DoomRL > Requests For Features

Compilation of fixes, changes, and new ideas for version 0.9.9.9

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Omega Tyrant:

--- Quote from: TNT on August 29, 2024, 12:59 ---Thanks for the compilation, Tyrant.

A small U/X suggestion based on my recent experiences with DRL:
It would be convenient if we had a way to show how much ammo is left in your inventory for the current weapon you're wielding. Feels like there's space to the right of the weapon itself, at least.
I know you can open the menu to look, but not having to stop the action to look and keep track may make gameplay flow better, especially with ammo-hungry stuff like rapids.

There's a lot to go through and respond to here, but for the moment, +1 to having an upgrade to the basic pistol that isn't a special drop you could never see in a given run.

EDIT: Also, after once again staying up until almost 3 AM playing the game, I think it'd be -extremely- helpful to have a clock display somewhere >~<
It can maybe be toggled or something but it'd certainly help with keeping track of time, especially when playing in fullscreen.
ToME has this as an add-on and it's probably the only reason I don't stay awake playing until ungodly hours

--- End quote ---

Having an ammo display on the UI bar would be convenient and there is certainly space for it. Main issue is ammo boxes and other weapons of the same type with ammo in them, but I would imagine that it wouldn't count them since that isn't ammo you can readily reload with. And if you have an ammo box equipped, it could instead show the ammo left in it.

As for a time display, I personally don't see much use for it, but it is one of those "sure why not" things, as long as there's a clean spot in the UI to fit it in (and it of course isn't too much a pain to program in).

Updated the OPs to include this and a more up-to-date bug list.

Khashishi:
I miss the ability to select items by pressing a letter key corresponding to each row of the inventory. It is much more efficient than scrolling to the item and pressing enter. Both methods of selection should be available.

The volume of the sound from using the arena master staff on multiple enemies should be reduced, or it should only be played once regardless of enemy count.

I'm not sure if knockback has been fixed; I haven't tested enough 0.9.9.8. But in 0.9.9.7 knockback occurred at a different time to damage, so hitting enemies with tactical rockets would frequently cause them to get knocked back but take no damage. Also, I think that you can get knocked back twice by enemies with splash damage if they knock you back into a tile where the splash hasn't resolved yet. I'm not sure how this affects damage.

I suggest not basing knockback distance on damage so that son of a bitch doesn't increase knockback. This is a nerf to son of a bitch, which is very powerful. You could add increased knockback to the reloader trait, which would synergize well with the shotgun and rocket focus, though you might need to change the name of the trait.

Maybe a guaranteed combat pistol somewhere would be nice, like in Phobos lab.

UI change: When using look mode, the screen should scroll if you try to look near the edge of the screen. I'm not sure if there's a way to scroll the screen without using the mouse, but I don't like using the mouse to check around the map.

Omega Tyrant:

--- Quote from: Khashishi on September 04, 2024, 13:57 ---I miss the ability to select items by pressing a letter key corresponding to each row of the inventory. It is much more efficient than scrolling to the item and pressing enter. Both methods of selection should be available.
--- End quote ---

I personally hated this and was glad to see it removed, as too many times I misclicked on the inventory screen and it made me waste a medkit or other consumable item. I suppose there is no harm though in adding it as a toggle in the legacy settings if people really want it back though (assuming there is no coding complications with it).


--- Quote ---The volume of the sound from using the arena master staff on multiple enemies should be reduced, or it should only be played once regardless of enemy count.
--- End quote ---

This is a problem in general with how repeated sounds being played at once have their audio stacked together. This was pointed out in the 0.9.9.8 thread and some adjustments were made for it (notably, tripping a wall destroying lever no longer breaks your ear drums), but more could be done.


--- Quote ---I'm not sure if knockback has been fixed; I haven't tested enough 0.9.9.8. But in 0.9.9.7 knockback occurred at a different time to damage, so hitting enemies with tactical rockets would frequently cause them to get knocked back but take no damage.
--- End quote ---

This is already reported in the OP, being the second point in the bug report section.


--- Quote ---Also, I think that you can get knocked back twice by enemies with splash damage if they knock you back into a tile where the splash hasn't resolved yet. I'm not sure how this affects damage.
--- End quote ---

Could you elaborate on this, and perhaps accompanied by screenshots demonstrating it, because I'm not understanding what it is you're reporting here. If you're just saying that some hits can knock you back two spaces, then that's a completely normal function of the knockback mechanic, where any shotgun blast and non-BFG explosive hit knocks you back by one tile per 7 damage before armor/resistances, and so an explosive hit that rolls 14+ damage will knock you back two or more tiles, which such strong attacks are possessed by several enemies.


--- Quote ---I suggest not basing knockback distance on damage so that son of a bitch doesn't increase knockback. This is a nerf to son of a bitch, which is very powerful. You could add increased knockback to the reloader trait, which would synergize well with the shotgun and rocket focus, though you might need to change the name of the trait.
--- End quote ---

I'm going to strongly disagree with this. Aside from knockback being tied to an attack's strength being intuitive and how it works in actual Doom, this would be a huge fundamental mechanic change that goes beyond just player balancing (now how would you determine knockback from enemy attacks if it's no longer tied to damage?). Son of a Bitch is additionally not so strong that it merits any nerfs, not to mention it being able to increase knockback can already be a drawback (notably having high amounts of SoB resulting in rapid-fire weapons knocking enemies out of vision and so your subsequent shots miss the now out-of-sight enemy), and Reloader already got a substantial buff in 0.9.9.8 by having its effect be improved to -30% reloading time per level (while shotguns also don't need any farther buffs when they were already the most reliable weapon type before the aforementioned Reloader buff gave them a complete cakewalk of an early game). On top of that, not tying knockback to damage would be a crippling nerf to Pistols that heavily depend on reaching the damage thresholds to cause knockback to stay out of an enemy's vision and kill enemies before they reach them, and Pistols are already easily the weakest builds in the game.


--- Quote ---Maybe a guaranteed combat pistol somewhere would be nice, like in Phobos lab.
--- End quote ---

This would be very strong for Pistol builds and worthless for every other build; special level rewards should avoid only benefiting a small amount of builds, the guaranteed Combat Shotgun is a far better reward in Phobos Lab and Military Base (being an invaluable utility weapon for every build in the game and not just benefiting Shotgun builds). Additionally, the suggestion for a new stronger common Pistol already does cover Pistol builds being handicapped by the lack of a guaranteed upgrade (first point in the equipment section of the New Content post).


--- Quote ---UI change: When using look mode, the screen should scroll if you try to look near the edge of the screen. I'm not sure if there's a way to scroll the screen without using the mouse, but I don't like using the mouse to check around the map.

--- End quote ---

I use mouse and so never use the look command, but I certainly see how this is annoying and an outright gameplay detriment for keyboard-only players in graphic mode, so this is a no-brainer fix. Will add it to the OP.

Kornel Kisielewicz:

--- Quote from: Omega Tyrant on September 06, 2024, 05:05 ---I personally hated this and was glad to see it removed, as too many times I misclicked on the inventory screen and it made me waste a medkit or other consumable item. I suppose there is no harm though in adding it as a toggle in the legacy settings if people really want it back though (assuming there is no coding complications with it).

--- End quote ---
This would be a nightmare to sensibly support alongside keybinding rebindings unfortunately, that's why I removed it.

Omega Tyrant:

--- Quote from: Kornel Kisielewicz on September 11, 2024, 06:54 ---This would be a nightmare to sensibly support alongside keybinding rebindings unfortunately, that's why I removed it.

--- End quote ---

Noted, supporting rebinding keys is definitely more important in that case than maintaining support for legacy item selection.

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