Search found 1339 matches

Wednesday, 7th March 2012, 20:01

Forum: Game Design Discussion

Topic: The larger species and fragility

Replies: 71

Views: 13642

Re: The larger species and fragility

On the one hand, http://i.imgur.com/jKXy9.png (look at the hit points, then the character level, then back at the hit points) On the other hand, not every ogre is an all-out melee powerhouse. There was some intent behind merging them with Ogre-mages, though that intent has never really been explaine...

Saturday, 3rd March 2012, 23:14

Forum: Game Design Discussion

Topic: [Suggestion] New race: Werebeast

Replies: 15

Views: 5319

Re: [Suggestion] New race: Werebeast

Merit aside, this sounds incredibly hard to test/balance. You are giving wayyyyy too many abilities, forms, and uniqueness to one species. Now, lets get to the outlandish stuff: The caster species melds equipment, including weapon. No caster would find this desirable. Transmutations (which encompass...

Monday, 27th February 2012, 19:36

Forum: Game Design Discussion

Topic: Fear

Replies: 8

Views: 1796

Re: Fear

Well, I still like the proposal (that you had?) suggesting no consumable use by monsters. I guess that would solve half of the problem here. I can't say I've seen monsters override fear with ranged weapons, though. At the very least, it isn't something I;ve observed and thought "this is unusual...

Monday, 27th February 2012, 18:41

Forum: Contributions

Topic: flora variety

Replies: 20

Views: 7399

Re: flora variety

I totally support anything that spices up more variety in fedhas worship, including reliable fruit picked from plants guaranteed to spawn SOMEWHERE, I don't care what branch it gets tested in, if not multiple. The fedhas fruit gamble game is so stupid. On my current Mimo, I just found a vault that h...

Sunday, 26th February 2012, 19:16

Forum: Game Design Discussion

Topic: Monster free actions

Replies: 7

Views: 1692

Re: Monster free actions

I don't know a lick of knowledge about monster AI, but I imagine if they spent the amount of time players do to do such actions, it would be very easy to slow down dangerous monsters like orc warriors by examining what type of weapon they have and dropping a few good weapons in a line (orc has hand ...

Sunday, 26th February 2012, 14:24

Forum: Game Design Discussion

Topic: The larger species and fragility

Replies: 71

Views: 13642

Re: The larger species and fragility

I'd like to use a simple argument in favor of Ogres & Trolls using larger weapons in one hand: two-headed ogres can wield two two-handed clubs.

Friday, 3rd February 2012, 06:45

Forum: Game Design Discussion

Topic: Why is poisoned ammo identified oddly?

Replies: 4

Views: 1207

Re: Why is poisoned ammo identified oddly?

Venom branded weapons are magical. They begin dripping poison upon wielding, just as flaming weapons burst into flames upon the same action.

Sunday, 29th January 2012, 23:57

Forum: Game Design Discussion

Topic: 0.10 beta for WebTiles?

Replies: 6

Views: 2204

Re: 0.10 beta for WebTiles?

From what little I understand, it is a genuine miracle that webtiles exists in the first place, and that running an unstable version of software over that interface would be beyond headache inducing nightmarish hell on earth for whoever runs it You can't always get what you want You can't always get...

Friday, 27th January 2012, 04:32

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 24301

Re: Improving Xom!!!

Xom should keep his current speed of acting, but when acting he should perform a different act on every creature in los as well. Every action should roll taking his mood into effect, and his mood shouldn't change like it would upon acting until everything is affected. This would make Xom's actions w...

Saturday, 21st January 2012, 18:24

Forum: Game Design Discussion

Topic: Redundant monsters

Replies: 31

Views: 8414

Re: Redundant monsters

This is a great thread, and it's too bad a dev already dismissed it as being somewhat valid but too broad because each monster was not given a case-by-case treatment. As shown, minmay can give concise explanations when challenged about each monster as to why they are boring, uninteresting, adding no...

Friday, 20th January 2012, 03:13

Forum: Game Design Discussion

Topic: Giant Eyeballs

Replies: 7

Views: 2133

Re: Giant Eyeballs

snow wrote:and seeing as paralysis is usually fatal


Sorry, but this is flat out false.

Wednesday, 18th January 2012, 20:26

Forum: Game Design Discussion

Topic: Rings of Ice and Fire

Replies: 26

Views: 6962

Re: Rings of Ice and Fire

"He or she gains resistance to X and can use X magic with more intensity..."

Monday, 19th December 2011, 05:05

Forum: Game Design Discussion

Topic: Chaos brand

Replies: 9

Views: 2587

Re: Chaos brand

TwilightPhoenix wrote:Warpers already start with branded darts, so there is some precedent, even throw branded ammunition isn't exactly the same as a branded weapon.


I was going to post this exactly. Starting with Xom isn't like setting out to win; I'd rather start with a chaos weapon than an enchanted weapon.

Saturday, 17th December 2011, 04:10

Forum: Contributions

Topic: Forge Dwarf Upload

Replies: 60

Views: 16889

Re: Forge Dwarf Upload

Please I want to play this species badly! Add moon trolls too!

Tuesday, 13th December 2011, 15:56

Forum: Game Design Discussion

Topic: Renaming Halflings as Goblins?

Replies: 43

Views: 8906

Re: Renaming Halflings as Goblins?

I would love to play a goblin, I would love even more to have them replace halflings. The mutation resist wouldn't work as said above, though mutation susceptibility could be interesting, something like mutations and mutation cures are more potent for your kind. All mutation attempts are doubled?

Monday, 12th December 2011, 19:14

Forum: Game Design Discussion

Topic: New God Proposal: Haedan, The Minstrel

Replies: 5

Views: 1653

Re: New God Proposal: Haedan, The Minstrel

This is interesting, but looks like a mashup of all the Holy Gods. Smooth Talker is too close to other God life saving abilities, and comes way too early. Consequently, the chance of success is way too low to be reliable, and a slowly increasing chance wont be understood by someone who uses the abil...

Sunday, 11th December 2011, 01:27

Forum: Game Design Discussion

Topic: (long) Weapon differentiation

Replies: 14

Views: 2976

Re: (long) Weapon differentiation

Merit of importance of this proposal aside, what weapon abilities are cool? Which are bad? When should the milestones occur? I didn't say trog was easy, just that he has few abilities and is kind of known for that. Then again, I'm guessing you wouldn't get these abilities while berserking. I only wr...

Sunday, 11th December 2011, 00:52

Forum: Game Design Discussion

Topic: Melee Diversification

Replies: 11

Views: 2427

Re: Melee Diversification

I would like something existing like stabbing to become "weaponized combat" or something, and the individual weapon skills give milestone bonuses to specific weapons.

Sunday, 11th December 2011, 00:51

Forum: Game Design Discussion

Topic: (long) Weapon differentiation

Replies: 14

Views: 2976

Re: (long) Weapon differentiation

nevermind, won't close this unless a mod thinks the threads are too close

Sunday, 11th December 2011, 00:48

Forum: Game Design Discussion

Topic: (long) Weapon differentiation

Replies: 14

Views: 2976

Re: (long) Weapon differentiation

Hi, you might wanna check the dev wiki, there is already some brainstorming on the matter, and people generally agree that short blades so far is the only good weapon skill. Three comments: 1) I suggest you read my thread https://crawl.develz.org/tavern/viewtopic.php?f=8&t=3284, as these two go...

Sunday, 11th December 2011, 00:30

Forum: Game Design Discussion

Topic: Guardian Traps

Replies: 3

Views: 1115

Re: Guardian Traps

The idea is that these things are like a less nasty zot trap, that just makes an area hazardous to be in. They're designed more to steer the course of fight than to be destroyed; the idea is that the part that's firing at you is a dungeon fixture, not an enemy, and in fact can't be chipped away at ...

Sunday, 11th December 2011, 00:06

Forum: Game Design Discussion

Topic: (long) Weapon differentiation

Replies: 14

Views: 2976

(long) Weapon differentiation

If you look at the tools at the disposal of someone with 27 fire magic, air magic, or charms, you will see an incredibly versatile group of abilities to take on the dungeon. If you look at the tools available to someone who has their first skill at 27 in something like Long Swords, all you will see ...

Wednesday, 7th December 2011, 14:25

Forum: Game Design Discussion

Topic: Scroll Idea: Scrolls of Trance

Replies: 12

Views: 2497

Re: Scroll Idea: Scrolls of Trance

making the damage spike even spikier is only going to make it harder to field enough opponents to possibly survive long enough to take advantage of any weaknesses that follow afterward. Exhaustion doesn't mean anything if you can kill anything in the game before you get that far. I proposed a magic...

Monday, 5th December 2011, 00:57

Forum: Game Design Discussion

Topic: Polearms for spriggan gladiators

Replies: 1

Views: 919

Re: Polearms for spriggan gladiators

Try centaur + polearms. No late restriction on good polearms.

Monday, 21st November 2011, 14:40

Forum: Game Design Discussion

Topic: New weapons proposal

Replies: 16

Views: 4627

Re: New weapons proposal

I really don't think giving reaching to other weapon types is the buff melee could use... I typed up a massive weapon overhaul on Something Awful forums a month ago, but it is very far from being polished. If anyone cares to read it, here is the link http://forums.somethingawful.com/showthread.php?t...

Sunday, 20th November 2011, 23:44

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: And now, I take a vacation from Crawl

Replies: 9

Views: 1969

Re: YASD: And now, I take a vacation from Crawl

Heroism is centric to playing an Okawaru worshiping melee character. It's a cheap ability and you should always be using it against anything that feels threatening. Most powerful melee type builds worship Okawaru to build up invocations and to massively increase survivability in the mid game (rememb...

Friday, 18th November 2011, 07:08

Forum: Game Design Discussion

Topic: Curse absorbtion with Ashenzari

Replies: 1

Views: 1177

Curse absorbtion with Ashenzari

I really like the idea of Ashenzari stopping unintentional curses by mummies, but the message "The curse is absorbed my Ashenzari." always irked when the curse could actually be beneficial. I propose this: reading curse scrolls or being cursed via mummy death gives Ashenzari a 100% success...

Thursday, 17th November 2011, 03:01

Forum: Game Design Discussion

Topic: Improve the scroll ID minigame

Replies: 12

Views: 3497

Re: Improve the scroll ID minigame

Don't you mean the pressure plate trap with a confusion potion?

Thursday, 17th November 2011, 00:18

Forum: Game Design Discussion

Topic: Improve the scroll ID minigame

Replies: 12

Views: 3497

Re: Improve the scroll ID minigame

Why not have fear cause you to flee in a random direction for X turns if there's no one around? That way it makes it less trivial to identify and introduces some risk, just like immolation or !pois does. Probably because, if no one is around, moving in a fearful pattern has no purpose more than the...

Wednesday, 16th November 2011, 00:36

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8636

Re: Vehemut Idea

And referring to OP's suggestion... I don't like it. You get low on MP, cast mage berserk, and win? Crawl isn't supposed to be that easy. The exact same could be said about Berserk. Stuck against a terrible monster that would otherwise kill you without berserk? activate berserk, enjoy the attack sp...

Wednesday, 16th November 2011, 00:31

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8636

Re: Vehemut Idea

ugghhh I should have never typed the name Vehumet in this thread

Consider this a proposal for an unassigned ability for a magic centric God yet to be determined! What is wrong with it? What is right with it? To whom does this ability belong, if not a new God entirely?

Wednesday, 16th November 2011, 00:16

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8636

Re: Vehemut Idea

Thanks for the replies, but sadly not a single one addresses the ability I am thinking about Uh, I find Vehumet more useful and reliable than Sif, and a lot more interesting to use. In case you didn't notice it. No, I'm sorry, I didn't notice what Gods you personally find more useful by comparison. ...

Tuesday, 15th November 2011, 23:46

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8636

Vehemut Idea

I've always wanted to fully design and see a God of my own creation enter this game, but the specific nature of the current Gods set a bar higher than what I've been able to achieve with my ideas. So I've been thinking a lot about underpowered Gods lately. Perhaps underpowered isn't the right word -...

Thursday, 10th November 2011, 04:09

Forum: Contributions

Topic: Forge Dwarf Upload

Replies: 60

Views: 16889

Re: Forge Dwarf Upload

Yes! Trunk! I really love testing new species and don't have any experience with the above. While we're at it, throw Moon Trolls in too!

Tuesday, 8th November 2011, 07:43

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43917

Re: Food reform

Speaking of unwanted behavior, I've had to tank creatures that drop white chunks while Nausea was active so they wouldn't die and start rotting before Nausea ended

Monday, 7th November 2011, 23:57

Forum: Game Design Discussion

Topic: Scroll of Disenchantment

Replies: 8

Views: 2090

Re: Scroll of Disenchantment

A rare bad effect is no use if you can trivially avoid it by wielding a junk weapon before read-IDing scrolls - even if it would have a situational positive use (immolation used to burn scrolls in your inventory, to give a similar example, but that was easily and tediously worked around by just dro...

Monday, 7th November 2011, 23:37

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43917

Re: Food reform

I really do not like Nausea in it's current form. I think it is an interesting, if rather under developed idea which makes me continuously happy to be playing trunk. To me, Nausea's effect on the food clock has a good analogy to a broken dvd controller in which only two buttons work: pause and rewin...

Tuesday, 25th October 2011, 03:12

Forum: Game Design Discussion

Topic: How to spruce up Vaults

Replies: 2

Views: 1150

Re: How to spruce up Vaults

Thanks, and no, the comments don't sound negative to me at all. I don't understand the technical difficulties involved with coding such a suggestion because I haven't used any programming language since high school. But I really like this game a lot and will put more thought into further suggestions...

Monday, 24th October 2011, 06:20

Forum: Game Design Discussion

Topic: How to spruce up Vaults

Replies: 2

Views: 1150

How to spruce up Vaults

I have three main points here: 1. Make Yaktaurs the signature Vaults enemy. 2. Maintain the openness of the outside, add terrain detail to give Yaktaurs advantages 3. Make vaults themselves multi-level units that are small self-contained 'minibranches' New terrain type: = Eternally sealed door This ...
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