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 Ideas/Suggestions

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Nahjor
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PostSubject: Ideas/Suggestions   Mon Apr 07, 2008 10:20 pm

Drop your new ideas and suggestions here.
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JMskit
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PostSubject: Re: Ideas/Suggestions   Mon Apr 07, 2008 11:54 pm

When there are multiple items on the ground, it should allow you to pick and choose certain items when pressing 'g'.

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JMskit
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PostSubject: Re: Ideas/Suggestions   Tue Apr 08, 2008 9:10 pm

Here's a minor suggestion worth telling you.

Add a more descriptive character dump, because even though you died or whatever, character dumps are pretty important in roguelikes, atleast for me. I love you

Such as telling their overall score, max HP and MP, what depth they were on, last messages before they died, etc etc.

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JMskit
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PostSubject: Re: Ideas/Suggestions   Sat Apr 12, 2008 4:54 pm

Playing stupid, I lost my good character to a pool of acid pale .

Only time I wasn't using the shift key to move, I accidently go diving in a pool of acid.

Perhaps a question before moving into the acid, lava, or whatever is dangerous, such as --

"Are you sure you want to go headfirst into a steaming pile of acid? (N)o (y)es"

Thanks,
JM

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NLC M
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Dryst
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PostSubject: Re: Ideas/Suggestions   Sat Apr 12, 2008 9:30 pm

JMskit wrote:
Playing stupid, I lost my good character to a pool of acid pale .

Only time I wasn't using the shift key to move, I accidently go diving in a pool of acid.

Perhaps a question before moving into the acid, lava, or whatever is dangerous, such as --

"Are you sure you want to go headfirst into a steaming pile of acid? (N)o (y)es"

Thanks,
JM


Alongside razor fiends, acid pools tend to keep me out of autopilot mode and on my toes; therefore, I encourage you to instead glue your finger to that shift key! Wink
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JMskit
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PostSubject: Re: Ideas/Suggestions   Sat Apr 12, 2008 11:10 pm

Dryst wrote:
JMskit wrote:
Playing stupid, I lost my good character to a pool of acid pale .

Only time I wasn't using the shift key to move, I accidently go diving in a pool of acid.

Perhaps a question before moving into the acid, lava, or whatever is dangerous, such as --

"Are you sure you want to go headfirst into a steaming pile of acid? (N)o (y)es"

Thanks,
JM


Alongside razor fiends, acid pools tend to keep me out of autopilot mode and on my toes; therefore, I encourage you to instead glue your finger to that shift key! Wink


It's hard for me to play shift key, hahah I gotta get used to it. Haven't been playing many roguelikes before downloading MG.

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Curseman
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PostSubject: Re: Ideas/Suggestions   Wed Apr 23, 2008 3:11 am

Is there a way to view a page of your character's stats in game? I haven't found it if there is one, short of making a dump. That would be a nice convenience factor though, because I know I tend to forget which edges I've taken.
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Nahjor
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PostSubject: Re: Ideas/Suggestions   Wed Apr 23, 2008 10:54 am

At the moment, in the grand tradition of POWDER, the only way to see your stats is to do a chardump. I'll add a character details screen.
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Aquillion
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PostSubject: Re: Ideas/Suggestions   Fri Aug 29, 2008 2:53 am

These don't seem to be in the game yet, so...

How about wands? Not like they are in other games, of course.

Wands would behave basically like your staff's blast attack when 'U'sed, with a few differences. The main one would be that instead of using your mp, they would use their charges (of which they would have only a few -- about six, say.) Of course, potions of permanence would increase this.

As with your staff, you can stick things onto them to add effects; these would work like with your staff, except that the combined item would be permanently destroyed (cannot be recovered with a dissolution potion), and instead of using the combined item's charges, the wand's charges would continue to be used. Since you cannot get the stuck item off, and the wand disintegrates when out of charges, a wand can only receive one such item.

The main purpose of wands would be to let people use more 'situational' powers (like digging or teleporting away) several times at different points from a single inventory item (if you put it on your staff, you have to either use a dissolution potion every time, or use the item up at that point.) Of course, like amulets and rings (which serve the same purpose for things that affect the player), wands would have to be fairly rare.

Alternative ideas or variations: Let wands absorb powers from potions instead of 'sticking' things onto them (give them the powers imbued crystal balls give when placed on your staff). This could be more powerful (death wands would be absurdly easy to make), but would also make them more limited (you couldn't put chunks of creatures on them.) Another possibility would be to give wands more charges than I suggested above, making them even more valuable (closer to amulets.)


Last edited by Aquillion on Mon Sep 08, 2008 10:48 pm; edited 1 time in total
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Fyren
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PostSubject: Re: Ideas/Suggestions   Mon Sep 01, 2008 10:47 pm

When using the graphical tiles, the large map view (V key) uses tiles the same size as the normal display. I assume it's working as intended that the algorithm used to 'compress' the view down is lossy. Is it not feasible to use smaller-sized tiles to make the large map 1-to-1 with the normal view? I guess it's not a big deal, but sometimes the results are a little weird and it is slightly inferior to using the non-graphical view.
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Nahjor
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PostSubject: Re: Ideas/Suggestions   Tue Sep 02, 2008 10:05 am

Aquillion wrote:
How about wands? Not like they are in other games, of course.


Neat! I like it, I'll add it to the list. I'd say there's a good chance this (or some near variant of it) will show up, somewhere down the line.
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Nahjor
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PostSubject: Re: Ideas/Suggestions   Tue Sep 02, 2008 10:06 am

Fyren wrote:
When using the graphical tiles, the large map view (V key) uses tiles the same size as the normal display. I assume it's working as intended that the algorithm used to 'compress' the view down is lossy. Is it not feasible to use smaller-sized tiles to make the large map 1-to-1 with the normal view?


It is possible, although it does require some creative adjustments to how some things are handled. I'll add it to the list.
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Curseman
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PostSubject: Re: Ideas/Suggestions   Wed Sep 03, 2008 12:54 am

What about charge abilities working on spells, perhaps as an edge?

I say that largely because the overcharged abilities you get from Sateja's tokens are hilarious and fun, but opportunities to use them are rare.

Naturally this shouldn't be anything cheap, because they're powerful, but it'd be interesting to see what can be done with it.

Maybe it could require a charge level that is impractical to use in most situations, have a prohibitive cost in energy, drain some of the caster's life, or even reduce the caster's max health and energy.
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Nahjor
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PostSubject: Re: Ideas/Suggestions   Wed Sep 03, 2008 9:05 am

Curseman wrote:
What about charge abilities working on spells, perhaps as an edge?


Interesting! To clarify, by charge effects, you mean things like charged remains, right? I'll have to think about how that'd interact with existing stuff, but it's a neat idea.

Curseman wrote:
I say that largely because the overcharged abilities you get from Sateja's tokens are hilarious and fun, but opportunities to use them are rare.


Rare because the tokens don't turn up very often, or rare because they're not useful in many situations?
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Fyren
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PostSubject: Re: Ideas/Suggestions   Wed Sep 03, 2008 7:01 pm

Sorry for bringing it up again, but could you make it so that for the large map view, the preferred choice is scaling tiles to get a 1-to-1 view and only using the lossy view if that's not possible given the minimum tile size option? I might just be dumb, but I find it really, really confusing when walls get elided and black unexplored areas end up adjacent to explored areas. I end up not being sure if I've been to an area or not. I hate the lossy view with a passion.
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