DRL > Requests For Features

Turning it up...

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Malek Deneith:
Stop whinning - Butcher's Cleaver isn't THAT bad... I actually killed Arachs with it once while playing Ao100 to conserve ammo.

Dawgas:
It's a melee weapon - yes it is

My whining is quite justified.

MaiZure:
Thanks the feedback so far. There’s definitely a lot of issues with balance change ideas so I wanted take a step back and get more info on it before I throw out some solid solutions.

The opinion of the group I play DoomRL with is that the balance is almost perfect. An experienced player will always be challenged to defeat Cybie. Plus there’s so many different styles and techniques to win. Awesome job on that, Kornel & company!

The other side of the coin is the balance outside of a single game of DoomRL. The addition of the skill/rank system gives a game tons of replayability – everyone keeps playing games to up those ranks and unlock more challenges, etc. Unfortunately, the balance outside of a single game seems to break down somewhere around the “Cacodemon Captain or Major” level (no scumming). There is a point where players just pack it in and say “I’ll just wait for the next version’. Now, we’re mostly ‘casual’ Doomers and not hardcore players. I know most of the people on this forum are probably the other way around so I ask you: Do you actually consider this a problem?

***Stop reading here if you think this isn’t problem and just give this a nay!

The skill/rank system is obviously not a core element of the game, since it didn’t even exist in the early versions. It is just a support for the actual game of defeating the demons of hell. So it doesn’t necessarily NEED to be changed. Actually, it’s probably a good teaser for the hardcore players to keep chipping away at the next ranks.

The casual players who have already beaten Cybie once or twice generally stop playing because each successive game gives them less return on getting to the next rank. It takes more games to get the promotion results people want. These guys usually show up here on the forum and say “WHAT THE FUCK! ITS TOO HARD!”…and they disappear forever, or until the next version comes out. So this stuff lead to my original post at the top here with some suggestions. Some of them are informational-only incentives to keep playing. Others affect balances changes of the already perfect game for those who have reached this point.

So to jump to the end here…If the answer to the question up top is “Yes”, then there are really six ways to approach it.

1.   Reduce the requirements for all those ranks above a certain point (Boring!)
2.   Add more milestones in between the existing ranks for players to aim for.
3.   Increase the reward of the higher ranks (Are there any real rewards anyway?)
4.   Push the gameplay balance in favor of players after a certain point (This allows them to get more out of a single game and play more games faster).
5.   Inverse of #4 – Reduce the balance in favor of the monsters (huh? ;) )
6.   Ban me from the forum to stop these huge posts!

My original balance-altering suggestions fell in to category 4, because most people are willing to keep trying harder to earn concessions. I mean the whole idea here is to keep em coming back. I believe that balance can be shifted towards the player after they’ve put In serious time. It can be done without breaking the game!

So let’s hear more from the hardcore DoomRLers, and the devs on if they’re willing to hear some actual concrete ideas instead of generalizations, chatter, analysis, and theories ;).

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