Search found 124 matches

Wednesday, 15th January 2020, 21:37

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23613

Re: Rework polearms

bel, Could you please list more specific examples of degenerate play with polearms? I see a few examples which are worth concern, like completely safe attack from behind deep water or Conjure Flame. This is easy to fix by modifying monster AI: if it can't reach player, it should back away 1 square a...

Wednesday, 15th January 2020, 21:15

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24533

Re: Update stair logic (nerf stair dancing)

Why not just make monsters NOT follow upstairs at all? You could even make them surround the staircase, or summon help from other parts of the level. yeah stairdancing isn't good against zombies at all I'm not sure if you're sarcastic or not. Either way I realized a potential weakness of my idea. I...

Sunday, 12th January 2020, 21:55

Forum: Game Design Discussion

Topic: Diversify thrown vs slings

Replies: 11

Views: 3608

Re: Diversify thrown vs slings

Technically you could - both slings and thrown weapons have their 2-handed real life variants. 2-handed sling is staff sling, (fustibalus, 1-handed in the game). Two handed thrown weapons are heavy thrown axes and hammers. You hold them behind your head. The most famous 2-handed thrown axe was franc...

Sunday, 12th January 2020, 19:53

Forum: Game Design Discussion

Topic: Diversify thrown vs slings

Replies: 11

Views: 3608

Re: Diversify thrown vs slings

Interesting. And, for what it's worth, it's in line with the idea of distinguishing attack styles through positioning. That's what I sensed and why I came forth with this idea. I also toyed with a few ideas for quarterstaves, but I realized my ideas boiled down to bonuses against certain enemy type...

Sunday, 12th January 2020, 16:53

Forum: Game Design Discussion

Topic: Diversify thrown vs slings

Replies: 11

Views: 3608

Diversify thrown vs slings

Images: https://upload.wikimedia.org/wikipedia/commons/thumb/f/fb/Javeleer.png/420px-Javeleer.png http://www.friedchickenandcoffee.com/wp-content/uploads/2010/06/throw.jpg https://cloudfront.rtsports.com/baseball/news/images/201807032048749140306-stats.jpg https://boomerangdave.files.wordpress.com/2...

Saturday, 11th January 2020, 23:01

Forum: Crazy Yiuf's Corner

Topic: Remove Vanilla Orcs Beyond D:9

Replies: 9

Views: 3444

Re: Remove Vanilla Orcs Beyond D:9

They're still good enough to shout and bring down a group of yaktaurs on you.

Saturday, 11th January 2020, 10:16

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 51246

Re: Positional Attack Magic Implementation [Now Playable]

sdynet wrote:Agony, Dispel Undead: It was a bizarre experience for me to use this. This required me, the wizard, to act like a warrior.

Gandalf, one of the most iconic wizards in fantasy literature, casually carries a sword around and fights like everyone else. What are your counter-examples?

Saturday, 11th January 2020, 09:04

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23613

Re: Rework polearms

One way or another weapon length, reaching distance is the defining feature of polearms. It really needs to be about weapon length and monsters unable to damage you while you can damage them. We might disagree about the level of abstraction - should reaching be implemented in terms of tiles, or some...

Saturday, 11th January 2020, 08:40

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5306

Re: anti-luring feature: statues

A problem I see with statues is they would be unlikely to work if player is luring towards a cramped corner in a twisted corridor, which is where most luring takes place. I mean players tend to lure to places where few tiles are visible, so few statues are visible as well. You could try work around ...

Friday, 10th January 2020, 11:57

Forum: Game Design Discussion

Topic: Player distortion brand --> no TP

Replies: 5

Views: 2576

Re: Player distortion brand --> no TP

One good use of Teleport + distortion is poison. It's a lovely combination, and I'm totally cool with monsters dying to poison out of my sight, where they can no longer hit me.

Thursday, 9th January 2020, 19:55

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 9

Views: 4480

Re: Change the way riposte works

A simple but a bit boring implementation: instead of automatic counterattack, Riposte applies a status effect to monster(s) attacking you, making them vulnerable to "stabbing". It would generate "stabbing" opportunities, but to actually use it you'd have to attack one of the high...

Thursday, 9th January 2020, 18:52

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23613

Re: Rework polearms

In some situations reaching is not powerful enough. I really tried to get a naga of Hep (the ancestor god) running, but was deeply disappointed. The idea was to skip defensive abilities altogether(all defensive aptitudes are bad), at least for a long while, and fight from behind a Knight ancestor. I...

Thursday, 9th January 2020, 18:32

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 5306

Re: anti-luring feature: statues

A similar idea: ghosts that jump out of walls. They wait until a player is fighting in a bottleneck, appear and attack. Similar to the old rock worm, except they don't attack solo, and are actually unkillable. They retreat as soon as other monsters are gone. Slime has acidic walls, Lair could have s...

Thursday, 9th January 2020, 18:24

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24533

Re: Update stair logic (nerf stair dancing)

Why not just make monsters NOT follow upstairs at all? You could even make them surround the staircase, or summon help from other parts of the level. The way I see it any proposal promotes some kind of character and doesn't bother others. Can't ascend if you take a hit? Promotes EV, shields. Monster...

Thursday, 9th January 2020, 17:57

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 100801

Re: Positional Attack Spells

Human Cannonball Earth/Transmutation (level to be determined) Violently hurls the caster into a chosen direction, attempting to damage everything that gets in the way. You deal lots of damage to monsters, but if you don't hit a monster you get confused. For funsies, the spell could have finite spee...

Thursday, 9th January 2020, 17:51

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 3951

Re: Slime creature change

How exactly is your illustration desirable? The human is fighting slime creatures in the open. Why should he be punished for that? I thought the point is to reduce reliance on bottlenecks? I think your proposal mostly promotes stealth and divide&conquer tactics.

Wednesday, 8th January 2020, 12:00

Forum: Crazy Yiuf's Corner

Topic: Do Gnolls have souls?

Replies: 5

Views: 5517

Re: Do Gnolls have souls?

Was Saint Christopher really a gnoll?

Monday, 6th January 2020, 20:55

Forum: Crazy Yiuf's Corner

Topic: Do Gnolls have souls?

Replies: 5

Views: 5517

Do Gnolls have souls?

https://www.youtube.com/watch?v=_-5RZBKBl_A
Do the Dog-Headed Men Have Souls? // Letter from 9th Century Monk // Primary Source
10min 20s
Voices of the Past channel

Are they descended from Adam's stock, or do they have have souls of beasts?

Monday, 6th January 2020, 20:46

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 11104

DCSS is unrealistic

In this thread we complain about unrealistic mechanics in DCSS. Unrealistic compared to common sense, historically inaccurate and so on. That doesn't mean we should only post stupid stuff that can't possibly make it into the game one day. In this thread, we simply don't care about playablity. Bonus ...

Monday, 6th January 2020, 20:26

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1098065

Re: Stupid ideas -- Started for 0.19, and Still Running!

Rename Natasha to Natasha the Ronin. She technically is one - she lost her master!

Allow player to play any mixed race of his choice. Half-orc, half elf; half ogre, half halfling; half centaur, half tengu...

Monday, 6th January 2020, 03:54

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 100801

Re: Positional Attack Spells

Human Cannonball Earth/Transmutation (level to be determined) Violently hurls the caster into a chosen direction, attempting to damage everything that gets in the way. You deal lots of damage to monsters, but if you don't hit a monster you get confused. For funsies, the spell could have finite spee...

Monday, 6th January 2020, 03:41

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 41320

Re: Remove the id game (new reason)

I enjoy the ID game. It's not great, but a fun little minigame that varies by your character and your own personality. For example I like to id potions when standing on a down staircase until I find one of the holy trinity - Might, Haste, Agility. Then I confidently descend. Scrolls rarely benefit m...

Monday, 6th January 2020, 03:12

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 35

Views: 17726

Re: Inner Flame

For your information, I'm the person who provided the original idea for the spell. The idea was mine, the implementation wasn't. In particular, I argued against giving it a MR check at all. The idea being the test is actually killing the monster. At the time Enchantment school consisted of both Hexe...

Tuesday, 15th March 2011, 18:11

Forum: Game Design Discussion

Topic: Hexes discussion

Replies: 4

Views: 1707

Re: Hexes discussion

How about reducing slow effectivness to 1.5 (as was done with haste) didn't this already happen Why would any sane person make Slow 1.5 like haste ? Haste improves your speed compared to all monsters, while Slow improves your speed only compared to one monster. And it needs a MR check, and the targ...
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