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dis astranagant posted:Ravenous is pretty much free points. There's food everywhere even if you don't take butchering. Ravenous is kinda annoying because food has weight and isn't currency, whereas you always have water on you anyway so you barely even notice Amphibious. It's entirely a preference thing though, they're both definitely "gimme" drawbacks. Analgesia actually has a minor tactical impact but just being a greedy glutton or a giant combat frog has little bearing on gameplay aside from inventory management. Spontaneous Combustion is a great one if you take Carapace and plan to upgrade it a bunch. You eventually become so heat resistant that you'll combust and just... feel kinda hot but not actually catch fire.
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# ? Jan 2, 2015 07:37 |
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# ? May 2, 2024 17:34 |
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You can also deal with spontaneous combustion pretty easily by just carrying around a waterskin full of salt water. Pour 10 drams or so on your head, and all your burning-to-death problems are instantly solved.
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# ? Jan 2, 2015 07:46 |
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Angry Diplomat posted:Ravenous is kinda annoying because food has weight and isn't currency, whereas you always have water on you anyway so you barely even notice Amphibious. It's entirely a preference thing though, they're both definitely "gimme" drawbacks. Analgesia actually has a minor tactical impact but just being a greedy glutton or a giant combat frog has little bearing on gameplay aside from inventory management. Vinewafers don't have weight and are easy to get vast amounts of. Water weighs a fuckton and there's plenty of more efficient value stores so even my water merchants rarely carry much cash..
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# ? Jan 2, 2015 07:53 |
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RPATDO_LAMD posted:You can also deal with spontaneous combustion pretty easily by just carrying around a waterskin full of salt water. Pour 10 drams or so on your head, and all your burning-to-death problems are instantly solved. That's a hilariously small amount of water to extinguish anything with. It's a bit over a fluid ounce, or about 35 milliliters. Intended or accidental?
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# ? Jan 2, 2015 07:53 |
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Prism posted:That's a hilariously small amount of water to extinguish anything with. It's a bit over a fluid ounce, or about 35 milliliters. I think they're actually gills. 4 of them weigh a pound.
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# ? Jan 2, 2015 08:03 |
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Prism posted:That's a hilariously small amount of water to extinguish anything with. It's a bit over a fluid ounce, or about 35 milliliters. Dram and drachma (Greek coin) share a common etemylogical root, dram meant both a liquid weight and a measure of currency in the ancient world. Presumably it is not equal to modern or ancient fluid dram, but whatever a quddian dram is.
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# ? Jan 2, 2015 08:04 |
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Dude basically dumped a 40 on his head to put himself out.
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# ? Jan 2, 2015 08:07 |
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dis astranagant posted:I think they're actually gills. 4 of them weigh a pound. Yeah, that's about a gill. Unormal posted:Dram and drachma (Greek coin) share a common etemylogical root, dram meant both a liquid weight and a measure of currency in the ancient world. Presumably it is not equal to modern or ancient fluid dram, but whatever a quddian dram is. If a real-world name for a unit of measurement is used, I'm probably going to assume it actually is the real-world measurement in most cases, because how else can I visualize it?
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# ? Jan 2, 2015 08:08 |
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Prism posted:Yeah, that's about a gill. With your imagination.
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# ? Jan 2, 2015 08:20 |
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Turtlicious posted:With your imagination. My imagination works fine, thanks. I just assume that words used in a game mean what they actually mean in most cases, and a dram is really small, so '10 drams' doesn't seem like very much at all! I mean, as was said, it doesn't have to be. But my first assumption is going to be that an item described as weighing a pound weighs ... well, a pound, not 20 kilograms. It's not really relevant. Mostly this is making me want to play Caves of Qud, but I couldn't get the last beta to download properly and it's not on Steam yet. Soon, I hope. Prism fucked around with this message at 08:39 on Jan 2, 2015 |
# ? Jan 2, 2015 08:37 |
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ADOM uses "stones" as a unit of weight, but they're nowhere near the actual unit they use in Britain. Unless you want to believe that the average potion weighs 28-56 pounds.
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# ? Jan 2, 2015 09:04 |
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There's a reason that Crawl measures everything in Arbitrary Units.
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# ? Jan 2, 2015 09:08 |
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TooMuchAbstraction posted:Finally back from vacation, I can play some CoQ! So, feedback time. I went ahead and fixed these typos. With Sproggiwood I felt compelled to comb over every inch of text before we released it. With Qud, though, the enormity of the game crushed the perfectionist out of me.
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# ? Jan 2, 2015 09:33 |
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Tendales posted:There's a reason that Crawl measures everything in Arbitrary Units. Of course, the in-game system for weight could be a little funny before they removed it entirely. Yeah, of course eight loaves of bread weighs as much as a suit of plate mail!
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# ? Jan 2, 2015 09:40 |
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RPATDO_LAMD posted:ADOM uses "stones" as a unit of weight, but they're nowhere near the actual unit they use in Britain. Unless you want to believe that the average potion weighs 28-56 pounds. Why not, ADOM has some extremely hosed up weights. A food ration weighs as much as a suit of armor.
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# ? Jan 2, 2015 09:48 |
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Arrhythmia posted:Of course, the in-game system for weight could be a little funny before they removed it entirely. Yeah, now your tiny spriggan can carry 52 suits of plate mail instead.
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# ? Jan 2, 2015 10:57 |
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equipment weight/storage management is best ignored unless the game is explicitly about that kind of experience, otherwise it's a huge drag. see dredmor
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# ? Jan 2, 2015 11:47 |
And ADOM has a spell which you can easily cast out of a book so you never run out that massively increases your weight capacity to the point you can basically carry everything you care about even the slightest forever.
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# ? Jan 2, 2015 12:46 |
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TOOT BOOT posted:Why not, ADOM has some extremely hosed up weights. A food ration weighs as much as a suit of armor. A food ration in ADOM is basically an entire picnic table with chair and place setting that you unfold, eat at, then leave in the dungeon to rot.
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# ? Jan 2, 2015 14:34 |
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When they named them Large Rations they really meant it. Also iron rations are actually made out of hunks of iron.
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# ? Jan 2, 2015 15:27 |
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RPATDO_LAMD posted:ADOM uses "stones" as a unit of weight, but they're nowhere near the actual unit they use in Britain. Unless you want to believe that the average potion weighs 28-56 pounds. ADOM's FAQ actually says '1s' is 50 grams, or at least it used to. He's still really inconsistent about assigning weights though, no arguments there. Prism fucked around with this message at 16:16 on Jan 2, 2015 |
# ? Jan 2, 2015 16:09 |
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hand of luke posted:I went ahead and fixed these typos. With Sproggiwood I felt compelled to comb over every inch of text before we released it. With Qud, though, the enormity of the game crushed the perfectionist out of me. This is why you have playtesters! Tollymain posted:equipment weight/storage management is best ignored unless the game is explicitly about that kind of experience, otherwise it's a huge drag. see dredmor To be fair, Dredmor has no inventory tetris, no stack or weight limits, and lots of (with the Wizardlands pocket dimension, infinite) storage. The problem with Dredmor isn't inventory management per se, it's that the UI for managing it awful and should have been something more like ToME, Dungeonmans, or Qud.
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# ? Jan 2, 2015 16:18 |
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yes, the ui for managing your inventory is bad, that's what i meant i'm probably going to end up making a dredmor heartbreaker here because i really want to enjoy that game and it makes it so dang hard
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# ? Jan 2, 2015 16:33 |
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hand of luke posted:I went ahead and fixed these typos. With Sproggiwood I felt compelled to comb over every inch of text before we released it. With Qud, though, the enormity of the game crushed the perfectionist out of me. ...also, for Qud I wrote a good amount of the text, and my grammar is uniformly awful.
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# ? Jan 2, 2015 17:02 |
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Am I the only one who thinks that a mobile version of Necrodancer would be loving rad? The field of view would have to be smaller, but you could have touch things on the bottom for bombs and items, and use directional swipes instead of the arrow keys.
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# ? Jan 2, 2015 17:43 |
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Here's another minor Qud thing: The Mass Mind mutation doesn't play well with Light Manipulation. I guess it's a special case because it's the only spell that's charge-based instead of cooldown based, but Mass Mind doesn't restore the laser charges when you activate it. It also just puts the ability on cooldown instead of draining all the charges when the negative side effect triggers. One last thing: the passive light aura shouldn't toggle off when you run out of charges, or it should remember its state and toggle back on when the light's recharged.
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# ? Jan 2, 2015 18:18 |
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7DRL idea, a roguelike that plays itself almost entirely but stops only when your next choice is absolutely life or death. I mean it does everything for you, exploring, equipping, fighting, leveling up, and only asks you for input when one of the possible results of your next action is player death. Auto-explore taken to its most absurd. Could be fun!
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# ? Jan 2, 2015 20:20 |
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Just chiming on to say that Dungeonmans is my new addiction.
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# ? Jan 2, 2015 20:26 |
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madjackmcmad posted:7DRL idea, a roguelike that plays itself almost entirely but stops only when your next choice is absolutely life or death. I mean it does everything for you, exploring, equipping, fighting, leveling up, and only asks you for input when one of the possible results of your next action is player death. Auto-explore taken to its most absurd. Could be fun! This is basically the argument against requiring a human driver for self-driving cars.
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# ? Jan 2, 2015 20:30 |
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Tollymain posted:yes, the ui for managing your inventory is bad, that's what i meant The resistance game can be interesting and fun since it mixes up threat profiles of monsters (depending on if you primarily deal damage that's resisted by a monster, or you lack resistance to a damage that that monster deals), but in dredmor there's so many you sort of cross your fingers and hope that the golem isn't about to deal 85+ existential damage while simultaneously rolling through the dungeon dealing 100+ damage split across 9 categories so nothing feasibly resists your attacks. Which is a shame because while all the skills are pretty fun, the power curve slides between and pretty rapidly.
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# ? Jan 2, 2015 21:17 |
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madjackmcmad posted:7DRL idea, a roguelike that plays itself almost entirely but stops only when your next choice is absolutely life or death. I mean it does everything for you, exploring, equipping, fighting, leveling up, and only asks you for input when one of the possible results of your next action is player death. Auto-explore taken to its most absurd. Could be fun! I really wish that someone would host a 7drl where all themes had to come out of the peter molydeux twitter
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# ? Jan 2, 2015 21:25 |
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Can we please just talk about what is/n't a roguelike again, rather than the realism of measurements used in-game?
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# ? Jan 2, 2015 22:25 |
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madjackmcmad posted:7DRL idea, a roguelike that plays itself almost entirely but stops only when your next choice is absolutely life or death. I mean it does everything for you, exploring, equipping, fighting, leveling up, and only asks you for input when one of the possible results of your next action is player death. Auto-explore taken to its most absurd. Could be fun! I'm not sure I'd play that for long but I'd play it. Farquar posted:Just chiming on to say that Dungeonmans is my new addiction. It's pretty great, yeah. I've kind of gone off ToME4, but Dungeonmans and DoomRL are my current roguelikes of choice.
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# ? Jan 2, 2015 22:56 |
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I take back everything I ever said about water merchant espers, 26 Ego intimidates and proselytizing is too hilarious to pass up.
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# ? Jan 2, 2015 23:33 |
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What's a better way to get to the next level holding the crystal other than dying in dungeon of the endless?
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# ? Jan 3, 2015 00:29 |
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Not dying? Hold on, let me quote myself... Sage Grimm posted:EDIT: Strategy for crystal running
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# ? Jan 3, 2015 00:56 |
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madjackmcmad posted:7DRL idea, a roguelike that plays itself almost entirely but stops only when your next choice is absolutely life or death. I mean it does everything for you, exploring, equipping, fighting, leveling up, and only asks you for input when one of the possible results of your next action is player death. Auto-explore taken to its most absurd. Could be fun! http://www.zincland.com/7drl/savescummer/ (from the POWDER guy) ... though that has zero player input. Also, I'm not sure what single action can help you after auto-exploring into the center of a monster pit (dependent on the game's escape mechanisms). EDIT: On second thought that doesn't fit your hypothetical game due to lack of any control. I guess we're looking for a roguelike VN? A gnome holding a wand wanders into view. 1. Run away. (into a pit, spiked and poisoned and deadly) 2. Stand your ground. (and get zapped) 3. Read scroll of teleport. (into aforementioned monster pit) 4. That Wand. That wand that wand that wand th- (get zapped anyway) waddler fucked around with this message at 01:37 on Jan 3, 2015 |
# ? Jan 3, 2015 01:10 |
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It's weird how the Qud's physical defects are mostly fairly minor number tweaks while the mental ones are all really major ways to get hosed over.
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# ? Jan 3, 2015 01:33 |
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waddler posted:I thought I heard of this before... reasonably sure i've played this, can't remember the name
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# ? Jan 3, 2015 01:44 |
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# ? May 2, 2024 17:34 |
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For you Qud esper veterans, what's your opinion on the Ego/Willpower buffs to mutation level and cooldown? Main feedback I'm looking for: Do you think they're too powerful once you get over the early game hump? Do you like them, flavorfully or otherwise? Would you be sad to see them go, or be replaced with toned down Ego/Willpower skills that perform a similar function?
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# ? Jan 3, 2015 02:13 |