DRL > Requests For Features
Extensions for the new player
MaiZure:
All of the veteran players know that once you hit Sergeant Major rank, all modes have been unlocked and it's all badge farming until we give up. For the true elite, everything can be unlocked in under a dozen games...so this is an idea to extend the early game experience through adding more locked doors AND forcing/rewarding different styles of gameplay
Ranks are earned on the basis of individual game achievements (skill). Purpose: Unlocks Challenge Modes
Creature ranks are awarded primarily on endurance, you have to play a LOT to get these. Purpose: None (yet). I think these should unlock HMP, UV, and N!, but that's not the main point of this post.
Introducing...
Experience ranks. Earned through breadth of gameplay. Purpose: Unlock Traits and Uniques! Yes - you have to play the game for a little while before defaulting to that MAD build and Jackhammering your way to Diamond badges in your 3rd game. These new gameplay enchancements are far too great to fall in to the hands of a newbie marine!
Green
Exotics, but no uniques!
No advanced or master traits!
The challenge here is creating successful builds on basic traits only - This is what we did prior to 0.9.8.7
Rookie
All Advanced Traits unlocked
Unlocks 5 uniques
Seasoned
All Master traits unlocked
Unlocks 5 more uniques
Veteran
Unlocks all but the most overpowered uniques (see Slyphs guide)
Elite
All traits and uniques (save JackHammers and DragonSlayers for this)
What would this look like
"MaiZure, level 12 Elite Imp Sergeant, sacrificed himself to kill the Cyberdemon"
Ranking up should be based on breadth of gameplay as measured by medals and weapon-type kills. I this because as I read my current player file (new as of this recent beta), I have 7000 kills (118 melee, 1114 pistol, 400 chain, and over 4000 shotgun). I am clearly not a breadth player and shouldn't deserve the title of Elite (not to mention the right to use all the master traits and uniques)
Green -> Rookie
At least 250 kills in each of Pistol, Shotgun, and Rapid
Earn 3 different medal types
Rookie -> Seasoned
At least 1000 kills in Pistol, Shotgun, Rapid, Melee
Earn 6 different medal types
Seasoned -> Veteran
One win on all weapon-type challenges (AoMr, AoSG, AoB)
9 different medal types
Veteran -> Elite
You've won all weapon-type challenges on UV (or N!?)
12 different medal types
Now with the Creature rank recommendation above AND the recommendation that only ONE challenge mode is unlocked per rank instead of 3 or 4, we can create a more interesting game dynamic...You simply can't rise to the top of any of the ranks without addressing the others. For example:
Most can't dream of chasing platinum+ badges without master traits, so you have to take care of skill ranks. But you must also chase creature ranks to be able to access UV. Deferring the uniques will make it a little more difficult to chase badges from the start also.
When you reach Elite, gameplay will be exactly as we know it right now and shouldn't change any balance up to that point. What I hope this type of system would do is promote diverse playing styles before we simply jump in to badge farming. We also find a use for the medals and creature ranks
A few more considerations:
*This concept could probably be collapsed entirely under the currently unused creature ranks we have instead of creating this whole new rank system.
*Maybe traits could be spread over all five skill ranks and uniques should be unlocked entirely within creature ranks. Maybe you can find them but you cant use them until you reach the rank.
A final note on rebuttals:
The 0.9.9 badge enhancement was great for DoomRL veterans because it added new and exciting challenges for advancement. This system, on the contrary, does not add anything new and can easily be called "boring" and "tedious" because it's essentially forcing us to unlock the things that we've already been playing with for years!
But this system was not developed for veterans - it's for the thousands of people who are going to be coming down the road with the graphics version in the next 6 months...These people have never seen advanced traits, or master traits, or the best uniques, and I think we can really entice them to stick behind the keyboard longer if we extend what we already have in place as well as thinking of new and intersting ideas.
DoomRL was fun back in v0.9.8.5 and, I think earning your way to the latest features can be just as rewarding for a brand new player!
So please - Comments welcome!
thelaptop:
I'm all for new challenges, but one reason why the new system was in place was to avoid having to overly limit the player into tedium. I think that limiting traits might be a little nasty for the new players, since they will hear about this awesome game and find that they need to unlock a lot of things just to get to the level that the forums are talking about -- might not be good publicity.
As for uniques, they are already rare as they are, so deliberately limiting them sounds like an insult to the luck of the player.
Breadth play can probably be simulated in other ways... but then again not every one likes playing in a breadth way -- some like playing in a specialist form, and I think that we should respect the player's wishes that way.
Just my two cents. (=
Tavana:
If this idea is accepted: As opposed to restricting the use of uniques, instead restrict the spawn chance of them.
For example:
ChanceToSpawn(Jackhammer)
{
if Player.Exp.Rank()=Elite
return 15
else
return 1
}
--- End code ---
(Code looks cooler in Mortem tags!)
Nothing sucks more than having an awesome item spawn and not being able to use it, as people without Gut's mindset have discovered upon seeing Dragonslayer.
ParaSait:
Nice job putting effort in typing that suggestion in all it's detail, but nah actually I think we should leave uniques like they are right now. This would really make it unlogic and unnatural.
Sure, one of the interesting aspects of DoomRL is the advanced achievement- and collectibles system which is basically the whole point of the game, but locking traits, depending spawn chance of uniques, or whether they can spawn or not, is a bit "too". ;)
Fanta Hege:
....
More grind elements? No thank you.
Specialy since you're going about locking uniques, which, you know, were suppoused to those "Will spawn when RNG feels like it" items rather then "Do x amount of this to claim this neat reward" Even if they still have the random spawn factor, but the fact that you're suggesting to lock them from spawning if you havent done x of that makes them feel... not like the uniques we're used to.
We also allready have experience ranks for killing shit and taking medals, even if they don't unlock anything anymore so why add more?
This just... Feels pointless.
Navigation
[0] Message Index
[#] Next page
Go to full version