Search found 546 matches

Wednesday, 3rd June 2015, 12:23

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3075581

Re: Best/Worst Artifacts

0 skill dagger attacks once per turn, 0 skill handaxe at 1.4 Yeah, I was aware of that when I made the original post. I wasn't really expecting it to perform well when I wielded it. it's not a terrible weapon at that point in the game though, just not amazing Eh, I suppose it was a bit situational ...

Tuesday, 2nd June 2015, 01:42

Forum: Game Design Discussion

Topic: Feedback on Gozag design

Replies: 116

Views: 37446

Re: Feedback on Gozag design

re:wrath: What about tweaking of item generation? Generating equipment that makes enemies more effective against you, without being useful for you. (eg. weapon of holy wrath, if the player is undead. Specialist equipment like barding, if the player race cannot equip it. GSC, if the player cannot equ...

Monday, 1st June 2015, 08:05

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3075581

Re: Best/Worst Artifacts

+8 hand axe of Internal Strife (weapon) {venom, MR+ Int+6} Pretty good for my GrEE. Int+6 and the ability to wade into melee :) Still died before the end of Lair, though. ...it's a hand-axe. :? .. and? It provided decent, reliable melee damage output with no skilling required, thanks to the +8, ven...

Monday, 1st June 2015, 07:45

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3075581

Re: Best/Worst Artifacts

  Code:
+8 hand axe of Internal Strife (weapon) {venom, MR+ Int+6}

Pretty good for my GrEE. Int+6 and the ability to wade into melee :) Still died before the end of Lair, though.

Saturday, 30th May 2015, 06:47

Forum: Game Design Discussion

Topic: Multiple evocable suggestion

Replies: 81

Views: 21995

Re: Multiple evocable suggestion

Duvessa's fix seems good. I'd like to point out that avoiding the stacking thing specifically might be beneficial. Like, instead of "3 lamps of fire", have "lamp of fire +2" (if you pick up another one, it becomes 'lamp of fire +3'). To me, this seems somewhat less weird than hav...

Friday, 29th May 2015, 15:20

Forum: Dungeon Crawling Advice

Topic: Skill XP Dropoff

Replies: 47

Views: 10781

Re: Skill XP Dropoff

I think it would be clearer then to just show the amount of skill points needed for the next integer level: Armour 2.2 (143), Dodging 4.0 (298), for example (assuming -1 apt in both). What about rounding off the last digit? That would reduce the maximum length from 4 ("2750") to 3("2...

Friday, 29th May 2015, 08:37

Forum: Dungeon Crawling Advice

Topic: In-game Encumberance Feedback

Replies: 8

Views: 2967

Re: In-game Encumberance Feedback

Sar wrote:I'm not sure that works!

It partly works, IME. Enough to make plate a dubious proposition, but ring or perhaps scale mail is still okay (esp. if you have poor HP).

Friday, 29th May 2015, 02:18

Forum: Dungeon Crawling Advice

Topic: Skill XP Dropoff

Replies: 47

Views: 10781

Re: Skill XP Dropoff

IMHO another thing is more important. Skill 7 costs 1400 skill points skill 8 costs 1800 skill 9 costs 2250 skill 10 costs 2800 skill 11 costs 3450 skill 12 costs 4200 skill 13 costs 5050 and so on. "Just 1 more level" can be a very bad idea and it is not visible. From that pov, perhaps t...

Thursday, 28th May 2015, 15:12

Forum: Game Design Discussion

Topic: Let Nagas Constrict at Level 1

Replies: 60

Views: 16036

Re: Let Nagas Constrict at Level 1

Early game Naga are one of the most purely puzzle-game like situations you can encounter in crawl, which I really appreciate -- it's possibly one of the best ways to learn good positioning, it's difficult but not excessively so, and it is unique. I'm not opposed to the idea of buffing Naga, personal...

Thursday, 28th May 2015, 09:34

Forum: Dungeon Crawling Advice

Topic: Gloves vs Claws

Replies: 39

Views: 10850

Re: Gloves vs Claws

Well, the word "toggle" does imply a change that one has actively induced, like flipping a light-switch, rather than a change that has occurred without user input. It was actively induced, but not by players. Playing webtiles/SSH trunk is pretty much a tacit acceptance that this is likely...

Thursday, 28th May 2015, 02:13

Forum: Dungeon Crawling Advice

Topic: Gloves vs Claws

Replies: 39

Views: 10850

Re: Gloves vs Claws

by "toggling during an actual game" I didn't mean "on the same persistent character, that may or may not have been played months ago" I meant "toggling during an actual game." It toggled in trunk, so people who had saved games from before double damage would have updat...

Monday, 25th May 2015, 13:38

Forum: Game Design Discussion

Topic: Show summoner of summoned creature

Replies: 17

Views: 4486

Re: Show summoner of summoned creature

Offtopic, but what is better about tiles UI? (I play console mostly. I try tiles now and then) The ones I listed (always-visible minimap (shows entire level), monster status icons (covered by Sar)) are IMO the most uncontroversially good. Tiles also has simpler behaviour for larger windows (it auto...

Monday, 25th May 2015, 03:22

Forum: Game Design Discussion

Topic: Show summoner of summoned creature

Replies: 17

Views: 4486

Re: Show summoner of summoned creature

It is possible to remove icon-inventory, icon-monsterlist, icon-spelllist by changing init.txt and this is what I did after I had stopped using mouse. Edit. Oops, I am wrong. It is impossible to remove inventory tab, I just don't use it so I forgot it is displayed. Oh, thanks. I was just about to a...

Monday, 25th May 2015, 02:58

Forum: Game Design Discussion

Topic: Show summoner of summoned creature

Replies: 17

Views: 4486

Re: Show summoner of summoned creature

(console players are used to bad UI; they're a lost cause.) How so? (honestly, as a mostly-tiles player, I was like, hahaha no. I like how tiles looks, and certain features (minimap, monster status icons), but it has a number of UI misfeatures -- hover over [monster/item/spell] for details, icon-in...

Monday, 25th May 2015, 02:02

Forum: Game Design Discussion

Topic: Display skill to minimize delay

Replies: 50

Views: 11268

Re: Display skill to minimize delay

@Pollen_Golem: I can't speak for dpeg, but the use of 'requires' in "This weapon requires skill level 16 in the 'Long Blades' category to reach minimum delay." is problematic in the same way as many wiki guides - prescriptivism. It implies an imperative for the player to train it -- which ...

Wednesday, 20th May 2015, 08:06

Forum: Game Design Discussion

Topic: Stealthier when still

Replies: 52

Views: 15454

Re: Stealthier when still

There are situations where I might want to wait with a monster in LOS. But they mostly are where that monster is nonthreatening and is blocking another, more threatening monster from attacking: ie. situations where stealth already doesn't matter. In principle I can agree that it seems more intuitive...

Sunday, 17th May 2015, 06:43

Forum: Dungeon Crawling Advice

Topic: See all available spells?

Replies: 2

Views: 1213

Re: See all available spells?

AFAIK, no.
The most sensible option is probably to have a key you can press to show them in the Memorize screen, probably in purple (to match the Skills screen). Then selecting that spell should search for a book with that spell and offer you candidates to travel to.

Friday, 15th May 2015, 02:21

Forum: Game Design Discussion

Topic: Make all stats useful for all chars

Replies: 141

Views: 27134

Re: Make all stats useful for all chars

I don't object to the skillification idea, it seems good at a casual inspection (except for the problem of racial differentiation). But it seems hard to imagine that this has not been considered in the past, especially the concept of artefacts that boost skills. Can any devs comment on this?

Monday, 11th May 2015, 11:33

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15727

Re: Felid Reform

Yeah, -Faith sucks pretty bad. Demigods demonstrate that well, and god powers only become more valuable to a race that has major basic weaknesses (HP-4, no armour, no weapon brands).

Sunday, 10th May 2015, 04:55

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15727

Re: Felid Reform

If you wanted to fix felids I'd say: Before: <Sequell> Fe: Fighting: 0, Dodge: 3, Stealth: 4, UC: 0, Splcast: -1, Conj: -1, Hexes: 4!, Charms: 2, Summ: 0, Nec: 0, Tloc: 4!, Tmut: 1, Fire: -1, Ice: -1, Air: -1, Earth: -1, Poison: -1, Inv: 0, Evo: 1, Exp: -1, HP: -4*, MP: 1 After: <Sequell> Fe: Fight...

Friday, 8th May 2015, 00:33

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15727

Re: Felid Reform

I wouldn't mind, in theory, a version of felids where the extra lives was removed and their hp was buffed, either to -2 or -1. In other news I never liked octopodes being -1, and think they should be 0. But I'm not entirely sure if this is really much of an improvement for felids. It'll make them m...

Thursday, 7th May 2015, 10:04

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15727

Re: Felid Reform

Even if extra lives stay, Felids still need some changes. What problem are you trying to solve? Why do Felids "still need some changes"? It's hard to give feedback on a solution when you don't know the problem :P It's right there in the OP. Most felids are tedious. Exceeded only by mummie...

Friday, 1st May 2015, 06:59

Forum: Game Design Discussion

Topic: Increase experience of nasty special ability monsters

Replies: 8

Views: 2266

Re: Increase experience of nasty special ability monsters

Do we necessarily want to make XP match risk uniformly? Or, for certain escapable monsters, do we want to make/leave them low-XP to help teach the Crawl idea that good running-away skills are vital? As long as it's not particularly spoily, I think that having some monsters that are both dangerous an...

Tuesday, 28th April 2015, 06:08

Forum: Game Design Discussion

Topic: Remove Item Destruction

Replies: 14

Views: 3971

Re: Remove Item Destruction

Lava and items should mutually annihilate.

(not really, that's a terrible idea. Well, maybe only if the item is above a certain value, so that carrying around 12345 stones wouldn't work. Probably still terrible though.)

Thursday, 23rd April 2015, 05:39

Forum: Dungeon Crawling Advice

Topic: A multi-character outline to help people diversify builds?

Replies: 176

Views: 42057

Re: A multi-character outline to help people diversify build

OP needs to follow Unix philosophy, IMO: Do one thing well. As a plan for a newbie to build skills, I generally agree with Sandman's idea ('win tutorial builds'). We could say: 'win one of the first two builds listed under the wiki 'combos for beginners' list ; do not play other builds for now. Make...

Saturday, 10th January 2015, 12:32

Forum: Crazy Yiuf's Corner

Topic: Remove big kobolds

Replies: 45

Views: 14608

Re: Remove big kobolds

Rename them to 'intermediate kobolds', and make them only spawn between levels ;)

Monday, 29th December 2014, 05:06

Forum: Game Design Discussion

Topic: Proposal: Search Pre-sets

Replies: 4

Views: 1379

Re: Proposal: Search Pre-sets

It seems to me that $EXPANSION would address this neatly. define the $CONSTANTS in your RCfile, then use them: * Ctrl+f $w (with w = 'weapon && (artifact|ego)') * Ctrl+f $a && Orc (with a = 'armour && ego') That would address : a) the un-mnemonicness of ctrl+0-9 b) refining a...

Tuesday, 21st October 2014, 12:08

Forum: Crazy Yiuf's Corner

Topic: Proposal: armor ego that reduces spellcasting penalty

Replies: 40

Views: 9061

Re: Proposal: armor ego that reduces spellcasting penalty

The glass is almost completely empty at all times, since the most part of atoms is just emptiness. Emptiness or probability density functions? in which case the glass is overflowing. The glass in your mind is full of probability density functions. The glass in the real world contains no probability...

Saturday, 11th October 2014, 02:45

Forum: Game Design Discussion

Topic: A simple fan request

Replies: 27

Views: 7176

Re: A simple fan request

^ Robe of Night doesn't seem to stack on Nightstalker, but Lantern of Shadows looks like it does.
Dunno what you mean by 'Darkness'.. all I could find about that was the cloak of darkness ego, which gives evocable invis.

Wednesday, 8th October 2014, 14:10

Forum: Game Design Discussion

Topic: Lazy orbrun

Replies: 7

Views: 2062

Re: Lazy orbrun

You could also set a way point to the D1 upstaircase when you start (with Control-W,0 as soon as you start the game, for example) then when you wanted to leave it would always be control-G,0 (which is exactly the same keypresses :) ^ First actually useful use for waypoints I've ever heard of. Thanks.

Tuesday, 30th September 2014, 05:37

Forum: Game Design Discussion

Topic: Make potions of Mutation more deterministic

Replies: 20

Views: 4796

Re: Make potions of Mutation more deterministic

How would this proposal interact with the existing 'diminishing returns' setup? (By which I mean, the fact that the likelihood of getting an additional mutation rather than cancelling an existing one decrease as your current number of mutations rises). Simply -always- getting two good mutations and ...

Thursday, 25th September 2014, 13:20

Forum: Crazy Yiuf's Corner

Topic: CIP: More slaying?

Replies: 33

Views: 8230

Re: CIP: More slaying?

rchandra wrote:Trying to play with 2 or less str is extremely dangerous.

Wow.. So, you totally lose your ability to evade? Yikes.

Wednesday, 17th September 2014, 13:44

Forum: Crazy Yiuf's Corner

Topic: Orb of Oddities

Replies: 21

Views: 5814

Re: Orb of Oddities

Hirsch I wrote:its the angle.

You have shown me a new meaning to the phrase 'Rouge angles of satin'
Thanks, I think?

Wednesday, 17th September 2014, 13:41

Forum: Dungeon Crawling Advice

Topic: Effects of version upgrade

Replies: 8

Views: 2842

Re: Effects of version upgrade

So, is that version compability perfect? I still have a huge stash of high level 0.10 chars, but am quite reluctant to go back to 0.10. How would I go about that? Just import them into 0.15? Or should I open them all in incremental versions? (first 0.11, then 0.12...) If it were me, I'd backup the ...

Wednesday, 3rd September 2014, 09:11

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3075581

Re: Best/Worst Artifacts

There are some pretty huge differences between the versions (weight, item destruction, some items, monsters and deities) so I automatically assumed that there's no hope for save compatibility... Of course it would be awesome if this was not the case. *tests* It is awesome, then. (Seriously, those c...

Tuesday, 2nd September 2014, 04:41

Forum: Crazy Yiuf's Corner

Topic: Xom should sometimes be completely predictable for a bit

Replies: 2

Views: 1144

Re: Xom should sometimes be completely predictable for a bit

You already have this.

Thank the statistical properties of well-distributed PRNGs.

Monday, 1st September 2014, 14:12

Forum: Crazy Yiuf's Corner

Topic: Glowing club. You took it off Jessica on D2.

Replies: 11

Views: 2661

Re: Glowing club. You took it off Jessica on D2.

Crawl damage is so incredibly random that judging performance through single fights is utterly pointless. If you're wondering why, then it's because a stone giant is perfectly capable of hitting you twice in a row with a large rock for 50 damage while you have 40 AC and 30 EV. Sure, it's not likely...

Monday, 1st September 2014, 05:50

Forum: Crazy Yiuf's Corner

Topic: Glowing club. You took it off Jessica on D2.

Replies: 11

Views: 2661

Re: Glowing club. You took it off Jessica on D2.

I was always under the impression that damage was much less meaningful on a GSC, or is that just a Wiki thing? You may have a point there. I just wiz'd up a +0 GSC, +12 GSC, and two Cerebovs. the +12 took 35 turns to kill him, the +0 took 30 turns to kill him. This includes misses, so I went for a ...

Sunday, 31st August 2014, 11:01

Forum: Crazy Yiuf's Corner

Topic: Glowing club. You took it off Jessica on D2.

Replies: 11

Views: 2661

Re: Glowing club. You took it off Jessica on D2.

Haha, thanks for posting that. It's kind of like the 'ogre mage' title, which covered all the way from L1-27 in the relevant skills, in that you can be the most buffed (ogre mage/club) imaginable, but you're still basically a clown because well, you're an ogre mage/club. FR: New unrandart: The +12 c...

Saturday, 30th August 2014, 09:49

Forum: Game Design Discussion

Topic: Blork the Orc description change

Replies: 9

Views: 3257

Re: Blork the Orc description change

I never thought that was a Robin Williams reference myself. I don't think we need to assume players are educated about Robin Williams' various works. I just took it as "okay, not only is this guy fat and ugly, but he has a tacky fashion sense too". Which is a pretty generic thing IMO.

Friday, 29th August 2014, 15:15

Forum: Dungeon Crawling Advice

Topic: Crafty bastards

Replies: 3

Views: 1709

Re: Crafty bastards

If you don't think clustering illusion is a real thing, and you're playing roguelikes......... Maybe you should stop? Before you go mad? (seriously, clustering illusion is a real problem that is especially apparent in procedurally generated games. A good PRNG has an equal probability of generating a...

Friday, 29th August 2014, 14:50

Forum: Crazy Yiuf's Corner

Topic: how shit are these icons

Replies: 31

Views: 9000

Re: how shit are these icons

Does crawl support non-32x32 tiles non-buggily? Has anyone ever tested that?
It seems like the tile size is defined on lines 4699,4700 of enum.h, so with a little ImageMagick I might be able to test that later.
Some of the tiles don't match this setting (eg mon/unique/lernean_hydra* is 32x48)

Tuesday, 26th August 2014, 09:47

Forum: Crazy Yiuf's Corner

Topic: how shit are these icons

Replies: 31

Views: 9000

Re: how shit are these icons

Sar wrote:there was a skull there?

-Is- a skull there -- it's in the top right, and yes, basically too pixelated to be reliably recognizable.

Monday, 18th August 2014, 06:03

Forum: Game Design Discussion

Topic: Change corpse-sacrifice accepting gods to work like Fedhas

Replies: 31

Views: 9564

Re: Change corpse-sacrifice accepting gods to work like Fedh

Yes. autosacing is not fun. It's just less tedious than manually sacing.

Monday, 18th August 2014, 06:00

Forum: Game Design Discussion

Topic: Allow deliberate resting/autoexplore within LOS of monsters

Replies: 2

Views: 1258

Re: Allow deliberate resting/autoexplore within LOS of monst

Ctrl+s is occupied: 'save and exit, no confirmation requested' I'm not in favor of adding a new command personally, because I can pretty much guarantee I won't remember something so niche, instead I'll just run somewhere else that doesn't manifest the problem. If it can be implemented without adding...

Thursday, 14th August 2014, 14:24

Forum: Dungeon Crawling Advice

Topic: What bad advice would you give to people you don't like?

Replies: 177

Views: 58658

Re: What bad advice would you give to people you don't like?

All of it.

Because quantity is a quality all its own.

Wednesday, 13th August 2014, 07:43

Forum: Crazy Yiuf's Corner

Topic: This is wrong...

Replies: 18

Views: 4812

Re: This is wrong...

nicolae wrote:
johlstei wrote:I like the time when a guy got a trove mimic asking for the abyssal rune, which he went and got without checking.


Good lord, that's cruel.


Eh, nothing that wrong with it. Runes aren't consumed by anything, so.. Got the abyssal rune sooner than usual? seems manageable.

Monday, 11th August 2014, 11:49

Forum: Crazy Yiuf's Corner

Topic: Sometimes items just don't get generated

Replies: 12

Views: 3150

Re: Sometimes items just don't get generated

Well, yeah. That's statistics. Any probabilistic event can be generated with such an unlikely infrequency, because the probability is per-item-placement, not per-game. Personally I recall a 3-rune win that didn't find a +0 or better cloak until Zot:3, which seems profoundly silly given the usual com...

Wednesday, 6th August 2014, 11:27

Forum: Crazy Yiuf's Corner

Topic: What would make winning crawl impossible?

Replies: 36

Views: 9395

Re: What would make winning crawl impossible?

Come on, where are the interesting suggestions?

* Sudden death mode : the player and all monsters have exactly 1 HP.

Monday, 4th August 2014, 15:17

Forum: Crazy Yiuf's Corner

Topic: Remove death ;-)

Replies: 14

Views: 3272

Re: Remove death ;-)

Also, wizard mode is not fun, in much the same way that shopping is not fun .. vast arrays of choices are just a flat out chore. A wizard-mode scoreboard would be a monument to your tolerance of tedium, with a maximal score assigned upon your (real life) death -- providing you had Crawl open in Wizm...
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