Search found 392 matches

Sunday, 4th April 2021, 02:15

Forum: Game Design Discussion

Topic: Set armour training min skill to avoid disadvantages

Replies: 6

Views: 2915

Re: Set armour training min skill to avoid disadvantages

To clarify, even at 27 Armour skill, you still only receive partial reduction of any casting penalty your armour imposes.

Thursday, 25th March 2021, 06:48

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 3472

Re: Rune Perks

Collecting 15 runes isn't the same as completing everything the game can throw at you. For one thing, the rune guardians are not the most dangerous encounters that can appear in Pan or the Abyss. For another, neither ziggs nor the orb run must be completed in order to collect 15 runes. Also, per my ...

Wednesday, 24th March 2021, 06:00

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 3472

Re: Rune Perks

Unrandarts don't generate in Abyss, but if you wanted to stop players from grinding for them, you'd have to make the same true for Pan and Zig, make all 3 areas not drop ?acquire or prevent unrandarts from being obtained through ?acquire, and rework or remove Gozag. But seriously, without grinding o...

Tuesday, 23rd March 2021, 12:51

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 3472

Re: Rune Perks

The purpose of the proposal is not to add features to runes for the sake of runes having features. It's to improve the gameplay experience by reducing the incentive to grind. Runes just happen to be the best gating mechanism I could think of. Right now, if a player wants to use a specific unrandart,...

Sunday, 14th March 2021, 20:52

Forum: Game Design Discussion

Topic: Scrolls of Identification

Replies: 5

Views: 2426

Re: Scrolls of Identification

I think it would be fine to pickup-id consumables. The identification game isn't very interesting once you get the hang of it, and deciding when to use a consumable feels like a much more interactive strategic choice than deciding when to start sampling from consumable stacks, and pickup-id of consu...

Tuesday, 2nd March 2021, 12:50

Forum: Game Design Discussion

Topic: Attack Any

Replies: 0

Views: 1512

Attack Any

One of the more frustrating aspects of ally management is when allies stand around doing nothing while they're being killed by adjacent enemies because they can't see a path to the enemy they want to attack. It would be very helpful to be able to tell allies to just attack without specifying a targe...

Tuesday, 2nd March 2021, 02:37

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

That's true if Ash is weaker for species that naturally have fewer equipment slots, or if merged equipment gets counted against how much skill bonus Ash applies to non-merged equipment. If I'm not mistaken, the only form that can't wear any equipment is wisp form, so if Ash's skill bonus potency is ...

Monday, 1st March 2021, 23:01

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Maybe I'm missing something, but that would seem to make it potentially more interesting? I mean, you can put bonuses to Transmutations on the equipment that'll get melded, and bonuses to fighting on equipment that won't, right? But maybe the timing won't always work out so well for that.

Monday, 1st March 2021, 16:01

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Giving a flat bonus per instance of a category would seem to heavily advantage species with more equipment slots. To keep overall power level consistent, I suggest linking total skill bonus potency directly to piety and distribute that bonus among skills proportionately based on curse count. E.g. a ...

Monday, 1st March 2021, 15:46

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

How is any of this changed by the Ash redesign? Old Ash was good for pretty much any character that didn't use unarmed combat, but better for non-magic users because you could leave all your ring slots uncursed for resistance swapping. Old Ash was also more predictable in what skills you would able...

Monday, 1st March 2021, 12:15

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

That's correct, though most species won't be able to reach full piety while unarmed. How much that matters to a transmuter may vary.

Monday, 1st March 2021, 09:46

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Maybe magic skills (excluding spellcasting) should all be lumped into a single category? I mean, it's a lot of skills, but there are natural limits on spell usage that would seem to make it unlikely that players would benefit from more than a few. The biggest advantage would be that it would boost e...

Monday, 1st March 2021, 08:40

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Trog, Lugonu (sort of), and Xom. There used to be more, but these 3 are all that remain.

Monday, 1st March 2021, 07:55

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Seems Ash in version 0.27-a0-463 is most useful for combat mages. Gaining bonuses to magic skills isn't really valuable unless the character has high Int, and a pure mage is probably better off going Sif Muna for Channel and guaranteed access to high-level spells. Combat mages have the high Int need...

Sunday, 28th February 2021, 20:06

Forum: Game Design Discussion

Topic: Unrandarts in Bazaars

Replies: 2

Views: 1858

Re: Unrandarts in Bazaars

That's interesting, so the Abyss is designed to prevent unrandarts from being permanently lost, but not in the way I thought. Is there a similar feature to prevent unrandarts in bazaars from being permanently lost? Like, if the player exits the bazaar without purchasing them, they're eligible to be ...

Sunday, 28th February 2021, 13:49

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

I mean I know how to look it up in the source code. I didn't mean someone please tell me here what they mean, I meant that it should be easier for anyone to tell without looking at code or a spoiler, loading up wizmode and getting god gifts, etc. In the latest version, the categories are explained ...

Sunday, 28th February 2021, 10:25

Forum: Game Design Discussion

Topic: Unrandarts in Bazaars

Replies: 2

Views: 1858

Unrandarts in Bazaars

I assume the reason why unrandarts don't appear in the Abyss is because the player could be yanked away from them, and they would despawn, never to appear in the game again. This seems like a similar circumstance to where an unrandart can appear in a bazaar when the game hasn't generated enough gold...

Sunday, 28th February 2021, 10:00

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Just noticed amulets of faith are marked as unusable. Seems like they could increase rate curse offerings when worn, similar to Ru, no? Granted, faster curse offerings can be a bad thing if a good curse is offered but no uncursed equipment is available... but in that case, players could just choose ...

Sunday, 28th February 2021, 06:44

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 11661

Re: New Ashenzari redesign

Yeah, the initial version of the rework was a bit too much of a crapshoot, IMO. It was a neat idea to spend a useless curse on an expendable item just for piety, but that only paid off if you could follow it up with a useful curse. But, I couldn't be happier with the overall design direction, and I'...

Sunday, 21st February 2021, 19:12

Forum: Game Design Discussion

Topic: Auto-ID equippables

Replies: 3

Views: 1871

Re: Auti-ID equippables

There are a few cases where it can lead the player to make some risk/reward decisions that are much easier with Ashenzari's auto-ID feature. Mostly, these are various situations involving items in vaults (especially in the Gauntlet), though there's also cases where a player may need to decide whethe...

Sunday, 21st February 2021, 17:18

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13101

Re: Undead Necromancers

That's not quite right. A mummy necromancer build as I'm describing can work in the current game version, it's just painfully tedious in general and especially so in certain extended areas unless you get very lucky to have Wucad Mu generated or use a hand-picked seed to remove luck as a factor (not ...

Sunday, 21st February 2021, 05:18

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13101

Re: Undead Necromancers

Okay, vampires can already use Sublimation of Blood while Alive, and if they got a proper rank of Regen+ instead of their paltry 1/5 imitation, there would actually be a reason to use Alive status past D:1. And ghouls can probably be ignored, because between their naturally abysmal Int and the parti...

Saturday, 20th February 2021, 15:49

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

If I think about this a different way, it doesn't seem so bad. I normally take a character concept and try to find a way to make it work with whatever's available (and I couldn't change this, even if I wanted to), but the intended approach is for players to adapt their character concept to what they...

Saturday, 20th February 2021, 03:45

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

If it's true that base damage is so overwhelmingly impactful as to completely overshadow enchantment level and brand, that's also a problem, both as a no-brainer and a clarity issue.

Friday, 19th February 2021, 07:41

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

Sure, once you've trained Dodging to a high level. The decision between a bardiche and a halberd is also a no-brainer once you've trained Polearms to a high level. This is true if both of them have identical enchantment levels and brands, but when enchantment levels and brands differ, the choice of...

Thursday, 18th February 2021, 16:57

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

I don't think there's an issue with Dex rings being better than EV rings in the late game. It fits the pattern of crawl. Strength is also better than Slaying in the late game, but worse in the early game. Well, a consequence of one category of ring completely outclassing another is that the choice ...

Thursday, 18th February 2021, 02:39

Forum: Game Design Discussion

Topic: Cauterizing hydras

Replies: 4

Views: 1939

Re: Cauterizing hydras

But, when blood leaves a body, it's abnormal for it to not have contact with the flesh at the point of exit. Pretty much the only case I can think of would be when it's extracted with a syringe.

Tuesday, 16th February 2021, 16:08

Forum: Game Design Discussion

Topic: Some god nerf proposals

Replies: 9

Views: 2785

Re: Some god nerf proposals

I just don't agree that the a baby ancestor is a strong ability. Even as an escape tool, it's not very reliable, as there are many situation where an enemy or group of enemies will just swat it like a fly and start killing you. Besides, running away doesn't improve your character's ability to deal w...

Tuesday, 16th February 2021, 13:32

Forum: Game Design Discussion

Topic: Some god nerf proposals

Replies: 9

Views: 2785

Re: Some god nerf proposals

From single opponents no faster than the player and without any ranged threat, it does... but there are many other ways to achieve that result without sacrificing max HP. Average case, you maybe save a consumable or two, which in the big scheme of things doesn't seem like much. Though I'm sure there...

Monday, 15th February 2021, 08:07

Forum: Game Design Discussion

Topic: Cauterizing hydras

Replies: 4

Views: 1939

Cauterizing hydras

Minor internal consistency issue: Ignite Blood demonspawn mutation causes enemy blood to burst into flame when cut. Hydras have blood, and bleed when cut. This triggers ignite blood, as one would expect. Cutting off a hydra head with a fire brand cauterizes the wound, preventing new heads from growi...

Monday, 15th February 2021, 00:39

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

There's also a reduced chance of making noise when interacting with doors, an accuracy boost on par with a level of a weapon skill or Fighting, an increased chance of proc'ing auxiliary attacks, and an increased chance of successfully stabbing monsters suffering from certain disadvantages, e.g. conf...

Monday, 15th February 2021, 00:03

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

Been poking around in Wizard mode, and a normal size character with max Dodging gains slightly more than 1 point of EV per point of dodging. So, an octopode with max Dodging wearing 8 +6 rings of dexterity can indeed reach impressive levels of EV. Presumably other species can as well, if they collec...

Sunday, 14th February 2021, 14:21

Forum: Game Design Discussion

Topic: Some god nerf proposals

Replies: 9

Views: 2785

Re: Some god nerf proposals

1) Disagree, because initially the summon is very weak, and you also immediately lose 10% max HP. Seems to balance out. 2) Pretty sure this change was made months ago. 3) Partially agree. Potion Petition does feel much more economical than the other abilities. Call Merchant's scaling prices isn't a ...

Sunday, 14th February 2021, 10:52

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13101

Re: Undead Necromancers

A necromancer without the ability to receive corpses in dangerous encounters is at a serious disadvantage. If necromancers feel so compelled to avoid Kiku in favor of Vehumet in order to maintain their MP levels that they're willing to accept that disadvantage, that suggests a serious problem. MP re...

Sunday, 14th February 2021, 06:08

Forum: Game Design Discussion

Topic: Vine Stalker update

Replies: 0

Views: 8044

Vine Stalker update

Read through the commits and saw the consideration of decreasing Vine Stalker's HP, but increasing HP regen and MP, and I just wanna say, that sounds awesome. Vine Stalkers are at their most fun when hanging on by a thread, and that proposal sounds like it would turn that up to 11.

Sunday, 14th February 2021, 02:10

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

And a fair number of those that EV doesn't help much, or at all, with are in the extended game, which the OP didn't tackle.

Sunday, 14th February 2021, 00:14

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 10658

Re: New EV function gameplay feedback/discussion

I tried seeing what I could do with a long-blade wielding Demigod by putting each 4x stat boost into DEX and was very unimpressed with the resulting EV. Maybe size has too big of an impact? In any case, if a nerf is needed, I think a constant, gradual one is preferable to just introducing a new hidd...

Saturday, 13th February 2021, 21:59

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13101

Re: Undead Necromancers

Let me clarify that when I use the term "necromancer", I'm not referring to a melee dude that eventually picks up some high-level Necromancy magic for use in emergencies. I'm referring to a magic-oriented character that uses Necromancy spells as their primary means of dealing with enemies....

Friday, 12th February 2021, 22:44

Forum: Game Design Discussion

Topic: Undead Necromancers

Replies: 18

Views: 13101

Undead Necromancers

With the removal of most evocation-based methods of MP recovery, their inability to memorize Sublimation of Blood, the now short-lived duration of necromantic ally spells all but necessitating worship of Kiku, and Kiku's lack of an MP recovery feature, undead necromancers are in a very bad spot righ...

Friday, 12th February 2021, 19:59

Forum: Game Design Discussion

Topic: Ashenzari vs Spellbooks

Replies: 0

Views: 1387

Ashenzari vs Spellbooks

I consider the Ash changes to be a major improvement, but there's a quirk where it comes to acquiring spells. Because autopickup looks for unidentified spellbooks, and Ash identifies everything for you, autopickup no longer picks up spellbooks, even if you don't know the spells in the book. Books ar...

Monday, 8th February 2021, 19:34

Forum: Game Design Discussion

Topic: Rune Perks

Replies: 9

Views: 3472

Rune Perks

In pursuit of the goal of reducing grind, I propose to add 2 benefits to collecting runes. Idea being to shift the biggest incentives for farming infinite areas to something inherently non-grindable. The two things that players are most inclined to grind for are skill experience and unrandarts. For ...

Monday, 8th February 2021, 19:16

Forum: Game Design Discussion

Topic: Gozag Gold Gifts

Replies: 7

Views: 2524

Re: Gozag Gold Gifts

Admittedly hilarious, but also exacerbates the manual pickup problem.

Monday, 8th February 2021, 18:40

Forum: Game Design Discussion

Topic: Gozag Gold Gifts

Replies: 7

Views: 2524

Re: Gozag Gold Gifts

My request would totally clear up any remaining confusion about that, I'm sure.

Monday, 8th February 2021, 15:24

Forum: Game Design Discussion

Topic: Gozag Gold Gifts

Replies: 7

Views: 2524

Re: Gozag Gold Gifts

I used to do that, but I think enemies have a chance of getting dazzled by gold that you're carrying as well (I'm like, 95% sure I remember seeing this happen). So, I think there's no real incentive to leave gold lying around, which is fortunate in my opinion, because turning off autopickup until th...

Monday, 8th February 2021, 00:14

Forum: Game Design Discussion

Topic: Gozag Gold Gifts

Replies: 7

Views: 2524

Gozag Gold Gifts

Just a simple quality of life request to have Gozag's gold-on-kill feature deposit the gold directly into the player's wallet instead of leaving it on the floor. When combining the ever-increasing cost of Call Merchant with the many reasons one might want to avoid using auto-explore, manually pickin...

Sunday, 7th February 2021, 00:17

Forum: Game Design Discussion

Topic: Thermic Engine icon

Replies: 0

Views: 1473

Thermic Engine icon

For clarity, I'd suggest putting the flame brand icon (currently displayed in the bottom-right corner) in the top-left corner and the frost brand icon (currently not displayed) in the bottom-right corner.

Thursday, 4th February 2021, 02:23

Forum: Game Design Discussion

Topic: Staff of summoning

Replies: 6

Views: 2953

Re: Staff of summoning

Spell power is very important for most summoning spells, whether for getting higher quality summons, or greater quantity, or reduced likelihood of betrayal, or even just duration. As long as you're not just using summons as a distraction and are actually trying to kill things with them, you should w...

Thursday, 28th January 2021, 00:12

Forum: Game Design Discussion

Topic: zot clock

Replies: 10

Views: 3547

Re: zot clock

Makes sense, except that I'm skeptical as to how connected a level's size is to its difficulty.

Wednesday, 27th January 2021, 09:03

Forum: Game Design Discussion

Topic: zot clock

Replies: 10

Views: 3547

Re: zot clock

Ah, yeah, that's not what I meant at all. I meant a player either having seen the levels in a previous game or having searched for more significant information about DCSS on the internet. But, I may also have been missing Siegurt's point, if it's a question of whether or not an experienced player sh...

Tuesday, 26th January 2021, 18:15

Forum: Game Design Discussion

Topic: zot clock

Replies: 10

Views: 3547

Re: zot clock

That's not really an "except", in that all of my reasoning still applies. That just makes the thing people are unlikely to do slightly more convenient if they were to actually do it.
PreviousNext

Return to advanced search

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