DRL > Requests For Features
Challenge modes ideas - old and new.
Conker:
--- Quote from: Rola on January 10, 2008, 10:01 ---Yeah, but let's be frank: who's gonna play it apart from Blade? How many people out of the bunch who regularly play DoomRL? If Blade wasn't a privileged user and an expert DoomRL player I doubt you'd waste your coding time on this.
Challenge modes should not only be challenging (ie: difficult to complete) but also entertaining. This is not Pontifex, Transport Tycoon or SimCity, I want to kill things, even if they look like ordinary colored letters! Such challenge would be fun for, let's say, one special game level, but I won't be wasting my time attempting to complete the whole game while not killing anything.
--- End quote ---
Much as I hate to admit it, I think you might be right. It seems more potentially frustrating than potentially fun. But I'm willing to try it first before I cast my die, as it were.
Kornel Kisielewicz:
A couple of points:
a) Challenges are meant to be challenges -- each next challenge difficulty is meant to make you go "WTF? Now I need to do this???".
b) I want the game to have always somethibng higher to aim at, always something to achieve still.
c) Coding in AoPacifism took 5 minutes with the new challenge coding system :P.
Karry:
--- Quote ---each next challenge difficulty is meant to make you go "WTF? Now I need to do this???".
--- End quote ---
Wrong thinking. I dont think there is a single person today that thinks extra challenge should be obligatory. I dont want to HAVE to do this, i may WANT to do it, but it does not have to be FORCED on me, as it is right now.
Kornel Kisielewicz:
Who forces you to do it? The challenge is not needed to unlock anything.
Karry:
Is that so ? Then how to i unlock the Nightmare difficulty ?
And what exactly have i done to unlock Ultra-Violence ? Exactly, the challenges.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version