DRL > Requests For Features

Rogue Like Doom or Doom Like Rogue?

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Turgor:
Well a lot has been going on while i was slacking off in the sun i see. Let me try to give some feedback on these ideas:

The whole slow projectiles or even getting ready to fire idea:
I'm not a fan of this at all. Right now the game is too easy without this. Adding more monsters to counter the difficulty decrease is useless, as i tend to find it easier when i have to fight a lot of enemies, it just takes longer.

I disagree that the current dodge system is not Doomlike, you can zig-zag to increase the chance you'll dodge projectiles, just like you would strafe in Doom itself. That you can dodge bullets as well is a bit un-Doomlike, but i don't think many people will make it past the surface when bullets always hit, so i beleive for a RL version of Doom this is the best solution.


Quoting: STLLet me explain. There needs to be another key, say "s" (for switch) for arguments sake. When I hit "s" I see the regular inventory window, except that the title says: "Replace <the thing on the ground> with...".

Not a bad idea, but as Kornel said, low priority. With a bit of practice you can drop and pickup very fast anyway.

Quoting: STLWell said, that't the point. Your being successful on the game does depend on ridiculous luck more than knowledge and skill (to think, to calculate ahead). I admit roguelikes really demand luck, but I think this is excessive. From my experience with game desing, if a game requires quite a deal of luck, then people do not prefer to play it against computer.

Well, I totally disagree with this. Sure, a lot of luck is involved in this game, but with practice and skill you can minimize the effect that luck has on the game. Right now, i am able to finish 9/10 games i start, because i think and plan ahead. I don't depend on getting lucky enough to find more health packs, i do everything i can to preserve the ones i allready have. I will never assume that i can find more plasma cells later on in the game, I hoard everything i can find.
Quoting: Kornel KisielewiczI play around with the idea of making persistent levels (with the possibility of going back) -- that would make it a lot less random.

Please don't do this, unless you make items a lot more scarce. One of the best parts of the game is that you have to choose what to take with you to the next level and what to leave behind.

Most of your other suggestions seem good, except for the grenades and the backpack which were extensively discussed elsewhere. I especially would like traps in the game as well, instead of just the levers (which you can always choose not to pull).

STL:
Quoting: Kornel KisielewiczUnfortunately that would clutter up the inventory space.
Uhh.. How so?

Quoting: Kornel KisielewiczI play around with the idea of making persistent levels (with the possibility of going back) -- that would make it a lot less random.
Agreed.

Quoting: Kornel KisielewiczCybie and Spider included? :-P
Cybie (?) yes, Spider no (at least not everytime). Spider has instant hit chaingun.  I don't remember ever dying against Cybie (at least in it's level)...

Quoting: Kornel KisielewiczUnfortuately with the current speed system it's impossible to say wether the enemy WILL manage to make a shot on the next turn. BTW, there's no Bold in the ASCII standard :/.
It doesn't have to guess when the enemy will mange to make a shot. It just needs to split action into two. If it takes 10 turns for an imp to fire, it can be divided into 2 actions, 9 turn ready to fire, and 1 turn fire. this would make it so that you almost always do see it getting ready to fire. If it takes 5 turns to get ready and 5 to fire, then you'll see it getting ready half of the time etc. Only trick in implementation is that the getting ready to fire must be followed by fire. There is no bold in ASCII "Standards" but If I remember correctly there was a way of putting bold characters on the console. I'm not sure though, maybe I'm confusing with something else. However, it does not have to be bold, but I think it should be subtle.

Quoting: Kornel Kisielewicz... maybe I'll add it as an option for those less artisticaly inclined
Please do :).

Quoting: TurgorRight now the game is too easy without this. Adding more monsters to counter the difficulty decrease is useless, as i tend to find it easier when i have to fight a lot of enemies, it just takes longer.
How do you know, did you play without "this" ? :) More monsters are not harder, only if you can manage to take them one by one. When the mysterious improved AI comes, you should (hopefully) not be able to take monsters one by one, since it's really "undoomish", as you guys put it.

Quoting: TurgorI disagree that the current dodge system is not Doomlike, you can zig-zag to increase the chance you'll dodge projectiles, just like you would strafe in Doom itself. That you can dodge bullets as well is a bit un-Doomlike, but i don't think many people will make it past the surface when bullets always hit, so i beleive for a RL version of Doom this is the best solution.
3 key points here:
- You can zig-zag: so you are constantly dodging (dancing), not firing... As I said before. I can't see how anyone can think this is "doomish". In Doom I/II/III do you walk around to dodge projectiles, fire only when you are standing still?
- Increase the chance: Here is that hidden magic number controlling your life again. You have minimal control over it, and you think this is "doomish"? Can't you dodge a fireball thrown at you at you from the other side of the room in Doom (I/II/III/ + all expansions)?
- I don't think many people will make it past the surface when bullets always hit: Do you really try to dodge (dance around) bullets in first level? Plus I don't have any take on bullets, they are just fine as they are. If you really compare that with doom 1/2 you'd probably get very close results in terms of dodgeability.

Quoting: TurgorWell, I totally disagree with this. Sure, a lot of luck is involved in this game, but with practice and skill you can minimize the effect that luck has on the game. Right now, i am able to finish 9/10 games i start, because i think and plan ahead. I don't depend on getting lucky enough to find more health packs, i do everything i can to preserve the ones i allready have. I will never assume that i can find more plasma cells later on in the game, I hoard everything i can find.
Without cheating,
How many times you can do "the wall"?
How many time can you get to super duper secret that probably everyone knows by now?
What is the chance that you'll start on a level with lots of barrels around, and 3  former sergeants looking into your eyes?
I'm not saying it's entirely based on luck, but it's much more than a "usual".

Quoting: TurgorPlease don't do this, unless you make items a lot more scarce. One of the best parts of the game is that you have to choose what to take with you to the next level and what to leave behind.
I agree that inventory management is important. So I'd suggest, instead of going back, there can be up levels, which is far easier to implement. Here is how it works:
You get into a randomly generated level (depth n), the level has 1 down ladder to level (depth n+1), may have one special ladder which goes to a special level, and may have a ladder that goes up to another random level (depth n-1). Since if these ladders are frequent they would really boost up the expected experience level of the players, I'd suggest (a combination of) these to prevent experience boost:
- Up ladder can be destroyed.
- Up ladder appears really scarce (defeating the purpose).
- Players forfeit x% experience (but no leveling down) by going up.
- Up ladders are not spawned, instead, player may choose to go one level up by forfeiting x% experience (but not leveling down).
- Experience gained by each monster is adjusted with your level compared to theirs.

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