Brainstorming

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dislekcia: Can we put in a picture of the game and a link to the latest version in the "Welcome" area? I can't see how to edit that...

Well, I've added the front-page link, but you're going to have to either upload the image or enable external image linking ($wgAllowExternalImages) for me to do the screenshot. - Chippit 09:46, 11 March 2010 (UTC)

Would it be possible to include a number amount for the damage increase in the tooltip of Bysepps (and in other similar situations)?

Almost: Some indication or acknowledgement of the thief's first attack bonus or the berserker's bonus damage when attacking higher level monsters when hovering the mouse over them would be nice.

salejemaster: I'm not sure how to do this but we should somehow change the screenshots that are posted here in the tigdb http://db.tigsource.com/games/desktop-dungeon to screenshots from .5 because the new tile set is much better then the old one, and you know how graphics matter to people, if anyone has any info on how to do this please post :)


DGM: For the wiki itself, a section for the spells should be added. Also, Glitterfingers is missing from the gods section. For the game, here are some ideas for the deity system:

1) Dracul rejects Priests. Should the Glowing Guardian accept Assassin followers? It seems out of character, and it's a cheap way to steamroll the Assassin/Crypt challenge.

2) Binlor Ironshield gives the wall-buster spell when you convert to him. This should be used for other gods: Mystera Annur should give Fireball since her worshipers are helpless without it, and the Earthmother should give the stoning spell.

Earthmother *does* give IMAWAL... providing it doesn't already exist. Binlor is the same way with the ENDISWAL Glyph: if it already exists, he won't create it. And that leads nicely to Mystera: BURNDAYRAZ is guaranteed to appear on every map anyways. All this said, it wouldn't be a bad idea to move the Glyphs to the player's feet when they convert to these gods --94.7.130.253 15:14, 11 March 2010 (UTC)

3) Speaking of the Earthmother and the stoning spell, she's lame mostly because the spell is lame. It denies you experience and doesn't clear obstacles out of the way; it has no use except to make her happy and her reward isn't good enough. I suggest having the spell only work on monsters below your level, but count as a regular kill (giving experience, triggering rewards/punishments from the gods, etc.). This would make it useful in its own right and make the Earthmother less painful to follow.

4) Glitterfingers just helps you get money, right? You can stockpile money easily enough anyway. How about having him spawn some potion shops to spend it on?

How about if Glitterfingers removed the cap on gold for that run only? If you had more than the max at the end of your run, then it would be reduced to the max. 68.159.130.228 16:21, 13 March 2010 (UTC)

5) Right now there's not much reason to renounce a god except to see what happens. I'd like the option pick a god from the start (like race and class) instead of spawning random alters, so why not use the god's curses as part of another unlock system? If you level up at least, say, 5 times AFTER earning a god's disfavor and still win the game, you get the option to start with him as your deity. As an adjunct to this, let the player brick an alter with the stone spell or shatter it with the wall-buster spell as a way of angering the deity.


rickgriffin: Thoughts about the high score board:

1) Include which boss was defeated on the run.

2) Besides the top score board, also have separate boards for each class, so people have a reason to have high score runs without just selecting the 'best' class/race.


  • What about also having top score boards for each of the challenge dungeons, as well? Neongrey 21:04, 11 March 2010 (UTC)

DGM: Suggestions for the glyph system:

1) Certain glyphs - mainly the three teleportation spells - are vastly inferior to most other glyphs. Rather than try to make all spells equally useful, though, I suggest dividing glyphs into two categories: Master glyphs and Apprentice glyphs. Master glyphs would work as glyphs do now. Apprentice glyphs would be weaker and/or more costly and would give no bonus on conversion, but each game some of them would spawn next to the player's starting position. This would balance the glyphs and help eliminate hopeless starts.

2) To go with the above idea, here's a suggested new spell: DUNBEESHOKD (Lightning Bolt) - 4 Mana. Deals 2 damage per player level to a monster. This would be an apprentice version of Fireball, suitable for giving to the player from the start in case they want to go the pure magic route.

3) Suggestions for specific spells:

....BLUDTUPOWA needs work. How about letting it turn a health potion into a mana potion instead? That would make it more generally useful while keeping with the Blood Mage's health-for-power theme.

....WEYTWUT teleports you somewhere useless or dangerous too often. How about having it only take you to shops, glyphs and alters? Or at least making it send you somewhere you haven't already explored?

....I already discussed fixing IMAWAL when I talked about the Earthmother earlier, but I'll repeat it here for completeness: restrict it to enemies below the player's level, but let it count as a normal kill for reward/penalty purposes.


Almost: If it's possible, generate dungeons from a seed number, and allow the player to replay maps by giving it the seed again or challenge a friend to do better than they did on that map. Maps from any mode could be replayed in such a manner, but completion of these maps would not count for unlocking stuff or highscores. This would also allow players to retry a map that they think they could've done better on and attempt more ideal solutions while learning how to play.

Seconding this, and display the seed number during the game. That way we can always recreate the game when someone posts a screenshot and asks questions about it.

Limiting WEYTWUT to unexplored area would be a definite plus.


DGM: Nandrew, I assume you're reading this since I got the link for this wiki from you. Are you going to share the source, so we can play with ideas you reject? Failing that, would you use the discussion page and comment on which ideas being presented here that you're considering using? I've got more ideas for the glyph system I suggested, but there's no point in talking about it if it will never be implemented.


Jabberwock: One suggestion for the dodge - as it seems it is one of very few random elements after the game starts (maybe beside the Imp teleports), it is a little bit out of place. What if the order of the enemy miss was predetermined instead of random? That is, one of the five enemy hits misses - I receive hit no.1, 2 etc., and the no. 5 always misses... Would certainly make it more strategic.


fall_ark: This might sound a little cheap but... how about adding a "minimum gold" bonus? Or change the saved gold system as a whole. I mean, after unlocking the Goblin race it becomes super easy to gain 50~70 gold in a few minutes, and before that I used to choose rogue to do some rounds of hoarding...It just feels a bit tedious. Or I'm just lazy and spoiled...