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What are the most common abuses of DoomRL?

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Sambojin:
I guess this isn't really what's abusable, just what's a little too good in the game.

#1 Cut Ammo-chain down to 1/2 ammo consumption (on chainfire or for any fire of a "rapid-fire" weapon depending on what works). Makes ammo a LOT easier to conserve for plasma rifle/chaingun but still makes it worthwhile managing ammo/supplies (which is a big bit of the game). Plasma isn't just for the BFG.

#2 Make Juggler trait cost 0.20-0.30 seconds to switch weapons. Still very powerful and quick, just not instant. I've made too many stupid mistakes that Juggler has gotten me out of. I've based entire builds out of instant weapon switch. Its too good. Especially for two levels of experience.

#3 Make Juggler trait come off the Reloader trait. Reloader is under-used, very few master traits have a stop on it, and it lowers the "too-damn-synergystic-for-its-own-good" thing that an Ammochain build has going for it. (or two extra levels of schmuk to get it).

#4 Perhaps make Shottyman come off the Ironman trait. Makes a psuedo-shotty build possible with virtually any master-trait build (although it may make Army of the Dead a little to "tanky"). Shotguns are still crappy vs armour, but most people will take a level or two of Ironman near end-game. Just stops shotguns being "only early game" weapons without AotD.

If Juggler was "Reloader 2" and Shottyman an "Ironman 1" trait, and have AotD coming off Juggler (and Bad Ass), then with the above mentioned changes I think a lot of quirks and imbalances of the game would be ironed out. Perhaps. An alpha, beta, gamma or delta question I guess.


Just my thoughts. they might not be the best. We don't even have two cent coins in Australia. We round those kind of thoughts to the nearest five cents.

My 0c (nothing)

Sambojin.

Tavana:

--- Quote from: Sambojin on September 24, 2010, 02:30 ---...

Just my thoughts. they might not be the best. We don't even have two cent coins in Australia. We round those kind of thoughts to the nearest five cents.

My 0c (nothing)

Sambojin.

--- End quote ---

I actually have in my possession 2x 1cent Australian coins from before the currency change. And yes, I save them for this specific purpose.

Sambojin:
I have a few 2c and 1c coins. And strangely enough a couple of $2 notes (and some paper others, who knows what the economy will get up to, my superannuation went backwards in a huge time of prosperity, I may need my $2 to make a point some time).

In the sandbox that is my own little head I think I've realized Shottyman should be an "Ironman 2" trait, not 1. Saves it being the new "go-to" trait.

Another piece of non-existent copper.

Sambojin.

AStranger:
It seems like most people agree that gift dropping and corner shooting are the most common abuses the player can use, but no one has said anything about the abuses the game uses. Think of DoomRL as a two player game, one person vs one computer. The player's abuses can definitely give the player slight advantage, but no abuse will win the game outright (unless there is one I'm forgetting). Unfortunately on the computer's side of things, most of its 'abuses' range from powerful to game ending (a win outright for the computer). In no particular order here are some of the things the game does that might be abusive.

Acid/Lava rooms - Slight abuse - Pulling a lever that fills the floor with a painful liquid can kill a lot of players who aren't prepared. Sure it has a tiny amount of offensive use, but unless you have an enviro-suit you'll probably die too. The simple solution is to never pull a lever with a character you are trying to win with.

Starting the player in a room full of lost souls - Moderate abuse - We've all lost low level characters by entering a level to be surrounded by lost souls. Often times the player never had a chance (especially on dlevel 2 or a challenge game). The player can't take actions to avoid this fate.

Using the largest Phobos Base for the dlevel 1 - Moderate abuse - I'm only calling this moderate because it really only applies to N!/challenge games, but starting the player with the level layout that is a large rectangular base pretty much means the character should just quit and start over. The starting two shotgunners generally are placed in such a way that even gift dropping can't get you in the building without taking a good amount of damage. It feels pointless to leave that starting level with no medpacks and 20% health, but it often happens on this level. If you are okay with start scumming for characters (which I'm not) then this isn't a problem, but if you play every doomguy like he's your last, it gets annoying quickly.

Early acid bottlenecks - Moderate abuse - Placing the player/stairs in such a way that the player must traverse over a large acid area to get to the stairs can be almost as good as killing them. Best case scenario the player spends some resources, worst case it happens dlevel 2 or 3 before you have what it takes to get across. I'm only calling this moderate because sometimes a well pushed barrel or two can open up a different path and after the first few levels the player should be able to deal with it somehow anyways.

Arachnatron caves - Major Abuse - I can't even count how many promising characters I've lost to 'unwinnable' arachnatron caves. Being spawned in an open area in sight of 4-6 arachnatrons usually means death. Sometimes you get lucky and can see the stairs, or are off to a side with the stairs near, but most of the time if you aren't invulnerable while entering the level, you're going to die, even with Tanx3. Phase devices can sometimes help, but when the mobs around you can damage 75% of your health in one turn, no amount of medpacks will save you. If you need to heal every turn so you can survive the next volley, you'll never walk anywhere. I'm not saying the arachnatron caves should be removed, but it'd be nice if something changed.

Berserker bug - Abuse - Obviously this is known about and a bug, but it still makes me sad whenever it happens. If you stop berserking late game in melee, you are as good as dead since with the chainsaw or spear, most mobs will be dying in one hit. A berserk from a death is a bad berserk, so it's much harder late game to trigger a good berserk without finding a globe first.

Maybe I'm biased because 95% of my games are N! challenges, but a lot of times I feel like I'm playing against the RNG and not against the game itself. I'm all for removing player abuses, as long as they don't need them to counter act the RNG abuses.

Fanta Hege:

--- Quote ---Using the largest Phobos Base for the dlevel 1 - Moderate abuse - I'm only calling this moderate because it really only applies to N!/challenge games, but starting the player with the level layout that is a large rectangular base pretty much means the character should just quit and start over. The starting two shotgunners generally are placed in such a way that even gift dropping can't get you in the building without taking a good amount of damage. It feels pointless to leave that starting level with no medpacks and 20% health, but it often happens on this level. If you are okay with start scumming for characters (which I'm not) then this isn't a problem, but if you play every doomguy like he's your last, it gets annoying quickly.
--- End quote ---

...This is actually one of the most wished level outlays as a starter level for any other challenge than meelee. The enemies are so easily put on this, just go up the level, take out the one shotgunner of the above setting and then the one below with the shotgun you loot, this is also very to kill the rest of the formers and the ending shotgunner can't suprise meatshot you.

However in meelee game, this level is pure hell and I usualy just suicide in AoB or meelee games if this is my starter level.

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