Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
Djinn Species
i like how they don't need food, but the whole contam thing seems pointless if you can just wait off any mutations.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
Crypt Cleanser
Posts: 747
Joined: Friday, 6th January 2012, 12:30
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Halls Hopper
Posts: 67
Joined: Monday, 29th April 2013, 05:55
Tomb Titivator
Posts: 879
Joined: Tuesday, 26th April 2011, 17:10
Blade wrote:djhe is literally the most broken thing in crawl right now, so there's that
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
crate wrote:Dj seems really badly designed to me for a few reasons
1) combined hp + mp doesn't really work in crawl very well
2) this is made worse by the fact that in addition to one really huge gimmick, djinn also are reverse mummies so some of the things that make combined hp+mp not a good idea are not mitigated by hunger costs (at least sif channeling and ely healing, also would include staff of energy channeling except I don't think dj are allowed to use that for some reason)
3) their replacement for hunger is really silly because there is basically no drawback to actually getting glow since the mutations are temporary
4) they're bad if they don't abuse the really abusive things made possible by a combination of 1, 2, and 3
5) they end up having a ton of weird special-cased stuff
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Shoals Surfer
Posts: 300
Joined: Tuesday, 19th February 2013, 23:34
Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
Shoals Surfer
Posts: 300
Joined: Tuesday, 19th February 2013, 23:34
Swamp Slogger
Posts: 176
Joined: Thursday, 13th September 2012, 22:59
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
Vestibule Violator
Posts: 1509
Joined: Wednesday, 21st September 2011, 01:10
Location: St. John's, NL, Canada
Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
rchandra wrote:I'm not aware of any evocables where hunger is an important cost other than maybe staff of channelling. What are you thinking of?
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
snow wrote:essence = hp + mp
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Swamp Slogger
Posts: 176
Joined: Thursday, 13th September 2012, 22:59
Wizlab Walloper
Posts: 222
Joined: Monday, 3rd June 2013, 23:40
Dungeon Master
Posts: 162
Joined: Sunday, 29th May 2011, 10:18
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
brendan wrote:Even with the Ely self-healing nerf, I still think DjHe is overpowered. If I was a slightly better player, I imagine that I could skill robin Invocations and clear out Vestibule without ever entering a branch. As crate mentioned the imbalancing factor of Ely worship isn't self-healing, but the lack of hunger.
Swamp Slogger
Posts: 176
Joined: Thursday, 13th September 2012, 22:59
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Wizlab Walloper
Posts: 222
Joined: Monday, 3rd June 2013, 23:40
Just an idea: What if MP had a one-to-one EP conversion, but hunger costs were turned into EP costs instead of glow costs? This would elegantly nerf Djinn exploitation of hunger costs, and help stop that "overloaded" feeling the race has from so many special cases.
Tomb Titivator
Posts: 799
Joined: Saturday, 23rd February 2013, 22:25
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
khalil wrote:I think that might be interesting, but it would have to lower the hunger cost for things by a lot, as high level spells are very hunger intensive.
learndb wrote: (1) 50, (2) 95, (3) 160, (4) 250, (5) 350, (6) 550, (7) 700, (8) 860, (9) 1000.
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Snow wrote:Maybe I just suck at the game but if you need to be very good to be able to play a background effectively then maybe that background isn't as overpowered as wizard or berserker.
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
MarvinPA wrote:Making it much harder to know how much EP your spells are going to cost doesn't sound very elegant to me.
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Swamp Slogger
Posts: 176
Joined: Thursday, 13th September 2012, 22:59
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
reaver wrote:1) We could easily use the current hunger section of the spellcasting menu to portray how much EP the spells will cost.
2) Since the EP cost will only go down over time, I'm not sure how big an issue this would be- the consequences of needing to spend one less EP are rarely catastrophic.
3) All spells which have the same MP costs will have the same EP cost too, lessening the load.
4) We would be removing the glow costs. Is this worse than remembering the glow cost conversion, what each level of glow does, and that glow only gives temporary mutation to Djinn?
5) Past the early game, where it would be easy to tell how much EP a spell costs- either with the math, looking at the spells, or just trying casting one- how much do you really analyze your MP consumption? Do you really know your exact number of MP at all times, or do you just have a general idea? I don't think 2-3 EP will make much a difference outside edge cases, where you can look up the EP cost with the spellcasting menu.
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
mumra wrote:See how complicated this idea is? If you need five paragraphs to explain most of the details then it's not particularly simple or elegant.
mumra wrote: I think it'd make more sense to make glow a more serious deal and make the MP conversion rate less harsh.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Vaults Vanquisher
Posts: 482
Joined: Thursday, 16th December 2010, 21:08
Location: Savannah, Ga.
Swamp Slogger
Posts: 161
Joined: Thursday, 16th May 2013, 15:28
Dungeon Dilettante
Posts: 4
Joined: Sunday, 2nd June 2013, 17:28
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
njvack wrote:As an aside: was the insect change a result of DjHe, or was the timing of that a fluke?
Wizlab Walloper
Posts: 222
Joined: Monday, 3rd June 2013, 23:40
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
reaver wrote:Timing fluke. Somebody mentioned on IRC that it was weird Elyvilon could pacify bees but not wasps (because they had different intelligence levels under the hood) and it lead to a discussion on several issues surrounding that. I don't think Dj were even mentioned. The results were:njvack wrote:As an aside: was the insect change a result of DjHe, or was the timing of that a fluke?Lowering the differences acceptable for new intelligence levels.
Make I_INSECT seperate from I_REPTILE, when formerly they had been the same thing with different names.
Make I_INSECT unpacifiable for flavor and power level reasons.
Change a couple monsters' intelligences.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Return to Game Design Discussion
Users browsing this forum: No registered users and 139 guests