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Author Topic: Balance tweak - Nerf cacodemon, floor damage  (Read 13924 times)

Hipster Scumbag

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #15 on: May 29, 2009, 20:53 »

I don't know how I managed to miss the second premise of this thread topic, but yeah, I'm registering my support for lowering floor damage. As it is, all it's ever done in my games is make some levels impossible to complete.

I can understand that Kornel wants to make the new Envirosuits useful, but I don't think the envirosuit is a particularly important item, and the new floor damage is infuriating.
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Melon

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #16 on: May 30, 2009, 01:30 »

I don't know how I managed to miss the second premise of this thread topic, but yeah, I'm registering my support for lowering floor damage. As it is, all it's ever done in my games is make some levels impossible to complete.

I can understand that Kornel wants to make the new Envirosuits useful, but I don't think the envirosuit is a particularly important item, and the new floor damage is infuriating.
I also don't think but know that envirosuit is an important item.
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Hipster Scumbag

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #17 on: May 30, 2009, 10:25 »

I also don't think but know that envirosuit is an important item.

That's preposterous.  In Doom, the envirosuit was a way to get you from point A to B while avoiding about 10% of floor damage on some of Doom's least fun maps.  In DoomRL, we don't have specifically designed maps besides the special floors, and in general since DoomRL's maps are more freeform and open and less linear, the envirosuit doesn't make that much sense from a perspective of map design & gameplay.

IN ANY CASE, you have to admit that 10% damage per turn from standing in acid is absolutely ludicrous.  It's frustrating because it can make floors unwinnable and it denies the player the opportunity to explore and fight.  Hurtfloors are irritating in Doom and they are infuriating in DoomRL.
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Vestin

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #18 on: May 30, 2009, 13:56 »

IN ANY CASE, you have to admit that 10% damage per turn from standing in acid is absolutely ludicrous.
Standing... in acid... should not hurt you very much 0_o?
I'm sorry - it's just those tiny bits of common sense that refuse to leave leave my mind ;)...
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Hipster Scumbag

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #19 on: May 30, 2009, 15:33 »

IN ANY CASE, you have to admit that 10% damage per turn from standing in acid is absolutely ludicrous.
Standing... in acid... should not hurt you very much 0_o?
I'm sorry - it's just those tiny bits of common sense that refuse to leave leave my mind ;)...

Have you ever played Doom?  Classic Doom?  Do you realize that it's bad design to make these things that add frustration, not challenge?  Acid does not bring a lot to the board vis a vis gameplay & tactics, and 10% damage per step is ridiculous.
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Frankosity

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #20 on: May 30, 2009, 18:34 »

The only time hurtfloors have had any tactical value in my games is when enemies inadvertantly spawn on them and die.
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Melon

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #21 on: May 31, 2009, 02:06 »

The only time hurtfloors have had any tactical value in my games is when enemies inadvertantly spawn on them and die.
Try playing angel of marksmanship and hit those mancubi back to lava. Yay! And arch-villes? Oh yeah, hit them so hard (it is possible on AoM) that they got pushed into acid.

This also has a drawback, because if you are not carefull, YOU are the one that can get hit and pushed into lava/acid.

LAVA/ACID must stay!
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Kornel Kisielewicz

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #22 on: May 31, 2009, 06:11 »

Implemented - Cacodemon missiles now will be easier to sidestep, and be slightly less accurate.
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Kornel Kisielewicz

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #23 on: May 31, 2009, 08:39 »

Implemented - Cacodemon missiles now will be easier to sidestep, and be slightly less accurate.

Thanks - looking forward to the next build.
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Jewmander

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #24 on: May 31, 2009, 11:47 »

Is there any conceivable reason for the caco projectiles doing as much damage as a Hell Knight's?

I have to stress again that the hurtfloors need to be dialed back a lot.  After all, we only take the best aspects of our animes to implement in DoomRL.  Shouldn't we do the same with Doom mechanics?
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Lowtierhero

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #25 on: June 04, 2009, 10:52 »

I personally don't find Cacos to me much of a bother (especially since they aren't that common)

Its the Revenants that scare me...
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Hipster Scumbag

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #26 on: June 04, 2009, 17:35 »

I personally don't find Cacos to me much of a bother (especially since they aren't that common)

Its the Revenants that scare me...

Revenants are supposed to be scary, though.  The cacodemon is supposed to be a stepping stone between the low-health-low-damage imps and the high-health-high-damage hell knight.  Why it actually does more damage than the hell knight is beyond me.
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Kg

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #27 on: June 05, 2009, 03:44 »

Yea, Cacos in Doom were rather easy enemies, just pwn them with shotgun, and in doomRL they're sometimes shooting very fast, like imps, you reload and bam 3 shots from 1 imp and you're dead.
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raekuul

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #28 on: June 11, 2009, 08:04 »

This thread has succeeded in returning me to the arena. Good job.
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Hipster Scumbag

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Re: Balance tweak - Nerf cacodemon, floor damage
« Reply #29 on: June 13, 2009, 15:06 »

This thread has succeeded in returning me to the arena. Good job.

Lol, I was running diagonally at a cacodemon in the Arena with my combat shotgun just now and he scored a direct hit on three diagonal dodge-strafes in a row, doing ~45% health and ~40% armor.
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