Search found 332 matches

Sunday, 14th July 2013, 21:33

Forum: Game Design Discussion

Topic: Proposal: Race That Removes School Opposition Penalties

Replies: 38

Views: 12174

Re: Proposal: Race That Removes School Opposition Penalties

Except that, even in a world without the penalties, choosing to use your experience on skills that you're not focusing on can be a significant choice already. I feel like spell school opposition penalties are one part of the deal, and level 1 and 2 spells that appeal to more characters are the other...

Saturday, 13th July 2013, 14:58

Forum: Crazy Yiuf's Corner

Topic: Player draconians should be naked

Replies: 10

Views: 3461

Re: Player draconians should be naked

I totally LARP crawl, but the bar nearby is confused about why I run left and right around the support columns in my bathrobe when I play darts there.

Friday, 12th July 2013, 14:25

Forum: Game Design Discussion

Topic: Farming

Replies: 18

Views: 5308

Re: Farming

I think about a year ago when I liked to lurk webtiles games while grading papers, I got a little irritated that the only games with spectators tended to be level 27 dudes scumming pan for zigs in lich form forever, looking for randarts with one better ego than the full set of ridiculous bonuses the...

Wednesday, 3rd July 2013, 12:36

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141078

Re: Tiles that could use improvement

It's still not very clear. My own tiles frequently have the same issue. But this is why Crawl's a collaborative effort! I put mine and yours together for contrast.

Wednesday, 3rd July 2013, 09:23

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141078

Re: Tiles that could use improvement

I got your back Bloax, I like this tile so here's a quick levels/saturation adjustment. note I darkened the shadow, as most things in the game have pretty dark shadows and I think that helps keep the figures visible. I also pre-emptively made sure your black lines were actually black so the auto-out...

Wednesday, 26th June 2013, 10:38

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8320

Re: Bikeshedding megathread

I would say that bikeshedding is the platonic form of bandnaming, but bandnaming is a particularly hideous manifestation

Wednesday, 26th June 2013, 09:11

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8320

Re: Bikeshedding megathread

I'd like to rename this the "awesome bikeshedding-related bandnames" thread at this point

Saturday, 22nd June 2013, 15:11

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5354

Re: Proposal: Altars stay relevant

+1 to the idea of temporary localized bonuses -- if they went away after a certain number of turns / when you go off level, most of the scummability goes away.

I think the difficult thing would be thinking up bonuses that are both interesting and relevant enough to justify being in the game, though.

Saturday, 22nd June 2013, 15:00

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8320

Re: Bikeshedding megathread

Actually I was thinking I should contact a mod to capitalize "megathread" in the title, which might keep people's attention on the fact that this thread encapsulates both ideas and discussion.

Saturday, 22nd June 2013, 13:34

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8320

Bikethreading Megashed

Bikeshedding is one of the most popular crawl pastimes. Please fill this thread with all the trivial nonsense you can think of!

FR: Rename "Trog's Hand" to "Trog's Fist" because that's more badass

Wednesday, 19th June 2013, 12:39

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12340

Re: Do the Trunk Races really fit within Crawl?

I would disagree with the notion that you have to "read up on to fully understand how to use them or die several times in a row trying to figure out how it works." They're different but not especially complex for players to use. I know you've pre-loaded this comment with " fully under...

Saturday, 15th June 2013, 12:17

Forum: Game Design Discussion

Topic: Portal Vault: Inimical Temple

Replies: 6

Views: 2394

Re: Portal Vault: Inimical Temple

I feel like it would be more interesting to present a character with a couple of different wrath situations, and maybe would suggest excluding a currently worshipped god from occurring in the temple -- but perhaps it would be better to just weight the current god quite low. I feel like the mutation ...

Thursday, 13th June 2013, 18:03

Forum: Game Design Discussion

Topic: Portal Vault: Inimical Temple

Replies: 6

Views: 2394

Re: Portal Vault: Inimical Temple

I didn't really expect it would take a lot more monsters either, per reaver's post. I definitely think that specific versions of the temple for specific gods would be best rather than having it purely random. In this way, I think Nemelex could be left out, Kiku and Yred could be combined, and Zin/El...

Wednesday, 12th June 2013, 13:22

Forum: Game Design Discussion

Topic: Portal Vault: Inimical Temple

Replies: 6

Views: 2394

Portal Vault: Inimical Temple

I think late D could go for some more interesting portal vaults -- currently Wizlabs are wonderful, but I don't always run into them, and it would be nice to have the possibility of other things to spice up the mix. I mentioned this idea offhandedly in another thread about a hundred years ago, here'...

Wednesday, 29th May 2013, 13:53

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22820

Re: Work in progress: reviving the Enchanted Forest as a bra

I'd love to see rotating sub-branches from Vaults someday. Forest/Crypt seems nice, because it could develop into something like the Lair's Snake/Spider/Shoals/Swamp bit. I'd love to see the Dwarf branch or a Hexes-styled branch or something with crazy different terrain . This is conjecture into the...

Sunday, 26th May 2013, 17:46

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45692

Re: Suggestions concerning Poison Magic

Well, it could be a cloud instead, which slowly expands/propogates itself in a given direction from the player's position, but I don't know how feasible that kind of cloud movement is. Intelligent monsters already try to avoid clouds, which is a nice counter, and a slowly-expanding cloud would behav...

Friday, 24th May 2013, 06:00

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

The corpse thing is pretty minor, and that feature could be removed for other reasons as well (too similar in practice to Makhleb health-on-kills).

Wednesday, 22nd May 2013, 11:30

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

Okay! So, conduct set aside for the moment, what sort of powers could be interesting and useful for a god that asks for a nutrition investment like this? To start with, I would avoid the following: 1) Ranged damage that behave like typical conjurations -- using up nutrition to blast at a distance is...

Thursday, 16th May 2013, 12:12

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45692

Re: Suggestions concerning Poison Magic

If going along the acid route, what about a level 9 acidic sort of spell that creates a flood of acid that covers the floor, spreads further down corridors like a cloud, etc. but is also hazardous for the player? I'm not sure how it should interact with other liquids in the game, if it should harm i...

Thursday, 16th May 2013, 12:04

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

Yes, because the idea isn't to roll around with max piety at all times, but instead to burn a lot of nutrition for piety in emergencies or other significant fights. As others have noted, players might end up just hoarding their food for branch ends et al and only use high-piety powers then -- which ...

Wednesday, 15th May 2013, 12:00

Forum: Game Design Discussion

Topic: Long Blades effect idea

Replies: 48

Views: 12417

Re: Long Blades effect idea

still holding onto "clobbering" (v.) 1. To strike violently and repeatedly; batter or maul.

Wednesday, 15th May 2013, 11:58

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 45692

Re: Suggestions concerning Poison Magic

The difficulty with this perennially-occurring topic is that breaking down the binary distinction between "poisonable" and "not poisonable" any more than we have already will ruin the gameplay distinction of "good early, bad later" and the thematic distinction of "...

Sunday, 12th May 2013, 13:58

Forum: Game Design Discussion

Topic: Long Blades effect idea

Replies: 48

Views: 12417

Re: Long Blades effect idea

I think it would be great as either long blades or M&F, but if it's M&F then we should use the word "clobbering" despite Davian Fuxa using that term differently in the previous post.

Saturday, 11th May 2013, 15:17

Forum: Game Design Discussion

Topic: Divine Genders

Replies: 25

Views: 7167

Re: Divine Genders

Gender is important in pre-modern mythology, which attempts to explain how the world works. The world is frequently viewed through the lens of sexuality, a necessary aspect of human life. Gods in Crawl are an aspect of a game made for the entertainment of humans, who in the modern era have varied ta...

Thursday, 9th May 2013, 11:55

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

cerebovssquire wrote:
you grab into your infested bowels and throw them at the enemy


I guess the bright side is that I won't be dreaming of giant insects anymore...


For what it's worth, that was dpeg's idea, not mine. :D

Thursday, 9th May 2013, 11:54

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

Well, the main problem is that this proposal needs powers above about 3-4 stars, since it's not complete. Also, I think the parasite idea isn't really a good one at this point, because it feels like there's enough status effects already. Finally, the flavor is dubious at best. Anyways, the chunks th...

Wednesday, 8th May 2013, 16:20

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Re: Phlegotethis: Food Conduct God

I'm aware that nausea is gone and thank god, but in that case it is simply "this god prevents players from eating chunks as a conduct" Edit: there is no form of rNausea mentioned in the OP incidentally, you misunderstood the post. The point was not to get around an awkward hunger mechanic ...

Wednesday, 8th May 2013, 11:12

Forum: Game Design Discussion

Topic: Phlegotethis: Food Conduct God

Replies: 23

Views: 7145

Phlegotethis: Food Conduct God

In the Make Food Interesting thread, I mentioned that the most appropriate way to make the food clock more critical/interesting in Crawl is optionally -- an extra conduct for a god or a species or something, not something that every character has to deal with. A few months back, I had a few ideas ab...

Saturday, 4th May 2013, 10:05

Forum: Game Design Discussion

Topic: Make food interesting

Replies: 27

Views: 7049

Re: Make food interesting

What I think could be interesting, in terms of making the food clock more dangerous, is having a generalist food god in the game who gives some attractive benefits for strict eating conducts/nutrition sacrifices. I made a proposal for such some time ago, but never posted it because I couldn't think ...

Friday, 3rd May 2013, 12:51

Forum: Game Design Discussion

Topic: wielding a short blade and a blowgun together?

Replies: 29

Views: 8424

Re: wielding a short blade and a blowgun together?

How about a short sword with a tube running through the middle of it, so you can put needles in there and

Wednesday, 1st May 2013, 19:33

Forum: Game Design Discussion

Topic: Necromancy changed to warmage background

Replies: 43

Views: 8773

Re: Necromancy changed to warmage background

Rename conjuror "battlespheremage" and we're good

Wednesday, 1st May 2013, 01:34

Forum: Game Design Discussion

Topic: Proposal about shoal water tiles

Replies: 16

Views: 3471

Re: Proposal about shoal water tiles

Well, that's because I imagine multiple layers of ocean and breathable air stacked on top of each other, with less light filtering through the lower you go. But I think the less said about how Shoals works, the better, because people start getting hot and bothered about the fluff and it ruins our fu...

Wednesday, 1st May 2013, 01:27

Forum: Game Design Discussion

Topic: Specially Designed Smart Monsters

Replies: 49

Views: 9296

Re: Specially Designed Smart Monsters

I didn't say good AI in roguelikes was always bad! Just that it was almost always bad. I really should have been more specific about what "good" meant; certainly Crawl monsters shouldn't just do nothing. But I also don't think they should pick their spells based on your resistances, or ha...

Tuesday, 30th April 2013, 22:46

Forum: Game Design Discussion

Topic: Proposal about shoal water tiles

Replies: 16

Views: 3471

Re: Proposal about shoal water tiles

How about ground tiles that are similar to how they are now on Shoals:1, but darkening/becoming more blue as the player descends? I did that before but not well, and could do a better job this time.

Tuesday, 30th April 2013, 22:37

Forum: Game Design Discussion

Topic: Make Ds mutations more gamechanging

Replies: 78

Views: 19519

Re: Make Ds mutations more gamechanging

I think a nice thing about Crawl is that it doesn't have to be slavishly symmetrical; I love a lot of the mainstream D&D myths, but I feel it becomes less exciting and interesting when everything follows a binary, or a thesis-antithesis-synthesis, or a four-balanced-elements scheme. You can pred...

Monday, 29th April 2013, 12:31

Forum: Game Design Discussion

Topic: Specially Designed Smart Monsters

Replies: 49

Views: 9296

Re: Specially Designed Smart Monsters

I try not to use the term 'spoilers' too much or at all, but I would be really concerned about creatures that behave in different ways because they might promote bizarre and degenerate player behavior. For example, the shopkeeper idea is terrible because it is countered by the player picking up ever...

Sunday, 28th April 2013, 19:45

Forum: Game Design Discussion

Topic: Proposal about shoal water tiles

Replies: 16

Views: 3471

Re: Proposal about shoal water tiles

I could definitely darken the water again at some point, but are there other changes I could do as well? I always thought the floor tiles were a bit goofy but I don't know what I'd rather make them look like.

Friday, 26th April 2013, 12:53

Forum: Crazy Yiuf's Corner

Topic: Unique favorite unique?

Replies: 24

Views: 3818

Re: Unique favorite unique?

my favorite unique is Entry Vault Demigod

Friday, 26th April 2013, 11:20

Forum: Game Design Discussion

Topic: confusion and brilliance

Replies: 15

Views: 3986

Re: confusion and brilliance

I also used to feel that potions of Brilliance weren't very good, but more than a few times I've been able to use them when I have Orb of Destruction at red 21% or freezing cloud at yellow 43% or whatever. I think the problem with brilliance is that it doesn't *feel* that useful or tangible to most ...

Wednesday, 17th April 2013, 12:08

Forum: Game Design Discussion

Topic: Unique idea

Replies: 40

Views: 8406

Re: Unique idea

Using the number of Google hits for a given subject is a ludicrous means to infer anything. I think it's nice for estimating off-the-cuff frequency of language usage (e.g. in the office a couple days ago, two people were arguing whether "Applicants who want to improve their chance" or &qu...

Saturday, 13th April 2013, 12:08

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 26965

Re: Random gods revisited

One thing you will never have to worry about with Crawl is "who is going to do the tile"

Thursday, 11th April 2013, 13:50

Forum: Game Design Discussion

Topic: Proposal: skill based amulets

Replies: 20

Views: 6288

Re: Proposal: skill based amulets

I think it's an interesting idea, though I doubt the amulets need to be weighted toward spell schools. My only concern is thinking that they'd be a lot more trash to shuffle through later on in games, when you're looking for that one amulet you really want and blowing acquirements on jewelry. Or sif...

Monday, 8th April 2013, 11:43

Forum: Game Design Discussion

Topic: Several new uniques

Replies: 28

Views: 7513

Re: Several new uniques

Speaking of, I'd personally like to see Jessica completely re-done as a Felid (whether or not we keep the name Jessica isn't really important). Currently she's just a crappy Orc Wizard with little flavor. I don't think she necessarily needs to be buffed or anything, but it would be great to improve ...

Friday, 5th April 2013, 12:54

Forum: Game Design Discussion

Topic: Questionairre about Roguelike development

Replies: 4

Views: 2023

Re: Questionairre about Roguelike development

I'm not a dev either, but I think this questionnaire is, for the most part, inapplicable to Crawl: it's a volunteer project and doesn't raise funds.

You might find some insight on this page, but otherwise it would be hard for many people to answer your questions.

Tuesday, 2nd April 2013, 12:51

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44987

Re: Potion of beneficial mutation

Potion of Eutation?

Tuesday, 19th March 2013, 15:03

Forum: Crazy Yiuf's Corner

Topic: RIP rock trolls

Replies: 5

Views: 1677

RIP rock trolls

Nobody will actually miss them, but I can nolonger name a band "your rock troll rages"

Tuesday, 19th March 2013, 14:14

Forum: Game Design Discussion

Topic: Pre-enchanted armours encourage scummy behaviour

Replies: 74

Views: 16616

Re: Pre-enchanted armours encourage scummy behaviour

BlackSheep wrote:You'd need a way to handle the player removing and dropping all of their equipment before removing the item.


Hmm, true. Having it depend on other equipment slots would definitely encourage degenerate behavior.

Tuesday, 19th March 2013, 13:53

Forum: Game Design Discussion

Topic: Pre-enchanted armours encourage scummy behaviour

Replies: 74

Views: 16616

Re: Pre-enchanted armours encourage scummy behaviour

On the other hand, I think it would be great to have something distortion-like for armour. Thinking about the amulets thread and the relative pointlessness of rCorr, what if there was an armour ego like "Slimy" or such: can be found on any slot, protects all other armour slots from corrosi...

Monday, 18th March 2013, 12:07

Forum: Crazy Yiuf's Corner

Topic: Category: Thread Title

Replies: 44

Views: 10319

Re: Category: Thread Title

An attempt to clarify a misunderstanding on GDD, three days after people stopped reading the thread.

Monday, 4th March 2013, 14:27

Forum: Crazy Yiuf's Corner

Topic: How do you name your characters?

Replies: 67

Views: 22368

Re: How do you name your characters?

Typically I name my characters whatever my partner just said (e.g. "where is the salt" the HOFi) or a recent event (e.g. "jalapeno in my eyeballs" the DEFE) or lyrics from whatever I was just listening to (current character: "charlie I'm pregnant" the DECj). I usually g...
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