DRL > Requests For Features

Engineer/Scavenger/Junkman trait

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Madtrixr:
For DoomRL 2, this is a good idea. Not so much for DoomRL 1.

Jarkko:

--- Quote from: X-Heiko on November 13, 2009, 04:22 --- *lots of stuff*

--- End quote ---

Thanks for replying in a friendly tone. I do tend to post provocatively and use tons of hyperbole to get some discussion going and I'm glad you didn't start flaming despite me shooting down your ideas pretty hard.

From what I can tell playing this game on and off for a couple of years and reading the forums a bit, the DoomRL "vision" doesn't include lots of grinding elements or unlockable achievements affecting gameplay. Also I don't know about the math about repairing armour and all, I was just thinking that if you can break down items for junk you'd end up leaving very little stuff behind. You seem to have thought of this somewhat and I agree it might be very possible to make it work. Personally I'd just prefer the effort Kornel puts in the game be used for something else. If and when you get this type of  mod out I'll be the first to play it though.

Also I'd like some more grindy elements in Crawl to make my chars stronger, that game is too hard for me.

Madtrixr:
The way armor is now(and won't be at 0.9.9.1 hopefully), being able to break down armors that have 0 protection and use them to agument other armors would have been great.

ZZ:
Remembers me of FallOut 3(In 1&2 no) the repair function. There was 1 skill which let you to make 1 more repaired thing from 2 less. It is an post-atomic world, so it's hard there to find non-broken armor. This will hardly fit in DoomRL, but maybe you can create for instance 75% blue armor from 2*45% blue armor. Or maybe 1 blue from 4 green 100% both.

X-Heiko:

--- Quote from: Jarkko on November 16, 2009, 14:18 ---Thanks for replying in a friendly tone. I do tend to post provocatively and use tons of hyperbole to get some discussion going and I'm glad you didn't start flaming despite me shooting down your ideas pretty hard.

From what I can tell playing this game on and off for a couple of years and reading the forums a bit, the DoomRL "vision" doesn't include lots of grinding elements or unlockable achievements affecting gameplay. Also I don't know about the math about repairing armour and all, I was just thinking that if you can break down items for junk you'd end up leaving very little stuff behind. You seem to have thought of this somewhat and I agree it might be very possible to make it work. Personally I'd just prefer the effort Kornel puts in the game be used for something else. If and when you get this type of  mod out I'll be the first to play it though.

Also I'd like some more grindy elements in Crawl to make my chars stronger, that game is too hard for me.

--- End quote ---

Hey, it's not like I never experienced people feeling provoked by me because I chose the wrong words. Whether that idea is good or not, I think we both trust in Kornel to, if he was to implement it, he would implement it in a fun, not imbalanced way. I'm not trying to influence anyone - on the contrary. I think games are meant to be fun, and if my idea would cause most people to lose fun, I would even oppose my own idea. If 100 ideas are stated and one is accepted, the game has improved, yet 99 ideas had to be rejected. If no bad ideas had been risked to be stated, there would have been no progress. I've had my share of internet flaming already, so I am very glad to see that we both are not interested in quarrelling over small things! ^__^

As for the original concept of DoomRL I totally agree with you. As I stated already, I actually expected this idea to be rejected instantly because of this fact. There's also always the "noob's ideas to make the game easier" factor. I mean, I have to admit that I am by no means a doomRL expert. I'm still looking for some kind of improvement on my tactics, yet I don't really find a better idea than "try not to fight against too many monsters at once" and "if it's blue, and it's an h, then shoot it asap".

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