Chaosforge Forum

  • December 13, 2024, 12:16
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: run-wait?  (Read 10520 times)

2birds1stone

  • Platinum Supporter
  • Alpha Supporter
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 75
  • Lost Soul
    • View Profile
run-wait?
« on: October 10, 2020, 19:26 »

Just to clarify, is that not a thing in this game? I was a massive DoomRL coward, tens-of-thousands of turns waiting for enemies to come to my humble corner of the level, but maybe it'll be good for me to adapt if it's not available.
Logged

khiijol

  • Second Lieutenant
  • *
  • Offline Offline
  • Posts: 193
  • Lost Soul
    • View Profile
Re: run-wait?
« Reply #1 on: October 12, 2020, 06:56 »

right - JH demands a more active playstyle, though camping is still useful in certain situations (melee builds, areas with fiends/reavers, the hunt). lack of gift dropping also makes camping less useful than in DRL
Logged
[26/26/24/20/7/2]

Moonshine Fox

  • Silver Supporter
  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 156
  • Lost Soul
    • View Profile
Re: run-wait?
« Reply #2 on: October 22, 2020, 23:44 »

Correct, spam-wait is not a thing in JH. It makes for a really dull and boring playstyle so it's not encouraged. Is it technically taking away an "optimal" strategy? Yes. But it's for the good of the game.
Logged
Shoot at everything that moves. If it doesn't move, shoot it anyway, it might move later.

2birds1stone

  • Platinum Supporter
  • Alpha Supporter
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 75
  • Lost Soul
    • View Profile
Re: run-wait?
« Reply #3 on: May 19, 2021, 18:39 »

it doesn't take the strategy away though, it just makes the strategy significantly more frustrating. being on low-health with a tracked enemy nearby really sucks; you just sit there mashing wait, watching the red dot on the minimap. every single time it looks like it's about to enter LOS it goes "nah lol".

then you're like "okay, maybe it will move far enough away that I can take up a new, closer position", but same dealie, it just keeps wandering around this "always close enough to be a danger, never close enough for you to shoot it from cover" evil goldilocks zone.

alternatively, you gamble on it and die; but that also feels really bad, because if you do die, it was because you were pushed by boredom/frustration into doing something that got you killed.
« Last Edit: May 19, 2021, 19:02 by 2birds1stone »
Logged

Sylph

  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 322
  • Galaxy Angel
    • View Profile
Re: run-wait?
« Reply #4 on: November 09, 2021, 07:34 »

it doesn't take the strategy away though, it just makes the strategy significantly more frustrating.
EXACTLY!
To be fair, the way the monster AI in JH works means that having a wait on the spot command is nowhere near as strategically significant as it was in doomrl. In DRL you could clear an entire level by waiting in one place. In JH the monsters don't roam around the level like that, they keep to much smaller patrol areas, so waiting on the spot is only really significant for the situations like the one you described, and at the moment that can be pretty tedious. If reducing tedious player experiences are desired, then it's worth bearing in mind that this current behaviour is *certainly* a lot more tedious than pressing w5.
« Last Edit: November 09, 2021, 07:36 by Sylph »
Logged
Badges:
DRL:26 22 22 19 13 6
  JH:15 13 11   7   2
Pages: [1]