Search found 332 matches

Tuesday, 13th December 2011, 04:58

Forum: Game Design Discussion

Topic: Rename enchant weapon scrolls

Replies: 15

Views: 3575

Re: Rename enchant weapon scrolls

Even more in line with other texts in the game would be (Acc +) and (Dam +)

Tuesday, 6th December 2011, 04:20

Forum: Game Design Discussion

Topic: Scroll Idea: Scrolls of Trance

Replies: 12

Views: 2497

Re: Scroll Idea: Scrolls of Trance

What about a "magic berserk" that doesn't spike damage or create some new pool of MP, but instead casts from HP once MP has run out? Then leaves you sickened afterwards? Edit: I suppose it doesn't do anything about the ability to teleport away or something. What if it gives you just enough...

Friday, 2nd December 2011, 19:33

Forum: Game Design Discussion

Topic: Crazy Yuif Hut

Replies: 34

Views: 6311

Re: Crazy Yuif Hut

How about just a door on his vault? You'd be able to shut it and leave if opening the door doesn't wake him.

I think it would make a lot of sense to have other early hut vaults that mimic Yiuf's too. Maybe generate a neutral monster in one that says, "Where'd my hammer go?"

Thursday, 1st December 2011, 18:11

Forum: Game Design Discussion

Topic: Game-end splash screens

Replies: 8

Views: 2528

Re: Game-end splash screens

I don't think it places too much of an emphasis on tiles, as there's no actual gameplay difference. If you want to play with graphics, you play tiles. If you don't want graphics, you play console. I would say issues like Stone Golems and Statues have different tiles but the same colored character in...

Wednesday, 30th November 2011, 17:38

Forum: Game Design Discussion

Topic: Game-end splash screens

Replies: 8

Views: 2528

Re: Game-end splash screens

I'd explicitly be avoiding anything that would conflict with a player's own narrative. I spent a little while reading over the usability projects and noticed how players unfamiliar with Crawl, or unfamiliar with roguelikes in general may not grasp the meaning of the inventory/score screen at first g...

Wednesday, 30th November 2011, 10:13

Forum: Game Design Discussion

Topic: Game-end splash screens

Replies: 8

Views: 2528

Game-end splash screens

I've noticed this idea a couple different places -- I imagine it wouldn't be too hard to display an image (no larger than Denzi's splash screens for loading) to one side of the score screen, perhaps scooting it off-center to better share space? I was thinking I could make a graphic for that, in any ...

Friday, 25th November 2011, 01:03

Forum: Game Design Discussion

Topic: Divine Genders

Replies: 25

Views: 7168

Re: Divine Genders

Xom's gender is Xom.

Thursday, 24th November 2011, 04:18

Forum: Game Design Discussion

Topic: Curse & butchering

Replies: 7

Views: 2100

Re: Curse & butchering

Recently I killed and butchered a duck, and it took me about an hour and definitely took both hands to do. "seems like" reality-based reasoning is a bad measurement for this feature of crawl.

Wednesday, 16th November 2011, 01:22

Forum: Game Design Discussion

Topic: Please keep in mind when balancing

Replies: 19

Views: 4159

Re: Please keep in mind when balancing

Personally, I just want to point out for everyone that YASN's post is awesome and respectful -- far too many posts recently have been inflammatory or outright hostile. This is a much better way to advocate player interests.

Wednesday, 9th November 2011, 19:54

Forum: Game Design Discussion

Topic: Kiku & Yred

Replies: 8

Views: 2390

Re: Kiku & Yred

I tend to say "kee koo baa kood guh" and I think it's the most fun-to-pronounce crawl god.

Tuesday, 1st November 2011, 01:32

Forum: Game Design Discussion

Topic: Identifying Items by Usage

Replies: 8

Views: 2344

Re: Identifying Items by Usage

snow wrote:potions of lose strength, dexterity, and intelligence


called potions of degeneration, or mutation potions.

Tuesday, 1st November 2011, 01:30

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489038

Re: "Give Mountain Dwarves the axe"

I can't believe they're people still bothered by this -- if you've been into Crawl long enough to be attached to a race, I assume that you'd understand Crawl well enough to know that it changes, and that in general it changes for the better. I was sad to hear that dwarves were going because I love d...

Monday, 31st October 2011, 20:53

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489038

Re: "Give Mountain Dwarves the axe"

nicolae wrote:Mountain Dwarves got taken out because they got too close to the truth.


They say that if you streak 27 wins with a Mountain Dwarf, a player ghost comes out of your computer and kills you.

Thursday, 27th October 2011, 22:25

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489038

Re: "Give Mountain Dwarves the axe"

It was. I was thinking this could be an opportune time to try out that idea, in a new way.

Thursday, 27th October 2011, 20:25

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489038

Re: "Give Mountain Dwarves the axe"

Maybe they could have, instead, an inherent passwall ability a la the spell, that they grow into at Level 5 or 6? And good Fire Magic apts? Lava Dwarf, perhaps...? Edit: Further thoughts: perhaps a single pip of rF at level 10-12 or somewhere in there, like the Deep Dwarf's rN, or maybe instead of t...

Wednesday, 26th October 2011, 19:05

Forum: Game Design Discussion

Topic: New weapons proposal

Replies: 16

Views: 4628

Re: New weapons proposal

Reaching sword and reaching flail could definitely spice up some uniques. Like Urug could go for a reaching flail, but it may make him too much like Grum. Now that Polearms have inherent reach, could it be possible to implement a throwing weapon with inherent returning? I'm envisioning, perhaps, a b...

Wednesday, 26th October 2011, 18:37

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489038

Re: "Give Mountain Dwarves the axe"

I'm mostly going to miss them for flavor purposes. Who doesn't want to be a dwarf?

Tuesday, 25th October 2011, 02:52

Forum: Game Design Discussion

Topic: New armour tile proposal/feedback

Replies: 10

Views: 2541

Re: New armour tile proposal/feedback

Funny, I didn't realize that! Many of those tiles had chopped-off body parts as well, so at least I feel I got something useful done. At least they don't take long. Also, I'm a terrible Crawl player, so I haven't to the Crypt since I started playing trunk (only about a month or so)! I also only rece...

Monday, 24th October 2011, 21:01

Forum: Game Design Discussion

Topic: New armour tile proposal/feedback

Replies: 10

Views: 2541

Re: New armour tile proposal/feedback

Thanks for the nice words, everybody! I've uploaded more tiles but I'll refrain from posting them here, from now on, as I now know there's plenty of feedback on Mantis. I have a few questions, however -- the bones-floor bones-wall tileset, the one that is used in the Crypt, is common throughout the ...

Friday, 21st October 2011, 21:17

Forum: Game Design Discussion

Topic: New armour tile proposal/feedback

Replies: 10

Views: 2541

New armour tile proposal/feedback

I just kind of went ahead and uploaded this and I'm not sure if I should have asked anyone first. I thought I'd make a thread to see if the proposal would be welcome, or if it would be welcome with some tweaks?

Friday, 7th October 2011, 23:04

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16361

Re: Elemental Magic Schools Differentiation

I just want to chime in -- I really like the idea of making summon elemental more interesting, and a better choice for fire/ice casters overall. How about a smite-targeted "Summon Fire Elemental" spell: it summons a fire vortex on an empty tile, but summons a fire elemental from a flame cl...

Friday, 7th October 2011, 19:36

Forum: Game Design Discussion

Topic: Bracers and non-Glove Wearing Races

Replies: 6

Views: 1458

Re: Bracers and non-Glove Wearing Races

Rather than make a new slot, couldn't bracers be used to diversify the gloves slot? i.e. it would be another step along the line, like helmets->caps. I figure that since there's three steps in each body-slot affecting mutation, they should remove armor options in three steps as well. Thus it could g...

Sunday, 2nd October 2011, 19:51

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 21801

Re: Comments about latest Trunk features (.10)

Exactly. Fire crabs and mottled dragons punish you for bad tactics. Traps punish you for...bad luck. I think this is essentially what feels wrong about this new trap situation. Certainly nobody is forcing players into certain decisions at gunpoint (or trap-point) but the apparent randomness of item...

Thursday, 29th September 2011, 18:09

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14707

Re: Proposed L1/2 transformation: Aspect of Demon

Maybe BA could also impart wings or hooves randomly? Thus sometimes it isn't a combat bonus but instead helps you run away? That's probably making one spell do too many things, so perhaps more realistically there should be a new level 2 spell that helps transmuters get away? Maybe something like Tm/...

Monday, 26th September 2011, 01:52

Forum: Game Design Discussion

Topic: Bone Dragon/Skeletal Warrior confusion

Replies: 6

Views: 1889

Bone Dragon/Skeletal Warrior confusion

I never considered this a problem before, but I noticed while spectating on Webtiles the other day that players who understand the "mindless undead can't follow up/down stairs" rule don't necessarily notice that skeletal warriors and bone dragons are an entirely different kind of creature....

Thursday, 22nd September 2011, 19:01

Forum: Game Design Discussion

Topic: Deep Trolls

Replies: 0

Views: 749

Deep Trolls

I've always liked the idea of the Moon Troll race since I read it on the dev wiki -- I would play the hell out of a race like this. Currently, there isn't a strong distinction between Rock Trolls and Deep Trolls -- deep trolls see invisible, come in packs (sometimes), and are marginally weaker. The ...

Thursday, 22nd September 2011, 18:53

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 102029

Re: Vote on what features you'd most like to see implemented

I think the auto-pickup interface and other interface tweaks are the best thing to see implemented in 0.10. Also are there plans to just call it version 10 or something and drop the 0.? I've heard people say "it's not supposed to represent a development toward 1.0" but I think it makes a l...

Wednesday, 24th August 2011, 04:58

Forum: Game Design Discussion

Topic: Immobilize (an irresistable buff spell)

Replies: 8

Views: 1550

Re: Immobilize (an irresistable buff spell)

You could make it hexes/air and make the fluff some kind of static barrier/galvanizing effect, which would make noisiness make sense.

Tuesday, 19th July 2011, 00:43

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 10882

Re: Let's Talk About Hex: A Compilation Thread

Here's an idea I just had - what about a high-level hex (perhaps 6 or 7) that smite targets (perhaps an individual, perhaps a group) and animates weapons right out of enemy hands? Another idea I had was a mid-level, perhaps 4 or 5 hex that compels one target to hit itself? Not a chance to hit itself...

Saturday, 16th July 2011, 04:01

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 10882

Re: Let's Talk About Hex: A Compilation Thread

In my opinion, Mephitic Cloud's functionality - an AOE confusion spell - works better for a Hexes-school spell, whereas its form in the game - a cloud of gas that cause confusion - works more for Conj/Air/Pois as-is. I would suggest removing Mephitic Cloud and putting a Hexes, probably a Hexes/Somet...

Friday, 15th July 2011, 23:57

Forum: Game Design Discussion

Topic: Let's Talk About Hex: A Compilation Thread

Replies: 53

Views: 10882

Let's Talk About Hex: A Compilation Thread

Ever since the Enchantments split, Hexes has been sitting in the corner like a problem child, while we all whisper about its shortcomings. No longer! We call Hexes to the front of the class. Note that I'm including anything I find, thus we have many mutually-exclusive proposals present here. Wiki En...
Previous

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.