DRL > Requests For Features
Shorter way of displaying repeated messages
Zalminen:
--- Quote from: Creepy on April 25, 2012, 11:56 ---I'd appreciate not having the message buffer filled up with "You need to taste blood!"
--- End quote ---
This.
Actually, why do we even have "You need to taste blood" shown repeatedly at all?
It's not like the player won't notice the berserk effect otherwise...
eharper256:
--- Quote from: Zalminen on May 07, 2012, 02:12 ---Actually, why do we even have "You need to taste blood" shown repeatedly at all?
It's not like the player won't notice the berserk effect otherwise...
--- End quote ---
Is it needed for Console? I'd assume the red screen might be a bad idea for that (if there are red ASCII)
But yeah, its a pointless and irritating message when you're playing tiles.
On a related note, it would be nice to have a message when you're running out of something, especially Envirosuit. Or maybe have the screen effect start strobing or blinking (though that would be irritating).
Creepy:
Console still turns everything red, so no.
A message would be nice when the full-screen thingers are starting to wear off, though. Just enough that for someone high on invulnerability to realize they should get to cover before it wears off or something.
Tavana:
--- Quote from: Zalminen on May 07, 2012, 02:12 ---Actually, why do we even have "You need to taste blood" shown repeatedly at all?
--- End quote ---
I always thought it was because DoomGuy needed to taste blood...
In all seriousness it shouldn't be too hard to work out an algorithm that will make the message display once every few turns with a high berserk counter (let's say every five to ten) and then ramp up the frequency as the counter gets closer to zero. This would mean that those who are permazerked (or near enough to it) would see the message not as often, and if it gets annoying again you know you're about to run out.
Creepy:
Which still manages to be annoying and spam up the message log. It shouldn't do either. Seeing eight attacks in the log will at least mean there was eight attacks, quite concrete and clearly, but trying to count the number of turns between the screaming nonsense message? When the log doesn't bother to record ticks between messages? This is not giving anyone clear information, it's just pushing REAL information off the buffer.
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