DRL > Requests For Features

Extensions for the new player

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Madtrixr:
You know, I'm going to get sick of saying this, but why don't we hold off on this until DoomRL2?

ZZ:
The discussion can be flowing until the compromiss point is reached, no matter of time.
And actualy it's good now, because it could be in 0.9.9.1, which is 100$ closer.

Maybe change the behaviour of monsters, so if you're green and you're carying a big&loaded gun they run away, and Cybie don't chase you, the Rookie must be carying smth. bigger to scare those and so on.

Frankosity:

--- Quote from: Madtrixr on January 13, 2010, 10:44 ---You know, I'm going to get sick of saying this, but why don't we hold off on this until DoomRL2?

--- End quote ---

Because there's not even a development schedule for the final version of DoomRL 1? It's like saying you can't count out 3DRealms until Duke Nukem Forever 2 bombs.

Madtrixr:
...After reading this more carefully, I have decided that, while I'm glad MaiZure is stirring the pot, trying to find a way to get the newbs to play more, I do not like this idea. I cannot propose any alternatives, because I think the system we have now is fine.

...Also, I used "I" too much. Ah well.

Jarkko:
No grinding elements into DoomRL please. If you want to grind go play WoW or another MMORPG. If you want to grind in a roguelike play ADOM.

The only unlockable things should be difficulty settings and challenges. Things that make the game harder. Not things that make the game easier like uniques, and absolutely not (master) traits. Forcing the player to play suboptimal builds for the first 50 games, what fun.

Oh hey,  I just got an idea for an unlockable. A cheat/options menu where you can change player/monster hp, monster/item/powerup spawn rate and stuff like that. This would be an actually nice reward for playing but wouldn't affect normal gameplay.

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