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Author Topic: Challenge modes ideas - old and new.  (Read 290938 times)

007bistromath

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New Challenge: Curiosity
« Reply #30 on: January 04, 2008, 03:36 »

You cannot take the stairs unless you've seen the whole map. Might cause some trouble with cave levels, so I'd say put a computer map on each level for this challenge.
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Malek Deneith

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Re: New Challenge: Curiosity
« Reply #31 on: January 04, 2008, 05:00 »

There is a topic for challenges... and a stickied one
* Malek Deneith smites and merges topics
« Last Edit: January 04, 2008, 05:20 by Malek Deneith »
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007bistromath

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Re: Challenge modes ideas - old and new.
« Reply #32 on: January 04, 2008, 05:37 »

TBH, I never look in here because it's a huge confused mess, as suggestion category megathreads tend to be.
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DaEezT

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Re: Challenge modes ideas - old and new.
« Reply #33 on: January 05, 2008, 13:10 »

Just had an idea: Angel of Levers
The level exits don't exist when you enter the level, instead you have to pull a specific lever to make it appear. The same goes for special level exits (separate levers for both exit). In addition Intuition doesn't work on levers and the number of levers on each level is higher than in normal games and increases as you dive deeper into Phobos.
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"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

007bistromath

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Re: Challenge modes ideas - old and new.
« Reply #34 on: January 06, 2008, 03:39 »

If you had to do that challenge in order to unlock anything, I'd quit playing the game. It's ridiculous. Levers are absolutely not worth pulling without Intuition. The stuff they do is too dangerous, and the good ones don't show up often enough. It's actually much worse than in the original, I've thought that's needed a fix for a long time. See my "tying map features to loot" thread.
« Last Edit: January 06, 2008, 03:41 by 007bistromath »
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DaEezT

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Re: Challenge modes ideas - old and new.
« Reply #35 on: January 06, 2008, 03:41 »

If you had to do that challenge in order to unlock anything, I'd quit playing the game. It's ridiculous.

Awww, a bit of gambling never hurt anyone ;p
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"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

007bistromath

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Re: Challenge modes ideas - old and new.
« Reply #36 on: January 06, 2008, 03:41 »

See edit. That's not a bit of gambling, that's Russian roulette with four chambers loaded.
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RickVoid

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Re: Challenge modes ideas - old and new.
« Reply #37 on: January 08, 2008, 14:28 »

This isn't an idea for a challenge mode, per-se, but I think it would be cool if, since we have all of these new unique items, if there was a way to earn them through challenges. Someone mentioned before the Call of Duty 4 level-up system, and haveing played that game I thought the challenge ideas were fantastic.

So, say you implement a set of Pistol, Shotgun (all three types counted), Chaingun, Plasma Weapons (Rifle and BFG), and Melee Weapon challenges. Each would have three levels of proficiency, based on kills, and at the max level (a rediculous amount of kills) you get access to a special version of the weapon at start. These weapons would be chosen from a list, and runs using those weapons wouldn't get saved to player.dat. Here's what I imagine they'd look like:

Pistol Mastery: Rank- Novice
       - Kill 200 Former Humans with a Pistol
       - Kill 100 Imps with a Pistol

Shotgun Mastery: Rank- Intermediate
       - Kill 100 Hell Knights with a Shotgun
       - Kill 50 Barons of Hell with a Shotgun

Chaingun Mastery: Rank- Expert
       - Kill 50 Spider Masterminds (snerk) with a Chaingun
       - Kill 50 CyberDemons with a Chaingun

Melee Mastery: Rank- Master
       - You have access to the Power Sword, Daemon's Bane

Obviously some work would be needed to make it "balanced", but I think it'd be a fun reward for players who persevere.

*Puts on Flame-retardant suit*
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Conker

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Re: Challenge modes ideas - old and new.
« Reply #38 on: January 08, 2008, 15:17 »

This isn't an idea for a challenge mode, per-se, but I think it would be cool if, since we have all of these new unique items, if there was a way to earn them through challenges. Someone mentioned before the Call of Duty 4 level-up system, and haveing played that game I thought the challenge ideas were fantastic.

So, say you implement a set of Pistol, Shotgun (all three types counted), Chaingun, Plasma Weapons (Rifle and BFG), and Melee Weapon challenges. Each would have three levels of proficiency, based on kills, and at the max level (a rediculous amount of kills) you get access to a special version of the weapon at start. These weapons would be chosen from a list, and runs using those weapons wouldn't get saved to player.dat. Here's what I imagine they'd look like:

Pistol Mastery: Rank- Novice
       - Kill 200 Former Humans with a Pistol
       - Kill 100 Imps with a Pistol

Shotgun Mastery: Rank- Intermediate
       - Kill 100 Hell Knights with a Shotgun
       - Kill 50 Barons of Hell with a Shotgun

Chaingun Mastery: Rank- Expert
       - Kill 50 Spider Masterminds (snerk) with a Chaingun
       - Kill 50 CyberDemons with a Chaingun

Melee Mastery: Rank- Master
       - You have access to the Power Sword, Daemon's Bane

Obviously some work would be needed to make it "balanced", but I think it'd be a fun reward for players who persevere.

*Puts on Flame-retardant suit*

The problem with this, and many other game designs (e.g. Resident Evil 2), is that if to unlock the bonus you're required to beat the game, then a bonus making it easier for you to beat the game is pointless.

I'd suggest, if this is implemented, that you replace the reward of the special weapon with a challenge where you start with the special weapon (and the difficulty is then appropriately scaled).

Also, I agree with 007bistromath regarding the lever challenge.
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Aerton

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Re: Challenge modes ideas - old and new.
« Reply #39 on: January 10, 2008, 04:59 »

And the winner is
Quote
[Wed 08:12] <Malek Deneith> Angel of WHAT... THE... FUCK???
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #40 on: January 10, 2008, 05:07 »

ROTFL! :D
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Kornel Kisielewicz

Karry

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Re: Challenge modes ideas - old and new.
« Reply #41 on: January 10, 2008, 07:26 »

Quote
If you had to do that challenge in order to unlock anything, I'd quit playing the game. It's ridiculous.
Its ridiculous enough with the AoB requirements in place, how can you make it even more ridiculous than that ? I fail at imagining that.
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Rola

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Re: Challenge modes ideas - old and new.
« Reply #42 on: January 10, 2008, 08:23 »

While many of the challenge ideas sound more like a forum joke (Angel of Pacifism - what fun is to launch a shooter-game and NOT shoot any monsters?) I really like the idea of Angel of Vampirism. With careful ballancing the awarded HP-gain per monster (the badder they are, the more you get healed) this could be actually playable and fun.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #43 on: January 10, 2008, 08:53 »

Angel of Pacifism is no joke, see here ;). Moreover it made it into the beta already ^_^.
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Kornel Kisielewicz

Rola

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Re: Challenge modes ideas - old and new.
« Reply #44 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.
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