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  • Hello, Everybody!

    Welcome to my first & probably one of the longest threads I’ve ever posted.

    (Sorry for my bad English, I am not too good at Grammar.)

    I’ve read a lot of suggestions & requests, so I just kinda want to group it all into one.


    So, there are a lot of things that annoy people when playing Pixel Dungeon:

    Enemies

    Most f***in thing I’ve ever seen is the DWARF MONK; they have the skill of kicking-your-weapon-out-of-your-hand.  They can attack TWICE 0_0 in a turn.  In to those depths (17-19) you should be full inventory by that time -> cannot pick up weapon.

    The second thing is Sewer Crab; they can attack twice (just like the dwarf monk).  But they have high dodge rate and pretty strong attack, when you just have only a cloth armor +0.  It is possible to kill it in 2-3 hits, without taking any damage, but it is also very possible for it to kill you in 2-3 turn...

    The third thing that I see is hard, and people usually don’t like, is the Evil Eye.  In my case, I once open a door, 0.1 second later that monster shoot me, when I didn’t even know it was there.  It should be nerfed:  the attack needs to be loaded with power for 1 turn, then shoot at the next turn.

    Shop

    There should be a teleporter between shops.

    Example:  If you follow the tips on the wiki, you will buy the healing potion first.  Then you realize that you have run out of money.  In the deeper shop, you have like 3,000 gold; so if you want to buy the seed pouch, the teleporter will definitely help a lot, when you don’t want to ascend 5 depths...

    Shop should show the item that you sold.

    Example:  You accidently sell your +2 plate armor.  The shop should sell it back to you for:  the-price-that-you-sell x 105%.  Sound good?

    The shop shouldn’t disappear when it contacts with any effect.  It would be SUPER ANNOYING.

    Wand Buff

    •  The Wand of Poison should be like:

    +1 will increase damage

    +2 will increase the turns

    +3 will increase both and the cycle restart:

    +4 will increase damage

    +5 will increase the turns

    +6 will increase both and so on...

    New Items

    (This is my idea)

    •  Ring of Focus:  every 80 turn you will gain the effect “Focus”, which makes the next attack deal x1.25 damage.  Upgrading it will make the damage multiplier increase by 0.15.
    •  Scroll of Curse:  Randomly curse one of your items in the backpack, or equipped item. But this cursed item will be 5% stronger, and cannot be kick out from the fr***ing DWARF MONK.
    •  Scroll of Rings:  When used, it will tell you to give something that you have, to create a ring (For example:  150 gold, or 1 ration of food, or 3 mystery meat, etc. ) Making the ring achievement easier.
    •  Scroll of Wands:  Same effect/requirement like Scroll of rings, but create wands.

    (Scroll of rings/wands will only appear 5-8 times per game)

    New Mechanisms

    •  Skill:  Make the game more exciting with many skills, like:  Whirlwind strike (damage the enemy twice & push them back 3 tiles), Magic Combo (damage enemy with fire & lightning ) , etc.                                   [There should be an awesome cutscene while performing the skill.]
    •  Modifier:  Every time you attack an enemy, or get hit by an enemy, your equipment will gain EXP.  Over time, you will “master” the equipment, making it 15% stronger.

    Ending

    When you obtain the Amulet of Yendor, go up to the surface, then when the amulet makes contact with sunlight, it:

    1. Travels you across time & space, making you travel to 1000 years earlier, then you appear in a castle where the giant door has locked and you have to find the key to get out of the dungeon.  When you exit to the main menu, you should see the button called “travel across time".  You press play, and it only shows up what character you have played that has already traveled to the castle.

    2. When you find the big key, it teleports you to the big door.  You open it, and then you have to continue.  A villager saw you manage to open the giant door, so he told you about the legend of the big dragon.  You go off again, and begin a new journey...


    1096+ words total


    Connected threads:

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    • I think this ruins Pixel Dungeon. PD is suppose to be the classic, simple rougelike game. Adding Skills, mastery, and item crafting would just over complicate it. 

      -ToastedToast

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    • You really actually could've combined all three parts into one big thread, rather than splitting them up into 3 smaller threads.  Especially since you said they were a compilation of others' requests/suggestions.

      NOW MERGED.

      1.53.21.173 wrote:
      1096 words total

      New Item: (This is my idea)

      Scroll of Curse:  Randomly curses one of your items in the backpack, or equipped item, but this cursed item will be 5% stronger, and cannot be kicked out by the ... DWARF MONK.

      Edit:

      Asides from buffing the Wand of Poison, I find your Scroll of Curse (Scroll of Enchantment?) idea the most interesting, as it does the inverse of the Scroll of Remove Curse, and actually serves a neutral purpose (both positive, or negative, depending on the situation).  This would be a much better scroll than the current Scroll of Challenge.

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    • These scrolls of ring/wands that appear only 8 times per game.It looks too OP,appearing 4 times each game would to be suficient(and it will ocuppy too space,since that there is not a bag for rings)

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    • Shadow Automaton wrote:
      You really actually could've combined all three parts into one big thread, rather than splitting them up into 3 smaller threads.  Especially since you said they were a compilation of others' requests/suggestions.

      Besides buffing the Wand of Poison, your Scroll of Curse (Scroll of Enchantment?) is your only other idea that I actually find interesting, as it does the inverse of the Scroll of Remove Curse, and actually serves a neutral (both positive, or negative, depending on the situation) purpose.  This would be a much better scroll than the Scroll of Challenge.

      I was the one who wrote these Ultimate threads. I tried to combine the 3 parts into one, but the Forum won't let me post.

      And I know this threads is not too interesting but this is the first time I write a thread.

      I agree with you it's too OP, but my purpose is to complete the ring and wand quest.

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    • 1.54.102.108 wrote:

      And I know this threads is not too interesting but this is the first time I write a thread.

      ... my purpose is to complete the ring and wand quest.

      My apologies.  I was sleepy at the time I typed that comment; & I could've worded that better.  (Edited my post to better convey what I meant to say.)

      As for wishing to attain the badges for identifying all rings & wands, may I direct you to this thread:

      How I got the Identified All Rings badge

      I also suggest you follow CJTC, as he's also on the same quest as you (he's the one that created the above thread).  Hope you find it useful!

      Happy Hunting & May the odds be ever in your favor, fellow Adventurer!  =)

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    • Thanks Shadow Antomaton

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    • 1.54.102.108 wrote:
      I was the one who wrote these Ultimate threads. I tried to combine the 3 parts into one, but the Forum won't let me post.

      I've gone ahead & merged them for you.  (And I cleaned them up, too.)

      I've left links to your other two threads at the bottom of the original post, so you can see what I did with them, as well.

      Hope my organizing of your thread serves as an example format for threads you'll create in the future.  =)

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Poster was disconnected; transferred content to logged-in post directly below it.
      19:49, August 13, 2014
      This reply has been removed
    • Shadow Automaton wrote:
      [...] I find your Scroll of Curse (Scroll of Enchantment?) idea the most interesting, as it does the inverse of the Scroll of Remove Curse, and actually serves a neutral purpose (both positive, or negative, depending on the situation).  This would be a much better scroll than the current Scroll of Challenge.

      In DP, it's not really possible to upgrade 5%, so it would probably be like a scroll of upgrade: +1. And you can drop all your equipment to be sure which equipment will be cursed, so It would be better to be able to chose directly which equipment is cursed. So, it would be like a cursed scroll of upgrade. It could be ennoying to discover it (not too much) and it would be more easy to fight monks (not interesting for the game). So, Im not convinced. But... maybe it's possible to find something else like this? 

      Note: There are already glyph to serve a neutral purpose. ;)

      And for Scroll of Challenge, I understand that players sell it... But it's not so bad, isn't it? If you are boring to run after a thief, you can ue it. If there is a lot of enemies (and long range ennemies) behind a door, you can call them to fight them hand to hand, one by one, giving the first strike. Etc... (take longer advantage of a sungrass seed, call them in various traps, empty a room a run in a loop to come back, ...)

      (I don't think it works... but if it's possible to call the king dwarf with that, or the fists, it could be also useful?)

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    • There; transferred it for you.


      Chouia wrote:
      In DP, it's not really possible to upgrade 5%, so it would probably be like a scroll of upgrade: +1. And you can drop all your equipment to be sure which equipment will be cursed, so It would be better to be able to choose directly which equipment is cursed. So, it would be like a cursed scroll of upgrade. It could be annoying to discover it (not too much) and it would be more easy to fight monks (not interesting for the game). So, I'm not convinced. But... maybe it's possible to find something else like this?

      It seems like you meant to reply to the original poster?

      If you're replying to me, I don't see what point you're trying to make.

      It's not impossible for a scroll to function the way some rings do, by incrementally increasing a stat.

      And the two things you mentioned are exactly what gives that scroll a positive side (dropping equipment & fighting Dwarf Monks).  Although I will agree that directly choosing which item to curse saves a lot more time.

      Note: There are already glyph to serve a neutral purpose. ;)

      I know that.  But other existing scrolls serve a neutral purpose as well (e.g.  Scroll of Psionic Blast, Scroll of Teleportation, & Scroll of Challenge), so this Scroll of Curse idea that the Anon. Contributor suggested, would make for an interesting addition & twist to the gameplay as well.

      And for Scroll of Challenge, I understand that players sell it... But it's not so bad, isn't it?  If you are bored of running after a thief, you can use it. (I don't think it works... but if it's possible to call the Dwarf King with that, or the fists, it could also be useful?)

      I didn't say it was "bad"; I said the hypothetical Scroll of Curse would be better than the Scroll of Challenge.

      The Scroll of Challenge serves a very niche/situational purpose - specifically, when one needs to identify armor/melee weapons, or Level-Grind.  Beyond that, it doesn't have much use.

      I don't want to use a Scroll of Challenge to make a single Crazy Thief return to me, as that would essentially be suicide, as other enemies will come running to my location as well.  I mean no personal offense to you, but that's just plain stupid.  The Wand of Amok serves the recall purpose well; and when I don't have it, I know I'll find the thief eventually.  Besides, I don't often put myself in situations where I'd get robbed by one; and when one does succeed, I manage to catch up to them anyway.

      As for using it during Boss fights; that's also suicide.  There are far better, more efficient methods of disposing of the bosses, than resorting to using a Scroll of Challenge.

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    • "Suicide" for a Scroll of Challenge is exaggerated. If you stand behind a door, I would call that "Experience and Drops". ;)  Especially if it's a trap, or if you are enjoying a sungrass seed or an earthroot seed, to fight in the best possible posture. And yes, I could use a Scroll of challenge to call a single crazy thief if he stole a very important item, and I got no other way to get it back quickly. (I agree that there is many ways to catch them.) I'm not offensed at all, but I don't understand why we could'nt use a Scroll of Challenge when it's useful, even for very situational purposes, and even if there is other way to resolve a situation -not always possible. (Call Goo if you put a lot of traps, or if you got missile weapons/wands and a long straight corridor seems to be interesting... And I already used a Scroll of Challenge to call the Fire Fist. I was hidden behind a rock on an earthroot, so he couldn't attack me from far. I could hit him when he came close to me. Really useful -if he came because of the scroll, I think so- and no suicide at all.)

      I replied to the initial proposition indeed. And still, as you apply the curse/bonus on a specific item, I don't see how the effect could be something else than a Scroll of Upgrade. It's the current way to improve equipment. A new type of bonus could be complicated for a "simple" new scroll? How could we display it?

      Anyway, It would be a scroll to curse a weapon (+ bonus!!!). The only purpose is to stick the weapon to your hands (not very ennoying). You just need an other scroll to remove the curse, or even simply an upgrade scroll. If the only goal is to be able to fight the monk easily, I don't think it's interesting. It's just my opinion, but: it's too easy, too simple, and not really necessary. With this version of the proposition, it's really more a bonus than a neutral purpose... we could just remove the monk's ability directly? Yet, this feature is really fun and interesting... 

      But as I said, maybe it's possible to find something else, more balanced? I didn't think about it, so it's just an idea... but maybe a Scroll of Bounce? For some turns (example: 75 turns?), if an ennemy hit you (hand-to-hand), your character bounces 1 tile in the opposite direction? And if it's a monk, you bounce before he can take your weapon? So, it could be useful to use missile weapon when you are in close combat... It can be helpful for some monks, but you can not beat all of them with that, because scrolls are limited. And it's more like a bonus, but it can be dangerous, pushing you far from the door, in traps, in holes...

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    • Chouia wrote:
      "Suicide" for a Scroll of Challenge is exaggerated. If you stand behind a door, I would call that "Experience and Drops". ;)  Especially if it's a trap, or if you are enjoying a sungrass seed or an earthroot seed, to fight in the best possible posture.

      It's not, actually.  If you've ever stepped on the Rotberry Shrub (rather than disarming it with an item), you'd understand why I describe it as 'suicide'.  Having a group of Skeletons surround you while you remain rooted & inside Toxic gas, especially if you're low on Healing potions and/or have no way out (Seed of Fadeleaf/Scroll of Teleportation), would definitely count as *suicide*.  Calling ALL the enemies on a single depth, JUST so you could make a SINGLE Crazy Thief return definitely counts as suicide, especially if one is only prepared to face that Crazy Thief, and is ill-prepared to face that many enemies that get called by the scroll.  It's too inefficient of a method, just to accomplish a simple task that doesn't need its use.  And I'm ALL about efficiency.

      And yes; that's what I said.  That's what 'Level-Grind' means.  And that's one of the only two viable uses it has.

      Also, using an Earthroot seed with a Scroll of Challenge is a waste of the seed, in my opinion.  I only ever use Earthroot when I'm up against Bosses & Animated Statues.

      And yes, I could use a Scroll of challenge to call a single crazy thief if he stole a very important item, and I got no other way to get it back quickly. (I agree that there is many ways to catch them.) I'm not offensed at all, but I don't understand why we could'nt use a Scroll of Challenge when it's useful, even for very situational purposes, and even if there is other way to resolve a situation -not always possible.

      I believe you're misunderstanding me again.

      I never said a player couldn't use a Scroll of Challenge when it's useful, even for very situational purposes.  I said, beyond ('besides'/'other than') the situational uses, it doesn't have much use (implying there are still some, but not as useful as what I've already stated).

      Like I've already stated - I'm all about efficiency.  If it's not an efficient method for me, I cross it out as a viable method of use.

      I believe it all comes down to preferred playstyles.  And we obviously have very different playstyles from each other.

      In short, let's agree to disagree.

      As you apply the curse/bonus on a specific item, I don't see how the effect could be something else than a Scroll of Upgrade. It's the current way to improve equipment. A new type of bonus could be complicated for a "simple" new scroll? How could we display it?

      (o_0)?  You don't..?  This is twice now that I've had to repeat myself.  (Did you even read my reply?)

      I mentioned, that in the Scroll of Curse's case, it could function the way some RINGS do, by incrementally increasing a stat.

      It wouldn't be complicated at all, especially with the recent changes to Inscriptions providing more damage reduction, setting a precedent for incremental bonuses outside of the Ring mechanism.  And the addition of the Weightstone as well.

      It doesn't even really need a display, but the change can be displayed in the same manner that is shown for glyphs providing more damage reduction, or weapons being balanced by the weightstone.

      Anyway, It would be a scroll to curse a weapon (+ bonus!!!). The only purpose is to stick the weapon to your hands (not very annoying). You just need another scroll to remove the curse, or even simply an upgrade scroll. If the only goal is to be able to fight the monk easily, I don't think it's interesting. It's just my opinion, but: it's too easy, too simple, and not really necessary. With this version of the proposition, it's really more a bonus than a neutral purpose... we could just remove the monk's ability directly? Yet, this feature is really fun and interesting..

      Yes; I believe that's what the Anon. Contributor's intent was when creating that idea.

      I don't condone it, but unlike you, I do find it interesting.  That's my opinion.  And yes, you have yours.  Again, let's agree to disagree because we're not going to go anywhere, trying to convince each other of our opinions.

      But just so you know, you're the first on these forums to ever even say that having something (new) to counter the monk's ability would make it too easy; and essentially implying that you have no qualms with the monk's ability.  Everyone else that's posted on here hates it, I assure you.

      (*sigh*)  The fact that I even have to explain what makes the Scroll of Curse neutral is just.. (-_-) ugh.. It's like making me defend an idea that isn't even mine, nor an idea that I would particularly support to add to the game..

      It's Neutral because, even with the 5% boost (I presume "power" = damage output), it still leaves your weapon cursed, until you're able to find/buy/use a Remove Curse scroll.  And the time it takes to do so will vary with each run.  On top of that, using the scroll applies the curse randomly.  Even if one were able to drop everything else, except for the desired item, not everyone would know to do that from the start; and it takes time/turns to drop all of those items, in which case you could get attacked in the time it takes for you to drop all those items, before you could even use the Curse scroll.  Then you'll be left ill-equipped, as you've just dropped all of your curse-able items.  Also, I'm going out on a limb here, but I assume that the damage bonus only lasts for as long as the curse remains, rather than it being a persistent boost, so once you've removed the curse, or upgraded the item, the damage boost is lost.  The scroll has its advantages & disadvantages, which is what makes using it, interesting to me.

      Which brings me back to my initial post, that this scroll serves a neutral purpose (positive, or negative, depending on the situation).

      But as I said, maybe it's possible to find something else, more balanced? I didn't think about it, so it's just an idea... but maybe a Scroll of Bounce? For some turns (example: 75 turns?), if an enemy hit you (hand-to-hand), your character bounces 1 tile in the opposite direction? And if it's a monk, you bounce before he can take your weapon? So, it could be useful to use missile weapon when you are in close combat... It can be helpful for some monks, but you can not beat all of them with that, because scrolls are limited. And it's more like a bonus, but it can be dangerous, pushing you far from the door, in traps, in holes..

      Note:  There's already a Glyph of Bounce.  ;)

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    • Imagine a Scroll of Memorization. Allows you to memorize any other scroll besides upgrade and weapon upgrade, and you can use that certain scroll you memorized once in a certain amount of turns. (Seems a bit OP though)

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    • I'm here because I was quite disappointed with something in the game. I really ask that a window of confirmation to be shown when you select "Disenchant" or "Reforge". Yesterday I was trying, again, finish the game as battlemage and agaaain, only with the initial wand and 2 non-battle wand I missed the Zap button and hitted "Disenchant" button. After that I abandoned that run and went to sleep to try again another time.

      What I ask is a simple thing (just like "You sure that you want to jump into this precipice? / You sure that you want to drink this Liquid Flame Potion?") since you basically just have to do it once per run, so it would be very helpfull to be added. Thanks!

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    • Imagine this for the well of trans mut:

      if you step on it, you become a new class.

      Huntress --> Any class +5 HP and vice versa

      Warrior --> Any class -1 Strength, food no longer heals and vice versa

      Rouge --> Any class T=10 (Hunger counter) and T=12 when becoming Rouge

      Mage --> Any class wand charges slower, food no longer charges and vice versa

      What do you guys think? Too OP, other suggestions?

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    • A FANDOM user
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