Search found 163 matches

Sunday, 15th December 2013, 08:05

Forum: Game Design Discussion

Topic: Remove net tearing

Replies: 7

Views: 2462

Re: Remove net tearing

pubby wrote:Just make them always mulch after trapping.


I'd rather they mulch randomly. This way we won't need to flood the dungeon with nets to enable a net-user playstyle.

Monday, 2nd December 2013, 00:52

Forum: Crazy Yiuf's Corner

Topic: Item destruction is the devil.

Replies: 10

Views: 3343

Re: Item destruction is the devil.

Arrhythmia wrote:There is no part of item destruction that is conductive to a fun game.


conducive.

We have other ways of killing players. It isn't a fun mechanic.

Sunday, 1st December 2013, 07:40

Forum: Game Design Discussion

Topic: Remove fleeing

Replies: 27

Views: 7564

Re: Remove fleeing

I don't mind fleeing. Isn't this what the player does when close to dying? Why wouldn't other intelligent creatures be allowed to do the same? We could write an AI you couldn't beat. It would be really no fun. If you ducked into a corridor, monsters would stand on both sides of the entry way, out o...

Sunday, 1st December 2013, 07:26

Forum: Game Design Discussion

Topic: Dragon form should not have trample

Replies: 10

Views: 3900

Re: Dragon form should not have trample

Done.

Sunday, 1st December 2013, 06:51

Forum: Game Design Discussion

Topic: Remove fleeing

Replies: 27

Views: 7564

Re: Remove fleeing

This is the best thing. It may go back in if we can get the AI right. Dragons should take a few steps away from you and blast you, rather than fleeing off screen. amethyst thinks the underlying cause were changes to fleeing behavior to accommodate fear. A fleeing gnoll shouldn't poke you with his p...

Sunday, 1st December 2013, 06:44

Forum: Game Design Discussion

Topic: Remove fleeing

Replies: 27

Views: 7564

Re: Remove fleeing

Done.

Sunday, 1st December 2013, 06:13

Forum: Game Design Discussion

Topic: Guardian serpent blink allies encircling ability

Replies: 10

Views: 3391

Re: Rune lock

duvessa wrote:It is in fact an exact copy of convokers' recall. Because Crawl monsters are only allowed to be unique for two stable versions at most.


I've removed Word of Recall from Guardian Serpents. They now receive a band, like other professional Nagas.
Please tone down the snark.

Wednesday, 27th November 2013, 16:34

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

Basically what I am trying to say is: the abyss is fine the way it is(at least mechanics-wise), and having "randomly" spawning exits just adds to the flavor and makes the experience that much more invigorating. I haven't been advocating for the removal of "random" exit spawns, j...

Wednesday, 27th November 2013, 02:48

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

galehar wrote:oh right, sorry :)
still, some sort of stepdown, I'll look into something more specific later.


Actually, I thought about this a little more, and I think this may be the wrong approach. It doesn't give us fine-grained control over the length of an abyss excursion.

Tuesday, 26th November 2013, 07:32

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

Slowly increasing the exit spawn chance based on explored tiles would help without introducing any ugly cap or breakpoint. Do you have a formula in mind? This sounds like a great idea. Stuff in the abyss capriciously murders me. The abyss picks a random sub-branch and uses it for a fraction of the ...

Sunday, 24th November 2013, 20:37

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 10987

Re: Depths and boggarts.

XuaXua wrote:Would that also be the same for other summoners/demonologists?


I see no reason to have heterogeneous behavior.

(I meant to click the 'Quote' button, not 'Thanks')

Sunday, 24th November 2013, 20:03

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 10987

Re: Depths and boggarts.

Boggarts are ok now that summons are actually not the most awful thing ever to fight. You could argue that summoner enemies are still bad enemies and I might agree but the instant abjuration change makes them dramatically better both from a gameplay and design standpoint. I don't see why boggarts i...

Saturday, 23rd November 2013, 17:37

Forum: Game Design Discussion

Topic: Player Ghosts' Extended Descriptions

Replies: 17

Views: 5464

Re: Player Ghosts' Extended Descriptions

galehar wrote:If we also manage to display spells, that should be good enough I'd say.


This would be great. In my last game I ran into one ghost that had nothing but summon butterflies and another one that spammed fire storm.

Saturday, 23rd November 2013, 03:04

Forum: Game Design Discussion

Topic: Opinions on lava orcs?

Replies: 33

Views: 9300

Re: Opinions on lava orcs?

I never really understood the point of Lava Orcs, and the name may always have been part of the problem. (Similar to how Formicids are much better than Dwarf Ants -- the latter made it look like a joke species.) I've been bikeshedding for Salamanders as a thematic alternative. I believe that removi...

Saturday, 23rd November 2013, 02:57

Forum: Game Design Discussion

Topic: Opinions on Djinni?

Replies: 30

Views: 8731

Re: Opinions on Djinni?

The concept of pooled magic and health is an interesting one. We might be able to balance Djinni if we turned them into humans with EP without piling on additional racial features. I strongly believe that simplicity will make it easier to balance.

Sunday, 10th November 2013, 08:00

Forum: Crazy Yiuf's Corner

Topic: Like the FedEx logo

Replies: 19

Views: 5947

Re: Like the FedEx logo

Grimm wrote:The question mark?


Yep.

Sunday, 10th November 2013, 06:38

Forum: Crazy Yiuf's Corner

Topic: Like the FedEx logo

Replies: 19

Views: 5947

Like the FedEx logo

Sometimes you see something and then you can't unsee. it.
minimap.png
minimap.png (3.47 KiB) Viewed 5947 times

Saturday, 9th November 2013, 05:10

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

bisonbisonbison wrote:Has anyone calculated the median time for exit portals appearing on A:1-5?


It's a function of the number of tiles you see. You could calculate it empirically, but I think it's a waste of time.

Thursday, 7th November 2013, 03:09

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

To come back to the OP's proposal. 1. I don't see the point in reducing variance. It's good that sometimes you get lucky with an early exit and sometimes they seem impossible to find. The abyss is supposed to be random and unpredictable. Exponential distributions -- the distribution on the "ti...

Wednesday, 6th November 2013, 06:02

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Re: Abyss Redecorating

Wahaha wrote:For 3, I think the increased gates after picking up the rune do the job perfectly.


They work pretty well, but they trivialize all subsequent departures from the Abyss. Whether this is a pro or con is debatable -- getting the rune signifies in some sense that you've won the branch.

Wednesday, 6th November 2013, 05:43

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 17433

Abyss Redecorating

I'd like to float some ideas for redecorating the Abyss: 1. Provide an exit/stairs based on how much the player has explored. As the player sees new tiles, the counter decrements. When it hits zero, stairs appear when an unseen square enters LOS. My goal here is to reduce the variance in the time to...

Friday, 18th October 2013, 01:24

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 20351

Re: Improving Pan and the Hells

I've been considering adding the -Scroll and -Potion effects from Destruction branch to Gehenna and Cocytus (along with Ice Cave and Volcano). I'm not an extended player, so I'd like another dev to make this call.

Saturday, 12th October 2013, 20:03

Forum: Game Design Discussion

Topic: Make Training Shields Work Like Training Everything Else

Replies: 28

Views: 7484

Re: Make Training Shields Work Like Training Everything Else

Let's see... keep track, on every monster, the amount of damage dealt by every weapon, or just let people train the weapon skills of weapons they carry? Really, the OP's idea is simplest. You can train everything else without needing to use it. Shields should work that way too. I don't think this g...

Saturday, 12th October 2013, 20:00

Forum: Game Design Discussion

Topic: Proposal: Damageable Skin (Gargoyle Nerf)

Replies: 43

Views: 12529

Re: Proposal: Damageable Skin (Gargoyle Nerf)

MarvinPA wrote:An even simpler version would just be to reduce their AC (if a change is necessary).

Yeah. Let's avoid introducing unwarranted complexity. If there's a simple fix we should explore that first.

Friday, 4th October 2013, 19:47

Forum: Game Design Discussion

Topic: Undead should get different message on wielding pain weapons

Replies: 9

Views: 2902

Re: Undead should get different message on wielding pain wea

We already do this for vampiric weapons. As usual, I'm not interested in bikeshedding but if someone puts a patch on Mantis, I'll apply it.

Saturday, 28th September 2013, 22:08

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 19729

Re: Penetrating Large Rocks

watermelons You butcher the watermelon dragon. You see here a watermelon dragon hide. You pick up the watermelon dragon hide. You read the scroll of enchant armour. The watermelon dragon hide glows and becomes watermelon dragon armour! You spit a watermelon seed at the banana slug. The banana slug ...

Saturday, 28th September 2013, 19:51

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 19729

Re: Penetrating Large Rocks

Jackals, bees, wolves, ugly things, and those vaults with 50 enemies inside are noticeably easier with penetration rocks. Most players are going to be on the receiving end of large rocks. There are 24 races that can't use them. As people in the thread have pointed out, this is primarily a debuff to...

Saturday, 21st September 2013, 23:40

Forum: Game Design Discussion

Topic: Penetrating Large Rocks crash through...

Replies: 3

Views: 1578

Re: Penetrating Large Rocks crash through...

Remember the Potion of Vicissitude? I simply don't care. :)
Submit a patch and if it's better, someone will apply it.

Saturday, 21st September 2013, 16:43

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 14449

Re: Banish Demons from the Abyss

Siegurt wrote:I think of the small/large abominations as simple monsters


Their stats are randomized, but other than that, they're sacks of HP. Chimera created from mundane creatures would be similarly pop-corn.

Friday, 20th September 2013, 05:30

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 14449

Re: Banish Demons from the Abyss

minstrel wrote:"Lovecraftian horrors from beyond"


I may or may not have visited Lovecraft's grave (and then promptly gone insane).

Friday, 20th September 2013, 03:10

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 14449

Banish Demons from the Abyss

I would like to either remove demons from the abyss, or seriously down-weight them. The place feels overrun with 3's and 4's and I'd like to further distinguish it from other branches like Pan. There are some tentative plans to add other monsters to the abyss, like chimeras, so I don't think we'll b...

Wednesday, 18th September 2013, 06:44

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58596

Re: Proposal: Rework Item Destruction

As is, I don't think this is ever going to make it into trunk. I would be these status effects being present in Volcano and Ice Caves. Geh and Coc might also be appropriate, but I haven't played extended.

Monday, 2nd September 2013, 18:17

Forum: Game Design Discussion

Topic: Lair Branch Loot Balancing

Replies: 38

Views: 11376

Re: Lair Branch Loot Balancing

Hm, more functional food would be nice to have indeed. The core issue, as far as I see it, is to avoid duplication with potions. On the other hand, the problematic distinction between tactical potions (those where item destruction has a purpose) and strategical potions (where it doesn't) could be s...

Monday, 2nd September 2013, 03:18

Forum: Game Design Discussion

Topic: Lair Branch Loot Balancing

Replies: 38

Views: 11376

Lair Branch Loot Balancing

Of the four Lair branches, only Shoals has decent loot. My experience has been that you're more likely to find good equipment in Labs than in any of Spider, Swamp or Snake. I don't think this is the clustering illusion at work.

Could we look into redistributing some of that Merfolk gold?

Friday, 16th August 2013, 14:10

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57884

Re: New Species: Gargoyle

It is not a question about all armour, just cloaks. Write a patch that disables cloaks while Gargoyles are flying. Everyone is going to love that. :roll: While crawl strives to 'make sense', it is not a simulation game (see: Dwarf Fortress). Instead the game makes sense by being consistent in its i...

Sunday, 11th August 2013, 06:54

Forum: Game Design Discussion

Topic: Thoughts on ||||||||||||

Replies: 8

Views: 2309

Re: Thoughts on ||||||||||||

Arrhythmia wrote:Convokers are the fucking worst in this sprint.


If you want a good laugh, try playing a Healer.

Saturday, 10th August 2013, 06:34

Forum: Game Design Discussion

Topic: Thoughts on ||||||||||||

Replies: 8

Views: 2309

Re: Thoughts on ||||||||||||

Things I learned from |||||||s:

Berserking Iron Trolls can kill anything.

Friday, 9th August 2013, 01:17

Forum: Game Design Discussion

Topic: Move Recite to godspeak

Replies: 1

Views: 1068

Re: Move Recite to godspeak

I've created an implementable for this on Mantis.

https://crawl.develz.org/mantis/view.php?id=7447

Friday, 9th August 2013, 01:13

Forum: Crazy Yiuf's Corner

Topic: What if Mummies were less terrible?

Replies: 28

Views: 8722

Re: What if Mummies were less terrible?

except for the 'Regen' spell part. It can't effect them because it's necromantic reanimation of wounds, and they are already undead. (does it work on Vp or Gh, btw?) The regen spell works on everyone except Mu, DD and bloodless Vp. Regen rings and troll leather don't work on DD and bloodless Vp, bu...

Wednesday, 7th August 2013, 15:12

Forum: Game Design Discussion

Topic: Randart Names

Replies: 22

Views: 6576

Re: Randart Names

nicolae wrote:Actually, all the artefact names that look randomly generated are in fact precise summaries of the artefact's powers, just written in a language you don't speak.


http://jubal.westnet.com/hyperdiscordia/library_of_babel.html

Sunday, 4th August 2013, 20:57

Forum: Dungeon Crawling Advice

Topic: Nikola the unique destroyed my Orc Army

Replies: 21

Views: 5438

Re: Nikola the unique destroyed my Orc Army

Once I ran into Nikola and he promptly began blasting me. At some point he hit me with chain lightning and I got disconnected from the server. I assumed that I'd splatted. To my surprise, the game had crashed returning me to the start of the level. Next time, try casting summon butterflies. It does ...

Sunday, 4th August 2013, 15:32

Forum: Game Design Discussion

Topic: Remove the haste spell

Replies: 87

Views: 27080

Re: Proposal: Remove the haste spell

tcjsavannah wrote:Monster slouch would be hilarious.


This one time I hasted a lich so I could slouch it. That was a terrible, terrible mistake.

Friday, 26th July 2013, 07:13

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 58596

Re: Proposal: Rework Item Destruction

Just had a thought, if the "chance for destruction while hot/cold" idea is implemented the effect should be constant in Ghenna/Cocytus. Even if the idea isn't implemented for the rest of the game consider implementing it in just those two branches. It would fit the flavour of those places...

Thursday, 25th July 2013, 13:57

Forum: YASD! YAVP! and characters in progress too

Topic: YAV? P gargoyle ice elementalist

Replies: 47

Views: 31812

Re: YAV? P gargoyle ice elementalist

crate wrote:I do not like green eggs and ham.


:)

Tuesday, 23rd July 2013, 03:17

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP -- GrEE of Mutation

Replies: 4

Views: 1556

Re: YAVP -- GrEE of Mutation

I managed to win it with five runes: serpentine, barnacled, slimy, silver, abyssal. I decided that Tomb was too dangerous and didn't have the will power to attempt Hells.

Apart from my near fatal mutational misadventure in Zot, I thought GrEE was a very easy build.

Monday, 22nd July 2013, 06:48

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP -- GrEE of Mutation

Replies: 4

Views: 1556

Re: YASP -- GrEE of Mutation

The idea was to ascend. I can beat an OoF to death pretty quick, but I'd been wearing Conservation because of Draconians with Sticky Flame. By the time I was going to make a run for the chamber, I was so badly mutated that I decided it would be unsurvivable.

Monday, 22nd July 2013, 06:25

Forum: Game Design Discussion

Topic: Has XP gain been adjusted?

Replies: 7

Views: 1895

Re: Has XP gain been adjusted?

Not specifically, but DracoOmega made some adjustments to the XP curve: http://gitorious.org/crawl/crawl/commit/f54e3ca8c7a706449d143d9c9b8ccfc674668e1c

Monday, 22nd July 2013, 06:17

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP -- GrEE of Mutation

Replies: 4

Views: 1556

YAVP -- GrEE of Mutation

(Yet Another Stupid Post) Things were going well until I hit Zot: 172975 | Hell | Gained mutation: Your magical capacity is low (-10% MP). [a cacodemon] 177083 | Zot:2 | Gained mutation: Your vision is a little blurry. [an orb of fire] 177090 | Zot:2 | Gained mutation: You occasionally shout uncontr...

Monday, 22nd July 2013, 05:45

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 8238

Re: Locks on Doors

xzanthius wrote:I am curious as why Crawl was designed with unlockable doors.


Simplicity. We also don't have chests or bags of holding. I suspect that they would just contribute to tedium more than anything.

Saturday, 13th July 2013, 19:02

Forum: Game Design Discussion

Topic: Why Remove Stat Death?

Replies: 6

Views: 2160

Re: Why Remove Stat Death?

being at 0 is still very lethal as you still have the half-speed, paralysis, etc. so you will want it gone, you just won't die while making that happen - and if you can't remove it, you have a "challenge" instead of an immediate death. Exactly. Stat instadeath is gone. It's a drag to put ...
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