DRL > Requests For Features

Experience For Bleeding Deaths

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Sdlonyer55:
As near as I can tell, you gain no experience from bleeding deaths. This seems incorrect. Similarly, I think it would be great if you could get experience when you do most of the damage but the target dies to toxic waste or lava. Were it reasonably possible to code, I'd think it'd be best to award experience for any kill that the players does 50+% of the relevant damage.

BDR:
Technically, I've found that if the baddie in question dies from the very first bleed incurred by a gunshot, you do get the experience, but not otherwise.  I have no idea how easy/hard this'd be to code for both bleeding and floor damage, but certainly in the case of bleeding deaths this seems reasonable.

Silhar:
I don't like it when it comes to melee. These better weapons such as a chainsaw or Spoiler (click to show/hide)Longinus Spear often cause bleeding after an attack. And so I don't recieve an exp ! :(

Sdlonyer55:
It's interesting to hear that the first bleeding tick gives experience. Perhaps I haven't paid close attention, I don't remember ever seeing an experience tick from a bleeding kill whatsoever.

This may be one of those things that is more trouble to code than it is ultimately worth. Then again, I think you may as well get experience for all kills, even the ones you create by causing crossfires. Not to award experience kind of implies those aren't 'kosher' methods of killing, and starting crossfires was not only a mainstay but directly designed into tons of Doom levels. Not only that, but it typically creates much more risk trying to do it in DoomRL than it ever did in Doom, and where there's risk, there ought to be reward.

Kornel Kisielewicz:
The problem is DoomRL tracks who killed what, to handle (unfortunately invisible) monster experience. Sure I could change it so the player would get all experience for all kills, but that would destroy the planned feature of monster infighting... And the game can't track who did the bleeding separately.

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