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
Blades Runner
Posts: 561
Joined: Friday, 18th January 2013, 01:08
Location: Medical Mechanica
Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
ackack wrote:Starvations from this change would be godawful. Many of them would happen late in the game, and many of them would be disconnected by a very long amount of time from the behaviors that were responsible for the death.
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Hirsch I wrote:oh boy, will abyss become awful.
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Vaults Vanquisher
Posts: 508
Joined: Tuesday, 1st November 2011, 00:36
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Temple Termagant
Posts: 5
Joined: Saturday, 21st April 2012, 01:22
Blades Runner
Posts: 546
Joined: Saturday, 7th May 2011, 02:43
Lair Larrikin
Posts: 29
Joined: Friday, 20th September 2013, 13:25
Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
earLOBe wrote:Suggestion: remove death from starvation, have 'starving' status add to (say, double) attack delay, prevent HP regeneration and reduce EV. Not being able to cast spells is already deadly enough for some characters, and if melee characters have a big penalty, that they can't use abilities to get around, that makes starvation deadly for them too. This makes death from starvation still a matter of tactical skill as well as strategic planning, and removes 'unavoidable' starving deaths (although, really, the only times I've ever heard of them is from bad planning in pan or from - now removed - harpie food destruction).
Spider Stomper
Posts: 221
Joined: Thursday, 29th August 2013, 09:40
Halls Hopper
Posts: 86
Joined: Saturday, 18th January 2014, 09:40
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Swamp Slogger
Posts: 131
Joined: Wednesday, 2nd May 2012, 10:32
Shoals Surfer
Posts: 267
Joined: Friday, 26th April 2013, 17:05
Return to Game Design Discussion
Users browsing this forum: No registered users and 24 guests