Voting on implementables! [Updated]


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

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Dungeon Master

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Post Thursday, 22nd September 2011, 18:53

Re: Vote on what features you'd most like to see implemented

I think the auto-pickup interface and other interface tweaks are the best thing to see implemented in 0.10.

Also are there plans to just call it version 10 or something and drop the 0.? I've heard people say "it's not supposed to represent a development toward 1.0" but I think it makes a lot of people assume that's what's going on.

Snake Sneak

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Post Friday, 23rd September 2011, 20:09

Re: Vote on what features you'd most like to see implemented

I'd like to vote for the demigods thing:

https://crawl.develz.org/mantis/view.php?id=3046

Spider Stomper

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Post Friday, 23rd September 2011, 20:14

Re: Vote on what features you'd most like to see implemented

roctavian wrote:I've heard people say "it's not supposed to represent a development toward 1.0" but I think it makes a lot of people assume that's what's going on.


I think after 0.10 is released after 0.9, it will become apparent to everybody that the period was never supposed to be a decimal point. And I like the "0."; it represents that Crawl is never really finished, but is continually expanded and improved. Onwards to zero point infinity!

Abyss Ambulator

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Post Friday, 23rd September 2011, 21:12

Re: Vote on what features you'd most like to see implemented

Given the mythology, version 1.0 should be the next step after 0.27.
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Post Friday, 23rd September 2011, 23:55

Re: Vote on what features you'd most like to see implemented

Stormfox wrote:Given the mythology, version 1.0 should be the next step after 0.27.


That's funny, I was thinking the exact same thing ...

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Post Saturday, 24th September 2011, 05:44

Re: Vote on what features you'd most like to see implemented

Crawl is asymptotic to a line Crawl 1.0.
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Slime Squisher

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Post Monday, 26th September 2011, 00:58

Re: Vote on what features you'd most like to see implemented

You know what would be handy? An option that lets your alies displace you for a frew turns.

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Post Monday, 26th September 2011, 06:01

Re: Vote on what features you'd most like to see implemented

Pteriforever wrote:You know what would be handy? An option that lets your alies displace you for a frew turns.


What's wrong with just walking into them so you swap places? Or do I misunderstand ...

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Post Monday, 26th September 2011, 16:50

Re: Vote on what features you'd most like to see implemented

Forest branch in place of Hive (it could be a new, and more varied, "food branch" than Hive)
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Tomb Titivator

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Post Friday, 30th September 2011, 19:25

Re: Vote on what features you'd most like to see implemented

I really want permanent buffs or at least permanent forms. Casting forms over and over is really annoying.

Mines Malingerer

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Post Saturday, 1st October 2011, 01:01

Re: Vote on what features you'd most like to see implemented

snow wrote:I really want permanent buffs or at least permanent forms. Casting forms over and over is really annoying.


I agree, and I think it could be implemented as an automatic recast switch or something like that.

Lair Larrikin

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Post Sunday, 2nd October 2011, 20:38

Re: Vote on what features you'd most like to see implemented

Implementables/.10 plan:

1. In-game selection of auto-pickup items. Can't wait.
2. Interface implementables: yes please! Especially these bits:
- Each equipment slot gets dedicated character
- More verbose travel stop messages
- Easy picking up of items when autoexplore stops
- Change level annotations from Dungeon Overview (Ctrl-O)
3. Casting a buff spell with Z makes it "permanent" (.10 plan) - could cut the repetition without making game easier, I'd like that. Some interesting choices to be made, too.
4. Demigod worshippers - will make Demigods fun and worth trying for me.
5. Vintermann's food reform. Honestly I only really care about the less sickness bit, however the description/mutation changes are very detailed and it's in the works already, so why the hell not :)
6. Spice orb run up - more flavour for the final run sounds good. Pan lords coming back to haunt you for stolen runes get my evil grin of approval :]

The implementables aren't equal - some of them are just too small to get on the list. Rule of thumb, if it's small, uncontroversial and dev approved, then it probably doesn't need a player vote either. Especially if it has a patch already.

Stuff I'd like to see implemented

1.Wand Shops should sell Recharge Scrolls. "I find it odd that wand shops do not sell scrolls of recharging considering they're wand shops and that scroll is wand/rod-specific. I suggest adding scrolls of recharge as a potential item for purchase from a wand shop, but add a price premium to the scroll over however much it would cost in a regular scroll shop. — XuaXua 2011-08-19 20:48"
2.Controlled Flight amulet improvement to one of the following:
"Make the amulet for more for “Flight” as in “flying”:
- invoke for flight (removing dependency on ring) and allow it to reinvoke while still flying (after all, you're under full control)
- triple (or infinitely) extend the duration of the lev/flight effect over whatever the player would get without it
- give flight just from being worn, increase rarity to preservation levels and leave it as an improved property of artefacts"
3.Random themed shops. After some rework - would have to be either very rare and/or definitely less powerful. In general, would be nice to find shops like that once in a blue moon.

Oof :) there are too many brainstorming ideas to read through in one go. In general, I'd vote for:
1. Fighting balance (plan for future versions) - something I'm definitely looking forward to. I believe it would make melee characters (and their stats) more fun. As is, they sometimes feel lacking just because they don't spend their stats in int. For example assassins vs stalkers, gladiators vs skalds, hunters vs warpers(/arcane marksmen), monks vs necromancers etc.
2. Endgame changes. Past zot, some gods/weapon brands/spells become weak or stop working. There are less choices. Anything to change that would be great.

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Dungeon Master

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Post Sunday, 2nd October 2011, 23:03

Re: Vote on what features you'd most like to see implemented

paplaukes wrote:3.Random themed shops. After some rework - would have to be either very rare and/or definitely less powerful. In general, would be nice to find shops like that once in a blue moon.

The custom shops are not supposed to replace normal ones, so yes, they'd be very rare. Over the course of a full game, you'd see at most one or two of these.

The good news is that the structure for constructing such shops already exists (minus the predefined name, but that's the least important aspect), so if you're interested, go ahead and build some. I've just added an example and an explanation to the page you linked above.
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Vestibule Violator

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Post Monday, 3rd October 2011, 12:55

Re: Vote on what features you'd most like to see implemented

paplaukes wrote:3.Random themed shops. After some rework - would have to be either very rare and/or definitely less powerful. In general, would be nice to find shops like that once in a blue moon.

Oh, I like this idea, too!
If you find any mistakes or typos in my post, feel free to PM me about it. Thanks in advance!

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Post Monday, 3rd October 2011, 13:30

Re: Voting on implementables! [Updated]

Everyone can make custom shops, no coding required. For thematic ideas, see https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:custom_shop and the how-to is here: https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:syntax:shop_info

I am awaiting new vaults uploaded at https://crawl.develz.org/mantis/main_page.php :)

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Halls Hopper

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Post Tuesday, 4th October 2011, 06:13

Re: Voting on implementables! [Updated]

A great list! My votes go to Hexes reform, Food reform, and Demigods, roughly in that order! Thanks again to all the devs!

Vestibule Violator

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Post Tuesday, 4th October 2011, 10:42

Re: Voting on implementables! [Updated]

Good news for you then, the food reform is in trunk. I'm not sure if it arrived on the servers yet, but shouldn't take long.

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Halls Hopper

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Post Tuesday, 4th October 2011, 20:22

Re: Voting on implementables! [Updated]

Galefury wrote:Good news for you then, the food reform is in trunk. I'm not sure if it arrived on the servers yet, but shouldn't take long.


Sweet !!

Blades Runner

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Post Tuesday, 4th October 2011, 21:37

Re: Voting on implementables! [Updated]

Wensleydale wrote:Permabuffs (my personal favorite :P hurry, galehar!)

I vote for permabuffs!

Temple Termagant

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Post Tuesday, 11th October 2011, 11:31

Re: Voting on implementables! [Updated]

Another vote for permabuffs (with the flickering as commented on by galehar) and weapon-specific passive abilities.
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Abyss Ambulator

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Post Tuesday, 11th October 2011, 23:33

Re: Voting on implementables! [Updated]

My vote goes to:
1. Changes to Hexes
2. Permabuffs
3. rPois changes

1: Hexes is the only school that gets weaker as the game goes on instead of stronger. Ensorcelled Hibernation, Confuse, etc. eventually peter out almost completely with every enemy having high MR; Invisibility doesn't fare much better as sInv monsters become more and more frequent. The problem I see with them is that, when they succeed, they're essentially instant victories in a fight; stabbing does hefty damage. Resistant monsters, though, are always huge threats. Every monster gets separated into "popcorn" and "very deadly" to a primary Hex user (and yes, I know primary Hex users aren't viable. That's another reason to reform them).
2: Not only is it annoying to have to constantly recast buffs, it becomes dangerous when you've forgotten to recast them and you get into a tight spot.
3: Having one level of a resistance almost completely nullify the special effect of a large subset of monsters has always felt wrong to me. The proposals on the DevWiki page seem like a nice solution.
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Post Wednesday, 12th October 2011, 15:56

Re: Voting on implementables! [Updated]

1) In-game auto-pick up options
2) Permabuffs. Especially like it about the forms. I can finally play a shapeshifter the way I want it.
3) Forest branch
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Snake Sneak

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Post Sunday, 16th October 2011, 17:56

Re: Voting on implementables! [Updated]

I vote for demigods.

And mounts.

o_O

Snake Sneak

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Post Monday, 17th October 2011, 04:45

Re: Voting on implementables! [Updated]

I vote for permabuffs, with no preferences beyond that.

Mines Malingerer

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Post Friday, 21st October 2011, 03:42

Re: Voting on implementables! [Updated]

A lot of these changes look cool, but permabuffs are by far the coolest. I don't normally play trunk, but I will switch over the day this gets implemented. Recasting buffs is incredibly tedious.

Mines Malingerer

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Post Thursday, 27th October 2011, 01:49

Re: Voting on implementables! [Updated]

Vote for:

1) poison/alchemy
2) Demigod Worshippers
3) Replacement of Hive
4) Permabuffs.

goo

Halls Hopper

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Post Friday, 28th October 2011, 07:38

Re: Voting on implementables! [Updated]

I'll throw in some votes for:

1.) Demigod overhaul
2.) Permabuffs
3.) Hexes reform

Snake Sneak

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Post Sunday, 20th November 2011, 23:18

Re: Voting on implementables! [Updated]

How would permabuffs work?

Vestibule Violator

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Post Monday, 21st November 2011, 01:21

Re: Voting on implementables! [Updated]

Like this. Most likely in the way described under "Alternate implementation".
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Ziggurat Zagger

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Post Thursday, 22nd December 2011, 19:41

Re: Voting on implementables! [Updated]

Please note that some of the links to the wiki in this thread (like V-man's food reform) might not work due to the complete revision / reorg. of the dev wiki.

Also note that NOTHING has been deleted (unless identically redundant or combined with another page), just moved.
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Temple Termagant

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Post Wednesday, 27th June 2012, 02:24

Re: Voting on implementables! [Updated]

Any news on whether permabuffs are still being implemented? (It's the one change I'm most looking forward to...)
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Post Wednesday, 27th June 2012, 15:22

Re: Voting on implementables! [Updated]

pixnaps wrote:Any news on whether permabuffs are still being implemented? (It's the one change I'm most looking forward to...)

I still hope to find the time to implement it someday (maybe 0.12?). Or maybe I'll polish the design and open an implementable. Anyone up for coding it?
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Spider Stomper

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Post Monday, 9th July 2012, 21:47

Re: Voting on implementables! [Updated]

What's the status of the suggestion to merge Centaur and Naga barding into just barding?

https://crawl.develz.org/wiki/doku.php? ... ur:barding

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Post Tuesday, 17th July 2012, 18:21

Re: Voting on implementables! [Updated]

rosstin wrote:What's the status of the suggestion to merge Centaur and Naga barding into just barding?

https://crawl.develz.org/wiki/doku.php? ... ur:barding


Pretty much dead. As far as I know, nobody who is inclined to make patches cares enough to bother, and even if somebody did show up out of nowhere there are enough people vaguely opposed to the idea on grounds of 'realism' that the patch still probably won't go through anyway.

Snake Sneak

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Post Sunday, 2nd September 2012, 19:02

Re: Voting on implementables! [Updated]

I saw this on the wiki ( https://crawl.develz.org/wiki/doku.php? ... g:planning ) and thought this thread could come back now for .12:

  Code:
0.12 planned features

DISCLAIMER: I'm not a dev, I'm just writing down stuff I heard people talk about doing because I'm annoyed by this page being so out of date. There may be bogus stuff on this list, and probably a lot of things people are working on are missing. If you are working on something please add it to the list, or add your name to the entry. Fleshing things out a bit, adding links to relevant wiki or tavern pages, removing the older stuff (possibly incorporating it into the 0.12 list) and adding formatting would also be highly appreciated.

    More translations stuff!
    Ranged combat overhaul: works like melee (unified code if possible), brands overhauled so launcher and ammo brands can stack
    mon-pick code overhaul to prepare for branch shortening and make the monster lists human-readable
        Sanitize monster lists (many very early monsters still uselessly spawn much later). Keep an eye on exp!
        Branch shortening (vaults, crypt)
        Differentiate Vaults/D monster lists
    New Vaults layouts (extra exp to be compensated by branch shortening) tavern mantis
    New Vehumet 4504
    Moth of Suppression monster
    Hopefully sustained casting (“permabuffs”)
    Further webtiles improvements
    Merge the Android port
    Nerf summons (no attacking out of LOS, maybe other stuff)
    Nerf cloud spells (dissipate quickly out of sight)
    Remove secret doors, add runed doors
    Forest branch?
    Fighting reform, possibly including changed delay formula, weapon moves?


I think I saw that nerf summons is already in trunk.

My votes would go 1) fighting reform 2) vaults layout/monster list overhaul 3) permabuffs.

I'd give honorable mention for some of the old feature ideas I liked, not sure if these have been ruled out or not at this point though: 1) forest branch 2) golem race 3) plant monsters

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Post Sunday, 2nd September 2012, 20:25

Re: Voting on implementables! [Updated]

Lots of work has already been done on Vaults layout changes, so it's a good bet that'll be added soon.
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Halls Hopper

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Post Saturday, 15th September 2012, 15:37

Re: Voting on implementables! [Updated]

what do you guys think about "wand of inner flame"? Could be useful for a crowds of enemies (you could use it on one of them, kill him from afar so he blows up, harming creatures standing near).

Tartarus Sorceror

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Post Saturday, 15th September 2012, 18:50

Re: Voting on implementables! [Updated]

adamo901 wrote:what do you guys think about "wand of inner flame"? Could be useful for a crowds of enemies (you could use it on one of them, kill him from afar so he blows up, harming creatures standing near).


Wand of fireball has pretty much the same effect except you don't have to wait for the target to die.
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Crypt Cleanser

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Post Saturday, 15th September 2012, 19:18

Re: Voting on implementables! [Updated]

Removing secret doors... I suppose is for those which are spawned but in designed vaults they can be still a resource.
I hope so.

What are runed doors ?
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Tartarus Sorceror

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Post Saturday, 15th September 2012, 19:56

Re: Voting on implementables! [Updated]

Roderic wrote:Removing secret doors... I suppose is for those which are spawned but in designed vaults they can be still a resource.
I hope so.

What are runed doors ?


Runed doors are a way to replace some of the other functions that secret doors were used for - monsters won't open them and the player won't autoexplore through them.

Halls Hopper

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Post Monday, 22nd October 2012, 02:59

Re: Voting on implementables! [Updated]

Whats the status on the Demigod reform? I wanted to add a few suggestions to that as well...

Vestibule Violator

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Post Monday, 22nd October 2012, 20:39

Re: Voting on implementables! [Updated]

King_jelly wrote:Whats the status on the Demigod reform?

It's dead in the water as far as I know. There has been some work, but it's nowhere near finished and nobody is currently working on it. Feel free to make suggestions (not in this thread please).

Spider Stomper

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Post Thursday, 13th December 2012, 06:28

Re: Voting on implementables! [Updated]

Whats the status on the Orc follower changes?
There was a thread implying not only to cut the # of followers down to a feasible number but also to give other races of Giant-kin (Ogres, Trolls etc.) the ability to worship Beogh & gain followers of that god.
I´m really hoping for this to go live.

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Post Friday, 25th January 2013, 20:06

Re: Voting on implementables! [Updated]

graffen69 wrote:Whats the status on the Orc follower changes?
There was a thread implying not only to cut the # of followers down to a feasible number but also to give other races of Giant-kin (Ogres, Trolls etc.) the ability to worship Beogh & gain followers of that god.
I´m really hoping for this to go live.


There was a plan to cut down the maximum number of followers to 12 but I don't think any of the devs seriously suggested letting non-Orcs worship Beogh.

edit: wait that post was a month ago, argh

Bim

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Post Saturday, 2nd February 2013, 16:51

Re: Voting on implementables! [Updated]

Is there any news on permabuffs yet? I really think it's the most important 'big' change to crawl in a long time.
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Barkeep

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Post Sunday, 3rd February 2013, 02:32

Re: Voting on implementables! [Updated]

Hm. I know this thread is all stickied and such, but I don't know that it's actually useful anymore. It's a bit outdated and doesn't get significant posts.

Orange Ones: what are your thoughts?
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Dungeon Master

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Post Sunday, 3rd February 2013, 10:06

Re: Voting on implementables! [Updated]

Bim wrote:Is there any news on permabuffs yet? I really think it's the most important 'big' change to crawl in a long time.

It used to be on my todo, but I don't have much time to contribute to crawl these days. I should probably create an implementable to make it clear that I'd rather delegate this.

njvack wrote:Hm. I know this thread is all stickied and such, but I don't know that it's actually useful anymore. It's a bit outdated and doesn't get significant posts.

Orange Ones: what are your thoughts?

Yes, the thread doesn't seem to have much more purpose than people periodically asking about permabuffs :)
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Barkeep

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Post Monday, 4th February 2013, 21:33

Re: Voting on implementables! [Updated]

OK then -- I'm gonna quietly de-sticky this. If someone disagrees with me on this, go ahead and re-sticky it or punch me in the internets or something.
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