Lair Larrikin
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Joined: Monday, 1st August 2011, 01:51
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Lair Larrikin
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Tomb Titivator
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Tomb Titivator
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snow wrote:Also I once had a dream that I was a giant floating stone head and I vomited boiling water all over this deep elf's face. I'm not sure how relevant that is though.
Ziggurat Zagger
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Ziggurat Zagger
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Tomb Titivator
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XuaXua wrote:Rename Sludge Elf to Mountain Dwarf.
Shoals Surfer
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Joined: Saturday, 21st May 2011, 08:23
KoboldLord wrote:High elves are honestly just good candidates for removal. They don't really have any interesting hooks other than 'being elves' that are stereotypical as possible, and they don't have any interesting features as a species. Their weak aptitudes are carefully placed to be as irrelevant as possible, such that they are reasonably strong at every sort of character archetype in the game.
Shoals Surfer
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Joined: Sunday, 3rd June 2012, 20:05
KoboldLord wrote:High elves are honestly just good candidates for removal. They don't really have any interesting hooks other than 'being elves' that are stereotypical as possible, and they don't have any interesting features as a species.
Blades Runner
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Snake Sneak
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Spider Stomper
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Tomb Titivator
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Snake Sneak
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Confidence Interval wrote:Though if you find yourself there you may well conclude that you have been emmerded, to misuse a French term.
Dungeon Dilettante
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Dungeon Master
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Dungeon Master
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Ziggurat Zagger
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evilmike wrote:I've argued elsewhere that the three elves are suitably differentiated, and if we still decide they are too close to each other, there are ways we can differentiate them even further. See the recent change to deep elves (better at earth, worse at air). I am firmly opposed to removing any of these races when there are changes like this we can make.
While I think "gimmicky" races are fine, I think Crawl should have many races that are "normal" except for apt differences. I also think there are enough niches to fill (in the "hybrid" sort of character) that we can do without cutting anything in this area.
evilmike wrote:Aside from draconians, no race has an ice or fire apt higher than +1. One of SE/HE could be made to favour fire, and one ice (with -2 to the other apt). Ice has more potential, since there are two proposed races which might come up soon that heavily favour fire. Also, tengus already fill this role of above average fire, below average ice).
evilmike wrote:Long blades are a relatively underused weapon type. One race could favour these more (at the expensive of other weapons). I'm talking an increase from +2 to +3.
evilmike wrote:Make sludge elves bad with bows, but good with crossbows.
Dungeon Master
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Abyss Ambulator
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Snake Sneak
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Shoals Surfer
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Joined: Saturday, 21st May 2011, 08:23
Kulutes wrote:I agree. we should just remove every race that has ANYTHING in common with another. Its just unacceptable.
This means we should only have humans, Felids and octopodes as playable species. clearly all these humanoids are far too similar.
But why stop there? look at all these backgrounds we have? just BEGGING to be removed!
I suggest we trim it down to 2 backgrounds. "Power Tabber" and "Firestormer" that should fill all the unique and interesting roles we need yes?
I also understand that the devs want to be conservative. but the removal of 4 spells this update is erring too far on the side of caution. Just remove all the spells except magic dart and firestorm.
Utility spells like Projected noise, see invisibility, insulation and evaporate are just a waste of magic anyway because they don't just kill everything in sight instantly, Am I right fellas?
Thanks for reading. I hope we can all walk together into a bright future without all of these intimidating things known as "options" or "tactical flexibility" things like that are killing gaming.
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Why? Bows and crossbows play almost identically. So do slings. Picking up the one you have the best aptitude for doesn't actually affect much.
So uh, maybe dial back a few notches on the rage... it's just a game and we're all trying to make it better...
Dungeon Master
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Abyss Ambulator
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Abyss Ambulator
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Dungeon Dilettante
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Ziggurat Zagger
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evilmike wrote:I find it disturbing that there are people who think things like this should be removed as a first resort, without even making an attempt at improving them. Luckily, DCSS is not this sort of project (even though to some people it may seem we arbitrarily remove stuff). If DCSS was like this, I would not want to be involved with it.
Dungeon Master
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Snake Sneak
Posts: 96
Joined: Thursday, 17th May 2012, 09:09
KoboldLord wrote:Deep elves, though, do have a problem that needs a fix. New players see that name and think "drow", so that's what they expect to get when they play one. Often they keep thinking about deep elves as D&D drow even after encountering them in-game repeatedly, or clearing the branch end of Elf. Deep elves are in fact nothing like drow; if we wanted to tack them onto some D&D-ism they'd be more like grey elves that happened to live underground. They've got nothing to do with spiders, only two elves in the whole of Elf dual-wield anything, and they don't have a bondage-themed culture designed to appeal to teenage boys.
Shoals Surfer
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Joined: Sunday, 3rd June 2012, 20:05
KoboldLord wrote: bondage-themed culture designed to appeal to teenage boys.
Slime Squisher
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Ziggurat Zagger
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Joined: Friday, 6th January 2012, 18:45
dd wrote:KoboldLord wrote: bondage-themed culture designed to appeal to teenage boys.
This is no doubt the greatest single lack in Dungeon Crawl. Once we get this implemented, the game is pretty much done.
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