a bunch of literary quotes I gathered a while back but never bothered to upload on mantis. Neat! After reading this thread I started thinking up some ideas for improving the uniques by giving them backstories and speech that isn't ridiculous. (I have an idea for Harold that I might sta...

Sunday, 10th July 2011, 16:49

Forum: Contributions

Topic: Can't code but still want to contribute?

Replies: 31

Views: 47507

Re: Can't code but still want to contribute?

galehar wrote:You can submit it as a patch even if it's just a text file. Don't worry about detaile you don't know how to file. It's irrelevant in this case anyway. And thanks for contributing!


Is there a list of speeches and descriptions that the devs feel could use improvement?
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