DRL > Discussion

Ideas to make DoomRL even faster and furious'er

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Zecks:
I'm already a 4-diamond ninja, yet my knowledge of the exact mechanics and strategy are far from optimal. I'm also a relatively fast player.
Yeah, there are some annoyances (shift+r IS pretty much useless), but most of these complaints and the arguments for them are too typical and exaggerated to be taken seriously.

Also the G-version most certainly doesn't buffer anything. In fact the buffering problems are even worse IMO.

Matt_S:

--- Quote from: Ashannar on March 31, 2012, 15:09 ---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.

--- End quote ---

Perhaps, but my other point still remains that I can use a mouse click in the graphical version and let the game safely walk for me.  Do you think that should be removed?  If not, why shouldn't the same feature be given as an option for standard keyboard motion?  Edit: rather, let me take care of the walking and let the game take care of the safety.


--- Quote from: Ashannar on March 31, 2012, 15:18 ---The interface has nothing to do with it. It sounds like you have this subconscious idea that 'the faster I tap r, the faster I'll be able to deal with these enemies.' But it doesn't work like that. You need to develop a healthy respect for reloading taking a decent chunk of time in this game.

I'm all for improving the interface, but it sounds to me like you're talking about nerfing 1/3 of the tactical consideration in this game. There is not a way to 'fix' this without making reloading overpowered. And please don't even think about a confirmation for reloading while enemies are in sight. ;)

--- End quote ---

I think you're missing what he's saying.  It's not about reloading taking too much (game) time, it's about "oops, I didn't realize that a Baron walked into my sight and I accidentally reloaded another shell into my shotgun and got a face full of acid".  Telling the player "An enemy walked into your sight while you were busy doing tedious stuff!" doesn't remove any of the tactics about when to reload or what to do when the player faces an enemy without a fully loaded weapon.  Personally, I don't think R should be interrupted by enemies; I think it should take less time to reload a full set of shells but still be uninterruptable.

Ashannar:
Yeah, I always thought it'd be a good idea for full reload to give you a time discount over reloading individually. I could go for either idea over what we have now.

Cotonou:
For all you people saying that shift-R is useless, consider:  the Invulnerability Globe grants 50 *actions* worth of invuln.  You can either tap 'r' 5 times and spend 10% of your invulnerability time... or you can shift-R and reload the whole thing in 2%.

Just sayin'.

Matt_S:

--- Quote from: Cotonou on March 31, 2012, 16:12 ---For all you people saying that shift-R is useless, consider:  the Invulnerability Globe grants 50 *actions* worth of invuln.  You can either tap 'r' 5 times and spend 10% of your invulnerability time... or you can shift-R and reload the whole thing in 2%.

Just sayin'.

--- End quote ---
That's kind of esoteric, but you do have a point.

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