DRL > Discussion
What are the most common abuses of DoomRL?
LockeCarnelia:
I have to agree with Sylph.
I see no shortage of YASD games on the Post-Mortems, which shows to me that people are still losing pretty often. Except for me, but that's because I try to play this game to the point where I become one with the Doomguy.
Doomguy Mind Meld, baby.
Simon-v:
Abuse or not, the "get shot by a shotgunner before the door even finishes opening" behavior is, sadly, consistent with the original Doom, as is corner-shooting, now that i think of it - remember how you pistol killed mancubi and cacos from behind decorations and chaingunners by shooting their barely-visible-behind-a-corner shoulders?
LockeCarnelia:
Ayep. Still do it all the time.
Game Hunter:
Let's not forget that the removal of any of these abuses will likely be countered by some other balance that will keep the game playable. I agree that the game is still a little harder than it should be, but a lot of its difficulty comes from the opposite end of player exploits: that is, enemy exploits. Most of these are intentional right now, but several could get a toned-down treatment. For instance, I totally avoided mentioning formers in the last post, but their AI is certainly the most ridiculous (as underscored by commandos), such that there are situations where I know with about 95% certainty that I will not survive peeking out from a wall, nor will I ever hope to corner-shoot him. I'm not going to go on (it's for another thread, surely) but I'd rather the game get harder before getting easier...given that I play on UV/N! regularly (with UV always feeling a lot easier, even if it's not often a win) we could handle removing the exploits that only experienced players use anyway.
--- Quote from: Simon-v on September 17, 2010, 12:19 ---Abuse or not, the "get shot by a shotgunner before the door even finishes opening" behavior is, sadly, consistent with the original Doom, as is corner-shooting, now that i think of it - remember how you pistol killed mancubi and cacos from behind decorations and chaingunners by shooting their barely-visible-behind-a-corner shoulders?
--- End quote ---
Shall I list the ways that DoomRL isn't like Doom already? Not even including the ways they can't/shouldn't be similar:
- Weapons have clips
- Inventory for holding ammo rather than set numbers
- Items that the player can pick up
- Field of vision limited beyond an entire room
- Enemies can run out of ammo
- Enemies take splash damage from their own attacks
- No monster infighting
- No monster flinching
I can go on, but you get the point. It's a different game, one that should certainly give the player a feel for the original Doom...but it shouldn't be forced to accept the same exploits that the original game held. I mean, the fact that they're two entirely different genres should be a red flag for that idea. Hell, I can think of two things right now that succeed at making the game environmentally similar while easing up the difficulty:
- Arch-vile attacks are "charged" and take at least two seconds to work (with a notification that you're being targeted in the form of that yellow ring). Balanced by increasing the damage to 11d2 instead of 11d1.
- Revenant missiles should not home in 100% of the time, more like 50%. Doesn't need balancing, the missile is already ridiculous enough as is.
That said, I believe Kornel should be removing whatever is an abuse (by either party) that simply doesn't make sense unless considered from a hard-coded perspective.
--- Quote from: Sylph on September 17, 2010, 07:17 ---To put it another way, these 'abuses' make the game fun. Without it, doomrl would just be a mind-numbing excersive in walking around and pressing the 'f' key, with little thought behind it.
--- End quote ---
Nor is the game all that finished by any form of the word. While the basics are there and a lot has been added, there is an enormous capacity for the game to change. I imagine that there a lot of ideas floating around in development for DoomRL 2, but if there's one thing that should be polished to a brilliant shine in DoomRL, it's the in-game combat system. We should be doing everything we can to at least TRY new things, then take a look and see how well those things work.
Tl;dr version: exploits need to be fixed, for easier or for harder, and I don't think Kornel would leave us hanging with a game too difficult to play.
Gargulec:
Now, I do not give a damm about corner shooting, I do not utilize it.
But, allow me to say one thing.
Giftdropping MUST STAY!
It was already nerfed in .9.9, and now is perfectly balanced. Removing it would only make AoB much more irksome, especially for such fanatics as me, who try to get 100% kills in it. Irksome, or worse, undoable.
Please, do not "fix" giftdropping.
Please.
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