DoomRL > Requests For Features
Compilation of fixes, changes, and new ideas
Icy:
My responses to your last 2 posts:
Regarding different challenges affecting Hell's Arena and dual-challenges, a simple solution would be letting the "harder" challenge take priority, instead of planning out every combination of challenge possible.
Regarding Angel of Death, alright I can lean into it, but definitely make it not possible to respawn, similar to Pain Elementals, Lava Elementals, and Cyberdemons.
Regarding Juggler and ammo boxes in case you misinterpreted, I mean to say that should it be possible to juggle ammo boxes in and out from inventory to the prepared slot as well?
Fair points regarding Ballistic Armor, and I'd be good with Duelist Armor only giving 60% Melee resistance.
The trap solution for City of Skulls would be a great change over having a lever. It would definitely balance it relative to Abyssal Plains by making it a fair bit harder.
I think I would be fine overall with Cyberdemons and Bruisers using items I suppose, but there definitely needs to be a healing cap with Med Packs for Cybedemons as you mentioned.
I like the idea of Tactical Set giving Dodgemaster since it would still not be overpowered, is easily outclassed by builds having Dodgemaster, and builds that have it blocked could then access Dodgemaster. The only concerns though is that it does heavily devolve the Cyberdemon fight to whether or not you have Dodgemaster, even if it already basically is.
Regarding the Gothic Set suggestion, I do think that Cerberus Gothic Armor and Cerberus Gothic Boots together could get to be a bit insanely powerful with +50% all resistances. Generally speaking once you're in position for a fight, you're not moving much anyway, and you become mostly invulnerable to everything. That said though, you wouldn't be able to stair dive with it, it does help add extra top tier items, and indirectly it would help some traits a lot, such as Entrenchment. Having to constantly cycle through inventory could ward off some excessive use of it, but might also just end up annoying players who want to play optimally. I'd lean towards yes with a bit of caution.
I'm not a fan of the toggle idea for Schematics as it seems slightly silly. Could it be possible to just simply let it be an additional item in the locked room that doesn't show up if you already have all the assemblies?
Regarding an in-game rankings, the two main things I'm hesistant about it are that the implementation of it may require some sort of login system so that the leaderboard isn't accidentally filled with multiple entries of the same player, and also so you can update yourself. The other thing is that it only takes 1 cheater to spoil the whole thing and it would likely devolve into a lot of headaches and drama. I thought I would bring it up for some extra opinions, but I'd actually lean against it. I think a simple forum thread might be better.
Regarding Technical Packs in armors, being limited to only one per armor is a good point that the values should be higher. 20% Melee/Bullet/Shrapnel and 10% Plasma/Acid/Fire would be a lot, but I suppose in the lens of Power Packs reducing 2 damage from each type, it doesn't seem as insane. Looking through the possible armors it could be applied to, I think it wouldn't lead to anything broken. We would just need to be sure that as a part of an assembly, it doesn't apply its resistances on top of the assembly itself, like how the other Mod Packs currently work.
For the idea of Archangel of Darkness, perhaps 3x experience is too much. Comparing to a standard game to Angel of Darkness, you get less vision, have to deal with respawns, and get 2x experience, and comparing Angel of Darkness to the suggested Archangel of Darkness, you would have a bit less vision. Triple experience is 1.5x relative to double, as opposed to double experience being 2x relative to single. Maybe if triple is too much, go with 2.5x experience? I think it could be a fun and interesting challenge, but it would definitely be very hard. Perhaps it would devolve a bit too far into needing luck to survive though.
For BFG9000, it naturally does 10d6, and Overcharge right now does 12d6 with double the radius. I think 10d12 with an average damage of 65 is not significant enough for killing Spider Mastermind or JC and shouldn't need a restriction. It also forces the player to bring it with them for about half the game. VBFG9000 would get to 10d16 with an average damage of 85, and Biggest Fucking Gun would get to 20d24 with an average damage of 250 (assuming that Overcharge doubles the damage dice). As you suggested in your previous post though, assembling Biggest Fucking Gun would be very rare, while VBFG9000 isn't too significantly stronger, so both should be fine for the final fights.
I personally disagree with the difficulty balancing. I think in terms of quality of life, having the hard part be early on is much better so that as you said, you don't lose a couple hours of player because of difficulty scaling. It also requires the player after succeeding through Phobos to not get nervous and choke, which can indirectly make Deimos and Hell a bit harder. That said though, it depends on the direction of where DoomRL should go. Being unrelentingly difficult can be appealing, and being harder towards the end is more progressive with difficulty. If the direction of the game were to go this way, I do agree that increasing the danger value would be the way to go.
I disagree with the idea of alternative reloads for rapid-fire weapons to preserve ammo. They are generally very strong weapons towards the end of the game, and ammo expenditure is a good balance for that. As mentioned, many also already have alternative reloads. Overcharging Plasma Rifles can be useful for situations on Nightmare where you can farm Former Commandos and burn through a collection of Plasma Rifles for tough enemies.
I agree with buffing the ammo count for Rocket Boxes.
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I'll update the first post with this response and your most recent one sometime later.
Omega Tyrant:
--- Quote ---Regarding different challenges affecting Hell's Arena and dual-challenges, a simple solution would be letting the "harder" challenge take priority, instead of planning out every combination of challenge possible.
--- End quote ---
I would figure that would be the case, as yes planning out for every Dual-Angel combination is impractical.
--- Quote ---Regarding Angel of Death, alright I can lean into it, but definitely make it not possible to respawn, similar to Pain Elementals, Lava Elementals, and Cyberdemons.
--- End quote ---
I'm assuming the AoD wouldn't leave a respawnable corpse (I'm pretty sure he doesn't already, but I would need to verify it). If he does, then that would definitely need to be fixed to not be respawnable like most other bosses.
--- Quote ---Regarding Juggler and ammo boxes in case you misinterpreted, I mean to say that should it be possible to juggle ammo boxes in and out from inventory to the prepared slot as well?
--- End quote ---
Ah I see, my mistake. In that case, it would be a neat addition, though I wouldn't be bothered if that wasn't implemented.
--- Quote ---I like the idea of Tactical Set giving Dodgemaster since it would still not be overpowered, is easily outclassed by builds having Dodgemaster, and builds that have it blocked could then access Dodgemaster. The only concerns though is that it does heavily devolve the Cyberdemon fight to whether or not you have Dodgemaster, even if it already basically is.
--- End quote ---
The Cyberdemon being so easily trivialized by Dodgemaster is a bit lame, maybe that strat could be nerfed in some way? Perhaps the Cyberdemon's AI has a random chance to aim at a tile to the side of you (like a 25% or 30% chance), and if the player moves towards the direction of that tile, it makes that dodge attempt fail? Not sure if that's programmable though.
--- Quote ---I'm not a fan of the toggle idea for Schematics as it seems slightly silly. Could it be possible to just simply let it be an additional item in the locked room that doesn't show up if you already have all the assemblies?
--- End quote ---
Having Schematics be a separate drop that doesn't take up the spot of a rare mod is also a good idea, as losing out on the rare mod are players' gripe with the Schematics mechanic.
--- Quote ---Regarding an in-game rankings, the two main things I'm hesistant about it are that the implementation of it may require some sort of login system so that the leaderboard isn't accidentally filled with multiple entries of the same player, and also so you can update yourself. The other thing is that it only takes 1 cheater to spoil the whole thing and it would likely devolve into a lot of headaches and drama. I thought I would bring it up for some extra opinions, but I'd actually lean against it. I think a simple forum thread might be better.
--- End quote ---
I do agree with these points and am not enthused by the idea, while I imagine the community around DRL would want to avoid said drama (e.g. why no one ever called out 2dev or VANDAM about their impossibly grandiose claims when they were around). Would certainly like to hear what others think about it.
--- Quote ---Regarding Technical Packs in armors, being limited to only one per armor is a good point that the values should be higher. 20% Melee/Bullet/Shrapnel and 10% Plasma/Acid/Fire would be a lot, but I suppose in the lens of Power Packs reducing 2 damage from each type, it doesn't seem as insane. Looking through the possible armors it could be applied to, I think it wouldn't lead to anything broken. We would just need to be sure that as a part of an assembly, it doesn't apply its resistances on top of the assembly itself, like how the other Mod Packs currently work.
--- End quote ---
It would also be balanced by the fact applying both a Power and Technical mod would mean you have to give up a mod slot for a big speed boost from an Agility mod or boosted/infinite durability from a Bulk/Onyx mod (and there would be more interesting choices to make with what mods to apply as PAO would no longer be the only optimal mod loadout for all armors).
--- Quote ---For the idea of Archangel of Darkness, perhaps 3x experience is too much. Comparing to a standard game to Angel of Darkness, you get less vision, have to deal with respawns, and get 2x experience, and comparing Angel of Darkness to the suggested Archangel of Darkness, you would have a bit less vision. Triple experience is 1.5x relative to double, as opposed to double experience being 2x relative to single. Maybe if triple is too much, go with 2.5x experience? I think it could be a fun and interesting challenge, but it would definitely be very hard. Perhaps it would devolve a bit too far into needing luck to survive though.
--- End quote ---
When Archangel of Masochism and Archangel of Humanity are a thing, Archangel of Darkness certainly sounds playable in comparison. Exact amount of exp to gain is something that would have have to be playtested for sure, but I would lean with starting out at 2.5x EXP; it is an Archangel challenge after all and so you don't want to give the player too much of a bonus that would counteract the challenge.
--- Quote ---I personally disagree with the difficulty balancing. I think in terms of quality of life, having the hard part be early on is much better so that as you said, you don't lose a couple hours of player because of difficulty scaling. It also requires the player after succeeding through Phobos to not get nervous and choke, which can indirectly make Deimos and Hell a bit harder. That said though, it depends on the direction of where DoomRL should go. Being unrelentingly difficult can be appealing, and being harder towards the end is more progressive with difficulty. If the direction of the game were to go this way, I do agree that increasing the danger value would be the way to go.
--- End quote ---
I do agree about the consideration of time investment as part of the balancing, but there could be more thrills to have if the later Deimos and Hell levels posed a greater threat, which is why I'm personally torn on the idea. This is another thing I would really like to hear the input of others on.
--- Quote ---I disagree with the idea of alternative reloads for rapid-fire weapons to preserve ammo. They are generally very strong weapons towards the end of the game, and ammo expenditure is a good balance for that. As mentioned, many also already have alternative reloads. Overcharging Plasma Rifles can be useful for situations on Nightmare where you can farm Former Commandos and burn through a collection of Plasma Rifles for tough enemies.
--- End quote ---
I'll take your word for it, rapid fire weapons are my area of least expertise as mentioned (which is why I didn't comment on the proposed Laser Rifle nerf).
__________
Related to rapid fire weapons, one more suggested change; when a weapon with several shots is fired and when an enemy is hit by several attacks simultaneously (such as from rapid fire weapons), can the sound not increase in volume with each fire/hit? It's part of why I don't use rapid fire builds much, an Archvile's screech after being hit with a Plasma Rifle is ear shattering.
Icy:
My responses:
Regarding the idea of Archangel of Darkness, I agree that 2.5x experience might be better since it is intended to be an ultra hard challenge. I think vision of 4 would be fitting.
I can agree with decreasing the volume on multi-hitting the same enemy.
Some more suggestions:
I think Bullet-Proof Vest should be buffed from 80% Bullet Resistance to 95%. This will make it a lot more truly "bullet-proof". It would help a bit for the highest rolls that you can get hit by and also give higher resistance when the armor gets damaged.
I think Environmental Boots should be changed from BPT to BBT. Because players will tend to gravitate to fluid immunity instead of fluid resistance, Environmental Boots harder ever get used. By making them BBB, they could be made separately from Cerberus Boots as an alternative, and create more use of Bulk Packs.
I think Combat Translocator being buffed from 10 Cells per shot to only 5 would help make it a lot more usable. It tends not to see a lot of use because if there are only a few enemies, they're probably avoidable and not very strong. If there are a lot of enemies, then you can't practically teleport them all away. I think allowing for more shots would help balance it on both ends.
Omega Tyrant:
I'll note the Bullet-Proof Vest already reduces all possible bullet damage from enemies in the game down to 1 (max damage Combat Pistol does 9, which 80% resistance brings down to 2 and then the point of protection reduces to 1). But maintaining higher resistances when damaged is something to buff it at least, for an armor whose inherent idea is just not going to have a real niche unless a much more damaging enemy bullet attack is introduced into the game. I will say it definitely need its generation weight significantly increased; it currently has a weight of 4, being less common than most of the exotic armors that are much better than it (is the rarity to prevent people from getting disappointed when they find it?). Its weight should be at least 6 to tie it with the most common non-item exotics, but you could make it even higher if it's ok to go higher than 6 for non-item exotics. Maybe you could give it a slight move speed bonus too if you really want to try making it viable beyond being a Green Armor alternative in Phobos, but a Bullet-Proof Vest making you faster wouldn't really make any sense.
I agree with the rest of your suggestions and have nothing more to add to them.
Icy:
Below is a number of suggestions regarding badges, medals, and rankings:
General:
I think a nice change could be having 25 of each badge for a nice rounded number, instead of 26. This includes Angelic Badges.
Likewise, I think it'd be nicer if there were 50 medals instead of 25.
Rankings:
Apostle in-game ranking requires 50 JC kills, which is fairly tedious and the point tends to get made fairly early on. It could be left as is to encourage it as a long-term goal, but I think in terms of grinding for rankings, 25 would be fine. I'm open to this being rejected though.
More intermediate rankings could be made to shrink the gaps and add more fun, but I'm personally indifferent.
Badge Rankings:
For each badge type, you only need 15 and can disregard the rest. I think requiring more of the previous badge types for further rankings would be a good change to encourage getting more of them. For example, have 1st Lieutenant require 18 Bronze badges, 12 Silver badges, and 3 Gold badges, have Captain require 21 Bronze Badges, 15 Silver badges, and 6 Gold badges, have Lieutenant General require 21 Gold Badges, 9 Platinum Badges, and 3 Diamond Badges, and so on.
If additional Angelic Badges are created, more rankings should be created for different amounts of those.
No-Life King should require all badges of all types. Technically right now, you can skip 11 of each type except Angelic.
Medals:
Change the names of Explorer Badge, Conqueror Badge, Untouchable Badge, Grim Reaper's Badge, Angelic Badge, and Hell Armorer Badge so they don't sound like badges.
I think medals could be allowed to be earned using dual challenges and restrict dual challenges for a lot of badges instead. This can help keep them being different. I wouldn't be opposed to being more or being less strict on dual challenges for achievements though.
Many Medals are not earned if a higher version of them are earned, including Experience Medal, Hell Armorer Badge, Hell Champion Medal, and Grim Reaper's Badge. I think these should still be earned even if a harder medal type is earned.
Clarify that Malicious Knives Cross and Sunrise Fist require all kills to use the required restriction on weaponry, but don't require 100% kills.
Change Iron Skull to either 5,000 damage, or 2,000 damage but needing to win the game, as discussed previously.
Change Gambler's Shield to requiring 25 lever pulls, since 26 is a weird number.
Change Dervis' Medallion to getting 100% kills on Angel of 100 / Archangel of 100 so it's different than Centural Diamond Badge.
Thomas's Medal can be earned by being a "conqueror" on Angel of 100, which despite likely being harder, should be changed to restrict it.
New Medal Ideas:
Experience Token - Reach experience level 15 in a standard game.
Cyberdemon Cross - Enter and exit a Cyberdemon complex alive.
Aurora Star - Find 10 uniques or more (no game mode restrictions; mostly requires Angel of 100 or Archangel of 666 anyway).
Scavenger Medal - Create 15 or more assemblies (maybe require them to all be different too?).
Purity Medal - Kill JC on Angel of Purity.
Shottyman Medal - Win Angel of Shotgunnery with 100% kills.
UAC Cross - Kill 10,000 or more enemies.
This would bring everything to an even 50, and we can swap ideas around until we're happy with everything.
Badges:
Heroic Bronze/Silver/Gold/Platinum/Diamond Badges - Change these values to 10, 20, 30, 40, 50, if we change the medal count to 50.
Bronze Badges:
Berserker Bronze Badge to Pacifist Bronze Badge - Disallow dual challenges.
Veteran Bronze Badge - Change this to requiring a standard game so that it's at least a bit different than Medal of Prejudice.
Speedrunner Bronze Badge - Change this to 40 minutes so that it's a little different than Compet-n Silver Cross.
Arena Bronze Badge - Change this to requiring a standard game so that it's at least a bit different than Hell Champion Medal.
If we want to go from 26 to 25, I'd say remove Scavenger Bronze Badge since it's extremely trivial.
Silver Badges:
Berserker Silver Badge to Pacifist Silver Badge - Disallow dual challenges.
Brick Silver Badge - This challenge is fairly annoying, but I personally like it and wanted to mention not changing it.
Lava Silver Badge - This challenge is also fairly annoying, and I personally don't like it. I'd say make this the Silver Badge to get scrapped to reduce the number to 25.
Gold Badges:
Berserker Gold Badge to Daredevil Gold Badge - Disallow dual challenges.
I would say for going from 26 to 25, remove Armorer Gold Badge (other associated changes below).
Platinum Badges:
Change Armorer Platinum Badge to requiring finding all exotics/uniques. Finding 1,000 either devolves into spamming Angel of Overconfidence games where you drop your starting gear, pick them up, then repeat, or alternatively with playing properly, finding duplicates of exotics and uniques within the same game still only counts as 1, so this is a massive grind of games to get to 1,000. Both methods are pretty unappealing. If for canonical reasons that having "Armorer X Badge" for each type except for Gold, we could change "Armorer Platinum/Diamond Badge" to something like Collector Platinum Badge and Collector Diamond Badge.
Berserker Platinum Badge to Everyman Platinum Badge - Disallow dual challenges.
Berserker Platinum Badge - This badge is fairly similar to Gargulec Cross. Maybe change it to no kill count required, but on Nightmare difficulty?
Lightfoot Platinum Badge - Change the in-game description to saying it requires Ultra-Violence.
Everyman Platinum Badge - Change this to complete Angel of Humanity on Ultra-Violence so that it's different than Thomas's Medal.
For going from 26 to 25, I would say remove Scavenger Platinum Badge since it's a bit silly and the optimal way to earn this is not so much by "luck", but by spamming Azrael's Scythe's Whisper of Death.
Diamond Badges:
Berserker Diamond Badge to Daredevil Diamond Badge - Disallow dual challenges.
Arena Diamond Badge - Change this to Ultra-Violence as this badge is significantly harder than every other Diamond Badge. This is the only one Papilio never earned and he seemingly gave up on it, despite earning most if not all of the other purely.
For going from 26 to 25, I would say remove Scavenger Diamond Badge for the same reasons as mentioned above.
Angelic Badges:
UAC Angelic Badge - I'd say change this to Ultra-Violence, maybe even Hurt Me Plenty, but keep it as a standard game and requiring damageless.
Strongman Angelic Badge - Change this to like, 75% kills. Nobody is actually killing nearly everything with just their Fists and are instead getting to the end and farming an enemy for kills. When doing so, I think the point is made at 75% instead of 90%, and can also open up a somewhat more realistic possibility of doing it without cheesing.
Speedrun Angelic Badge - Change this to 10 minutes to keep it really hard, or 12 to be a bit more obtainable. An excellent but realistic run could get to around 8:30-8:00, and faster than that starts to require miracles.
Demonic Angelic Badge - This is basically an open slot for a new idea lol. Maybe Archangel of 666 on Ultra-Violence with 100% kills?
Shottyman Angelic Badge - Change this to requiring 100% kills as it's by far the easiest Angelic Badge.
Eagerness Angelic Badge - Change this to 50% kills as there is no where close to enough time to getting 90% kills.
Inquisitor Angelic Badge - Change this to Ultra-Violence.
Pacifist Angelic Badge - Change this to Nightmare and remove the kill count requirement.
New Angelic Badge Ideas:
Destroyer Angelic Badge - Complete Angel of Max Carnage + Angel of 100 on Nightmare.
Hunter Angelic Badge - Complete Archangel of Darkness on Nightmare (assuming this gets added).
Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Darkness on Nightmare with 100% kills.
(I realize we need to invent new prefixes at this point)
Humanity Angelic Badge - Complete Archangel of Humanity on Ultra-Violence with 100% kills.
Purist Angelic Badge - Complete Angel of Purity + Angel of Light Travel on Nightmare.
Carnage Angelic Badge - Complete Angel of Max Carnage + Angel of Masochism on Nightmare with 100% kills.
Apostle Angelic Badge - Kill the Apostle in a standard game on Nightmare.
Sunrise Angelic Badge - Complete Angel of 100 on Ultra-Violence with 100% kills using only Fists.
This list would bring the total Angelic Badge count to 25, but we can still make lots of changes if there are other ideas.
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