DRL > Discussion
What are the most common abuses of DoomRL?
fwoop:
1) Line of Sight quirks.
It's amusing to imagine your person using walls as cover, but it's not clear to non-veterans exactly what precise positioning is required to take advantage of it (or that it even exists to be taken advantage of). I think it's an interesting mechanic worth saving, but needs to be clarified. Not sure how exactly though.
2) Intuition 2 is too powerful.
Int 2 totally breaks most challenge in the game. It is exceedingly difficult to lose once you get int 2, unless you spawn in the middle of a pile of arachs in a cave.
I'd suggest either watering down the effect (ie: only giving a vague idea of enemy location, not precise); or providing a serious downside (ie: all enemies become aware of your location as well, and beeline towards you); or changing it to something else entirely (ie: give full computer map each level start).
3) Ammochain is too powerful.
Having both infinite ammo and no-reloading is too powerful, and needs to be toned down to just one of those. I personally prefer just infinite-ammo, since then the various reloading traits and mods remain useful.
thelaptop:
--- Quote from: fwoop on September 07, 2010, 04:23 ---3) Ammochain is too powerful.
Having both infinite ammo and no-reloading is too powerful, and needs to be toned down to just one of those. I personally prefer just infinite-ammo, since then the various reloading traits and mods remain useful.
--- End quote ---
That doesn't make sense. If there's infinite ammo, why would we need to reload at all?
Game Hunter:
--- Quote from: thelaptop on September 07, 2010, 11:58 ---
--- Quote from: fwoop on September 07, 2010, 04:23 ---3) Ammochain is too powerful.
Having both infinite ammo and no-reloading is too powerful, and needs to be toned down to just one of those. I personally prefer just infinite-ammo, since then the various reloading traits and mods remain useful.
--- End quote ---
That doesn't make sense. If there's infinite ammo, why would we need to reload at all?
--- End quote ---
The idea is that the weapon would still "deplete" to zero, and then you'd have to add new ammo from your infinite supply. In the context of the name itself (a big ol' chain of ammo) it doesn't make literal sense, but, then again, we COULD change the name to describe its new feature. Just saying.
If you're looking for a quick to-do list for some (hopefully) easy changes, Kornel, I would propose the following:
- Either change or allow randomization for the hidden agi caches in Chained Court
- Either lower the reach or damage of shotgun-type weapons along walls
- Give Revs/Viles/Mancubi a melee attack that they use whenever the player is adjacent (doesn't mean they'll prioritize it, but it should be up there)
- Fix AI to tell monsters that leaving acid/lava is a top priority, even above attacking the player (it introduces a different abuse, but one much harder to pull off and therefore plausible)
Based on what I've heard, aiming and shell pathing have already been worked on, so I didn't include it. Personally I would include that enemies can't pick up stuff, too: if nothing else it's a quick fix to gift-dropping. Alternatively, they pick up stuff in their spare time, just don't use it (at best it's an unexpected surprise; at worst you never knew it happened).
Fanta Hege:
For gift dropping a good fix could be that they only pick up items that were originally spawned in the level, make them "blind" to the new appearing items that weren't generated along side with the level.
Not sure if possible to script though.
Patashu:
--- Quote from: Fanta Hege on September 07, 2010, 19:25 ---For gift dropping a good fix could be that they only pick up items that were originally spawned in the level, make them "blind" to the new appearing items that weren't generated along side with the level.
Not sure if possible to script though.
--- End quote ---
Sounds easy enough. Just have a flag for every item on the level indicating whether it was dropped or originally there.
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