Halls Hopper
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Joined: Saturday, 17th September 2011, 17:18
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Halls Hopper
Posts: 88
Joined: Saturday, 17th September 2011, 17:18
Spider Stomper
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Pandemonium Purger
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Location: Limbo
Pandemonium Purger
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Joined: Monday, 24th October 2011, 06:13
Bloax wrote:I think you guys kind of really forget how hard it actually is to score lives beyond the first 13 or so levels.
Like say, you have two lives at XL25. Then you die twice due to some really nasty stuff happening (admit it, it always happens once in a while). Now you're XL23, and you have to get up to XL26 to get one additional life.
XL23 -> XL26 is no joke. You could clear the two lair branches ("safe choice" example, I doubt you haven't done so at XL25) and still be something like XL24 due to your pretty huge experience cravings.
All this while still having the fragility to die just as suddenly as you did with the previous two lives. (Stone giants you suck.)
If you want to make deaths more dramatic, you could make dying trigger what, 10-15 (real, not turn-turns that are 1 move = -1 turn - so as to make it better) turns of DDoor and haste for the same period;
Allowing you to claw the everliving shit out of your tormentors, and then finally giving in to death and the stuff that happens now kicks in. (This might a powerful anti-blunder, but recall my point about levels.)
Felids are pretty fun (oh snap it's the chei guy runnn), but even if you're playing well and even if you know what you're doing you may very well die. Because you really don't have much breathing room to handle a couple of bad rolls in a row.
If anything, the extra lives don't really serve as a "get out of jail free" card to me - I even often forget I have them. (And thus jump right to the Save-Me-Arse stuff as you'd usually do with a non-felid.)
Thus they end up not being some lame thing, but a tension building feature. It gets interesting once you're hanging between one life and two. And stuff really gets interesting when you're in trouble on the last one.
though this is all probably due to me liking Chei because yummy stats
Abyss Ambulator
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Ziggurat Zagger
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Slime Squisher
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Halls Hopper
Posts: 88
Joined: Saturday, 17th September 2011, 17:18
crate wrote:If you're playing a good [...] background and you're playing well you won't die much
Crypt Cleanser
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Joined: Thursday, 9th August 2012, 20:23
Mines Malingerer
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Joined: Saturday, 26th November 2011, 15:20
crate wrote:If you're playing a good felid background and you're playing well you won't die much, since you have move delay 0.8.
Halls Hopper
Posts: 88
Joined: Saturday, 17th September 2011, 17:18
minmay wrote:His point being, of course, that the extra lives are not needed.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
inkydood wrote:So a major refused and rejected concept snuck into the game for purely (or primarily) flavour reasons?
It may be interesting in the context of playing a Felid (though having one life in the context of any other race is more interesting, so it's a null point), but doesn't damage to the game as a whole offset any minor (and questionable) gains?
Halls Hopper
Posts: 88
Joined: Saturday, 17th September 2011, 17:18
KoboldLord wrote:Whether you think that extra lives for felids is a good or bad thing, a compulsory extra life mechanic for one specific species isn't really comparable to the mechanic that the devteam wanted to avoid.
Crypt Cleanser
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Joined: Wednesday, 14th September 2011, 09:36
Location: <---
mageykun wrote:Possible revised mechanisms for felid revival: (brainstorm, not a functional proposal. Feel free to mix and match as you like).
- revive in same location as killed, rather than at a random location.
- revive with critical health, rather than full
Halls Hopper
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Joined: Monday, 15th October 2012, 17:02
Ziggurat Zagger
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Slime Squisher
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Dungeon Master
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Joined: Saturday, 5th March 2011, 06:29
King_jelly wrote:I say remove them. I've noticed a recent trend where all the new species have been.... difficult for the sake of it - bizarre aptitudes, being pigeon-holed into niche builds/situations, non-versitile. I want more useful and playable species. Either bump up the aptitudes or cut felids. Same goes for octopodes. Sure, eights rings is cool and all but the apititudes are terrible and again they're pigeon-holed into a caster role... :/
Vestibule Violator
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Joined: Thursday, 16th December 2010, 20:52
Crypt Cleanser
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Swamp Slogger
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Spider Stomper
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Joined: Saturday, 18th February 2012, 04:40
XuaXua wrote: As noted previously, Unarmed Combat and Stabbing working properly with Claws would be a good combat fix.
Vestibule Violator
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Joined: Friday, 21st January 2011, 22:56
Xion350 wrote:If Octopedes can wear hats I don't see why Felids can't...
Spider Stomper
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Vestibule Violator
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Joined: Monday, 3rd January 2011, 17:47
Galefury wrote:Xion350 wrote:If Octopedes can wear hats I don't see why Felids can't...
Octopodes are human sized. Felids are cat sized. Regular size hat + cat size cat = hilarity ensues. I'm sure there are a bunch of youtube videos about this.
Blades Runner
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Joined: Wednesday, 10th August 2011, 01:06
Slime Squisher
Posts: 341
Joined: Wednesday, 14th September 2011, 10:10
rebthor wrote:Galefury wrote:Xion350 wrote:If Octopedes can wear hats I don't see why Felids can't...
Octopodes are human sized. Felids are cat sized. Regular size hat + cat size cat = hilarity ensues. I'm sure there are a bunch of youtube videos about this.
Ogres are giant sized. Trolls are giant sized. Spriggans are tiny. Yet they can all wear capes and hats in the dungeon.
Abyss Ambulator
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Location: Maryland, USA
Abyss Ambulator
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Vestibule Violator
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Joined: Monday, 3rd January 2011, 17:47
Stormfox wrote:I picture Spriggans as about the size of a big toddler, a tad less than a meter tall. After all, they can use most weapons that a human-sized being can, albeit needing two hands for most.
For evasion purposes: spider form and bat form are tiny (factor 6), spriggans and felids are little (factor 4), halflings and kobolds are small (factor 2), trolls ogres centaurs and nagas are large (factor -2), and dragonform is huge (factor -8).
Dungeon Dilettante
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Joined: Wednesday, 26th June 2013, 22:59
Tomb Titivator
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Dungeon Master
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Location: Lexington, KY, US
karphead wrote:Suggestion for improvement, remove negative status (I'm thinking of the new version of Drain) when your felid dies and comes back to life. Often it's that status that caused your death so getting another life with it still applied is not cool.
Dungeon Master
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Joined: Sunday, 9th June 2013, 17:13
yogaFLAME wrote:Remove extra lives, increase HP apt to -3, give them an evocable pounce ability.
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