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Obfuscation posted:You start as a baby bear and then on level 7 you randomly transform into either a black bear, brown bear, polar bear, panda bear or koala bear. A koala bear who masters stealth will gain the skill title "X the Drop Bear"
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# ? Feb 16, 2017 00:01 |
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# ? May 13, 2024 23:36 |
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Koala bear gets some stealth+++ and a stabbing bonus. It better not have some lovely scientific name like Ursinosoid or anything at character selection, just Bear.
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# ? Feb 16, 2017 00:03 |
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Kaedric posted:Make a turtle race that's slower than nagas, has ac from it's shell, a bite attack, and can't wear anything cept a hat and cape. Sneeze attack I guess. Two pairs of boots
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# ? Feb 16, 2017 00:21 |
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Excerpt from an in-progress roller coaster ride:code:
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# ? Feb 16, 2017 03:36 |
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dyzzy posted:Excerpt from an in-progress roller coaster ride: devs oughta buff shafting, 500 turns is too long to live after getting shafted
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# ? Feb 16, 2017 04:57 |
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Hey, over my last couple games I can't seem to shake the feeling that the game is too generous with Identification and Remove Curse. I've ended the game with piles of Identify and Remove Curse scrolls despite making zero effort to conserve them outside of the extremely early game. Literally all the scrolls are safe to use once you've cleared a floor, or in the Temple, and once I've ID'd Mutation, the same goes for potions (and apparently that isn't even the case anymore in the Trunk!). When you're safe, the only risks of equip IDing are a very rare early game Distortion brand, or the minor inconvenience of an Amulet of Faith. By the time I hit Temple I've basically completed the ID strategy, and everything beyond that point is very unlikely to be a big deal. The mechanic just feels vestigial. IMO reduce the rate of Identification and Remove Curse scrolls substantially, and make more interesting scrolls more likely to spawn in their place. Then just change the Ashenzari curse item ability to a piety cost instead. Alternatively make all the 'trap' items double-edged and cursed or something and remove IDing as a mechanic, maybe? It'd feel weird, but as it is I'm not sure it adds anything meaningful tot he game.
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# ? Feb 16, 2017 05:42 |
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You been doing extended? You can burn through a huge supply of Identify just checking all the randarts you find before throwing something with Drain on or something. Won't say I don't end with a pile of remove curse though.
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# ? Feb 16, 2017 06:07 |
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Hurm autumn katana or triple sword? Formid fighter only on lair 2. Yep Gonna die somehow.
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# ? Feb 16, 2017 06:09 |
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Honestly, at this point ?id is more useful for not wasting things(oops, wasted a blink while trying to find mapping) than it is for avoiding bad items. I'm not complaining that they've removed most of the negative potions and whatnot, but the id game definitely feels like a vestigial feature now. It and food could go away and nobody would notice.
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# ? Feb 16, 2017 06:22 |
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World Famous W posted:You been doing extended? You can burn through a huge supply of Identify just checking all the randarts you find before throwing something with Drain on or something. I mean, I'm doing extended on a character right now, but as of 7 runes I'm not really hurting for IDs, and I've got a pretty fantastic set of randarts.
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# ? Feb 16, 2017 06:29 |
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BrandorKP posted:Hurm autumn katana or triple sword? Formid fighter only on lair 2. Yep Gonna die somehow. Autumn katanna until you have high swords skill, then switch to the triple sword. Assuming you can enchant and brand it of course. Autumn katanna is nice but being a one-handed blade a formicid can take advantage of something stronger while still using a shield. Clarity is useful as an inherent ego but by the time you can use the triple sword you'll probably have a good amount of MR from other sources. If that isn't the case then keep the katanna a swap. Haifisch posted:Honestly, at this point ?id is more useful for not wasting things(oops, wasted a blink while trying to find mapping) than it is for avoiding bad items. I'm not complaining that they've removed most of the negative potions and whatnot, but the id game definitely feels like a vestigial feature now. It and food could go away and nobody would notice. Given how nasty *glow and *drain can be, I usually avoid putting on artifacts until I can identify them. You're absolutely right that its mainly used to avoid wasting stuff though. Internet Kraken fucked around with this message at 06:35 on Feb 16, 2017 |
# ? Feb 16, 2017 06:33 |
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Ha, not saying it doesn't throw plenty at you, just I been in a few cases were I did actually run out. I will admit since the wand rework I am more concerned with not wasting a single healing type potion or scroll of teleport.
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# ? Feb 16, 2017 06:34 |
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That's what I thought.
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# ? Feb 16, 2017 06:38 |
Please remove the food system
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# ? Feb 16, 2017 06:42 |
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Goodpancakes posted:Please remove the food system Please add a God that grants powers based on number of unique types of enemy eaten.
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# ? Feb 16, 2017 06:51 |
Haifisch posted:Honestly, at this point ?id is more useful for not wasting things(oops, wasted a blink while trying to find mapping) than it is for avoiding bad items. I'm not complaining that they've removed most of the negative potions and whatnot, but the id game definitely feels like a vestigial feature now. It and food could go away and nobody would notice. While I concede that the identification minigame has been lurching strongly towards that way I am very unwilling to remove it entirely until it is 100% confirmed vestigial. I think there's still some potential left there that it can be salvaged. Of course, such salvation requires a good amount of design effort and coding implementation. I feel similarly about cursing. Perhaps this is a 0.21 or 0.22 push.
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# ? Feb 16, 2017 07:04 |
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It's unfortunate that Ashenzari exists because otherwise the curse mechanic could be cleanly removed forever. The only times curse is relevant is very early game if you get RNG screwed or when worshipping Ash. I guess a weapon with *curse that you want to swap often might also count but I don't think that can spawn on randarts anymore and there's only like 2 fixedarts with curse. Curse is like malmutation except far more neutered. It's a 'permanent' malus on your character where the best option is to just not deal with it, and fortunately for players curses are super easy to negate. Trying to make it relevant would just make players even more conservative at the points where curse is likely to screw them. It's even less interesting than malmut because it's entirely a strategic threat, monster encounters won't give you curses (except that miscast effect) so the decisions curse imposes when relevant are super boring. It works for Ash worshippers thanks to their mechanics, but not for everyone else. Make curses a unique mechanic for Ash with abilities to curse/uncurse gear, for always-cursed jewellery types either remove them or give them trade offs so they are more like "harm. Without curse there also isn't really any reason to disguise item enchantments for items that aren't artifacts or in shops. I'm sure Ash will survive losing a monopoly on part of their least important ability and it'll save you from gear swapping to check pluses on loot. ID is way more relevant because it saves uses on all consumables, wand charges and wield penalties for jewellery and artifacts.
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# ? Feb 16, 2017 07:15 |
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While Curse and ID are losing relevance, the food system is far more vestigial in my eyes. Mostly it adds tedium. Spellhunger is weird, because spells already cost mana and for the most part, spell hunger tends to be trivial. Once you reach the point at which you can't just butcher your way to satiety, you generally have high enough casting skills that spell hunger is no longer a thin.
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# ? Feb 16, 2017 07:43 |
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SKULL.GIF posted:While I concede that the identification minigame has been lurching strongly towards that way I am very unwilling to remove it entirely until it is 100% confirmed vestigial. I think there's still some potential left there that it can be salvaged. Of course, such salvation requires a good amount of design effort and coding implementation. Comedy option: Nethack-style id game. Dip your weapons in potions, rub rings against rocks, zap wands on the floor, make everyone go to a site that does price-ID algorithms for you! Darox posted:It's unfortunate that Ashenzari exists because otherwise the curse mechanic could be cleanly removed forever. The only times curse is relevant is very early game if you get RNG screwed or when worshipping Ash. I guess a weapon with *curse that you want to swap often might also count but I don't think that can spawn on randarts anymore and there's only like 2 fixedarts with curse. Cynic Jester posted:While Curse and ID are losing relevance, the food system is far more vestigial in my eyes. Mostly it adds tedium. Spellhunger is weird, because spells already cost mana and for the most part, spell hunger tends to be trivial. Once you reach the point at which you can't just butcher your way to satiety, you generally have high enough casting skills that spell hunger is no longer a thin. On a related note, I never did figure out why Gourmand is still around. It's always been the "I literally have nothing else to use in this slot" amulet.
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# ? Feb 16, 2017 08:13 |
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If spell hunger didn't exist I'd never use gourmand.
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# ? Feb 16, 2017 08:38 |
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someone awful. posted:If spell hunger didn't exist I'd never use gourmand. Though X of Vehumet with a staff of energy and gourmand casting firestorm is the ultimate comedy option.
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# ? Feb 16, 2017 08:55 |
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The only relevance curse ever has in my games is when I I equip a dagger or something on D:1 because its better than my bare hands and oh look its -4 and cursed.
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# ? Feb 16, 2017 08:56 |
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Getting rid of the food system might make trolls too strong though, spell hunger or berserk hunger costs are very relevant for them.
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# ? Feb 16, 2017 09:44 |
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It really isn't. Excessive backtracking has a higher hunger cost for trolls but otherwise having innate gourmand largely negates any food issues. Removing food would have the biggest impact on spriggans, ghouls and Gozag. You could run spriggan or Gozag casters much more liberally.
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# ? Feb 16, 2017 09:48 |
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It would also further cement mummies as the worst race.
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# ? Feb 16, 2017 10:38 |
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World Famous W posted:It would also further cement mummies as the worst race. Considering they are already the worst race by a pretty large margin, that doesn't really seem like a reason to not remove food.
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# ? Feb 16, 2017 10:40 |
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World Famous W posted:It would also further cement mummies as the worst race. That reminds me, I think it's okay for mummies to fill the niche (?) of worst/most challenging race, they should be a little more fun though. Playing to a mummy's strengths can be the opposite of fun, and most of the time you don't have a choice (unless you don't mind taking a lot of super risky gambles and dying over and over).
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# ? Feb 16, 2017 10:48 |
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Cynic Jester posted:Considering they are already the worst race by a pretty large margin, that doesn't really seem like a reason to not remove food. One other god that would be effected is Fedhas.
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# ? Feb 16, 2017 10:54 |
Mashing o to pick up my arrows is not good.
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# ? Feb 16, 2017 12:42 |
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Use a crossbow instead and get 2000 bolts over the course of a game, shoot anything that looks at you remotely funny.
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# ? Feb 16, 2017 13:45 |
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I would like it if Ash's cursing was moved to piety instead of scrolls. Currently his piety matters very little once you get past a certain point, and scroll management is annoying. I don't really enjoy saving my scrolls for the most efficient cursing/uncursing.
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# ? Feb 16, 2017 15:29 |
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I'd like to submit this spectacularly stupid display of conservatism in roguelikes for the award consideration. https://crawl.jorgrun.rocks/morgue/cerepol/morgue-cerepol-20170216-035855.txt The big highlight being code:
code:
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# ? Feb 16, 2017 15:36 |
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Decrepus posted:Mashing o to pick up my arrows is not good. The monkey's paw solution to this is making ammo always mulch, and I don't know how much ammo drops/starting ammo totals would be increased to compensate.
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# ? Feb 16, 2017 16:00 |
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Floodkiller posted:The monkey's paw solution to this is making ammo always mulch, and I don't know how much ammo drops/starting ammo totals would be increased to compensate. Reminds me of the suggestions floated a while ago about quivers of infinite arrows/bolts that can be enchanted and either have cool downs or recharge like rods used to. And I'm constantly running out of identify scrolls because equipping an artefact with contamination or drain on it is a disaster. Way better to read-ID that poo poo before just slapping it on. FulsomFrank fucked around with this message at 17:19 on Feb 16, 2017 |
# ? Feb 16, 2017 16:03 |
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Ammo always mulching would probably be a direct nerf to to throwing in general and ogres in particular.
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# ? Feb 16, 2017 16:05 |
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Darox posted:It's unfortunate that Ashenzari exists because otherwise the curse mechanic could be cleanly removed forever. The only times curse is relevant is very early game if you get RNG screwed or when worshipping Ash. I guess a weapon with *curse that you want to swap often might also count but I don't think that can spawn on randarts anymore and there's only like 2 fixedarts with curse. It's relevant up until you reach a critical mass of ?rc, which usually occurs somewhere between early Dungeon and the end of Lair. I don't see what benefit is gained by removing any limits on use-IDing for early-game characters just because mid to late-game characters effectively don't have one either.
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# ? Feb 16, 2017 17:08 |
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Fitzy Fitz posted:I would like it if Ash's cursing was moved to piety instead of scrolls. Currently his piety matters very little once you get past a certain point, and scroll management is annoying. I don't really enjoy saving my scrolls for the most efficient cursing/uncursing. The entire point of Ash is that you have to rely on a limited resource to swap equipment. You might as well remove the cursing mechanic entirely if you're tying it to an unlimited resource like piety, and if you remove the cursing mechanic you might as well just remove Ash.
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# ? Feb 16, 2017 17:10 |
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Thug Lessons posted:The entire point of Ash is that you have to rely on a limited resource to swap equipment. You might as well remove the cursing mechanic entirely if you're tying it to an unlimited resource like piety, and if you remove the cursing mechanic you might as well just remove Ash. There's no cap on the amount of scrolls that can appear in a game. They're no more limited than piety. Both systems would encourage you to wear cursed gear for extended periods of time. The difference is that scrolls are more subject to RNG and add more tedious inventory management.
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# ? Feb 16, 2017 17:24 |
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'tedious inventory management', really? for one item type? it's not like we still have Curse Armour, Curse Weapon, and Curse Jewellery tooting around
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# ? Feb 16, 2017 17:37 |
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# ? May 13, 2024 23:36 |
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Fitzy Fitz posted:There's no cap on the amount of scrolls that can appear in a game. They're no more limited than piety. This is like saying the amount of heal wounds potions is unlimited. Uh, I guess they are in some respects, but not in any that matter. quote:Both systems would encourage you to wear cursed gear for extended periods of time. The difference is that scrolls are more subject to RNG and add more tedious inventory management. Tying it to RNG is a good thing. Crawl is a roguelike. I don't know what "tedious inventory management" is supposed to mean in this case. Carrying one additional item? It's certainly not going to become any easier to swap items in and out, and in fact since you have effectively unlimited swaps you'll probably be doing more of it, so you'd likely actually spend more time in menus rather than playing the game, not less.
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# ? Feb 16, 2017 17:45 |