Search found 3598 matches

Tuesday, 11th October 2016, 13:35

Forum: Game Design Discussion

Topic: Food reform AGAIN

Replies: 29

Views: 8652

Re: Food reform AGAIN

So kuniqs makes a discussion-worthy first posting, the first reply takes one aspects of it and produces a witty (?) one-liner, and the second reply manages a two-liner, containing a buzzword but no content. This is game design discussion on this forum, and it's not kuniqs' fault. kuniqs: What you pr...

Tuesday, 11th October 2016, 01:34

Forum: Game Design Discussion

Topic: Give hex like indicator for heal other

Replies: 1

Views: 1004

Re: Give hex like indicator for heal other

Yes. I don't think gameplay would be compromised by this approach.

Monday, 10th October 2016, 20:10

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7082

Re: Transient Resistance can make up for haste

Psieye: I agree with the analysis, but there are some ideas how to do it better. Here's some I've seen so far: ⋅  Make the effect strong but dependent on tactical parameters, such as absence/presence of certain terrain/monsters, perhaps with patterns. ⋅  Make the effect strong bu...

Monday, 10th October 2016, 19:24

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7082

Re: Transient Resistance can make up for haste

kimnosuk: I agree, and removal is the last resort. We're definitely trying to keep Charms! This is not like the Divinations school, where it was easy to see that the effects do not belong on spells. Thread like yours, which suggest new Charms spells, are helpful.

Monday, 10th October 2016, 19:16

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19261

Re: defense of hidden numbers

Croases: I wrote very long treatises on the forum recently, my stamina is depleted. The "display AC as a range" thread contains a lot of it. Since these discussions tend to run in circles, I'll restrain myself to "won't happen", until I get too lazy to do even that. And even then...

Monday, 10th October 2016, 19:14

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

I tried to ask this once but got no replies from devs: If I have two or more weapons, how I am supposed to decide which one is the best? I am snipping the quote here, but the whole thing sounds a lot like "disgruntled customer". :) No, there isn't a good way to compare weapons right now. ...

Monday, 10th October 2016, 19:09

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19261

Re: defense of hidden numbers

Siegurt: Many heartfelt thanks for that posting! I felt like I should give an in-depth reply, but couldn't muster the energy anymore. And then you did :)

Croases: That ("any number...should be provided") is your opinion, and that's fine. It will not happen.

Monday, 10th October 2016, 15:48

Forum: Game Design Discussion

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

Replies: 28

Views: 6552

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

I think we should keep the issues of luring and of stair-dancing separate. Each is hard enough to tackle on its own, no need to conflate them. If we had a way to counteract luring which puts more emphasis on stairs, well, than we'd think about how to nerf stairs afterwards. The proposal itself is no...

Monday, 10th October 2016, 15:45

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7082

Re: Transient Resistance can make up for haste

Removal of Haste make Charm school even more worthless(which has gone through many deletion of spells) Charms have been in a strange design-place forever. It is not clear what will happen to them; outright removal is definitely an option. I think something like 'Elemental Shield' can be compensatio...

Sunday, 9th October 2016, 15:38

Forum: Game Design Discussion

Topic: Color-Coded Monster List for Tiles

Replies: 2

Views: 1630

Re: Color-Coded Monster List for Tiles

8bitsdeep: In console, demons populate the letters 1, 2, 3, 4, 5 -- these are the tiers (with 5 demons the easiest, such as crimson imps, and 1 the hardest, such as executioners). I guess these tiers are not really needed to play the game and, if my memory serves right (only from reading commit mess...

Sunday, 9th October 2016, 05:57

Forum: Game Design Discussion

Topic: Hex chance improvement

Replies: 13

Views: 3133

Re: Hex chance improvement

what about auto-identifying worn resistances on sight? I thought a bit about this, and I prefer not to do so. I have two reasons for this: 1) Gameplay: I believe it will lead to more interesting situations when your attack gets resisted once. For example, think of the minotaur in a labyrinth: it ma...

Sunday, 9th October 2016, 00:23

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

VAF: Why, no! Several versions ago, xv showed nothing but the flavour blurb. We discussed monster information back then (for a while already), and it was not clear what to do. When it become clear that there's concensus about printing monster resistances, that happened. Since then, a lot more feedba...

Saturday, 8th October 2016, 23:23

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

Psieye, stickyfingers, Siegurt (hope I missed nobody): This sounds very useful. We have AC for both characters and monsters (after all, everything is represented by numbers). It makes some sense to display AC for characters, even though one could discuss the granularity. The reason is that you see y...

Saturday, 8th October 2016, 22:45

Forum: Game Design Discussion

Topic: Hex chance improvement

Replies: 13

Views: 3133

Re: Hex chance improvement

I feel like this would actually be cool to extend to all equipment-based resistances. "A flash of protective magic surrounds the foo! The foo resists with almost no effort." "The foo's bar seems to absorb the heat/cold/negative energy/enchantment." Something like that wouldn't b...

Saturday, 8th October 2016, 14:11

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

I find it curious how you get long, in-depth replies, and then pick some detail to bicker about. I realise it's not our job to convince anybody, but this form of communication seems pretty pointless to me altogether. As for AC: I think it shouldn't have been displayed in the first place, and certain...

Saturday, 8th October 2016, 12:50

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

tabstorm: currently, there's a ceiling which is not hard to reach. I should say that "unavoidable death" is imprecise -- I don't think of Xom deaths for hapless characters. However, if the game becomes considerably harder, then there will be many situations that *feel* like unavoidable dea...

Saturday, 8th October 2016, 11:54

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

It's right in the philosophy section. Setup A: 100% winrate, actually achievable (this is almost the case with current Crawl). Setup B: even optimal play only gets you 80% winrate; there are that many unavoidable deaths. Which setup allows for greater game depth, i.e. meaningful distinctions in pla...

Saturday, 8th October 2016, 01:58

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45954

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Even more interesting now! I am not sure if the current proposal (Council) is strong enough to break the standard tactics (compare to what Uskayaw has to do in order to achieve that). But it'd be interesting to see! Regarding the dancing weapons: as DracheReborn says, these are extremely strong. Thi...

Friday, 7th October 2016, 22:43

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

I think this discussion has run its course. You guys won't convince me, I am pretty sure I don't reach you, so that's the end of story.

I want to leave this thread by saying that (tavern) discussions about single gameplay-information pieces are useful and welcome.

Friday, 7th October 2016, 22:17

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

What I am claiming is not just theory, I've seen it in practise. When a new player asks for help, one of the first things to be recommended usually is "turn off auto skilling, use manual skilling". Now you can say many bad things about automatic skilling (and they might be true), but manua...

Friday, 7th October 2016, 21:28

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

Re: Display monster AC as range

Note how simply printing a bunch of numbers is the simplest (i.e. laziest) solution from both a coding and a design point of view. We have higher standards. :) ...simply printing a bunch of exclamation marks? Yes. You make it sound like !!! is all of the feedback Crawl gives to players, so I'll not...

Friday, 7th October 2016, 18:01

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38378

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. Yes, but it would make the game more fun for players, which should be the goal. Minor nitpick: I believe the first intent is to make the...

Friday, 7th October 2016, 17:02

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24526

Re: splash screen concepts

Croases/Floodkiller: Sorry, my bad. Floodkiller's suggestions are more meta, but I support a picture of the TD:HS (Transdimensional Hellspider). For a while I hoped that could become an actual monster -- good times.

Friday, 7th October 2016, 16:58

Forum: Dungeon Crawling Advice

Topic: Constant inconsistency (mostly melee)

Replies: 21

Views: 5927

Re: Constant inconsistency (mostly melee)

Too much random, too many times I am left without any option other than taking a deep breath and clicking the enemy one more time and hope for the best. Crawl is known for its "long tail". This means that damage distributions tend to have very high damage, although with very low change. Y...

Friday, 7th October 2016, 03:02

Forum: YASD! YAVP! and characters in progress too

Topic: CIP/YASD: GrFi^Makhleb, first runes, mauled at Vaults:5

Replies: 8

Views: 2920

Re: CIP/YASD: GrFi^Makhleb, first runes, mauled at Vaults:5

DraconicPenguin: You're making good progress! Dying in rune map that's new to you is nothing to be ashamed of. Unless you're spoiled, or have someone helping you, this is quite normal: these threat density is always a serious step up from the levels below. And at least, it happened to me, with all o...

Thursday, 6th October 2016, 22:01

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

VeryAngryFelid: You also have to rest up HP and MP all the time, which is a horrible mechanic. I could entirely imagine a discussion place where players complain loudly and rightly about "STILL MASHING THE 5-KEY! DO SOMETHING ABOUT IT!!". Sure, the food system is an interface toll. But it ...

Thursday, 6th October 2016, 21:55

Forum: Crazy Yiuf's Corner

Topic: splash screen concepts

Replies: 103

Views: 24526

Re: splash screen concepts

Some of these are pretty good. This now needs some artists, and a (not so benevolent) dictator :) I really, really like the Boris & Natasha one by Floodkiller, that's so moving.

Thursday, 6th October 2016, 21:52

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

I've been playing DCSS for years and lurked on this forum for years. I've posted rarely because I don't think it's a very good forum. I'm much more active on Reddit, and thankfully the devs are active over there, too. I am active here and on reddit, and a bit (almost only reading) on SA. I think th...

Thursday, 6th October 2016, 21:20

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

stickyfingers wrote:This is how the Germans talk. Didn't you know that in German every phrase sounds like a declaration of war?
https://www.youtube.com/watch?v=41lZmGcRWHU
I showed this to the kids right away, and we had a blast: "NILPFERD!!!", "KUGELSCHREIBER!!!", "SCHMETTERLING!!!" :lol:

Thursday, 6th October 2016, 18:14

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

dowan: Thanks for the explanation, I had no clue! Guess I gotta research my future jokes... that's slippery terrain.

Thursday, 6th October 2016, 17:38

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

If there is an actual meaning of "r-word", then I don't know about it. I said it as a joking nod to "f-word". Also, I care about tone, and I find duvessa's tone to be aggravating, not always, but certainly most of the time. Funny that this guy intends to get away with establishin...

Thursday, 6th October 2016, 15:37

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 7598

Re: DCSS TrunkWatch™: No More Haste Spell

implojin: You raise a lot of good points, but I'm afraid they go to waste because this is the wrong topic. I am definitely interested in improving the interface. My contributions in the past have been 'ff' (you commented on it negatively, but it used to be even worse :)), the quiver, and commands li...

Thursday, 6th October 2016, 02:00

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15897

Re: DCSS TrunkWatch™: No More Haste Spell

Siegurt: True. That's a given! Wherever this ship steers, mummies will draw the short end of the stick :)

Thursday, 6th October 2016, 01:13

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15897

Re: DCSS TrunkWatch™: No More Haste Spell

Haste has been nerfed several times (effect reduced to 50% speed increase, contamination, spell level increase). In the end, this power is universally useful, and it is therefore not good to be infinitely available. With a consumable (potion), things are much better because then the decision is real...

Wednesday, 5th October 2016, 22:32

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

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

ydeve: This would be true if we had never reversed stuff. Which we did, however. In the MD scenario, it was an almost exclusively flavour decision which of the three names (HO, MD, Mi) to kick out. Not giving in to pressure here is a pretty good idea. You say slippery slope, I say broken window! (Co...

Wednesday, 5th October 2016, 21:46

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

Re: a conversation about dev/player relationships

I wasn't saying they don't care as a way to chide them, it's just my understanding of how thinks work. When MD were removed in favour of Minotaurs (and Hill Orcs), the game didn't objectively improve by a very large margin; cognitive load was reduced slightly and so was the codebase, but it wasn't ...

Wednesday, 5th October 2016, 20:52

Forum: Crazy Yiuf's Corner

Topic: a conversation about dev/player relationships

Replies: 19

Views: 8447

Re: a conversation about dev/player relationships

wheals wrote:dang. this was supposed to be a shitpost about not having a girlfriend but i think duvessa was the only person who realized that.
When you were hired for the Company, you --like the rest of us-- signed a contract in blood whereby you'd never talk or brag about scoring Crawl groupies.

Wednesday, 5th October 2016, 14:08

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

Re: a conversation about dev/player relationships

"r-word" is a joke (my suada isn't). I'm a German, my humour is limited. Motivation: there's always something that can go in. It's a pain that the first attempt of altar desecration did not work out (but I have a new plan). And pipe dreams like randomly generated gods make sure it won't st...

Wednesday, 5th October 2016, 13:35

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18066

Re: A practical argument for removing (monster) invisibility

ion_frigate: Interesting! We should at least try this on Maurice.

Wednesday, 5th October 2016, 13:17

Forum: Suggestions & Criticism

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

Replies: 83

Views: 61740

Re: a conversation about dev/player relationships

The tl;dr is, I guess, "if you care about how your creations are received by actual consumers, you should". It is known that Crawl devs don't really care, so perhaps they, indeed, shouldn't read Tavern at all? Crawl players are not consumers, Crawl is completely free. Watching players and...

Wednesday, 5th October 2016, 01:35

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18066

Re: A practical argument for removing (monster) invisibility

I think Unseen Horrors are actually worth saving, and could be saved by showing "unseen monster around" whenever one is in LOS. That's interface-heavy, but it'd be alright for a single monster (and a unique or so).

Wednesday, 5th October 2016, 01:33

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45954

Re: God Proposal: Wiruiamesh, the Blade Collector

Interesting! My main worry is that melee will not change much under this god. In other words, I am afraid that one-on-one combat, backtracking to avoid groups etc. would still be the way to go. In particular, the Virtuoso power looks very cool, but it might actually help in performing well in one-on...

Wednesday, 5th October 2016, 00:23

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18066

Re: A practical argument for removing (monster) invisibility

This is well argued. I guess the days of the invisible monster are numbered...

Tuesday, 4th October 2016, 21:06

Forum: Game Design Discussion

Topic: Should there be MR-ignoring confusion attacks?

Replies: 15

Views: 4799

Re: Should there be MR-ignoring confusion attacks?

Siegurt: Do you think you could come up with a basic framework for such a system?

Tuesday, 4th October 2016, 21:02

Forum: Crazy Yiuf's Corner

Topic: Rewrite Crawl (split from Remove hunger)

Replies: 67

Views: 20073

Re: Rewrite Crawl (split from Remove hunger)

Am I wrong in saying that this passive aggressive relationship between the dev team and tavern dwellers is largely perpetuated by the devs. I mean dpeg literally told someone to shut up for asking a question. I understand that he/she is frustrated but devs on here don't have high statuses (most don...

Tuesday, 4th October 2016, 14:58

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25027

Re: Idea: Make charms tactical rather than strategic

tabstorm/goodcoolguy: Yes, perhaps it will be better to dispense with Charms altogether. After all, we removed Divinations, too. (There, it was very clear to see that most of the effect are harmful as spells, it seems to be a bit more complicated with many Charms.) I agree that consumables are a goo...

Tuesday, 4th October 2016, 14:51

Forum: Crazy Yiuf's Corner

Topic: Rewrite Crawl (split from Remove hunger)

Replies: 67

Views: 20073

Re: Rewrite Crawl (split from Remove hunger)

Brogue avoids specific damage feedback though No, it is much better than that, and very well designed: Brogue does indeed not have HP numbers. Instead, looking at a monster will tell you "An attack of this monster may deal up to 35% of your maximal health." Similarly, your damage to monst...

Tuesday, 4th October 2016, 13:13

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25027

Re: Idea: Make charms tactical rather than strategic

tabstorm: yes, but there wasn't the OP's paradigm of that time. It was squarely in the "cast often for little gain" camp.

Tuesday, 4th October 2016, 12:55

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25027

Re: Idea: Make charms tactical rather than strategic

There's no balance issue. The problems with duration effects are purely user experience issues. What really gets me is how you post here as if you were in possession of the Universal Design Truth. Yes, lethediver's proposal might not work out, but we might actually live to see it in practise. I'd l...

Tuesday, 4th October 2016, 11:41

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 25027

Re: Idea: Make charms tactical rather than strategic

well fuck me and here I got exited for literally nothing Me too! Thank Trog that a cool guy came to the rescue. We might've almost gotten our hopes up. On topic: a good feature of the proposal is that it can be implemented and tested incrementally -- no need to redo all Charms in one go. I'll try r...
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