Dungeon Dilettante
Posts: 1
Joined: Saturday, 31st January 2015, 00:01
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Dungeon Dilettante
Posts: 1
Joined: Saturday, 31st January 2015, 00:01
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
To make a proposal, follow these steps:
Study the philosophy section of the manual carefully. All changes to the game must be in line with the stated game philosophy.
Study the Refused and Rejected Concepts List to ensure that your idea is not on it.
Search the forum, the dev wiki, and the change logs to ensure that your idea hasn't already been suggested or rejected elsewhere.
Think hard about what it is you are trying to achieve. Proposed changes must be solutions to actual problems in the game, or genuine improvements to gameplay. Find out if the problem you want to solve is an actual problem that other players experience and not just clustering illusion, a freak set of circumstances that happened to you, or your personal taste. Everyone has encountered a situation they don't like and immediately thought "This should be redesigned!" Ninety nine percent of the time they are wrong. Ask about this before making a design proposal.
Clearly state in your post the reasons for your proposal.
Examples of good reasons for new proposals:
___ seems overpowered in situations where ___ because it allows players to ___. I think this could be resolved by...
A lizardman species would be an interesting new combination of such and such attributes and abilites, and fill the following empty niche...
Examples of bad reasons:
Unarmed combat is broken.
A rat species would be awesome.
I would like a cooking ability.
Work hard on your proposal. Provide details, and flesh out ideas as much as possible. Consider special cases and how your proposed changes interact with the rest of the game. Try coding at least some of your proposal. For help with coding species, see this post. The more work you put into your idea, the more likely it is to receive serious consideration.
Write clearly and concisely. Avoid rambling. Use paragraphs and lists. Ask for help with your writing if you need to.
Give your thread a clear, appropriate title.
Examples of good titles:
New god idea: Emos, god of suffering.
Nerf Wands of Magic Dart
Examples of bad titles:
My idea
How about this!
Mooooooo! <3
Don't make a single thread for discussing several unrelated topics. Such threads usually degenerate quickly into several discussions and are very hard to keep on-topic (since there are several topics). If you want to address a transverse topic (eg. documentation, clarity,...) while giving several unrelated mechanisms as examples, state clearly what the topic of the thread is (see above rule). A thread which degenerates in several unrelated discussions is hard to follow and moderate and will be Yiufed.
When (not if) someone criticises your idea, accept it. Listen. Adapt your proposal. Admit when you're wrong. Do not belligerently make the same case over and over. Basic etiquette and the forum rules still apply. If you feel a criticism is personal or unwarranted, use the report button or pm a moderator. Be advised that the forum benefits from a certain amount of astringent criticism of new proposals, and that whining on your part will weaken or destroy your case.
If your idea is received positively, move your proposal to the brainstorming wiki for further consideration, refinement, and possible implementation.
If all else fails, you can put your idea in the generic brainstorming thread. There's always the vanishingly small chance an idea from there will be picked up. After all, phase bats made it in!
Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Sandman25 wrote:Having an evocable that replaces level 7 spell is OP IMHO.
Dungeon Master
Posts: 634
Joined: Sunday, 22nd September 2013, 14:46
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Swamp Slogger
Posts: 138
Joined: Saturday, 4th August 2012, 07:07
wheals wrote:Wand of fire and wand of cold also replace level 6 spells.
Maybe low-level transforms could work as rare artefact properties. They might just end up being weird like +Twstr though.
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
dornbeast wrote:Now I'm imagining a randart that turns you into a tree, comparable with berserkitis.
It would be a terrible modifier, but it's amusing to think about.
Swamp Slogger
Posts: 138
Joined: Saturday, 4th August 2012, 07:07
xentronium wrote:dornbeast wrote:Now I'm imagining a randart that turns you into a tree, comparable with berserkitis.
It would be a terrible modifier, but it's amusing to think about.
Do you mean un/randarts with eg. {*Tree} or {*pig} properties? Give {*rat} to ratskin cloak.
Mines Malingerer
Posts: 38
Joined: Saturday, 9th August 2014, 06:34
Slime Squisher
Posts: 342
Joined: Friday, 2nd May 2014, 15:02
wisp412 wrote:Since its related, what about Jewelry, or Evocables that will give alot of temporary mutations
Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Pereza0 wrote:Instead, make it a consumable. Maybe a potion/wand that transforms you in some random powerful form for a while. Could also be handy for transmuters that are still trying to get their spells going.
Slime Squisher
Posts: 406
Joined: Thursday, 1st March 2012, 01:42
jejorda2 wrote:Pereza0 wrote:Instead, make it a consumable. Maybe a potion/wand that transforms you in some random powerful form for a while. Could also be handy for transmuters that are still trying to get their spells going.
That's what the wand of polymorph does these days, right? Except many of the forms are difficult to use well.
Mines Malingerer
Posts: 38
Joined: Saturday, 9th August 2014, 06:34
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