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Author Topic: Request for Comments : Armor weight  (Read 8772 times)

DaEezT

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Re: Request for Comments : Armor weight
« Reply #15 on: December 30, 2007, 10:07 »

That is not an easy suggestion to make..
Being fast and non over-complex was a definitive feature of DRL, it made it a good game, it made it popular.
The scope of proposals implies change of the original vision. DRL is not a kind of game in where you spend time planning far ahead before taking any turn, it is played fast and aggressive. If you want it to become something different now, I think it's better to stop. You know you can not (and I think, do not want) to work on it forever. You have to stop somewhere and it's better to do it at the peak.
I would rather see a brand new game appear on chaosforge, rather than see DRL mutating out of its shape.
QFT
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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."

Conker

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Re: Request for Comments : Armor weight
« Reply #16 on: December 30, 2007, 11:23 »

The problem I see with armor weights the way I see it after some testing and rethinking is that it works in an way I think isn't what was intended. It was supposed to make wearing or not wearing heavy armor a tactical decision. The reality is that in most gunfights player is stationary anyways, so the only ones that get hurt by this decision are:
-people who use shottyman/combat shotgun
-people who play melee games (melee people need armor to get alive to the enemy)
-people who open doors and get several shots/fireballs in their face (as discussed recently)
-people who are badly wounded and need to retreat (in this cease armor they were wearing most likely is already giving 0 protection so it becomes a double dead weight)

And before anyone starts, no chaigning sped penalty to evasion penalty again won't help - the accuracy recently seems a bit high anyway.

Very good point.

I'd add that armour gets destroyed so quickly in a sustained firefight that if the penalties were significant, it wouldn't be worth wearing it in most situations.

I couldn't disagree more with posts like those of Aerton and DaEezT; they really seem to just be coming from fear of change. I mean, as the game stands, it's cute and fun and all, but it's hardly a classic - once you've beaten it enough times, it'll just get boring. It doesn't have the massive replay value lots of other Roguelikes do - where one game you could be a Wizard blasting everything you see with magic, another you could be a Healer with a powerful monstrous companion, another time a Chaos Knight where your fate is decided on a mad god's whim.

The biggest variety you have on DoomRL right now is if you beat up your arachnotrons and hell knights with a chainsaw or with a chaingun, or if an advanced pistol appears, or if the Spider Lair appears or not.

This doesn't apply specifically to armour weight, but anything that adds depth, that can make each game unique, make success less based on luck and more on tactics, and makes the game more a 'serious' Roguelike instead of being dismissed as 'coffee-table' should be closely considered, in my opinion.

You seem to be attacking Kornel's ambition to make DoomRL more than it is.
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007bistromath

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Re: Request for Comments : Armor weight
« Reply #17 on: December 30, 2007, 13:51 »

Is it too late for me to say I'm with DaEezT? I actually like the idea of armor mods, but somehow armor weight feels off. Kinda like... overthinking it a bit. Any changes to the armor system (or anything, really) should focus on conferring new abilities rather than adding for drawbacks for Instant Tactical Depth. (Just add water!)

Basically, I'm with you Kornel, in that another layer or two of options wouldn't hurt. However I think the best way to do that is to make the player choose a set of equipment and perks crafted to their play style, and influenced to a large degree by luck. So, more weird equipment, a deeper perk tree with more branches, stuff like that. DoomRL should be a playground, not a chessboard. Nobody works out a cost-benefit analysis of slides versus swings. They're both fun, and if you don't have time for both, you pick whichever one you like better and doesn't have somebody else on it.

PS: Since I may have rambled a bit too much in this post, here's my point. Among other problems, having any kind of system which would encourage you to take armor on and off for whatever reason is too much detail. When I have my Super Awesome Supercolliding Supersuit on, I want to keep it on and not have to worry about whether I have a 5% chance of getting macked in the face.
« Last Edit: December 30, 2007, 13:54 by 007bistromath »
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Chamber

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Re: Request for Comments : Armor weight
« Reply #18 on: January 04, 2008, 16:51 »

I'll be frank and admit that I don't much like the weighted armour option so far.  As is, it isn't a feature so much as it is an encumbrance (literally) to the player.  The way armor is damaged now gives it a powerup-like feel, much like it was in the original Doom. 

Worse than any inconvenience to the player is the notion that this concept has not been introduced in a balanced fashion.  It seems odd to me that you can be carrying four sets of armour, a BFG and a plasma rifle, and still run like the wind, but the minute you put on a suit of amour you slow down.  Will the enemies be susceptible to this effect?  Will there be an equipment weight system soon, wherein you must keep your inventory half empty or slow down? 

The armor mods and traits mentioned would be there to limit the effects of this feature.  In other words, to play as we are accustomed, one will have to sink some traits into this.  If the AA is unaffected by the slowing effect, then presumably slowing will make the beginning game harder but will not effect the late game.

I'd argue that the opposite should be done - we should find ways to speed the player up.  We need traits that speed up item use, that lets us sidestep fireballs, and strafe and fire simultaneosly.  :)

Having said all that, armour mods might be cool.  Flaming Reinforced Red Armour of Shotgun Mastery, anyone?
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