DRL > Requests For Features
A Keys Idea That Isn't Boring
ParaSait:
C'mon people, just face it: DoomRL + Keys != Fun.
Creative idea, but this game just ain't made for it.
Gargulec:
--- Quote from: Mrazerty on February 02, 2011, 07:11 ---C'mon people, just face it: DoomRL + Keys != Fun.
Creative idea, but this game just ain't made for it.
--- End quote ---
This.
Kashi:
--- Quote from: Mrazerty on February 02, 2011, 07:11 ---C'mon people, just face it: DoomRL + Keys != Fun.
Creative idea, but this game just ain't made for it.
--- End quote ---
True as Hell (At least it's not called Hidden Fun Stuff)
Game Hunter:
I'm just gonna quote what I said in the last keycard thread:
--- Quote from: Myself ---The only practical way to go with this suggestion is for special levels. Walls are entirely destructible in this game, therefore any keycard problems can be avoided by means of explosives. Special levels, on the other hand, often contain indestructible walls, and it'd be a nice addition to the Phobos Base specials (you know, one that ACTUALLY feels like it's part of the Phobos Base).
--- End quote ---
That said, if Kornel feels like adding yet another special level, it would fit better in the Base half (which has five specials, while the Hell half has six). It doesn't have to be a difficult level but a deceptive one, kind of like Hellgate, in which a number of surprises await the unprepared player. Stuff like picking up cards/items causing walls to drop or enemies to teleport in, or some kind of toggleable acid/lava flow, or an actual need for rocket-jumping (somehow).
Not that keycards in the everyday level would be all that common ANYWAY. How many vaults do you think the average successful game has? Four or five? It probably wouldn't change the flow of the game enough to where people would actively complain about it.
007bistromath:
You guys are really not getting the concept here. There are no "keycard problems" with this idea. A locked vault would never be generated unless the appropriate key were somewhere on the level. The key wouldn't be difficult to find; the worst it could be is behind some goop like anything else you might want to grab. If you didn't get the key for whatever reason, which there is basically no reason for unless you absolutely can't stomach the goop at the moment or you're playing AoRA or something, then future floors would not have that color door unless another key spawns.
You guys seem to be looking at this and saying "keys, blah, that's boring." You're missing the fact that this idea directly addresses the problems that make keys boring. It's just a new way to put in more item rolls, bring back some old flavor, and make you wiggle your inventory around. It shouldn't kill the pace at all.
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