Dungeon Dilettante
Posts: 3
Joined: Wednesday, 22nd February 2012, 03:57
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Dungeon Dilettante
Posts: 3
Joined: Wednesday, 22nd February 2012, 03:57
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Boodz wrote:It would seem the early stages of the dungeon have become a great deal harder in .1, am I crazy? Some of it may be because of increased medium armour AC, but I will also see ogres on floor 1, and other crazy stuff.
Vestibule Violator
Posts: 1593
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Location: Penza, Russia
Snake Sneak
Posts: 129
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Abyss Ambulator
Posts: 1244
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Vaults Vanquisher
Posts: 461
Joined: Monday, 13th June 2011, 00:21
Happy Corner wrote:Killer bee rooms probably ARE appearing more often, now that the Hive has been yanked.
Snake Sneak
Posts: 129
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Temple Termagant
Posts: 14
Joined: Saturday, 26th February 2011, 20:35
Snake Sneak
Posts: 129
Joined: Saturday, 27th August 2011, 22:00
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
supified wrote:I think early game difficulty is nothing but cheap. You lack escape options so it's just like wasting time. I've encountered some out of depth wands. Walk around a corner, a kobolt blasts you to death in one shot. Great.
Sewers Scotsman
Posts: 3192
Joined: Friday, 13th May 2011, 08:47
Location: Ultima Thule
Blade wrote:Winning Streak:
11 games elliptic
Vaults Vanquisher
Posts: 451
Joined: Sunday, 11th September 2011, 00:07
Confidence Interval wrote:Which leads to the question: what happened in the 12th game?
Sewers Scotsman
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Location: Ultima Thule
Temple Termagant
Posts: 6
Joined: Tuesday, 28th February 2012, 19:44
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Swamp Slogger
Posts: 155
Joined: Tuesday, 22nd February 2011, 18:24
Shapermc wrote:a centaur, 4 gnolls, a gnoll shaman, and then had a hobgoblin, a dog, and a hipogryph
Vaults Vanquisher
Posts: 451
Joined: Sunday, 11th September 2011, 00:07
Shapermc wrote:Ridiculous!
Shapermc wrote:This almost seems like a bug.
Shapermc wrote:I'm a returning player to the game and just starting to get to/through the lair with some regularity, and now I'm getting my ass handed to me left and right going from 0.09 > 0.10.
Shapermc wrote:I really wanted to mess around with an Octopode
Crypt Cleanser
Posts: 645
Joined: Wednesday, 14th September 2011, 09:36
Location: <---
ebarrett wrote: - the game hasn't seen a major increase in difficulty since the 0.6 update.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
BlackSheep wrote:Was the code that places uniques changed around 0.9? I've noticed a lot more cases of floors having 6-8 uniques at once.
Temple Termagant
Posts: 6
Joined: Tuesday, 28th February 2012, 19:44
Mines Malingerer
Posts: 46
Joined: Saturday, 7th May 2011, 23:39
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
minmay wrote:Funny, 0.10 is the first version in several years that I'd say has been easier than the previous one. Mostly because of spears and tridents, though.
Also I think it's hilarious that DD of Makhleb was buffed.
Crypt Cleanser
Posts: 645
Joined: Wednesday, 14th September 2011, 09:36
Location: <---
rebthor wrote:Now that they occasionally spawn with shamans and sergeants + often have polearms I find them to be more difficult than they were in the past. Perhaps the spawn rate of gnolls isn't that different, it's just their deadliness due to the inherent reaching on polearms.
varsovie wrote:I find them easier, since when they attack with reaching, it does less damage (or miss more) than in melee. So it's less deadly to flee in a corridor and go upstair.
Temple Termagant
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Crypt Cleanser
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Location: <---
Mines Malingerer
Posts: 46
Joined: Saturday, 7th May 2011, 23:39
Shapermc wrote:I'm just going to say that the last two games in a row I died to a group of 4+ gnolls on D:2. Perhaps this is something related to the MacOSX version when upgrading from .09 to .10? I can't see any reason to have groups of 4+ gnolls twice in a row on D:2. Is there any way to completely uninstall from Mac OS to wipe my entire history of the game? It's all I can think to do at this point to avoid this obnoxiousness.
Snake Sneak
Posts: 129
Joined: Saturday, 27th August 2011, 22:00
Mines Malingerer
Posts: 46
Joined: Saturday, 7th May 2011, 23:39
Tartarus Sorceror
Posts: 1729
Joined: Wednesday, 19th October 2011, 21:25
Location: New England.
dmurray wrote:To both of the above about the Gnolls... I can understand it's programmed into the game but I've never noticed it before .10. I mean, yes, a Gnoll at d:1 or d:2 is somewhat normal to me but I've never seen packs of them or packs of Orcs in this manner so early.
I've seen two or three normal Orcs and an Orc caster (wizard/priest) but I can see an Orc warlord in a group as early as D:3. Do keep in mind that this is probably 100% normal and I've just been lucky since I've started playing early last year.
Shatari wrote:I traded a goat for a Nintendo DS XL, and a ton of games.
Blades Runner
Posts: 575
Joined: Tuesday, 18th January 2011, 15:11
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Mines Malingerer
Posts: 46
Joined: Saturday, 7th May 2011, 23:39
Jabberwocky wrote:dmurray wrote:To both of the above about the Gnolls... I can understand it's programmed into the game but I've never noticed it before .10. I mean, yes, a Gnoll at d:1 or d:2 is somewhat normal to me but I've never seen packs of them or packs of Orcs in this manner so early.
I've seen two or three normal Orcs and an Orc caster (wizard/priest) but I can see an Orc warlord in a group as early as D:3. Do keep in mind that this is probably 100% normal and I've just been lucky since I've started playing early last year.
A Orc Warlord on D:3 in absurdly out of depth. I'm glad I've never had the bad luck to encounter one that early.
absolutego wrote:he meant a warrior.
Blades Runner
Posts: 575
Joined: Tuesday, 18th January 2011, 15:11
Crawl sometimes generates unusally hard monsters to keep you on your toes. The maximum possible is a 9 level difference, or 5 on D:1; add 12 as a special farmer penalty which only triggers after ~1k turns and is quite rare even then. Other times when something seems overly powerful, it's just a vault -- e.g. death yak guarding the lair.
Crypt Cleanser
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Location: <---
eharper256 wrote:Out of interest, when does the OOD timer kick in?
Mines Malingerer
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Dungeon Master
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Joined: Saturday, 5th March 2011, 06:29
Sewers Scotsman
Posts: 3192
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Location: Ultima Thule
mumra wrote:Crawl is a random game.
mumra wrote:The fact is that some players have had this happen to them a few times in a row, and they've decided to post here or on IRC...
mumra wrote:1. You have rolled a dice 100 times. It has come up '6' every time. What is the probability of the next roll being another 6?
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Confidence Interval wrote:mumra wrote:Crawl is a random game.
I think what these comments relate to is not the randomness of Crawl but the fact that the parameters of the random events can be changed (by the developers) - for example, the likelihood of OOD encounters on low levels could be increased. The game would stay random but the mean and distribution of occurrences of such encounters could shift, in this example making the game more difficult.
Confidence Interval wrote:mumra wrote:The fact is that some players have had this happen to them a few times in a row, and they've decided to post here or on IRC...
We ought to start a thread about how the game has got easier and see if similar numbers of players join in to report easier games.
Confidence Interval wrote:mumra wrote:1. You have rolled a dice 100 times. It has come up '6' every time. What is the probability of the next roll being another 6?
Highly likely. If a die comes up with a six every time I'd say it's very probably weighted, or has a six on every side, or something like that.
Confidence Interval wrote:Using your thinking: if players reported finding the game more difficult, and it *had* actually become more difficult, we would still dismiss their reports. Based on player report alone, on what basis would we ever be able to identify whether the game's difficulty had changed?
Tartarus Sorceror
Posts: 1729
Joined: Wednesday, 19th October 2011, 21:25
Location: New England.
mumra wrote:1. You have rolled a dice 100 times. It has come up '6' every time. What is the probability of the next roll being another 6?
Shatari wrote:I traded a goat for a Nintendo DS XL, and a ton of games.
Sewers Scotsman
Posts: 3192
Joined: Friday, 13th May 2011, 08:47
Location: Ultima Thule
Jabberwocky wrote:mumra wrote:1. You have rolled a dice 100 times. It has come up '6' every time. What is the probability of the next roll being another 6?
The chance that the next roll of the dice will be a six is always the same, 1 in six.
Dungeon Master
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Joined: Saturday, 5th March 2011, 06:29
Jabberwocky wrote:The chance that the next roll of the dice will be a six is always the same, 1 in six.
Ziggurat Zagger
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Abyss Ambulator
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