DRL > Discussion
Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
raekuul:
Ick.
I really hope that it's impossible to be on Berserk Level 6 or 7 for longer than 5 moves... Other than that concern, I think this might be worth forking off for.
Gargulec:
Thanks to the sorear, I know know that yns88 was actually right. Berserk quarters the damage. However, it should not change this system. Why? Because the main idea of it is to force player to 'spin-up' before killing the big guys. Opinions.
Cobalt:
Still don't like it. It's penalizing the player for playing the game right. Forcing him to stop killing when he hits a certain threshold is totally arbitrary. What if you need to tab out but you're in the middle of a crowd of viles and revenants? Out of luck, I guess.
Thomas:
--- Quote from: Cobalt on January 14, 2010, 18:48 ---Still don't like it. It's penalizing the player for playing the game right. Forcing him to stop killing when he hits a certain threshold is totally arbitrary. What if you need to tab out but you're in the middle of a crowd of viles and revenants? Out of luck, I guess.
--- End quote ---
Assuming you've managed to make it to Insane!, you could use a homing phase when you still have 5 or more HP, then tab out before you die. Or use a large medpack to give you just a few more seconds of unstoppable damage (Unless it's decided that healing should reduce your berserk level, but that's good too considering you're at a dangerously high level already)
Also "playing the game right" isn't necessarily about killing everything all the time. All of Kornel's games involve periods of time where you're highly vulnerable, such as when you need to reload a weapon in DoomRL or you have a high pain rating in Berserk!.
This system improves the flow of AoB by making it reasonably easy for DoomGuy to get ludicrous damage bonuses but also give him two moments of vulnerability that you have to work around, namely when he's taking lots of damage from being Crazed/Insane and when he's totally lost all the armour bonuses berserking provides because he tabbed out or stopped killing things recently.
Cobalt:
AoB is very difficult already. There's no real need to add another point of vulnerability, especially one that only appears if you are progressing. If you worked hard to get a berserk timed well to help you defeat difficult enemies, it makes no sense to cripple you for that accomplishment and force you to use resources and/or give up on a pack of enemies because you were doing well against them.
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