Quick Nemelex fix: No more Nemelex
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Shoals Surfer
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Re: Quick Nemelex fix: No more Nemelex
Dungeon Master
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Re: Quick Nemelex fix: No more Nemelex
Blades Runner
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Re: Quick Nemelex fix: No more Nemelex
(I'm not sure exactly how terrible that is. It might even be less terrible than I initially thought.)
Re: Quick Nemelex fix: No more Nemelex
savageorange wrote:Replace nemelex with lemonex -- a god whose characteristics randomly change every time you draw a card.
(I'm not sure exactly how terrible that is. It might even be less terrible than I initially thought.)
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
(okay probably take his cards from the inventory and put it in some special space or something but don't ruin the funnest Crawl god)
Shoals Surfer
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Re: Quick Nemelex fix: No more Nemelex
All instances of fun and fun-encouraging gameplay will therefore be removed in the next version, and all players found to have "fun" of any description will be executed to the ninth degree of kinship.
Snake Sneak
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Re: Quick Nemelex fix: No more Nemelex
gammafunk wrote:This is an old FR I pushed for at one point
Can someone tell me what FR means? It's not on the wiki and 1046 results on the learndb.
edit: just after posting this, I realised the learndb is, in fact, sorted alphabetically and that I'm an idiot. Feature request, gotcha.
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
here's a question going out to those that enjoy Nemelex:
do you like the aspect of stacking decks, identifying top cards, and noting the number of cards drawn from each deck? is it by now a fun, integral part of Nemelex that you're attached to? all else being equal, would removing that part ruin Nemelex?
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
do you stack in-battle, or out-of-battle? is keeping one or the other essential, or would it be okay for the game to force you into doing one of those?
how many decks do you like to keep stacked? does it matter how many stacks you're allowed to make, and how many cards the stacks hold? would it hurt to limit the number of decks the player can keep stacked?
Shoals Surfer
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Shoals Surfer
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Re: Quick Nemelex fix: No more Nemelex
HardboiledGargoyle wrote:it also means "For Real", basically the same thing.
here's a question going out to those that enjoy Nemelex:
do you like the aspect of stacking decks, identifying top cards, and noting the number of cards drawn from each deck? is it by now a fun, integral part of Nemelex that you're attached to? all else being equal, would removing that part ruin Nemelex?
Heck no I draw cards blind from the top and can probably count on one hand the times I've actually used non-draw four abilities
Just draw cards and win, seriously
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
I don't think limiting number of stacks makes sense. Not only does the ability cost piety, it also discards a lot of cards if you do it on a fresh deck. Blind drawing is fine for most combat situations, stacked decks are for emergencies IMO.
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
The main thing about Stack Five though, and what differentiates it from some kind of "ID the top card" mechanic, is that it creates stacks of cards: you can see every card, but you can't access it until you've drawn all the cards above it. Get several stacks, and your options become very convoluted.
Let me ask another way. Suppose that instead of Stack Five, you could discard two cards from a deck, and one of them would become available from the abilities menu (auto-assigned to capital letters: A, B, C, ...?) like a modified version of Peek At Two. What would that change for you, aside from convenience and more inventory space?
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
HardboiledGargoyle wrote:your options become very convoluted
I'm might not be the sharpest tool in the shed, but I don't really experience option paralysis when I have a bit more options that "draw war", "draw destruction" and "draw escape".
HardboiledGargoyle wrote:What would that change for you
Well, that would worsen interface. Also, can't you Deal Four from stacked decks?
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
Sar wrote:Well, that would worsen interface.
Anyway, you basically say it's just an interface thing? That it would otherwise have no bearing on how you play Nemelex?
P.S. I like the image of our avatars facing each other.
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
I like cats.
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
Sar wrote:Having specific cards in ability menu accessible by pressing a instead of pressing V would be kind of bad, IMO. That's what I mean by "worsen interface". Also when you stack a deck and you get all cards that you don't want, you can just throw the deck away. If you pick two cards and have to make one of those an ability, well, what if you don't want either of those?
I did not know that you throw away stacked decks unless they're all focus/punishment cards. OK so how about this: if you don't like the card and don't want it in your abilities menu, then you can choose not to keep the card, and toss it away. But, your next use of the ability has its piety cost reduced (to zero?). So it would look like this:
You take 3 cards, 1 of which crumbles to dust. Pocket which of the other two?
(A) Tomb
(B) Elixir
(C) discard both (next use of the ability is free)
What my question boils down to is whether it is important for pre-identified cards to be in a stack which, by definition, means that only the top card is accessible.
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Sar wrote:LEAVE NEMELEX ALONE
(okay probably take his cards from the inventory and put it in some special space or something but don't ruin the funnest Crawl god)
+1
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Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
I don't know, I don't have strong feelings about it. I don't see a huge benefit, except for freeing a bit of inventory, but it seems like a weird half-measure.
Lair Larrikin
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Re: Quick Nemelex fix: No more Nemelex
KoboldLord wrote:Perhaps bring back item sacrifice? The problem with the old item sacrifice is that it was unbearable inventory management, but that can be fixed by making item sacrifice compulsory and automatic, applied to all items. No key pressing necessary, if you see an item Nemelex takes it after perhaps 100 turns, just enough time for you to see what it is. Nemelex would be a choice for those who want to be completely free of the tedious burden of inventory management.
This is a little too close to Jivya's mostly-compulsory item eating for my taste. IMO the way to fix Nemelex is just to remove deck items entirely and give him abilities that simulate having a "deck".
Dungeon Master
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Re: Quick Nemelex fix: No more Nemelex
(It's not that all card effects are bad -- if Nemelex got cut, some of them should be preserved on spells or consumables or possibly elsewhere. My point is that having a whole extra set of mechanics on "cards" is entirely superfluous, especially now that evokables have a kind of dedicated place in the game.)
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
Sar wrote:I always thought that this is the whole point of Nemelex. Playing with him is like opening a whole new slice of Crawl.
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
* - other gods give many unique effects too, just not that many... so it's the number that counts? If Nemelex has the breadth of several gods rolled into one, that's what makes Nemelex stand out, and be good, and be worth keeping?
Tartarus Sorceror
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Re: Quick Nemelex fix: No more Nemelex
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
Nemelex's original design appears to have been an attempt at radical gameplay alteration, in that you lose valuable permanent items in exchange for extra consumables to use as you see fit. This never worked because there was a billion junk items that nobody could possibly ever use anyway, so you just got the extra consumables as long as you were willing to role-play a maid service cleaning up all the dungeon clutter. While removing item sacrifice reduced the busywork considerably, Nemelex has always been and still is fundamentally broken in design compared to the other deity options. Currently Nemelex is functionally unlimited direct damage, summoning, and escape consumables in exchange for not following another deity, but this is not a problem that is fixable through a nerf alone because the stockpiling issue means that the sweet spot is at a radically different position for every character combination and every random dungeon generation.
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
(meanwhile trog continues being trog because lol we need a newbie option and fedhas continues being fedhas because no one plays fedhas and)
Vestibule Violator
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Re: Quick Nemelex fix: No more Nemelex
Sar wrote:LEAVE NEMELEX ALONE
(okay probably take his cards from the inventory and put it in some special space or something but don't ruin the funnest Crawl god)
Amen.
Nemelex the one god that never seems to get boring for me no matter how far into the game I am.
A lot of people might disagree with me here, but I consider nemelex to currently be one of the most well designed gods, and if his decks didn't take up inventory slots then I would probably give him the number 1 slot(or at least tied with Ru).
crawl.akrasiac.org:8080 <- take this link to play online or spectate.
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
I personally would really, really miss Nemelex. Get rid of physical decks if you want (and make them Nemelex-only), but remove Vehumet and Okawaru at least before Nemelex.
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Tomb Titivator
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Re: Quick Nemelex fix: No more Nemelex
- there is no potion nor scroll destruction nor cap, so you can stockpile them
- there is almost no way to drain wand charges aside from zapping wands
- sacks and boxes are forever
- permanent corroders are removed, only malmutators remain that have similar effects
- deep dwarf max MP for healing
- Gozag's gold and Fedhas's fruit
- once-per-game divine abilities
Ziggurat Zagger
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Re: Quick Nemelex fix: No more Nemelex
HardboiledGargoyle wrote:KoboldLord then are these problems:
there is no potion nor scroll destruction nor cap, so you can stockpile them
I acknowledge as a problem the fact that I've virtually never had the experience of running out of any important consumables after around Lair or so. Fixing item generation is a hard problem, though, because it's baked into the game. Nemelex piety is an easy problem to fix, albeit at the cost of upsetting players with a removal. Fixing her is a harder problem.
HardboiledGargoyle wrote:deep dwarf max MP for healing
Deep dwarves being fundamentally broken is also true, but not on-topic for the thread. This is a Nemelex thread.
HardboiledGargoyle wrote:once-per-game divine abilities
No problem for those. Turn them into passives or remove them with no compensation.
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