Search found 268 matches

Monday, 15th August 2016, 15:06

Forum: Game Design Discussion

Topic: Prevent losing piety when swapping "faith -> "faith

Replies: 17

Views: 5300

Re: Prevent losing piety when swapping "faith -> "faith

Why not just make every piece of gear that isnt supposed to be swappable *fragile at this point? I agree that Faith and Harm should just have *Fragile instead of being identify traps like they currently are. Inaccuracy should probably have it as well since nobody will put that back on after taking ...

Monday, 15th August 2016, 14:58

Forum: Contributions

Topic: Crawl Central Authentication/Single Sign On

Replies: 6

Views: 5261

Re: Crawl Central Authentication/Single Sign On

Unfortunately, nothing concrete. Had a lot of job-related work that I needed to take home and do over the past month, so I didn't feel like spending the free time I had working on this all that much. Working with the UML you posted, I did come up with the rough structure that would work for passing ...

Thursday, 11th August 2016, 16:02

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 81361

Re: Give advice using the absolute worst reasoning possible

Save doing the rune floors of any branch until you have to. That way, there is a lot of experience available in a single spot for whenever you get drained.

Sunday, 7th August 2016, 05:11

Forum: Game Design Discussion

Topic: Remove the ability to wield useless items

Replies: 32

Views: 9989

Re: Remove the ability to wield useless items

Now that you can't wield the legendary snozzcumber upon ascension, the ability to wield non-weapons is pointless unless you engage in exploiting the ratio of turns spent to auts waited for the purposes of regenerating health in turncount speedrun situations (and if the ability to wield useless items...

Thursday, 4th August 2016, 13:13

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 81361

Re: Give advice using the absolute worst reasoning possible

It is more important to identify your potions first over your scrolls; you want to find out which potion type is mutation as soon as possible to be able to drink them.

Wednesday, 3rd August 2016, 20:28

Forum: Crazy Yiuf's Corner

Topic: Most frustrating death

Replies: 24

Views: 7291

Re: Most frustrating death

Everytime i end a streak its a frustrating death, but none will ever match this one: http://crawl.berotato.org/crawl/morgue//Dynast/morgue-Dynast-20160507-041843.txt Message History Drink which item? (? for menu, Esc to quit) You feel very buoyant. You fly up into the air. A zombie and a skeleton c...

Tuesday, 2nd August 2016, 15:35

Forum: Game Design Discussion

Topic: Anti-Cannibalism Interface Improvement

Replies: 5

Views: 2088

Re: Anti-Cannibalism Interface Improvement

I would prefer this as well. You can always choose to abandon if you have to eat a forbidden corpse or die.

Wednesday, 27th July 2016, 16:41

Forum: Dungeon Crawling Advice

Topic: Non TSO/Makhleb god in extended for melee?

Replies: 12

Views: 2944

Re: Non TSO/Makhleb god in extended for melee?

Qazlal is good if you have decent Invo and are allergic to stealth or picking up and using offensive magic like me. Upheaval is good for taking out hellions and tormentors, and Disaster Area for anything tougher that you want gone. Zin's probably a much better choice for the same Invo investment tho...

Wednesday, 27th July 2016, 16:26

Forum: Game Design Discussion

Topic: Move either Borgnjor's or Door to Poison

Replies: 21

Views: 7239

Re: Move either Borgnjor's or Door to Poison

Move Poison Magic to Transmutations, giving Poison Magic users more cool tools to mess around with for investing and giving Transmuters more reasons to invest past the bare minimum to function.

Tuesday, 26th July 2016, 10:36

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40135

Re: Terrible design choice and service

I think a proper design would be this: for each branch, there's a set of trap types and chances. And whenever you move single step in that branch, there's that chance to trigger one of those steps -- regardless of where you've stepped before. As always, the devil is in the details: we don't want sh...

Monday, 25th July 2016, 19:50

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40135

Re: Terrible design choice and service

I think shaft traps are good and fun, unlike shadow traps which were bad and unfun (mainly because they didn't go away after being activated once and being a worse effect than Zot traps most of the time). However, if the main issue about them is remembering safe floor to avoid shafts when exploring,...

Tuesday, 12th July 2016, 14:53

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 81361

Re: Give advice using the absolute worst reasoning possible

It's a good idea to start a thread with the obvious intent of bashing something someone else said in a different thread and out of context, because you have to prop up your ego somehow, right? It feels more like an offshoot of something like this , not targeting a specific person. Polearms are very...

Monday, 11th July 2016, 13:40

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 81361

Re: Give advice using the absolute worst reasoning possible

As a Trog worshipper, make sure to be careful about when you berserk, or you will need to eat a lot of food to make up for the hunger costs.

Monday, 11th July 2016, 12:25

Forum: Contributions

Topic: Crawl Central Authentication/Single Sign On

Replies: 6

Views: 5261

Re: Crawl Central Authentication/Single Sign On

1. What advantage is there in using C#/.NET given that the current ecosystem for crawl and crawl development is c++, and (mostly) linux? (Or was the choice simple expediency, aka that's what you are familiar with and just felt like using it) 1. I would support writing this application in Python. Th...

Monday, 11th July 2016, 04:02

Forum: Contributions

Topic: Crawl Central Authentication/Single Sign On

Replies: 6

Views: 5261

Crawl Central Authentication/Single Sign On

(Mods: If this isn't the right place to post/discuss this, feel free to move it to wherever you feel it is appropriate) One thing that's been brought up often has been making a single sign-on style system for Crawl Scoring in order to resolve issues involved with how the Scoring website collects it'...

Wednesday, 6th July 2016, 13:01

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 27188

Re: Rename Damnation to Brimstone

dynast, you sort of forgot to tell us in your OP why "damnation" ought to change. because "damnation" sounds nothing like the thing it's describing. It stretches credibility that such an effect would continue to be called "damnation" even if its inventor insisted upon ...

Thursday, 30th June 2016, 11:41

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 14021

Re: Hydra head chopping (was: Riposte)

Is it an option to just make it so slicing off a hydra's head with a non-flaming weapon doesn't heal it?

Wednesday, 29th June 2016, 14:40

Forum: Game Design Discussion

Topic: Let us turn off ghost generation.

Replies: 125

Views: 29650

Re: Let us turn off ghost generation.

I like player ghosts, but the arguments about them being unbalanced could be fixed if they were redesigned as approximations/generalizations of the character rather than an exact copy. Take the species, background, and XL (and maybe god) and generate a ghost named after the character by: -Using spec...

Thursday, 2nd June 2016, 11:42

Forum: Crazy Yiuf's Corner

Topic: Player Dust and Paralyze Quitting

Replies: 15

Views: 3293

Re: Player Dust and Paralyze Quitting

Make quitting create player ghosts anyway. Fixed!

Wednesday, 25th May 2016, 12:22

Forum: Game Design Discussion

Topic: New Unrand: Torpor Shell

Replies: 22

Views: 4968

Re: New Unrand: Torpor Shell

An alternative: +4 Torpor Shell [ponderous+++, slowmonsters], base item is large shield. Slows everything in sight, but lowers your movement speed massively so that you can't run away from most things even if they're slowed, and needs substantial shields investment. Still very powerful, though. So ...

Tuesday, 24th May 2016, 14:26

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44535

Re: Remove either orb run or digging

Flavor-wise, I'd much prefer the game to end after I surmount one of its most difficult challenges than after a lot of tedious walking and avoiding battles. If it's really desirable for the game to end where it began, I suggest placing the Zot entrance next to the entrance to D with a runelock. Des...

Tuesday, 24th May 2016, 14:04

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19618

Re: Rework/Remove Labyrinths (or at least remove map rot)

I feel that Labyrinths skirt the line very closely to that of NetHack and Sokobon AKA requiring the player to play a completely different game for a big boost in power for the one they were playing. I say 'very closely' because solving a maze isn't completely different from the regular gameplay in C...

Wednesday, 18th May 2016, 20:30

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 7972

Re: The new pro strategy: eat mutagenic meat in pan!

-learn Necromutation -have overwhelmingly powerful ranged options and a bit of luck to not get mutated when stepping into LoS (by overwhelming I mean on par with level 9 spells or Disaster Area where the death of the monster is basically guaranteed) -make a wall of summons/undead to hide and travel...

Wednesday, 18th May 2016, 17:23

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6482

Re: Adjust Malmutate in Extended

The rarity of neqwhatever spawns was already significantly reduced and the cure mutation potions were made more common. I can see malmutation being made more rare, but then you'll need to do the same to the potions. Agreed, I feel that increasing their generation rates is just a band aid fix in the...

Wednesday, 18th May 2016, 13:31

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6482

Adjust Malmutate in Extended

Removing rMut was a necessary (although unpopular) change, as it was a boring resistance. In a three rune game, the only likely occurances of Malmutate are OOFs in Zot, the occasional summon, a trip to the Abyss, or Slime as a third rune. When it shows up, it is usually on a monster that you respect...

Wednesday, 18th May 2016, 12:48

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 7972

Re: The new pro strategy: eat mutagenic meat in pan!

Removing rMut homogenizes Extended characters towards requiring at least one of: -a lucky stockpile of cure mut potions and never self-mutating (even beneficial) to stretch them out to last for Extended -worship/swap to Zin or Jiyva -learn Necromutation/be undead -have overwhelmingly powerful ranged...

Monday, 16th May 2016, 11:51

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15393

Re: Make runed doors translucent

So, what am I missing? What was the original idea/purpose? (Genuine questions.) Other than stopping players from potentially auto exploring into the vault, runed doors cannot be opened or destroyed by monsters, so they stop curious monsters with door opening/destroying powers from opening it up and...

Friday, 13th May 2016, 12:47

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44535

Re: Remove either orb run or digging

That's not true at all. You just dig your killhole in such a way that you can walk out the other end. If /dig only dug one tile per use then maybe that would cost too much, but as it is making a "killtunnel" is usually no more expensive than a dead end. Making a killtunnel over a killhole...

Thursday, 12th May 2016, 19:21

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 44535

Re: Remove either orb run or digging

- killholes. This is an awful tactic and should be removed, period.* Like 80% of the content -- not to mention the challenge -- of Crawl is handling groups of monsters in various configurations of terrain. Building a killhole deletes this entirely; you fight exactly one monster at a time in terrain...

Thursday, 12th May 2016, 11:13

Forum: Crazy Yiuf's Corner

Topic: I want nausea back

Replies: 26

Views: 4714

Re: I want nausea back

It's still odd to me, though: how is *Fragile any different from *Contam or *Drain here? It's not any more common, and both of the latter properties actively penalize your character for wear-iding an artefact with it (if you don't want to keep using that artefact). Are you even more annoyed by thos...

Wednesday, 11th May 2016, 14:29

Forum: Crazy Yiuf's Corner

Topic: Poison magic need to be euthanased

Replies: 54

Views: 12798

Re: Poison magic need to be euthanased

Merge Poison Magic with Transmutations, with the logic that you transmute your body fluids into venom.

Tuesday, 10th May 2016, 13:08

Forum: Game Design Discussion

Topic: De-Spoilerify the Orb Run

Replies: 0

Views: 763

De-Spoilerify the Orb Run

From the OP of the digging and the orbrun thread: If the game didn't have the spoiler test that is the orb run (trivial once you know what it does, also rather tedious...) Why is the Orb run a spoiler anyway? The Orb's description just mentions that you need to grab it and escape to win, and the man...

Monday, 2nd May 2016, 13:57

Forum: Crazy Yiuf's Corner

Topic: Ways to kill TRJ

Replies: 30

Views: 8200

Re: Ways to kill TRJ

Cast Tornado, read Immolation instead of blinking by accident when brought to low HP, blow up everything due to Tornado still being active, survive??? 69176 | Slime:6 | Noticed the royal jelly 69188 | Slime:6 | Killed the royal jelly 69188 | Slime:6 | HP: 4/136 [acid blob/exploding inner flame[the p...

Monday, 2nd May 2016, 13:33

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 9533

Re: Recovering from Very Heavy Draining

If the status bar can support it, you could slowly color the letters of the status word with the next level of effect based on how close you are to it changing, like:
Drain
or
Contam

Friday, 29th April 2016, 14:25

Forum: Crazy Yiuf's Corner

Topic: It's times like these I really wish dual wielding was a thin

Replies: 13

Views: 3491

Re: It's times like these I really wish dual wielding was a

Dual wielding is just one of many symptoms of Flavour vs Mechanics. From what I've seen, most who advocate it do so because "it'd be cool". So here's how to keep them happy without disrupting the Mechanics side: - Display that you are wielding both weapons. - Your off-hand weapon does NOT...

Friday, 15th April 2016, 18:37

Forum: Game Design Discussion

Topic: Race proposal: Homunculus

Replies: 35

Views: 10962

Re: Race proposal: Homunculus

Lasty's point that immunities are a bad way to handle a threat is well-made, so before I figure out how to introduce a new species and do a hackneyed attempt at coding this, here are some alternative benefits to replace their immunity to movement-restricting status: - Bad status effects are delayed...

Wednesday, 6th April 2016, 15:54

Forum: Game Design Discussion

Topic: FR: ER=-MP

Replies: 11

Views: 2773

Re: FR: ER=-MP

Would this system replace having ER affect spell success rates?

Monday, 21st March 2016, 15:37

Forum: Crazy Yiuf's Corner

Topic: Frostbite

Replies: 28

Views: 6967

Re: Frostbite

Yea, Blade is mostly right. DD^Ely isn't sustainable anymore though because of the slowish Exploration piety not giving enough healing. This is an exaggeration. I won this DDFE^Ely during the 0.16 tournament (after double damage was patched) despite my several poor strategic/skilling choices throug...

Thursday, 10th March 2016, 12:37

Forum: Game Design Discussion

Topic: Remove ghosts from the game (or let us disable them).

Replies: 59

Views: 15275

Re: Remove ghosts from the game (or let us disable them).

I like online player ghosts, and would like them even more if they only got deleted from generation if they were killed (and not just skipped). At the very least, doing so temporarily would help to highlight where the minor balance issues with the system are that need to be tweaked.

Monday, 29th February 2016, 21:43

Forum: Crazy Yiuf's Corner

Topic: Crawl GIF thread!

Replies: 8

Views: 3277

Re: Crawl GIF thread!

Here's a badly compressed disco Pan: http://i.imgur.com/1dbsiZk.jpg

Tuesday, 23rd February 2016, 15:47

Forum: Crazy Yiuf's Corner

Topic: Has anyone noticed strange occurrences since playing crawl?

Replies: 7

Views: 2368

Re: Has anyone noticed strange occurrences since playing cra

I forgot to set my skills to manual and I've wasted a bunch of XP on Trivia and Video Games.

Monday, 28th December 2015, 00:20

Forum: Game Design Discussion

Topic: Change temporary mutations from XP to exploration recovery

Replies: 3

Views: 1057

Change temporary mutations from XP to exploration recovery

One of the main discussion points I saw when discussing alternatives to Malmutate is that temporary mutations are too short lived to be threatening or cause a significant difference in play before they disappear. This is because the current mechanic for recovery from them, XP gain, is hard to balanc...

Thursday, 17th December 2015, 15:14

Forum: Dungeon Crawling Advice

Topic: How deal with Death Cobs

Replies: 14

Views: 3495

Re: How deal with Death Cobs

I'll say that it isn't impossible to melee a death cob, it's just probably a bad option. I'm not that good of a player since I often don't properly diversify my skills from melee/defense/invocations/maybe evocations; most of my characters end up as heavy armor bruisers with few/no ranged attacks. Ho...

Thursday, 17th December 2015, 14:17

Forum: Suggestions & Criticism

Topic: Development Tracker/Purpose of GDD

Replies: 27

Views: 12283

Re: Development Tracker/Purpose of GDD

Just wanted to say that I appreciate the extra description/insight in the patch notes for the bigger changes recently. Being able to see the thought process behind these changes (as well as identifying future issues that may need to be addressed due to the change) definitely has helped with understa...

Monday, 7th December 2015, 15:48

Forum: Game Design Discussion

Topic: Remove Rod of the Swarm

Replies: 10

Views: 2205

Re: Remove Rod of the Swarm

The real issue is that none of the cool, high powered insects get added to the swarm at higher levels of Evocation. If I could get queen bees and death scarabs (as well as the new spark wasps), I would totally use it more often. Otherwise, it can't compete with shadows/acid clouds/a literal shotgun.

Monday, 7th December 2015, 00:31

Forum: Game Design Discussion

Topic: Deck rework suggestion

Replies: 13

Views: 3638

Re: Deck rework suggestion

@Floodkiller At least that's functional. The 5 cards in your hand can easily fit into the ^ screen. 1 note: Blind Draw should not be a 0* ability because then you could excommunicate yourself by spamming Blind Draw, then run back to the altar and rejoin with 15 piety again. The only god that you ca...

Sunday, 6th December 2015, 21:09

Forum: Game Design Discussion

Topic: Deck rework suggestion

Replies: 13

Views: 3638

Re: Deck rework suggestion

I've been thinking of my own variation on how to revamp Nemelex, similar to Siegurt's in some ways, but trying less to change it into a separate mini game. I still haven't quite polished everything about it or started coding it up in a testing branch yet, but here's what I have so far (PS: When refe...

Friday, 4th December 2015, 03:07

Forum: Game Design Discussion

Topic: Malmutate Discussion

Replies: 36

Views: 9469

Re: Malmutate Discussion

No one wants malmutations that make the game less fun, but I'm not convinced that any of the current bad mutations actually do this. (Including blurry vision. Its main effect is with blink scrolls, and I enjoy playing formicids anyway.) Blurry vision affects every single panic button.. which includ...

Thursday, 3rd December 2015, 15:07

Forum: Game Design Discussion

Topic: Malmutate Discussion

Replies: 36

Views: 9469

Re: Malmutate Discussion

I'm of the opinion that performing strategic damage to a character for a tactical mistake is bad design, because it encourages players to treat such threats at the same level as something that could legitimately kill that character. If the design intent is to have the players experience different ga...

Tuesday, 1st December 2015, 02:26

Forum: Suggestions & Criticism

Topic: Development Tracker/Purpose of GDD

Replies: 27

Views: 12283

Re: Incoming Amulet Reform Discussion

I think this change blindsided a lot of people, not everyone can stay up to date with forum discussions 100% of the time. Without commenting on anything else, this is a silly argument. If you're playing Trunk, you can either keep up with the developers' work, or you can accept that big changes can ...
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