Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Shoals Surfer
Posts: 312
Joined: Thursday, 9th June 2011, 19:12
bobross419 wrote:Genie: "What kind of store do you want me to take you to?"
Me: "A store that sells nothing but scrolls of wishing, of course..."
I've gotta say though that the ID minigame is one of the more annoying but funny aspects of the game. Can't help but laugh when you are praying for a big stack to be healing but its brilliance or something.
Halls Hopper
Posts: 62
Joined: Monday, 20th December 2010, 14:59
I personally consider the practice of picking up rubbish clubs and stones to throw at everything to be an unfortunate artifact of the system, and not a desirable play style. I do not think it is newbie-friendly to call a background a 'fighter' and have it almost entirely incapable of fighting, such that throwing useless debris is the only way you can reliably deal with a large percentage of enemies.
Having backgrounds of varying difficulty is a design choice, we're fine with that. However, fighter being one of them is not good in my opinion. This is the default background, and the one most beginners will try first. Fighter should be a simple AND strong background, especially in the early game. But it should be strong because the fighter is good at fighting, not because he starts with a bunch of healing potions. That's why I'm pushing for better equipment.
Swamp Slogger
Posts: 131
Joined: Monday, 29th August 2011, 22:55
Abyss Ambulator
Posts: 1196
Joined: Friday, 17th December 2010, 13:59
Location: Maryland, USA
Lair Larrikin
Posts: 17
Joined: Sunday, 25th September 2011, 23:42
Spider Stomper
Posts: 195
Joined: Monday, 25th April 2011, 20:48
spurious wrote:I'm pretty new to the game, is there a structural problem with adding a background-specific ability or ability set to the fighter?
Slime Squisher
Posts: 369
Joined: Saturday, 3rd September 2011, 18:22
Blades Runner
Posts: 623
Joined: Thursday, 23rd December 2010, 19:17
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Curio wrote:Gladiator have +0 everywhere but overall it have only 1 AC less than fighter and 5 more EV.
<+elliptic> !won * fi cv=~0.10
<Sequell> * (fi cv=~0.10) has won 8 times in 1534 games (0.52%): 4xMDFi 2xMuFi 1xHOFi 1xOpFi
<+elliptic> !won * gl cv=~0.10
<Sequell> * (gl cv=~0.10) has won 6 times in 1123 games (0.53%): 2xMiGl 1xHEGl 1xMDGl 1xOpGl 1xTrGl
<+elliptic> !won * dk cv=~0.10
<Sequell> * (dk cv=~0.10) has won 5 times in 287 games (1.74%): 1xCeDK 1xMfDK 1xMiDK 1xMuDK 1xOgDK
<+elliptic> !won * ak cv=~0.10
<Sequell> * (ak cv=~0.10) has not won in 408 games.
Blades Runner
Posts: 623
Joined: Thursday, 23rd December 2010, 19:17
galehar wrote:Curio wrote:Gladiator have +0 everywhere but overall it have only 1 AC less than fighter and 5 more EV.
And fighter has 9 Shields more than gladiator (17 vs 8 for a Hu).
Snake Sneak
Posts: 100
Joined: Friday, 30th September 2011, 07:08
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
o_O wrote:Well tossing a +2,+0 on their starting weapon might fix fighters, since their problem is not being able to hit anything with their lack of skills. Or start them off with helm, gauntlets, and/or boots as needed to bring them up to a decent level? Those are easy enough to find normally but you won't have them by D:2.
o_O wrote: And a related thing, what ever happened to the idea of letting each character choose an extra starting item? Like you can pick between: A buckler, some darts, a dagger, A helmet, an apple, and maybe even a magic dart wand or a pet rat or something. It would be more fun if the early game had more choices and stuff available, as long as the difficulty was adjusted to compensate.
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