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Author Topic: Challenge modes ideas - old and new.  (Read 291139 times)

Conker

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Re: Challenge modes ideas - old and new.
« Reply #45 on: January 10, 2008, 13:44 »

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.

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.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #46 on: January 10, 2008, 23:04 »

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.
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Kornel Kisielewicz

Karry

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Re: Challenge modes ideas - old and new.
« Reply #47 on: January 11, 2008, 01:57 »

Quote
each next challenge difficulty is meant to make you go "WTF? Now I need to do this???".
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.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #48 on: January 11, 2008, 02:01 »

Who forces you to do it? The challenge is not needed to unlock anything.
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Kornel Kisielewicz

Karry

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Re: Challenge modes ideas - old and new.
« Reply #49 on: January 11, 2008, 02:50 »

Is that so ? Then how to i unlock the Nightmare difficulty ?
And what exactly have i done to unlock Ultra-Violence ? Exactly, the challenges.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #50 on: January 11, 2008, 03:07 »

And you need to get to level 25 to see the Cyberdemon -- isn't that unfair?
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Kornel Kisielewicz

Karry

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Re: Challenge modes ideas - old and new.
« Reply #51 on: January 11, 2008, 03:43 »

Dont play a fool, the difficulty raises but the rules stay the same. The challenges change the rules. I could care less about the stupidity of AoB, i want to shoot stuff, not melee it, and yet - i am forced to play it to unlock higher difficulties.

The challenges should be separated from the main game. Let them unlock eaach other or something.
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Malek Deneith

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Re: Challenge modes ideas - old and new.
« Reply #52 on: January 11, 2008, 05:09 »

Seems you are alone here... I see none other having problems with challenges opening difficulties. And to be honest, unlocking UV doesn't require anything hard - you can just stair run though the challenges needed to get that. As for N! if you can't workout things needed to unlock that one you're probably not ready for N! anyway.
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Karry

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Re: Challenge modes ideas - old and new.
« Reply #53 on: January 11, 2008, 05:29 »

Quote
Seems you are alone here...
Because you said so ?

Quote
As for N! if you can't workout things needed to unlock that one you're probably not ready for N! anyway.
Yet another one who just refuses to understand, that beating melee does not have anything to do with shooting meaner monsters.

Fine, be idiots, i dont care. Curse me for trying to make the game better and more accessible.
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Malek Deneith

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Re: Challenge modes ideas - old and new.
« Reply #54 on: January 11, 2008, 05:40 »

Because you said so ?

No, because no-one else seems to have supported your claim.

Yet another one who just refuses to understand, that beating melee does not have anything to do with shooting meaner monsters.
You DON'T have to beat AoB to unlock anything... to get to UV you need only to venture FIVE goddamn levels, which can be accomplished by RUNNING past monsters withpout caring to fight them. Calling people idiots won't help the argument. Oh and about making the game "better" - AoB was added because people wanted to play melee games and approved the idea of such challenge.
« Last Edit: January 11, 2008, 05:44 by Malek Deneith »
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #55 on: January 11, 2008, 06:26 »

Curse me for trying to make the game better and more accessible.
To be honest, to me it seems that you're just trying to be a jerk ;].

And seriously, if you're trying to make an argument, use arguments, and refrain from offending statements.

Nightmare is a Challenge mode -- it changes the rules. So as you said yourself, let them unlock each other. As for UV, I might take the argument and unlock it by default.
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Kornel Kisielewicz

Rola

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Re: Challenge modes ideas - old and new.
« Reply #56 on: January 15, 2008, 10:08 »

c) Coding in AoPacifism took 5 minutes with the new challenge coding system :P.
So how about this Vampirism thingie? Seriously, it would be a bit like your beloved Berserk! - the lower HP you have the greater is your need to kill! xD
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #57 on: January 15, 2008, 10:32 »

As soon as the API is publicized you will be able to code it in in 5 minutes without prior programming knowledge xP.
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Kornel Kisielewicz

Chamber

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Re: Challenge modes ideas - old and new.
« Reply #58 on: February 01, 2008, 06:04 »

Thought of one - Angel of Scavenging.  You cannot reload weapons, so whenever one is empty, you just throw it away and look for a new one. 

I'm not sure if overloading should still work.  Either way, it means that picking up ammo will be unnecessary.  Instead, picking up multiple guns of the same type will be required.  There are tonnes of lower level weapons just lying around, so that won't be a problem.  There are even kindly former commandos handy to provide multiple plasma rifles.  Rocket launchers and BFGs will be much harder to recoup. 

Perhaps generate more weapon drops to make things fair?

Difficulty - MEDIUM.  If all else fails, that chainsaw will still go on forever.

And on a side-note, customisable challenge modes sound like fun.  Long live the promised API!
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Dawgas

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Re: Challenge modes ideas - old and new.
« Reply #59 on: February 07, 2008, 20:22 »

Angel of Scavenging. 

Difficulty - MEDIUM

Woah there champ, I think you meant HARD.


oh, and here, have more challenges (for the hell of it)

Angel of Giblification (new starting challenge - managing to beat this unlocks everything.. You'll have demonstrated REAL SKILL to win)
Spoiler (click to show/hide)

Angel of Angels (have to beat every challenge on Nightmare! (yes even darkness), or beat Angel of Giblification, if implemented)
Spoiler (click to show/hide)

Are these even possible to beat... WHO KNOWS... they'll probably make it in though :P
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