Search found 392 matches

Sunday, 15th July 2018, 01:29

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 6621

Re: Arcane Marksman

If a mage wields a weapon and it turns out to be cursed -3, they're not locked out of using spells to defend themselves. An AM who does this is locked out of using their bow, and their selection of spells is designed to be used in conjunction with their bow, so they can't rely on spells alone to sur...

Sunday, 15th July 2018, 00:48

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 6621

Re: Arcane Marksman

Killing monsters is a better outcome than driving them away. For one thing, it means you won't have to deal with them again later, and for another, it actually yields XP (and sometimes even useful items). Granted, the most important use of Cause Fear is as a panic button, but evading monsters won't ...

Saturday, 14th July 2018, 22:54

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 6621

Re: Arcane Marksman

Wait, what? Since when does casting Cause Fear destroy consumables? Regardless, the best case scenario for Cause Fear is that it lets you fight monsters one-at-a-time, at range. In terms of preventing running dry on ammo, that at best means you avoid shooting some popcorn standing in the way of an a...

Saturday, 14th July 2018, 20:02

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 6621

Re: Arcane Marksman

I don't mean to suggest that it's impossible to win a character that starts as an Arcane Marksman without worshiping Okawaru. It's possible to start an Arcane Marksman, throw away the bow and arrows, and just melee your way through the whole game, in which case ammo resupply gifts are irrelevant. Bu...

Saturday, 14th July 2018, 19:05

Forum: Game Design Discussion

Topic: remove Leda's Liquefaction

Replies: 20

Views: 6577

Re: remove Leda's Liquefaction

I've been quite happy to have Sif gift Leda's to quite a few of my DE wizards. It's a terrible spell for some characters (meleedudes in particular) and against some enemies (phantoms especially), but an excellent spell for/against others. Try combining it with Translocation spells like Blink, Gell's...

Saturday, 14th July 2018, 18:20

Forum: Game Design Discussion

Topic: Limit Vehumet gifts to Conjurations and elemental schools

Replies: 6

Views: 2670

Re: Limit Vehumet gifts to Conjurations and elemental school

Granted, but Sif and Oka will keep giving you gifts as long as you keep gaining piety with them, whereas Vehumet has a hard limit. I'd advocate giving a choice of spells at each offering rather than just removing Yara's, as "Which of these spells do I think I can use most effectively?" is ...

Saturday, 14th July 2018, 15:12

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 6621

Arcane Marksman

While the Arcane Marksman is a very interesting class concept, in it's current form it's arguably the least fun background to start as, for once simple reason: it's too dependent on ammo, starting with no viable means of melee combat. Even the Hunter starts with a short sword to avoid wasting ammo o...

Monday, 23rd April 2018, 14:54

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Search

Replies: 3

Views: 1537

Re: Spell Library Upgrade: Search

Nice! But, there should probably be a note like "CTRL+F to search by name or school", as other UI pages list available hotkeys.

Monday, 23rd April 2018, 14:49

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Filter

Replies: 1

Views: 1185

Spell Library Upgrade: Filter

As spell libraries grow larger, managing them takes more time. The Hide/Show pages help a fair amount with this, but even so, the burden adds up after a while, especially if players change their minds about which types of spells they're interested in as their circumstances change. So, I suggest addi...

Monday, 23rd April 2018, 13:48

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Search

Replies: 3

Views: 1537

Spell Library Upgrade: Search

Searching for (part of) the name of a spell lists spellbooks that contain that spell, although this feature has been deprecated by the awesome spell library feature. If a spellbook has not been identified, those spellbooks will not appear in the search, and if it has been identified, the spells are ...

Thursday, 15th February 2018, 04:57

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 1230

Re: Pious mutation

Oh right, I remember forlorn now that you mention it. I don't know why it was deemed a bad idea, though if I had to guess I'd say either it interfered with piety-driven mutation gain from Jiyva or that it just bothered people who got hit by Malmutate (but then, what doesn't?). I am a bit curious if ...

Thursday, 15th February 2018, 03:42

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 1230

Pious mutation

The core proposal is to add a good mutation that improves the rate of piety gain like wearing an amulet of faith. Beyond that: I propose having the mutation deprecate actual amulets of faith and allow the inert amulets to be removed without penalty. I propose granting the mutation as an intrinsic to...

Friday, 12th January 2018, 21:22

Forum: Game Design Discussion

Topic: The Honest Items Initiative

Replies: 0

Views: 1209

The Honest Items Initiative

Ever since the game stopped generating positive enchantments on apparently mundane weapons and armour (to prevent tedious scumming for bonuses), the inconsistency of continuing to generate negative enchantments on apparently mundane weapons and armour has bothered me. I don't see this as a balance i...

Tuesday, 18th July 2017, 19:36

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6538

Re: Ashenzari Reform

Btw, Fedhas worshipers without fruits are not handicapped anywhere near as severely as Ashenzari worshipers without remove curse scrolls. All Fedhas worshippers really need to build piety or assert dominance over a floor are corpses; a stack of fruit just allows an extra boost of power or an alterna...

Tuesday, 18th July 2017, 03:43

Forum: Game Design Discussion

Topic: Book wielding

Replies: 5

Views: 2111

Re: Book wielding

This proposal is obviously incompatible with the complete removal of books from the game, but it notably is compatible with proposals to allow memorization of spells previously seen in a book without having the book on hand (although I would reflavor "memorization" to "preparation&quo...

Monday, 17th July 2017, 13:27

Forum: Game Design Discussion

Topic: Remove rPois

Replies: 17

Views: 7235

Re: Remove rPois

Characters with rPois can, and do, still get poisoned, just at a lower rate. In practice, it just means that the number of poisonous enemies required to bring down a character increases. Poison immunity is a different story, but that's not available to most player characters.

Monday, 17th July 2017, 05:29

Forum: Game Design Discussion

Topic: Book wielding

Replies: 5

Views: 2111

Book wielding

Right now, characters specializing in one-handed weapons have no reason to not (eventually) train and wear some kind of shield. I propose that characters be able to wield a spellbook in place of a shield. This would create an alternate choice for spellcasting characters, similar to the existing choi...

Monday, 17th July 2017, 03:45

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6538

Re: Ashenzari Reform

My personal motivation for a change like this is that I've long seen Ash's reliance on remove curse scrolls to curse equipment (but not necessarily to uncurse it) as a huge problem for Ash... especially in the early portion of games where remove curse scrolls aren't generated in the first 8-10 level...

Sunday, 16th July 2017, 22:47

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 3243

Re: Bias Ds mut gain towards gaining levels in existing face

I actually would quit a level 16 if I found out I didn't like the combination of DS mutations I would end up with, and have quit higher level characters for less on many occasions. For me, the game is less about winning or losing and more about having fun along the way... if I stop having fun, for a...

Sunday, 16th July 2017, 22:37

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6538

Re: Ashenzari Reform

I agree with the proactive assessment, but a side effect of avoiding bad situations is that emergency resources don't need to be used as often and therefore are more likely to be available if a crisis does occur. So, I don't really see a need for additional escape mechanics. --- The way I read the O...

Sunday, 16th July 2017, 20:53

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6538

Re: Ashenzari Reform

I have; multiple times. Ashenzari can be a fine choice for sneak/caster Draconians. True, it takes 3 pieces of auxiliary armour to achieve partially bound and 4 for fully, but Wizards and Gladiators start with a hat, which solves their partially restricted equipment slot. The skill bonuses from armo...

Sunday, 16th July 2017, 18:08

Forum: Dungeon Crawling Advice

Topic: Lernean hydra vault too difficult

Replies: 14

Views: 5103

Re: Lernean hydra vault too difficult

There's nothing about it that can't be managed with the right equipment. Granted, some characters have fewer options than others, and it can take a while to find the needed equipment, but there's nothing forcing players to tackle Swamp first. Btw, in my experience, the easiest rune branch varies fro...

Sunday, 16th July 2017, 18:00

Forum: Game Design Discussion

Topic: Ashenzari Reform

Replies: 18

Views: 6538

Re: Ashenzari Reform

To the original proposal: I would suggest making binding free and available at ------, and make un-binding moderately expensive and available at *----- (maybe 30 piety or so, i.e. enough to reset piety to 0 if used immediately when acquired). So, a player could choose to bind everything immediately ...

Wednesday, 18th January 2017, 20:09

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 8187

Re: Remove, rename or rework Sword of Jihad

The sword is holy branded, which fits with the idea of being religious. What religion allows you to brand your butterknife with demon-slaying powers? Othodox Christianity does stuff like this. They bless all kinds of things, and they believe demons are real. I know of an Orthodox priest who even bl...

Wednesday, 18th January 2017, 19:13

Forum: Game Design Discussion

Topic: Remove, rename or rework Sword of Jihad

Replies: 21

Views: 8187

Re: Remove, rename or rework Sword of Jihad

1. It uses real terms from a real religion. I think it's a little bit gross. You are, of course, entitled to your opinion. However, I don't think it's a good idea for game designers to try to avoid offending people, because there will always be people who will choose to find something offensive, an...

Monday, 16th January 2017, 22:08

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5304

Re: Complete mutation revamp: a plea for 0.2X

Yeah, teleportitis is much nastier after being tweaked to look for really dangerous places to drop you.

Monday, 16th January 2017, 22:06

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 3401

Re: Let players fly at will without +Fly

If somebody gets stuck by using their last potion of flight to get into a that they need another potion of flight to get out of, that's on them. Shafting onto an island with no stairs is a problem that's arguably not the player's fault (although, that's arguably more of a problem with the vault than...

Monday, 16th January 2017, 17:09

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 3313

Re: late game god

That sounds really cool, especially when you consider that it's possible to have wrath from multiple gods at once.

Monday, 16th January 2017, 17:07

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 3495

Re: Move melee damage bonus from fighting to weapon skill

If this is true, the wiki's page on Fighting is lying. "Fighting is a generic combat skill that provides small bonuses to your accuracy and damage with melee attacks (but not spells or ranged attacks)" The wiki isn't reliable From the in-game description: "Fighting skill increases yo...

Monday, 16th January 2017, 15:50

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 3401

Re: Let players fly at will without +Fly

I know gameplay trumps flavor, and this is a legitimate issue, but something about the proposed solutions just rubs me the wrong way. Like, it would harm the diversity between species. Players getting stuck should try to be prevented, but can we try a less drastic solution first, like maybe increasi...

Monday, 16th January 2017, 08:30

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 3313

Re: late game god

My complaint with the passive abilities is not just about power level, especially since you said the numbers weren't final. It's more an issue that they're all bonuses that can be provided by items, and I expect gods to offer something qualitatively different. Also, this isn't necessarily a problem,...

Monday, 16th January 2017, 05:19

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 3313

Re: late game god

While the idea of a god that only accepts worshipers who already worship a different god is interesting, I would never choose this particular god even if I didn't have to deal with wrath from another. The passive abilities, while nice, are not enough be worth worshiping on their own, and the 3 abili...

Sunday, 15th January 2017, 19:50

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 3786

Re: Bioengineering God

I've updated the proposal. Good feedback so far; please keep it coming. In my example, I deliberately avoided some good mutations that players have developed an aversion to (particularly body-slot mutations), but in practice I imagine players would welcome those if they had the option to turn them o...

Sunday, 15th January 2017, 00:50

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 3786

Re: Bioengineering God

Well, this god is not intended to front-load power to the degree that Oka and Trog do, but it only takes a little piety to fish out some mutations in the beginning, so it's not like there's no early benefit at all. Access to the different mutation potions and mutagenic meat can speed up progress eve...

Saturday, 14th January 2017, 22:37

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 3786

Re: Bioengineering God

"No set"? You're saying even... Str +4, Int +4, Dex +4, HP +30%, MP + 30%, AC +7 rF+++, rC+++, rElec, rPois, rCorr, MR +90 Clarity, SInv, Passive Mapping Movement Delay -4, Stealth +120, at-will Blink Carnivore, Regen+++ ... wouldn't be good enough in your opinion? Because I've tried that,...

Saturday, 14th January 2017, 21:40

Forum: Game Design Discussion

Topic: Bioengineering God

Replies: 11

Views: 3786

Bioengineering God

Mutations can be interesting, fun, powerful, and cool, but because they're so completely random, many players choose to ignore them entirely, settling for less interesting gameplay in the name of safety. This god is an attempt to encourage players to have fun with mutations by rewarding experimentat...

Saturday, 14th January 2017, 19:25

Forum: Game Design Discussion

Topic: FR: Remove chunks, and (optionally) lengthen hunger clock

Replies: 6

Views: 2016

Re: FR: Remove chunks, and (optionally) lengthen hunger cloc

I actually like managing chunks. It does change the way I play, at times discouraging me from using certain spells and abilities, at times encouraging me to give up on trying to down a difficult unique or ghost sooner than I otherwise would, which makes those decisions a bit more interesting. The di...

Saturday, 14th January 2017, 18:33

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 3495

Re: Move melee damage bonus from fighting to weapon skill

Linear delay scaling has been tried and no one was happy with the results. It's remarkably difficult to come up with damage formula changes that are clear improvements over status quo. This makes sense, considering the entire game is balanced around the current formulas. If all the monsters were to...

Friday, 13th January 2017, 01:10

Forum: Game Design Discussion

Topic: Please don't make Pan/Hell either/or

Replies: 23

Views: 6230

Re: Please don't make Pan/Hell either/or

My only problem with extended being tedious is that there's no upper bound on how many Pan levels you have to grind through before you clear out all of its runes. If I have good luck, there's no problem, but if I have bad luck, it can feel like trying to farm some stupidly rare drop in a Final Fanta...

Thursday, 12th January 2017, 18:32

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 3495

Re: Move melee damage bonus from fighting to weapon skill

1. Fighting helps ranged weapons as much as it does melee ones. If this is true, the wiki's page on Fighting is lying. "Fighting is a generic combat skill that provides small bonuses to your accuracy and damage with melee attacks (but not spells or ranged attacks)" 2. There is no effectiv...

Thursday, 12th January 2017, 15:17

Forum: Game Design Discussion

Topic: Move melee damage bonus from fighting to weapon skill

Replies: 13

Views: 3495

Re: Move melee damage bonus from fighting to weapon skill

According to the wiki , weapon skills already contribute more to both accuracy and damage than the Fighting skill, meaning that there's always value it training it past a weapon's mindelay. In a way, the Fighting skill is also kind of gimped, in that it only benefits melee attacks. Ranged attackers...

Thursday, 12th January 2017, 03:23

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5304

Re: Complete mutation revamp: a plea for 0.2X

In other words, for the vast majority of characters, there are no ways to effectively defend against malmutate. Granted, given that Amulets of Resist Mutation have been removed, it's also clear the the devs don't want the defense against malmutate to be as simple as an item swap. Though with the tr...

Wednesday, 11th January 2017, 22:18

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5304

Re: Complete mutation revamp: a plea for 0.2X

1) In terms of improving clarity, a good place to start would be to add descriptions accessible from the 'A' screen. 2) Maybe mutations with both advantages and drawbacks should have a separate category than "good" or "bad". That said, some of the good mutations are quite potent,...

Wednesday, 11th January 2017, 14:42

Forum: Game Design Discussion

Topic: Combine !HW and !mut

Replies: 6

Views: 1817

Re: Combine !HW and !mut

So, I've seen a number of posts recently proposing to combine 2 consumables that have nothing to do with each other which, from my point of view, would only serve to make item management more awkward. If there are people that actually want this, why not make a god that randomly pairs one consumable ...

Wednesday, 11th January 2017, 05:46

Forum: Crazy Yiuf's Corner

Topic: Cauterizing Ignite

Replies: 3

Views: 1530

Cauterizing Ignite

Ignite Blood should cauterize severed hydra heads.

Friday, 6th January 2017, 19:59

Forum: Game Design Discussion

Topic: Why is extended still a thing?

Replies: 13

Views: 3876

Re: Why is extended still a thing?

I'm saying there are occasions when an extra level or two in a defensive skill would have been enough to save a character, not that players can accurately identify those occasions. But, the reason we can't identify those occasions is not because of Crawl's randomness... it's because, unlike some oth...

Friday, 6th January 2017, 16:37

Forum: Game Design Discussion

Topic: Why is extended still a thing?

Replies: 13

Views: 3876

Re: Why is extended still a thing?

Aptitudes stop mattering if a player spends sufficiently long grinding in extended, but they can make the difference in whether or not a player can survive long enough to do that. Some players think aptitudes don't matter because they've become skilled enough to usually win even with bad aptitudes, ...

Thursday, 5th January 2017, 17:47

Forum: Crazy Yiuf's Corner

Topic: Unrandarts and stupid memes - Enemies of progress

Replies: 25

Views: 7485

Re: Unrandarts and stupid memes - Enemies of progress

For great fun, use Wizard mode to create artifacts. Just don't be surprised if doing so makes the game less challenging.
PreviousNext

Return to advanced search

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