Search found 1776 matches

Friday, 18th September 2015, 12:36

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

Yeah, I guess you don't know that it's the cost of the next level, as opposed to the cost already paid to get where you are now. But I don't think defining the baseline on that screen is important. That's what the knowledge bots and the manual are for. Knowing the cost of one skill relative to the c...

Friday, 18th September 2015, 01:58

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

I like for all numbers to be right-aligned with the same number of decimal places. It makes it easier to scan down a list and find bigger or smaller numbers, because they are wider or narrower. Which column is quicker for you to scan? 50.7 50.7 1.2 1.24 12.3 12.3 0.3 0.29

Thursday, 17th September 2015, 20:16

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

The advantage of byrel's suggestion for a human 9 to 10 as the baseline cost is that the same number means the same thing (presumably about the same number of enemies to defeat) in different games across different character builds. It makes both the XP aptitude and the skill aptitudes clearer. If th...

Thursday, 17th September 2015, 20:08

Forum: Dungeon Crawling Advice

Topic: Rushing weapon skills

Replies: 23

Views: 5600

Re: Rushing weapon skills

Sometimes as a troll or minotaur fighter I'll train only shields until that penalty is gone, then train weapons. But that's just because those races are strong enough in the early game that it almost doesn't matter what you train. And of course, as a hunter, you can train ranged even if you are usin...

Thursday, 17th September 2015, 18:23

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

Without pulling up the XP table and looking up what the definition of an aptitude is, I can't tell you whether a Hill Orc finds it cheaper to train conjurations from 12 to 13 or fire magic from 14 to 16. Even looking at the skill menu and seeing the aptitudes, I really don't know which is cheaper. R...

Thursday, 17th September 2015, 17:19

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

The ratio is more valuable to me than the table. I usually want to know: Of these skills that can benefit my character, which is the cheapest? I don't want to try to remember the levels of 6 skills and my aptitudes while I cross reference a table. I had a spreadsheet that did this calculation for me...

Thursday, 17th September 2015, 16:54

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

SH is displayed on the main screen without explaining that bolts can't be blocked or that the second attack in the same turn isn't blocked as well as the first. It isn't unprecedented to show a useful number without completely explaining it.

Thursday, 17th September 2015, 14:32

Forum: Game Design Discussion

Topic: Combine Flight & Swiftness

Replies: 20

Views: 5035

Re: Combine Flight & Swiftness

We should think if we can make flying more tactically relevant Flying should change how targeting works. #### @ogb #### If I'm standing on the ground, I can aim a single-target projectile at the orc. If I shoot at the goblin, I'll probably hit the orc instead. Because the bat is flying above the or...

Thursday, 17th September 2015, 13:19

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 12836

Re: Proposal: Display relative cost of skill levels

If you pick the most expensive skill as the basis for comparison, then every other skill is less expensive than that, and could be expressed as a percentage between 1 and 99%. We already know those numbers fit on the screen where the allocation numbers are now. Picking the highest leveled skill as t...

Thursday, 17th September 2015, 13:10

Forum: Game Design Discussion

Topic: Toggle Forms

Replies: 18

Views: 4208

Re: Toggle Forms

I could understand it if casting spider form while in spider form turned you back into your standard from instead of extending spider form. Same for the other forms. This would go with removal of the "cancel form" ability.

Wednesday, 16th September 2015, 20:54

Forum: Crazy Yiuf's Corner

Topic: I just ate a pound of bread

Replies: 23

Views: 5514

Re: I just ate a pound of bread

We have bread rations down. Now we need volunteers to make jerky, pizza, fruit, and honeycomb. And chunks? A bottle of blood? Hooray for parallelism and completionism? Then we can move on to armours and scrolls. Eventually we'll breed death cobs and the rest of the menagerie and we can play crawl in...

Wednesday, 16th September 2015, 20:39

Forum: Game Design Discussion

Topic: Combine Flight & Swiftness

Replies: 20

Views: 5035

Re: Combine Flight & Swiftness

There have certainly been times when I wondered if I was right to give up my +5 AC ring or what have you for a flight ring in Swamp or Shoals, so flight as it is now is already valuable in my book. I have used flight potions for the stealth boost on stabbers before. Does this turn the somewhat commo...

Tuesday, 15th September 2015, 17:03

Forum: Dungeon Crawling Advice

Topic: Branded weapon + branded ammo

Replies: 8

Views: 2079

Re: Branded weapon + branded ammo

The other exception is that Nessos can shoot flaming poison arrows.

I'm going to speculate that players lost that ability in 0.8.

Tuesday, 15th September 2015, 01:31

Forum: Crazy Yiuf's Corner

Topic: Reverse Rune Lock Vaults

Replies: 61

Views: 11173

Re: Reverse Rune Lock Vaults

The problem with enemy elemental resistance is that if it forces you to use a weak irresistible spell even though you have a stronger resistible spell, then there are still stronger resistible spells, they'll just be used on the non-resistant enemies, which will be relatively weaker because XP was g...

Tuesday, 15th September 2015, 01:23

Forum: YASD! YAVP! and characters in progress too

Topic: (now YAVP) GrEE How good is Maxwell's Etheric Cage

Replies: 8

Views: 2319

Re: CIP GrEE How good is Maxwell's Etheric Cage?

byrel wrote:Can you self target breath?

You can. I recently undid petrification or slow or something on a purple draconian by breathing on myself. It did a bit of damage, but it was still worthwhile.

Monday, 14th September 2015, 16:52

Forum: Crazy Yiuf's Corner

Topic: Reverse Rune Lock Vaults

Replies: 61

Views: 11173

Re: Reverse Rune Lock Vaults

I think better than the "can't leave without a rune" would be "you can enter, and you can leave, but you can't re-enter before gaining a rune from here or somewhere else." So it's like a portal vault, but once you get a rune, you can re-open the portal. So you can flee Snake beca...

Monday, 14th September 2015, 16:41

Forum: Crazy Yiuf's Corner

Topic: New unrand: Skinny Jeans of the Octopus King

Replies: 3

Views: 1049

Re: New unrand: Skinny Jeans of the Octopus King

Is this a hat?

Monday, 14th September 2015, 14:14

Forum: Crazy Yiuf's Corner

Topic: Reverse Rune Lock Vaults

Replies: 61

Views: 11173

Re: Reverse Rune Lock Vaults

Go ahead and put the same mechanism on the lair runes.

Monday, 14th September 2015, 14:13

Forum: Dungeon Crawling Advice

Topic: Is there a benefit for training weapon skills

Replies: 8

Views: 2123

Re: Is there a benefit for training weapon skills

Accuracy and damage are still increased, but the speed stays the same. So there is usually something more valuable to train unless you are in extended or a Berserker.

Monday, 14th September 2015, 12:22

Forum: Crazy Yiuf's Corner

Topic: Dale`s

Replies: 1

Views: 756

Re: Dale`s

animal

animal gravy

it is a trap

Monday, 14th September 2015, 12:19

Forum: Game Design Discussion

Topic: FR: Give spell menu the same treatment as the ability one

Replies: 8

Views: 2342

Re: FR: Give spell menu the same treatment as the ability on

Z already shows the spell list. Much of the time that's equivalent to z? with one keypress.

Friday, 11th September 2015, 18:11

Forum: Crazy Yiuf's Corner

Topic: Proposal: Bat Bomb

Replies: 6

Views: 1928

Re: Proposal: Bat Bomb

Sometimes I miss transmuter evaporation grenades. These could be almost as fun.

Thursday, 10th September 2015, 19:10

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 342750

Re: I don't love it when...

FR: Enemies use 10 charges per zap.

Thursday, 10th September 2015, 18:02

Forum: Crazy Yiuf's Corner

Topic: Randart throwables

Replies: 5

Views: 1377

Re: Randart throwables

The Star:
Polymorphs the target into 3d4 enemies with the HD (30-Throwing Skill)/15 that of the original.

Thursday, 10th September 2015, 17:15

Forum: Crazy Yiuf's Corner

Topic: NON-Elite Player Trunk Evaluation

Replies: 24

Views: 6624

Re: NON-Elite Player Trunk Evaluation

I think that Draining still needs some work. It probably takes too much experience to remove in the early game and too little in the late game. Draining breath from player ghosts and wands of draining are especially annoying in the early game. I've lost access too all my spells on a book background ...

Thursday, 10th September 2015, 16:40

Forum: Crazy Yiuf's Corner

Topic: Randart throwables

Replies: 5

Views: 1377

Re: Randart throwables

Many randarts have bonuses or penalties that are effective when you equip them. Should there be tomahawks that give you rot resistance or increased MP regeneratin when you quiver them? Or do we already have enough slots?

Thursday, 10th September 2015, 13:55

Forum: Dungeon Crawling Advice

Topic: Shock serpent

Replies: 6

Views: 1796

Re: Shock serpent

What monsters is a shock serpent likely to become after polymorphing?

Wednesday, 9th September 2015, 15:47

Forum: Game Design Discussion

Topic: Toggle Forms

Replies: 18

Views: 4208

Re: Toggle Forms

Transmutations that don't time out are an awful lot like artifact weapons with drawbacks. Except they can't be "wielded" without skills.

Wednesday, 9th September 2015, 12:15

Forum: Game Design Discussion

Topic: Toggle Forms

Replies: 18

Views: 4208

Re: Toggle Forms

If forms didn't end without interaction, I would autoexplore in spider form before lair, in ice form during lair, and in blade hands (or statue form) after lair. When I encounter something that makes the drawback matter, I'd change back. It would be easier to deal with if the spellcasting penalty fo...

Tuesday, 8th September 2015, 18:55

Forum: Crazy Yiuf's Corner

Topic: Proposal: NEW PANIC ACTIONS!

Replies: 6

Views: 1760

Re: Proposal: NEW PANIC ACTIONS!

So we move swing-at-a-space to spacebar, go to }, and macros to ctrl-spacebar to free up keys for panic moves?

Tuesday, 8th September 2015, 16:58

Forum: Crazy Yiuf's Corner

Topic: RIP Hammers

Replies: 7

Views: 1776

Re: RIP Hammers

Maces aren't funny.

We need to think of something else of low utility for Yiuf to hoard.

Slings?
Scrolls of Random Uselessness?
Porcupine corpses?
Kraken corpses?
Negatively enchanted boots or hats? Or animal skins?

Tuesday, 8th September 2015, 10:51

Forum: Crazy Yiuf's Corner

Topic: Add airstrike to book of air

Replies: 9

Views: 2098

Re: Add airstrike to book of air

Would you move lightning bolt to The Book of the Sky? Or maybe Swiftness?

Saturday, 5th September 2015, 17:10

Forum: Crazy Yiuf's Corner

Topic: Poor new mummy tiles

Replies: 21

Views: 4752

Re: Poor new mummy tiles

Those are much more attractive and well differentiated. Is the last one Khufu? If it's not a unique, I could see how it could be too much like the first one.

Saturday, 5th September 2015, 17:06

Forum: Crazy Yiuf's Corner

Topic: Poor new mummy tiles

Replies: 21

Views: 4752

Re: Poor new mummy tiles

http://crawl.chaosforge.org/images/8/8b/Mummy_%28monster%29.png http://crawl.chaosforge.org/images/e/ef/Guardian_mummy.png http://crawl.chaosforge.org/images/0/0f/Mummy_priest.png http://crawl.chaosforge.org/images/6/6c/Greater_mummy.png Are these the current Mummy tiles? I got those from the wiki....

Saturday, 5th September 2015, 01:48

Forum: Dungeon Crawling Advice

Topic: New Monster: Juggernaut

Replies: 34

Views: 9111

Re: New Monster: Juggernaut

A late dungeon unique: The Jigglenaut. A Juggernaut Slime who does acid damage, so it's resistable sometimes. And half the HP of a standard Juggernaut, kind of like Purgy or Prince Ribbit.

Friday, 4th September 2015, 14:14

Forum: Game Design Discussion

Topic: New unique, Furion the Tree-lord

Replies: 2

Views: 970

Re: New unique, Furion the Tree-lord

Does lignification affect the player/allies or the monster/summons?

Lignified hydras could be something else.

Friday, 4th September 2015, 10:27

Forum: Crazy Yiuf's Corner

Topic: Story behind Zot plz.

Replies: 14

Views: 3322

Re: Story behind Zot plz.

The orb is fabulous. We need fabulous things.

Nobody has survived Zot long enough to come back and tell us who lives there, much less their history.

Thursday, 3rd September 2015, 19:51

Forum: Game Design Discussion

Topic: Summon Forest

Replies: 11

Views: 2650

Re: Summon Forest

How does rock throwing affect allies? ta will get your allies to attack a particular enemy. I assume that is just as loud as shouting.

With 2 stealth skill as a draconian, sometimes shouting isn't enough to get an enemy in sight to notice you.

Thursday, 3rd September 2015, 17:57

Forum: Game Design Discussion

Topic: Proposal: Automatic Doors

Replies: 8

Views: 2183

Re: Proposal: Automatic Doors

This is a really big change. Maybe this kind of space could be introduced as a new terrain type, or even a new plant type, rather than letting it replace doors. At least initially. Lots of vaults would need to be reworked to make sense with these. The game doesn't use the whole keyboard anyways. Whi...

Thursday, 3rd September 2015, 13:00

Forum: Game Design Discussion

Topic: make clarity disable berserk

Replies: 20

Views: 4735

Re: make clarity disable berserk

How about just...removing the interaction between clarity and berserk? It does two things: Hear, hear! Clarity is a fancy name for rConfuse. It shouldn't have any effect on Berzerk in the first place. If clarity needs a drawback, is it enough that it usually occupies an amulet slot, or possibly a g...

Wednesday, 2nd September 2015, 17:45

Forum: Game Design Discussion

Topic: Goblin suicide bomber

Replies: 21

Views: 5352

Re: Goblin suicide bomber

There must be better ways than slow giant spores to improve the orc mines. Orc needs to get rid of staircases and only have hatches. Without stairdancing and retreating, the orc mines would be more entertaining. It might be a pain to get level generation to work, though. Disconnected bubbles and one...

Tuesday, 1st September 2015, 17:40

Forum: Game Design Discussion

Topic: UI FR: Hyperfocused Training

Replies: 20

Views: 5139

Re: UI FR: Hyperfocused Training

It could work like the drop menu. d24t drops 24 of whatever is in stack t. Typing m24a24b44gENTER could set skill a to 24%, skill b to 24%, skill g to 44%, and all the other skills that are activated to the same fraction of the remaining 8%. I don't think it's worthwhile to think about percentages s...

Saturday, 29th August 2015, 02:04

Forum: Crazy Yiuf's Corner

Topic: What it is target players of DCSS?

Replies: 34

Views: 7139

Re: What it is target players of DCSS?

I've seen several orcs pick things up and use them in trunk. I wonder if somehow orcs still get to pick things up form the floor, as a side effect of Beogh gifts?

Friday, 28th August 2015, 18:25

Forum: Crazy Yiuf's Corner

Topic: What it is target players of DCSS?

Replies: 34

Views: 7139

Re: What it is target players of DCSS?

It would be fun to see an average age weighted by turns or hours played.

For the more crawl variant! Purge the faithless!

Friday, 28th August 2015, 17:14

Forum: Crazy Yiuf's Corner

Topic: Suggestion: thinking about returning retired content

Replies: 18

Views: 4254

Re: Suggestion: thinking about returning retired content

What is the most important way that dwarfs are different from orcs?

Friday, 28th August 2015, 14:57

Forum: Game Design Discussion

Topic: Change Searing Ray Interface

Replies: 31

Views: 8216

Re: Change Searing Ray Interface

Interface-wise, I would prefer If searing ray brought up the targeter every turn, even if every space but the original target was considered "out of range." This would mean I press "zc-enter-enter-enter" instead of "zcsss" when I want to cast for 4 turns, and "zc-e...

Friday, 28th August 2015, 14:25

Forum: Crazy Yiuf's Corner

Topic: Suggestion: thinking about returning retired content

Replies: 18

Views: 4254

Re: Suggestion: thinking about returning retired content

Most removals happen because the enemies aren't different enough from other enemies. Some happen because the specialties that made them different were bad for the game. Which enemies in particular are you interested in bringing back? How are they different from other enemies that could be used inste...

Friday, 28th August 2015, 13:30

Forum: Crazy Yiuf's Corner

Topic: Trove reporting

Replies: 514

Views: 2218421

Re: Trove reporting

+1 Shoes "Shuu" (Contam, mr+, Sinv) I can't decide whether to say: -Shoes "Shuu" should be a fixedart! What a delightfully understated name! -Shoes are just boots with a confusing name and should be remove like spiked helmets and gauntlets. -Randarts should be able to have re-na...

Thursday, 27th August 2015, 19:10

Forum: Game Design Discussion

Topic: Monsters with irresistible mechanic

Replies: 24

Views: 4671

Re: Flayed Ghost-like monsters

Any of these could be snails (like torpor snails) or angels (like servitors) or humans (like the corrosive guys in Spider) if the enemies need to be placed where ghosts are out of theme.

Thursday, 27th August 2015, 10:58

Forum: Game Design Discussion

Topic: UI responses to invalid menu selections are a hot mess

Replies: 2

Views: 940

Re: UI responses to invalid menu selections are a hot mess

7. Perfect: "Choose [a weapon/some type of armour] to enchant, or Esc to abort." Always followed by a ---more--- interrupt, after which the menu automatically re-opens! Obviously 7 is ideal, because it both communicates that the user made a mistake AND anticipates that they will want to t...
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