DRL > Discussion

Ideas to make DoomRL even faster and furious'er

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Demetrious:

--- Quote from: Ander Hammer on March 31, 2012, 12:52 ---It's just that a lot of it is cloaked in words that I perceived as whining

--- End quote ---

Yes, we must distinguish between conscious gameplay decisions and unintentional actions input into the program because of human/machine interface issues. If we're expected to devote time to making proper use of the interface as-designed a second-nature habit, then I'll probably never play Doom RL again. I'm an adult, you know? I've got a job, and responsibilities, and the paperwork and everything. I have enough time to play games but not enough time to make a fucking study of them. Which is exactly why I don't play Nethack anymore; games I used to play when I was a basement-dwelling CHUD of the highest order.

You diamond-badge earning Roguelike ninas; I respect and fear your skills. We surface-dwellers may speak glibly, but at night we tell of your exploits in awed whispers. But at the moment, the price of following your steps is too high.


--- Quote from: Ashannar ---What if I want to lean on the keys while an enemy is visible?
--- End quote ---

Nice strawman. Because I'm sure there's people who really really really want to commit guaranteed suicide. I'm sure there's legions of people who consider the current ability to do that a feature they'd sorely miss.

And it's a silly argument anyways, because that's what .ini files are for, toggling options like that. Like the first-level tooltips.


--- Quote from: Ashannar ---It seems absolutely absurd to me that you complain about getting hit if you reload while enemies are in line of sight?
--- End quote ---

The point is that the interface itself ferments the habit of tapping 'r' really fast, because that's the only halfway safe method of reloading when shift-r is guaranteed suicide most days. The interface helps form the bad habit. But if shift-R would interrupt you mid-reload if an enemy becomes visible, you'd use shift-R for the cleared-room reloads and never develop the bad habit of tapping 'r' fast, because you'd only use 'r' when in actual danger.


--- Quote from: Ashannar ---and prevents the key buffer from queuing moves.
--- End quote ---

So why isn't this an option for the console version? Dear Mr. Kornel, please add this feature to the console version for next release, if possible. Love, Internet.

Ander Hammer:
From what I understand, they were really pushing the graphical version. I had read in places before that the feature was intended for DoomRL 1.0.0.0. The game's not perfect yet.

I don't really count myself among the super pro, but you might come off as a little less hostile if you reined in some of the metaphor.

Zalminen:
UAC Diamond. Pacifist Gold. Speedrunner Gold/Silver/Bronze.

The game idea and UI may push the player towards slow and cautious play but the badges certainly also require fast and furious.

I wouldn't mind some UI improvements since currently doing any speedrunning is a bit aggravating...

Ashannar:

--- Quote ---Going back to DoomRL, let's say there's a health globe several spaces away that I want to grab.  If I'm playing the graphics version, I can click it and Doomguy will walk towards it as long as it's safe - the game automatically looks out for enemies and dodges lava tiles.  If I'm not, I have to avoid lava and watch out for enemies myself.  I already made the interesting choice to go get the health globe; playing screenwatch until I get there isn't interesting.  If I encounter an enemy, then I have an opportunity for another interesting choice, but if I don't then the game just wasted my time.
--- End quote ---

Each move is potentially important in DoomRL. In most roguelikes, your moves don't matter until enemies are visible. In DoomRL, the very next move you make could be a dodge. Maximizing this potential is one of the hallmarks of a veteran player.

I'm not opposed to an auto-explore function or improved run command by any means. But I am pointing out that it is disingenuous to say that 'the interesting choice has already been made' when there are still several more interesting choices to be made to get there.

Napsterbater:
Yes, I posted this to get discussion going, and it seems the best way to fix this would be to add three things:

1) Have Shift-R on combat shottys interrupt when an enemy comes into view.
2) A smoother Run function. I suggest making shift-move work.
3) Make the character confirm moving into a fluid that will damage him. Optionally, only make him confirm when it would do a certain amount of damage or percentage of current health.

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