Halls Hopper
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Halls Hopper
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Halls Hopper
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Halls Hopper
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Davion Fuxa wrote:This could be used for an idea of a Level 9 Hexes spell which basically results in Mass Paralysis and/or Mass Slow.
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giovform wrote:All you said applies to Haste vs Time stop. Haste is a lower level spell, and it cause "less contamination" (i prefer another drawback). You can also slow, haste and time stop. Anyway... dont be so conservative.
==
No, it doesnt make sense what i said
But, it is still different from haste.. You could make some funny things like maybe pushing creatures from one place to the other, push them into the water, steal their weapons..
Crypt Cleanser
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minmay wrote:...but at least it only works for monsters already in LOS. Time Stop doesn't really have space for any restrictions of that kind. If you come up with an interesting drawback for it...why not just give it to haste instead?
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Halls Hopper
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cerebovssquire wrote:giovform wrote:All you said applies to Haste vs Time stop. Haste is a lower level spell, and it cause "less contamination" (i prefer another drawback). You can also slow, haste and time stop. Anyway... dont be so conservative.
==
No, it doesnt make sense what i said
But, it is still different from haste.. You could make some funny things like maybe pushing creatures from one place to the other, push them into the water, steal their weapons..
ok so the line of reasoning is... "haste and slow are redundant. so it doesn't make much of a difference if we add a third redundant spell." (ok, if you think what you said didn't make sense... then why did you make the proposal?)
Halls Hopper
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rebthor wrote:How does one push a creature?
Halls Hopper
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Halls Hopper
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Halls Hopper
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One thing to notice is that you wouldnt know if you killed a creature after any number of hits
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Halls Hopper
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cerebovssquire wrote:Ask yourself "what is the game lacking that this spell gives it". You need to have a good reason for it to be implemented, not only convince us that it's sufficiently different than Haste. It's true that Haste is a straight buff that doesn't require much thought, but it doesn't remove the need for tactics once it's up, it only changes them and makes them more effective.
The tactically interesting part of your spell is the idea of you having a few turns to do some really strong stuff and making the most out of these few turns. But you'll notice that this is true for pretty much any other buff, including Haste, and in particular for these buffs that you only get from consumables and therefore can't be cast over and over again.
One thing to notice is that you wouldnt know if you killed a creature after any number of hits
cerebovssquire wrote:Instead, we are supposed to look up how much damage we could have done at minimum on the knowledge bots, using the symbols !, !! and !!!, look up a monster's maximum HP, add everything up, and be sure that we killed them anyway while spending 30 seconds extra on each remotely theatening monster we Time-Stopped. Brilliant. Consider when designing spells that gameplay always trumps tedious "reality".
Halls Hopper
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nago wrote:Your spell pretty much exists in the game and it's called Death's Door.
It has some nice drawback too.
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giovform wrote:Funny and strategical situations would arise
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Halls Hopper
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Psieye wrote:This boils down to "This would be cool and I think that alone is reason enough to do it". That's fine if you were doing something yourself and then showing it off to others on how cool it is. It's nowhere near enough if you want someone else to do that work for you (for free). Even more so if you can already see that it'll take a lot of work to do.
Halls Hopper
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Lasty wrote:giovform wrote:Funny and strategical situations would arise
What you're proposing would mostly result in the same thing as existing spells (Haste, Slow and MB reduce the number of turns enemies take relative to you, Death's Door lets you take a bunch of turns without caring what the enemies do). In order to differentiate your spell, you're adding a lot of imaginative details about what it would be like if time were frozen, but these are a) mostly hard to implement, since they're all special cases that change how controls and the fundamental turn structure of the game work, and b) bad gameplay.
This is the sort of idea that seems really fun when you're in the "what if?" stage, but which falls apart once you start thinking about it.
Tartarus Sorceror
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giovform wrote:Isnt about fun that you play the game? Or you play because you are forced to, or earn money doing it?
Halls Hopper
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nicolae wrote:giovform wrote:Isnt about fun that you play the game? Or you play because you are forced to, or earn money doing it?
Adding things just because they seem cool, with no regard for whether they're balanced or otherwise interesting, is not Crawl's design philosophy. (It is part of SLASH'EM design philosophy, and look how that turned out.)
Time Stop, as proposed, doesn't do anything that's not done better by a handful of other spells and god abilities. What point is there to adding it besides getting a suggestion you made into the game?
Cocytus Succeeder
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giovform wrote:it really doesnt seem hard to implement this
I was just thinking about letting out a test version to be polished by you
I probably wont implment this myself due to laziness
the idea is being polished, thats why we post here in first place
Halls Hopper
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Psieye wrote:giovform wrote:it really doesnt seem hard to implement this
I was just thinking about letting out a test version to be polished by you
I probably wont implment this myself due to laziness
the idea is being polished, thats why we post here in first place
4chan has a very fitting (but not appropriate to post here) image for this situation. Its caption: "shit is still shit even when polished (with photoshop)".
Where to start... software development on a mature program like crawl isn't so easy that developers can try out every little 'this would be cool' whim. What you proposed would take significant (unpaid) time to do and the result would... at best: not change the situation much, because once you look beyond the 'cool' detail it's just doing the same thing but worse; and at worst: make the situation worse as you've introduced tedium into standard gameplay. Is it incomprehensible that something 'cool' can actually make a game 'not fun'?
You yourself are feeling lazy about actually implementing this yourself. You are the most motivated for this idea and you couldn't convince yourself to do it. That means you had some hope that somebody else would become even more motivated by this idea to go do it for you. This wish did not get granted.
We post here to see whether an idea is good or not. Only after it's determined to be something the game needs, do we think about polishing it.
Tartarus Sorceror
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giovform wrote:Sorry, but tell that to other sucessfull games developers that use this spell, so no this image is not apropriate to this idea;
Halls Hopper
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nicolae wrote:giovform wrote:Sorry, but tell that to other sucessfull games developers that use this spell, so no this image is not apropriate to this idea;
Other games with Time Stop abilities also have other design considerations and game mechanics than Crawl does.
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giovform wrote:Missiles only "travel" after this spell ends. If you cast a fireball for instance, and move, the location of take off will be from the cast location; fired arrows, the same. You could fire or cast as many missiles from the same location as you wanted, for the duration of the spell. They would inflict a combined damge of all, at the same time. Doing this with OOD would case an explosion right in the place at the end of the spell.
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giovform wrote:Sorry, but tell that to other sucessfull games developers that use this spell
giovform wrote:The reason Im lazy is beacuse I know nothing about the crawl code.. I would need to learn a lot before starting. The idea is for benefit of all, stoping telling that is just for me. If it is not accepted, I understand.
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kuniqs wrote:Isn't that mass charm?
Tomb Titivator
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kuniqs wrote:Game needs a killer hex spell so people would have purpose to specialize in this school. Why not make time stop as "screen turns blue, all enemies in fov get paralyzed (but enemies outside fov can move, so it won't be a vault-solver), certain powerful enemies are only slowed (surefire slow spell for 8mp is not too cheap), on the end player gets confused + some flavour text explaining all of this.
mumra wrote:kuniqs wrote:Isn't that mass charm?
Yeah, except that if everything was charmed they wouldn't attack each other and you couldn't attack them. So just like charm, except for all the things that would make it like charm.
mankeli wrote:This is basically the OP's idea but "time stop" is replaced with "paralyze".
Also there is invisibility and darkness is not bad either.
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kuniqs wrote:mankeli wrote:This is basically the OP's idea but "time stop" is replaced with "paralyze".
Also there is invisibility and darkness is not bad either.
Except that paralyze, slow and rest are already in the code and you can assemble this time stop from existing blocks, rather than rewrite half of the source code to make all those special cases possible.
There's just no universally useful spell like Haste in hexes school, so most spellcasters go for enchantments and hexes are pursued only by stabber types.
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kuniqs wrote:mumra wrote:kuniqs wrote:Isn't that mass charm?
Yeah, except that if everything was charmed they wouldn't attack each other and you couldn't attack them. So just like charm, except for all the things that would make it like charm.
Heh, my point was that magic resistance always screws things up and no more than 75% get charmed, so you get the same thing.
Tartarus Sorceror
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mumra wrote:What about some kind of "Mass Hallucination" that makes all enemies in LOS think the nearest thing to them is hostile, so they all start attacking each other. Sort of like a Mass Charm except they're all still technically hostile. Kills made this way would work the same as allies in terms of XP gain.
Crypt Cleanser
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nicolae wrote:mumra wrote:What about some kind of "Mass Hallucination" that makes all enemies in LOS think the nearest thing to them is hostile, so they all start attacking each other. Sort of like a Mass Charm except they're all still technically hostile. Kills made this way would work the same as allies in terms of XP gain.
Like induced frenzy?
When this thread first got posted I briefly wondered about a time stop effect that would make your next action take only 0.1 aut provided you didn't affect anything outside your square, like a little personal pocket of time, though in the end it would basically mainly be useful to, like, memorize a spell in combat without getting thumped too hard, which nobody wants to do anyway.
Tartarus Sorceror
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Davion Fuxa wrote:That or cast Stoneskin, Swiftness, Haste, Phase Shift, Invisibility, Control Teleport, Regeneration, Freezing Aura, Finesse, Heroism, Quaff a Might Potion, Quaff an Agility Potion, and so on and so forth, into the abyss, of endless buffs, and buff-it-y-buffs, until you are, all buff-buff-buffed....
Comical
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