DRL > Pre-0.9.9

[E|88%|YAVP] Chaingun>Shotgun IMHO

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Blade:

--- Quote from: Karry on June 13, 2007, 01:54 ---Shouldnt all beta people post Mortems in their closed forum section somewhere, so as not to confuse others ?

--- End quote ---

We should post our motems in public section so everybody will see that Beta access is cool and some of you will think about donating.))


--- Quote from: Karry on June 13, 2007, 01:54 ---And besides, how do you know if it works or not ? Or in the beta bonus damage is actually shown in your gun status ? I see that he has "modified chaingun 1d7", so it is unknown if the trait actually adds something, or only SAYS it adds something.

--- End quote ---

It's not shown anywhere, but you FEEL that there are damage bonus. With SoaB*3 and Triggerhappy*2 you need only 1 burst from chaingun to kill Cacodemon. Without damage bonus but with Triggerhappy*2 you need at least 2 bursts.

Karry:

--- Quote ---We should post our motems in public section so everybody will see that Beta access is cool and some of you will think about donating.))
--- End quote ---
Except that nobody knows that its a mortem from beta. I highly doubt that many people look at version number in each and every mortem.


--- Quote ---It's not shown anywhere, but you FEEL that there are damage bonus.
--- End quote ---
Aaaah ! You FEEL there is a bonus. That is called optimism and subjective thinking.
I love ADoM. You can set an option to show energy spending for each action, and you posess tools to know exactly how much HP he has left.
DooMRL dont have those tools. Not even Kornel can say that some trait works 100% as intended.


--- Quote ---With SoaB*3 and Triggerhappy*2 you need only 1 burst from chaingun to kill Cacodemon. Without damage bonus but with Triggerhappy*2 you need at least 2 bursts.
--- End quote ---
Not convincing. According to Wiki info (HP=40 & Armour=1) its perfectly possible to kill Cacodemon in one shot, even without damage bonus. It will be 1d5x9 = 9-45 damage.

Blade:

--- Quote from: Karry on June 13, 2007, 08:25 ---Except that nobody knows that its a mortem from beta. I highly doubt that many people look at version number in each and every mortem.

--- End quote ---

I always do so when i see something unusual in mortem.


--- Quote from: Karry on June 13, 2007, 08:25 ---Aaaah ! You FEEL there is a bonus. That is called optimism and subjective thinking.
I love ADoM. You can set an option to show energy spending for each action, and you posess tools to know exactly how much HP he has left.
DooMRL dont have those tools. Not even Kornel can say that some trait works 100% as intended.

--- End quote ---

Output of some values is not a prove that they are real. Only programmer knows what he is showing to users. Kornel said that damage bonus was broken, and that he fixed it in Beta. I have played Beta, difference really exists between broken and "fixed" SoaB, and this difference is easy to see. I don't know if SoaB working correctly, but it works differently than before, and i'm disposed to belive Kornel, because he's good programmer.

Karry:

--- Quote ---Kornel said that damage bonus was broken, and that he fixed it in Beta.
--- End quote ---
If programmers always knew exactly what was broken and what wasnt - there would be no need for beta-testing. :P


--- Quote ---i'm disposed to belive Kornel, because he's good programmer.
--- End quote ---
I have no idea how good of a coder he is. He's keen on gamedesign, thats obvious. Somehow i just cant see roguelikes as a pinnacle of coding...

Blade:

--- Quote from: Karry on June 13, 2007, 12:19 ---If programmers always knew exactly what was broken and what wasnt - there would be no need for beta-testing. :P

--- End quote ---

It was reported to him that there are no damage bonus from SoaG. He checked it and noticed that damage bonuses from SoaG and SoaB are really broken. And when programmer knows what exactly is not working, in most cases he can fix it.


--- Quote from: Karry on June 13, 2007, 12:19 ---I have no idea how good of a coder he is. He's keen on gamedesign, thats obvious. Somehow i just cant see roguelikes as a pinnacle of coding...

--- End quote ---

DooMRL is very stable. It have some glitches, bugs, exploits, but they are not deadly, it crashes totally very rarely. For me good coder is not the one who have written overmoded unstable code, but the one who have written a little less moded, but stable code.

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