Search found 678 matches

Friday, 28th February 2020, 00:55

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 6245

Re: Rethinking orc battlecry

I think it would be better to remove plain orcs and orc wizards from any orc band that places later than, say, D:8. These monsters simply aren't threatening past that point. Orc priests are kind of suspect as well but at least they can smite. Imo removing nonthreatening monsters is better than makin...

Saturday, 15th February 2020, 12:33

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6534

Re: Too many Evo items.

Then you're committed to a game with lots of backtracking and time spent on inventory management.

Saturday, 15th February 2020, 04:12

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6534

Re: Too many Evo items.

The problems with limited inventory in DCSS are closely tied to its other mechanics. You have a very loose clock and the ability to backtrack, so any item that you drop can just be picked up again later. If you put serious pressure on inventory space, you might reach the point where the player makes...

Saturday, 15th February 2020, 04:03

Forum: Game Design Discussion

Topic: Rework the ancient champion spellbook

Replies: 3

Views: 2092

Rework the ancient champion spellbook

This monster currently has two spellbooks. One contains bolt of draining/stone arrow/haste and the other contains iron shot/pain/haste. These books are functionally very similar, without even the conceit of, say, inflicting a different status on the player or checking different elemental resistances...

Wednesday, 12th February 2020, 23:11

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 6534

Re: Too many Evo items.

You don't need to carry them all around. Every one of them has a good use. This is a pretty good articulation of the problem, actually. If every consumable has a good use then I want to carry all of them around. Leads to a lot of time spent on inventory management rather than playing the game prope...

Monday, 3rd February 2020, 18:18

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 23916

Re: Rework polearms

Most of the supposed monster variety generated by item use is superficial, especially because monster default equipment is typically coded to choose between items that are similar to one another. There is not a significant difference between orc knight in chain mail and orc knight in plate; ditto fo...

Friday, 24th January 2020, 23:21

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 13279

Re: Give Trolls +2 Maces & Flails Aptitude

even as a big club lover, who has enjoyed a big club or two back in the day, I cannot imagine wanting to add even more weapon base types to the game.

Wednesday, 22nd January 2020, 21:32

Forum: Dungeon Crawling Advice

Topic: New Nemelex is overpowered. Use it while you can!

Replies: 7

Views: 3539

Re: New Nemelex is overpowered. Use it while you can!

I think that Nemelex is pretty close to Kiku etc. power level wise. Pretty much always optimal to take off an early altar, may or may not win out over the other op gods if you find their altars together.

Wednesday, 15th January 2020, 03:06

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 4675

Re: Necromancy school suggestion: -MaxHP costs

xp-gated rot sounds a lot better than rot that you cure with a common potion, or xp-gated skill drain for that matter. Perhaps the time has come to merge these mechanics.

Tuesday, 31st December 2019, 18:36

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12978

Re: Bloatcrawl 2

Will get a fix out for species swapping when I can (it's related to shapeshifter code).

Tuesday, 31st December 2019, 04:32

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 12978

Bloatcrawl 2

Cool features: ⋅ 69 (sixty-nine) nice species and 69 (sixty-nine) nice backgrounds. Mainline DCSS content, Bloatcrawl favorites and brand new genius designs are here together. New stuff ranges from bad memes to wild, borderline unplayable nonsense. Play as a Moonotaur Anarchist or a Squat ...

Monday, 9th December 2019, 03:45

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 4480

Re: Poll: What do you think about incentive structures in Cr

when i was in middle and high school i was one of those annoying "debate me" atheists and just a giant asshole in general (as you do when you're in middle and high school (i'm still an asshole yes but not as much of one)) and one time i called this old guy a moron because he said he didn'...

Saturday, 7th December 2019, 01:55

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 38606

Re: Poll: What do you think about shaft effects?

The mistake you're making here is forgetting that, in order for player choice to "have a significant impact on outcome differential," some of the player choices have to have bad outcomes. That's a strange assertion to make, given I've already said this line in the post you've quoted: &quo...

Friday, 6th December 2019, 03:48

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 38606

Re: Poll: What do you think about shaft effects?

Yes, you could rework crawl significantly to the point where getting shafted has reduced chance of no-agency lethality, rework inventory/backtracking, and leave the game playing more like Tomb (perhaps with less torment). And then shafts wouldn't be meaningful. That's a lot of work to create a few ...

Wednesday, 4th December 2019, 23:23

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 38606

Re: Poll: What do you think about shaft effects?

You should anticipate better outcomes when you make good decisions rather than bad decisions. This thread of the discussion makes it obvious that shafts feel bad because they are perceived as the game arbitrarily and randomly "doing something" to the player. Seems clear that much of this ...

Friday, 29th November 2019, 01:52

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 38606

Re: Poll: What do you think about shaft effects?

Remove shaft effects, remove upstairs. It's the tried and true formula.

Wednesday, 27th November 2019, 23:25

Forum: Crazy Yiuf's Corner

Topic: Oh No The Scientists Are Watching Start Acting Weird

Replies: 7

Views: 3214

Re: Oh No The Scientists Are Watching Start Acting Weird

There are at least a couple factual inaccuracies in this paper. If you hire me as a dungeon crawl consulting expert, for the low, low, price of $500/hr, I can guarantee that any future papers will be error free.

Tuesday, 26th November 2019, 01:46

Forum: Game Design Discussion

Topic: Ally commands

Replies: 18

Views: 5554

Re: Ally commands

If ally commands are instantaneous then it's optimal to use one every time the most effective ally behavior changes, which can happen as often as every turn. Should be extremely obvious why this is bad.

Friday, 15th November 2019, 00:04

Forum: Game Design Discussion

Topic: Visible items in deep water

Replies: 25

Views: 8277

Re: Visible items in deep water

Degenerate play regarding deep water already exists with at least 4 species and any character that has usable boots of flight; if player swimming is a problem because of degenerate play then deep water existing at all is a problem. Not a good argument for maintaining tedious item interactions. The f...

Tuesday, 5th November 2019, 18:21

Forum: Game Design Discussion

Topic: Wand of digging and evocations skill

Replies: 3

Views: 1674

Re: Wand of digging and evocations skill

Third solution: let people train skills without a related item.

Thursday, 31st October 2019, 23:16

Forum: Game Design Discussion

Topic: Shop mimic as spawnable type

Replies: 4

Views: 2158

Re: Shop mimic as spawnable type

remove mimics

Thursday, 10th October 2019, 00:36

Forum: Game Design Discussion

Topic: God: Ishmael the Starved

Replies: 10

Views: 3392

Re: God: Ishmael the Starved

where is the hungry hungry hippos ability? 2/10

Sunday, 6th October 2019, 18:41

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6238

Re: Neutral monsters bad

I don't see an articulation anywhere of what using neutral monsters (as opposed to allied monsters) is supposed to add to the game. Would anything of value be lost if the monsters in question were allied instead?

Saturday, 5th October 2019, 01:17

Forum: Crazy Yiuf's Corner

Topic: new demonspawn muation proposals

Replies: 11

Views: 4225

Re: new demonspawn muation proposals

The biggest problem I have with demonspawn mutations now is that a lot of them are boring or don't do anything at the first couple ranks, and these avoid that, so that's cool at least. It's probably worth pointing out that there's already a demonspawn mutation that gives spellpower (augmentation). W...

Saturday, 28th September 2019, 16:59

Forum: Game Design Discussion

Topic: monks being zealots

Replies: 8

Views: 3740

Re: monks being zealots

It isn't though

Tuesday, 24th September 2019, 04:27

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 13943

Re: Fedhas rework

As a god of nature, Fedhas should hate global warming and therefore oppose the use of fire magic

Monday, 23rd September 2019, 15:12

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 10895

Re: Unrandart proposals

The +3 trout mask {swim, dex +7}. This hat lets you swim quickly (like a merfolk) and changes your tile to the big fish tile.

Thursday, 12th September 2019, 06:01

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 5086

Re: New Species: Argons

Broadly agree, though I expect that it might be optimal to take rpois at xl 2 for many combos.

Thursday, 12th September 2019, 04:59

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 5086

Re: New Species: Argons

The species is strong as written because elec brand uc is bettter-than-claws melee damage early. Good unarmed combat damage isn't a unique feature, as has been stated. Ignoring all the fluff mutations, the two core concepts are the limited-use ability and the resistance gimmick. A limited-use specie...

Tuesday, 10th September 2019, 21:49

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 5054

Re: Demonspawn Rerolls

counterproposal: rebalance ds mutations so there aren't so many boring dud muts and there's more strategic variance to adapt to or whatever.

Friday, 30th August 2019, 01:55

Forum: Crazy Yiuf's Corner

Topic: Items on permanent teleport traps

Replies: 5

Views: 2716

Re: Items on permanent teleport traps

Put on an item with -tele. You could also memorize apportation and take your armor off to cast it.

Tuesday, 27th August 2019, 22:40

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 5358

Re: Revamp Scarves

Remove scarves imo. Guardian spirit already existed as an amulet and I'm not convinced that making the ego more common was a good move, though the scarf is often useful if you're playing a character that wants to wear faith. Resistances appear on a lot of other slots. Cloud immunity is a dumb swap i...

Sunday, 25th August 2019, 19:30

Forum: YASD! YAVP! and characters in progress too

Topic: CIP - MiWn - need some advice please

Replies: 2

Views: 1367

Re: CIP - MiWn - need some advice please

Use Arga. The ice dragon scales are bad; wear rf+ or mr+ plate if you have it. Use your enchant armor scrolls on the gloves/hat. You should train axes to 18 next.

Saturday, 17th August 2019, 02:50

Forum: YASD! YAVP! and characters in progress too

Topic: CIP ( now YASD): DrFE planning skills

Replies: 10

Views: 3235

Re: CIP: DrFE planning skills

Things that stand out to me are the total lack of fighting skill and undertrained dodging, so I would train fighting for a while and then dodging. Spellcasting is somewhat undertrained for damage if I'm not mistaken. Too lazy to check what it should be, but for maximum damage to xp efficiency on fir...

Thursday, 15th August 2019, 23:38

Forum: Game Design Discussion

Topic: Balance Kiku's Corpse Delivery

Replies: 6

Views: 2939

Re: Balance Kiku's Corpse Delivery

Kiku is like a top 6 god so imo if you were going to rebalance it you would have to make corpse delivery weaker (tho really the problem is not corpse drop so much as it is the skeleton/corpse rot spells). I don't know why shapeshifter corpses exist at all though.

Wednesday, 14th August 2019, 20:44

Forum: Game Design Discussion

Topic: New item: Pebbles

Replies: 10

Views: 3442

Re: New item: Pebbles

New unique, Barney Rubble

Sunday, 11th August 2019, 17:37

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 9

Views: 4515

Re: Change the way riposte works

Riposte damage is affected by weapon skill. There are lots of problems with riposte but it's not true that weapon skill provides no benefit.

Tuesday, 6th August 2019, 22:41

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 24326

Re: Remove confusing touch

The bad parts of playing "stabbers" are having to train a shitty weapon and a bunch of stealth, so you could probably buff those things, for example by merging long and short blades. Melee range and untargeted hexes are good concepts imo but I think that hd dependence is pretty bad if hd i...

Monday, 5th August 2019, 15:19

Forum: Crazy Yiuf's Corner

Topic: New species proposal: Goblin

Replies: 2

Views: 1892

Re: New species proposal: Goblin

More like goblin my nuts

Thursday, 1st August 2019, 01:43

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 4694

Re: Refine DCSS

Orb of destruction is a spell that does damage and only checks AC, not resistances or MR. Right now, earth damage spells and "pure" conjurations both tend to do this whereas other damage schools do not, so it makes sense to move orb to earth magic if you're going to cut conjurations as a s...

Thursday, 1st August 2019, 01:07

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 4694

Re: Refine DCSS

Why would you put orb of destruction in necromancy when the design is obviously an Earth spell?

Thursday, 25th July 2019, 22:10

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5762

Re: Agnostic

Many crawl gods (especially among the ones that are actually worth picking) warp playstyle to a significant degree. Prohibiting god usage should require players to have more flexibility wrt, among other things, their skilling and equipment strategy. You can argue that crawl is too easy for this to m...

Tuesday, 23rd July 2019, 11:51

Forum: Crazy Yiuf's Corner

Topic: Wtf

Replies: 4

Views: 2427

Re: Wtf

The only good wiki page tbh

Thursday, 11th July 2019, 02:11

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 41622

Re: Remove the id game (new reason)

You can get players to learn about non-obvious consumables by generating fewer consumables so that they don't always have access to the good ones. This solution is a lot better for the game than generating a very large quantity of non-identified consumables with spoiler-laden generation rules. That ...

Wednesday, 26th June 2019, 20:24

Forum: Dungeon Crawling Advice

Topic: Riposte Swordsman Advice

Replies: 9

Views: 4040

Re: Riposte Swordsman Advice

It's viable in the sense that you can win doing it but not viable in the sense that it's worse than playing a minotaur that uses heavy armor and doesn't try to maximize ev at the expense of other things.

Friday, 14th June 2019, 23:12

Forum: Crazy Yiuf's Corner

Topic: Implant hell crawl's charm school mechanism.

Replies: 39

Views: 15483

Re: Implant hell crawl's charm school mechanism.

Keep in mind that your formula makes permabuff spells uncastable at low levels for most combos. This is actually fine imo, but you need to remove or rework the skald background and maybe a few others. Idk if this actually ends up working better than a player mp reduction, probably depends on whether...

Friday, 14th June 2019, 23:05

Forum: Dungeon Crawling Advice

Topic: Skilling a DGFE

Replies: 7

Views: 2845

Re: Skilling a DGFE

This character shouldn't train maces and flails any higher. The flail you're using is not a good melee weapon - it's good enough to kill popcorn and fine to wield for the int if you don't have an enhancer staff though. If you find a demon whip or something then you can consider training for it if yo...

Friday, 31st May 2019, 03:08

Forum: Crazy Yiuf's Corner

Topic: Survey: What do you think of the depth of hell now?

Replies: 10

Views: 3967

Re: Survey: What do you think of the depth of hell now?

Seems obvious that the filler hell floors have no real purpose unless you make them more difficult in some way. The hell monster spawn set is really, really bad btw - there's an incredible amount of trash spawns in the tables. Hell/pan roulette with a harder spawn table in hell is probably enough to...

Wednesday, 8th May 2019, 21:52

Forum: Crazy Yiuf's Corner

Topic: Hrrrrnnggh Cerebov,

Replies: 2

Views: 1885

Hrrrrnnggh Cerebov,

I'm trying to steal your rune but I'm dummy thicc and the clap from my ass cheeks keeps alerting the brimstone fiends

Saturday, 4th May 2019, 02:41

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4409

Re: If Each Monster Had Max 1 Spell

Reducing monster spell complexity is good. As far as I'm concerned, that's the only upside of the proposal. I think the case for increasing tactical depth by splitting up monsters in this way is extremely overstated. Unless you are going to radically overhaul other crawl mechanics, you're going to l...
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