DRL > Requests For Features

Berserk/Invulnerability tweaks

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Thomas:
Rarity
On higher difficulty levels, berserks and invulns are huge gamechangers. Instead of giving them out randomly, I suggest always spawning at least 1 on every level. This makes the hugely important full heal berserk on level 2 a guarantee instead of something you really really hope will spawn on UV or N!, and makes later levels a bit less luck-based.

Spawn rate is something like:
Levels 2-5: Always has exactly 1 zerk.
Levels 6-10: Always has 1 zerk, may also have 1 invuln.
Levels 11-15: Always has 1 zerk or 1 invuln, usually has both. Rarely has 2 zerks. Very rarely has 2 invulns.
Levels 17+: Always has 1 zerk or 1 invuln, usually has both. May have 2 or more of either.

Effects
Melee in DoomRL is a bit "get berserk, slaughter everything, lose berserk, die immediately"
Berserk packs should give a tad less damage resistance, but you keep the double melee damage and gain +1 armour until the next time you walk down stairs.
If you grab a berserk pack and walk down stairs before the berserking effect ends, you do not get the +1 armour and you lose the melee damage bonus. The berserk pack must have been picked up on the level you wish to get the long term effects on.
If you berserk through the trait rather than a pack, these long term effects do not activate.

There should be a blue "berserk" status effect at the bottom of the screen when you have the double damage and +1 armour so it's a bit more obvious that you're still getting some sort of bonus from the pack.

MaiZure:
This sounds like RNG heresy!

However a difficulty level chance multipler may be acceptable using HNTR as the base.

I'm against the 'zerk modification on level change. I understand the idea of not having the guaranteed full health and boost on the start of the level but the price was already paid...ie you cleared the current level w/o using the powerup.

AStranger:

--- Quote from: Thomas on February 16, 2011, 01:08 ---.. instead of something you really really hope will spawn on UV or N!, and makes later levels a bit less luck-based ...

--- End quote ---
I think this would make some diamond badges a bit less aggravating more reasonable (demonic diamond...). Although I don't know how this would affect Arena diamond. I've completed N! arena in AoB three times now and all three times I was able to grab two berserk packs prior to entering. I've never been able to complete it off of just one. I've thought for a while now that there should be more powerups during the early levels of N!, too often it feels like I'm re-rolling characters to find a berserk pack.

Deathwind:
These are game changers because they are so strong, it would make things far too easy to always get them, maybe make them a bit more common but not guaranteed. The reason many of us play this game is BECAUSE it's hard, it's the constant deaths that make the wins worth fighting for. I wouldn't complain about a guaranteed large health globe only on level 2 for UV/N!, but on every floor nerfs the game.

Fanta Hege:
I hate this idea completely.

They should NOT be guarenteed. The mercy of the RNG is a very big fun factor in this game.

Nobody should ever rely on thise powerups to begin with when playing UV and N!. This suggestion is seriously implying this. and I don't like it.

The berserk effect fall off? This would be pretty nasty nerf for AoB. Specialy for the chained court in its current form. And Mai made a perfectly good point. You took the price after clearing, not during clearing what it was ment for. Should kind of deserved, win-win situation.

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