Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Re: Long Blades, M&F effect brainstorm
gnöll
gnōll
gnõll
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Crypt Cleanser
Posts: 645
Joined: Wednesday, 14th September 2011, 09:36
Location: <---
dpeg wrote:minmay: that's right. Unicode would actually allow that... we probably need just four or so indicators, and those could be done with accents and umlauts.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
dpeg wrote:crate: "forcing unicode on console players" -- how?
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
Dungeon Master
Posts: 332
Joined: Friday, 15th July 2011, 22:43
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
XuaXua wrote:Therefore, Long Blades cause bleeding, which can be considered a "state" where HP is lost over time, akin to poisoning.
Maces and Flails can induce stunning, which can add a minor delay to the next attack from the target.
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
....
.@.K
....
..o.
_you see a kobold and a orc priest
....
..@%
....
..o.
_you charge towards the kobold. You smash the kobold!. The kobold is killed
....
...%
..@.
..o.
_you charge towards the orc priest. The orc priest evades your smash!
_the orc priest hits you with a dagger.
_you hit the orc priest. The orc priest is lightly damaged.
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Lasty wrote:This idea came up before for long swords. One problem with it is that any monster chasing you with a mace would hit you every turn -- imagine a fight with an Ogre with a GSC goes wrong: if you run from it, it gets a free, extra-deadly attack with each step!
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Tartarus Sorceror
Posts: 1850
Joined: Monday, 20th December 2010, 04:22
Location: Surabaya, Indonesia
2) Attacker that moves to reach adjacency to a target gains a simultaneous (dynamic) attack -the smash- which:
2.a) Ignores the AC of the target (pro)
2.b) Has a higher chance to be evaded (cons, but hey, it's an extra attack!)
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
Lasty wrote:This idea came up before for long swords. One problem with it is that any monster chasing you with a mace would hit you every turn -- imagine a fight with an Ogre with a GSC goes wrong: if you run from it, it gets a free, extra-deadly attack with each step!
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
pratamawirya wrote:EDIT: Even if the smash happens like the current proposal, it won't be that interesting for the player, since most monsters do not run away when they're injured (and a lot of the ones that do are faster than speed 10).
imagine a fight with an Ogre with a GSC goes wrong: if you run from it, it gets a free, extra-deadly attack with each step!
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
BlackSheep wrote:While the directional attack does mitigate the danger from a mace-wielding monster, it also makes the ability much less intuitive for the player to use.
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Spider Stomper
Posts: 195
Joined: Monday, 25th April 2011, 20:48
Roderic wrote:Not always, the square of adjacency in the same direction as the monster moves is a restriction (sorry if bad explained above):
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Spider Stomper
Posts: 195
Joined: Monday, 25th April 2011, 20:48
Roderic wrote:I agree that Crawl allows more directions than the intuitive eight, so that the proposal above is also fine to me, but I would like that the side positions make the attack less hard. This way the strategy of retreating from an ogre seen above is still optimal in open spaces. The idea was to not make monsters much more nastier than they are.
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
Vaults Vanquisher
Posts: 451
Joined: Sunday, 11th September 2011, 00:07
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
ebarrett wrote:4. Staves get a rapidly increasing speed bonus when you land consecutive hits. This stacks with the occasional speed brand.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
ebarrett wrote:4. Staves get a rapidly increasing speed bonus when you land consecutive hits. This stacks with the occasional speed brand.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
BlackSheep wrote:I've read all of the other ideas on your list before, and would throw my support behind any of them. The one above is new to me, and intriguing. I've seen devs voice reservations about adding weapon abilities that are straight damage buffs, which this sounds like. It's still the best suggestion I've seen for staves, and would make pain/elec/distortion lajatangs amazing. (Not that lajatangs with those brands suck now...)
Mines Malingerer
Posts: 53
Joined: Thursday, 11th October 2012, 11:33
dpeg wrote:minmay: that's right. Unicode would actually allow that... we probably need just four or so indicators, and those could be done with accents and umlauts.
Mines Malingerer
Posts: 44
Joined: Monday, 31st October 2011, 04:45
Vaults Vanquisher
Posts: 486
Joined: Thursday, 28th June 2012, 17:50
Location: U.S.
Happylisk wrote:I think Axes, short blades (once merged with stabbing), and staves are fine. The question is what to do with Maces and LB.
I think maces should be the vanilla weapons. They are the simplest in terms of real world mechanics - you bash stuff. There are legendary swordsmen. There aren't legendary bashers.
For LB, I propose the following effect: Parry. Parry functions as the inverse of cleave: a defensive bonus that only procs against multiple targets. In a one on one fight, there is no (or only a small) bonus. When adjacent to two or more enemies, the player receives an EV or block bonus against all enemies except the last enemy attacked by the player.
Thematically, this is to represent nimble sword play that keeps popcorn at bay while you focus on your main enemy. Strategically, like cleaving, while fighting in corridors is still superior, this passive bonus will give LB users a defensive edge when forced to fight multiple enemies in the open. UI wise, like cleave and stabbing there is no clunky imposition on melee combat. In terms of reciprocity, the player will not really notice this against LB wielding monsters unless heavily reliant on allies.
In sum, maces become the vanilla weapon, axes are more aggressive, LB more defensive.
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
ebarrett wrote:1. M&F cause a short "stun" on big damage. That stun causes the monster to skip one turn of game time (or maybe some duration based on damage, with both a low and a high cap?). Whips/demon whips also have the same effect though with a different flavour (the monster "cowers" or "backs off" of whatever). You can't stunlock a monster, and a stunned monster isn't any more prone to stabbing.
ebarrett wrote:2. Long blades steal the minotaur retaliation gimmick, frequency capped by current delay. (And then minotaurs get the axe because now they're just bad hill orcs!)
ebarrett wrote:3. Short blades and stabbing get merged, non-sbl lose all stabbing bonuses apart from some freebie minimal extra damage multiplier that applies to every weapon (even short blades!) and isn't changed by anything and is rather lousy. I don't think anyone ever trained stabbing to use it with a trident anyway.
ebarrett wrote:4. Staves get a rapidly increasing speed bonus when you land consecutive hits. This stacks with the occasional speed brand.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
twelwe wrote:Just to repeat: I would like staves removed as melee weapons (attacking with an elemental staff would be a clumsy bash) and replaced with whips. Whips should be given constriction.
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
nicolae wrote:minmay once suggested that the unrand Snakebite should get constriction, which I think is a cool idea, but to me it doesn't quite make sense for ordinary whips. Holding might work, though.
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Davion Fuxa wrote:[Unarmed Combat] is the only Weapon skill that can be combined with another Weapon skill
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Return to Game Design Discussion
Users browsing this forum: No registered users and 31 guests