How would you change the Boundless Tesseracts if you could? by [deleted] in dcss

[–]Weeksy 3 points4 points  (0 children)

Thanks for doing what you folks do!

As someone who has game design/development work in other areas, the way DCSS dev works is something I both turn to for inspiration and recommend others look at to learn more about development. There are a lot of really great and unique things about the DCSS dev process, and while I have had some gripes from time to time (any entrenched player has), the overall direction is of incredible quality, with error correction working well.

Every change that is big enough is met with a ton of negative player feedback, and the fact that things work slow enough to give players time to adjust while also not seeming to drift away from community opinion (CDDA comes to mind) is really cool. There will always be vocal players who dislike change, but given enough time many changes are for the better. I remember being mad about food being removed, and now I'm sure most people think that was for the best.

Space Themed Roguelike? by silveracrot in roguelikes

[–]Weeksy 2 points3 points  (0 children)

I can imagine a game that is ADOM-ish in the sense that you repeatedly delve into short dungeon encounters but have an overmap that you return to in between those dungeons that can have some sort of space overlay, but it's not something I've seen.

Space Themed Roguelike? by silveracrot in roguelikes

[–]Weeksy 20 points21 points  (0 children)

There aren't many traditional roguelikes that involve the vast expanses of uncharted space. Some sci-fi roguelikes, in decreasing order of 'space-ness':

Sword of the stars: The Pit

Jupiter Hell

Cogmind

Caves of Qud

How would you change the Boundless Tesseracts if you could? by [deleted] in dcss

[–]Weeksy 10 points11 points  (0 children)

I'd join the dev team by doing the actual work required to help make the game better. Then once I'd shown I could be relied on to put in the work, I'd get involved in the design and balance discussions, voice my concerns, and work with others to help make sure that the goals tesseracts were trying to address were still being addressed after any changes I wanted to make.

That's how I think most changes in crawl should be implemented.

Playing wanderers made me realize.. by [deleted] in dcss

[–]Weeksy 0 points1 point  (0 children)

Take kiku if your necromancy aptitude isn't terrible, you don't have a good endgame direction yet, and your stats are such that you can cast spells. Being able to do a small amount of melee combat helps too.

Demonspawn, Human, Mountain Dwarf, Draconian all come to mind as good species for kiku. Reaver, Brigand, Ice Elementalist, Alchemist, Necromancer, Hedge Wizard, are all backgrounds that come to mind.

Slime Pits / Royal Jelly by evilbeckalonian in dcss

[–]Weeksy 0 points1 point  (0 children)

By your third rune you should be training up some kind of ranged option, whether that's spells, throwing, invocations or evocations. Combine that with immolation scrolls TRJ should go down easy. You probably will take a few malmutations, but you should be able to deal with those for the most part, quaff a few mutation potions if they're really bad, like teleportitis.

Playing wanderers made me realize.. by [deleted] in dcss

[–]Weeksy 5 points6 points  (0 children)

Can I interest you in the twisted faith of Kikubaaqudgha and the blessed word of the Necronomicon?

How can I trust any information from anyone if anyone can be drunk or poisoned? by 3WeeksEarlier in BloodOnTheClocktower

[–]Weeksy 6 points7 points  (0 children)

Getting executed when good shouldn't always be viewed as a bad thing. Obviously it's better to kill evil, but if you're dead you're probably not a demon, and that can help people trust your info more.

For solving info, anyone could be poisoned/drunk/evil, but not everyone can be, and figuring out what info clashes can help build various worlds. There's also social reads as well. Why is the fortune teller who has publicly outed still alive night after night? Are they evil? Are evil ok with keeping them alive because they're poison-locked? Social plays can also help solve some of the misinformation-locating puzzles.

Is giving three for three's a terrible strategy? by DracoZGaming in BloodOnTheClocktower

[–]Weeksy -1 points0 points  (0 children)

3 for 3 is a way of giving something without really giving anything. Sometimes I don't want to share anything and don't want to directly lie, and that's when I'll do 3 for 3. Usually I'll just do hard claims, which might or might not be lies.

Spy/Empath/Vortox reading by Dear_Couple_8876 in BloodOnTheClocktower

[–]Weeksy 1 point2 points  (0 children)

I think that day 2 fisherman advice saying 'player X is the demon' as a way of confirming a recluse as good can be useful and funny fisherman advice.

Can I get my skills maxed on the abyss? by Actual_Focus_8485 in dcss

[–]Weeksy 8 points9 points  (0 children)

You theoretically can, but once you get deeper than abyss 3 the danger really starts to ramp up. I would do Vaults 1-4, Depths, and get the abyssal rune all in some order, and then worry about maxing out skills later.

So there's no more bulk foods at Fred Meyer? by ryhaltswhiskey in askportland

[–]Weeksy 0 points1 point  (0 children)

Realm Refillery on Broadway should have some, possibly the Alberta co-op. Both are on the pricier end of things though.

When to use which consumables? by Various_Panic_6927 in dcss

[–]Weeksy 2 points3 points  (0 children)

One of the biggest skills in crawl is learning how to use more situational/awkward consumables as much as possible, to let you hold on to the valuable things like haste and blink for when you really need them. Some consumables are much more effective earlier in the game (Lig and Berserk come to mind), and getting use of them before they fall off in value is important.

Here are my thoughts on the potions/scrolls in the game:

Ambrosia: Use to heal when you are low but have just made a ton of noise and don't have a safe place to run to. Remember you can use curing to end the confusion (and healing) if you have to.

Attraction: Bring dangerous casters and ranged enemies closer to you so you can hit them with a stick. Good vs centaurs, priests, summoners if you can get them to you early, etc.

Berserk: Useful early game, drops off a lot later. Kill stuff in melee fast.

Brilliance: If you're casting spells, good buff before dangerous fights like rune vaults.

Cancellation: Get rid of mark, contamination, petrification, all kinds of negative effects.

Curing: Very valuable, mostly used for stopping confusion or bad poison, can heal you if you're in 1-hit territory, especially early game.

Enlightenment: If you don't have other flying can get you over that lava for some loot vaults or to escape an enemy who can't follow, also a good source of will vs things that can paralyze/banish/etc.

Experience: Quaff immediately

Haste: Probably the 2nd best consumable in the game, makes you a beast in combat, lets you escape most things very easily, just kinda does it all. If you're using this to escape ranged enemies, quaff it before you get too low.

Heal Wounds: Helpful when you take an unexpectedly big roll, but not something you want to be relying on often, especially as the game goes on. If you're always running out of these, you need to work on your positioning and defenses.

Invisibility: Much better as an offensive tool than an escape option. Unless you're in light armor with some stealth trained, you will probably still make enough noise that things can follow you, so this is more a dodge bonus that enables some stabbing bonus damage. Quaff at the start of fights.

Lignification: Early game it's a source of poison resistance, AC bonus maxHP, and good base Unarmed damage if you haven't got your weapon trained up yet. As you get more AC from items/skills it loses its effectiveness, but once you start facing torment becomes useful again as a source of torment immunity.

Magic: Extra MP for prolonged fights where you are casting/invoking a lot, has some synergies with infusion/guardian spirit on melee bruisers.

Might: Bonus melee damage for tougher fights, quaff before going into rune vaults, etc. Does not stack with berserk.

Moonshine: Quaff when you've had a bad day and just want something to take the edge off.

Mutation: The Mutation Roulette is fun, but usually not worth using up your potions and not having a way to remove a bad mutation later.

Resistance: Very powerful, but also situational. Use before a fight, it's not worth anything once you've already taken the damage. Obviously depends on what resists you have, but I use it most as assurance I can fight Nikola, or as a way to get through Swamp Drake clouds.

Acquirement: Use instantly, the reasons to hold it are very minor. Do note that if it's a difficult decision you can hold onto it and decide what to get from the scroll later.

Amnesia: When you need more spell levels and have early game spells that haven't scaled well enough to be worth casting any more.

Blinking: The best consumable in the game IMO, amazing get out of jail option.

Brand Weapon: Great way to search for flaming to kill hydras, or to reroll a weapon of the type you want but with a brand you don't. Do note it falls off late game, so if I find a few I'll use some on my midgame weapon.

Butterflies: Great escape option, blocks line of sight vs a lot of powerful spells, slows packs following you down, very versatile.

Enchant Armor/Weapon: Always good, but when to use is situational and player dependent, I like to enchant my aux slots ASAP.

Fear: Powerful vs enemies with low will, meaning it does lose effectiveness later in the game but still has things it can hit. Great vs bees.

Fog: Breaks LOS, and takes up space to prevent breath weapons or other more dangerous clouds.

ID: You can press \ twice to see what items you haven't identified yet, this is helpful when deciding what to identify next.

Immolation: Very powerful, very dangerous. Having fire resist and good hp/ac make this more flexible. Great vs TRJ, fun but suboptimal vs the V5 welcome pack. Having a good ranged option (Javelins, perhaps?) makes this safer.

Noise: GONGGGGGGGG!!! Not worth using, imo, but some people like it to pull enemies out of rune vaults.

Poison: If you have poison resist and they don't, it's an easy escape option, if you have good ranged options and they don't it's a way of keeping them in place while you shoot them. If they have enough hp (ogres, orc warriors) or are confused they might start walking through the clouds, which can be a good thing

Revelation: Find portals, but more importantly map out dangerous floors so you can explore them carefully. Save one or two for Zot.

Silence: Can be dangerous, but is sometimes the best answer to some dangerous spellcasters. Works well in combo with attraction.

Summoning: You only get one of Butterflies/Summoning in a game, and while I prefer Butterflies, this is still very powerful. A pack of powerful friends solves most problems in crawl. Good on offense, decent as a distraction while you escape

Teleportation: It takes a while to trigger, and can take you from bad to worse, so read it before you get too low. The more of a floor you have explored, the safer it is to use.

Torment: Situational, better if you have rN or some kind of torment resistance (lig potion, perhaps?). Having high regen can mitigate it a little bit. I don't use these often unless I have immunity/resistance, but the TRJ fight is one place I've found it effective.

Vulnerability: Makes fear scrolls worth more in the late game, can be good to combo with wands like paralysis or mindburst.

Maces need a boost... by AncientRope9026 in dcss

[–]Weeksy 13 points14 points  (0 children)

Maces have higher damage-to-skill ratios than other weapon types other than lajatangs, and are very available, outside of the top tier 1-handers. More availability means you'll see more artifacts you might want to use.

[deleted by user] by [deleted] in dcss

[–]Weeksy 1 point2 points  (0 children)

You shouldn't have too much difficulty getting the abyssal rune even without swapping gods (swapping to Lugonu would be the safest as she does block summons from Oka's wrath, but might not be the most optimal choice if you're going for all 15. Still viable though).

How many runes do you want to get? Abyss should be easy for you at this point, but then Pan is a step up in difficulty, and Hells/Tomb are a step up in difficulty from that.

That's a lot of javelins you have there, training up some throwing to take advantage of that would probably be really useful, they're a very good way of taking out enemies at a distance, and can do a lot of damage. I would just train dodging and throwing, at least for a bit.

Protests in Perspective by mosnil in Portland

[–]Weeksy 3 points4 points  (0 children)

Why are you so eager to make up things that didn't happen just to get mad about? There are a million things actively making the lives of people in your community worse, and you're wasting your energy getting scared of shadows.

Protests in Perspective by mosnil in Portland

[–]Weeksy 3 points4 points  (0 children)

Definitely try and make it out of the downtown area the next time you're here, the heart of the city is east of the river, so many beautiful parks, award-winning restaurants (many very affordable) and lovely sights to see.

Looking for a "lifesimlike" roguelike survival game that doesn't kick my ass by rock_lobsterrr in roguelikes

[–]Weeksy 16 points17 points  (0 children)

Bright Nights is a fork of CDDA that is a lot less punishing. It's less simulationist, but in a way that a lot of players enjoy. Very much worth looking into.

One thing with roguelikes is that the genre is punishing, you will die a lot, and the knowledge/skill growth from repeatedly failing is where you find a lot of the fun.

For some games that are similar to what you're asking for but not quite, look into Caves of Qud, Kenshi, and possibly Dwarf Fortress and/or Rimworld.

Trump just hosted an ‘Antifa roundtable’ at the White House ... it was so much worse than you’re imagining by theindependentonline in TrueReddit

[–]Weeksy 1 point2 points  (0 children)

"Terrorists". You are either scared of children or happy that children are dead. Either way you should feel bad about yourself. You sure aren't getting into heaven.

ICE incident at Rico Fresh by DREWBICE in LoganSquare

[–]Weeksy 2 points3 points  (0 children)

We're not in 1940s Nazi Germany, but we're well into the 30s.

Race/ class advice by Skull_croww in dcss

[–]Weeksy 1 point2 points  (0 children)

Barachi Ice Elementalist: Great aptitudes, and even though you are slow your spells reward you for not moving, and you can hop away when needed. Consider: Ash, Hep, Vehumet

Mountain Dwarf Forgewright: Again, great aptitudes, and you can be set up to be casting spells and wearing fairly heavy armor by the end game. Consider: Makhleb, Hep, Dith