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Messages - BirdoPrey

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AliensRL / Re: Request: Confirm Dropping your Weapon
« on: July 04, 2011, 09:13 »
I'm not taking sides here, but dying due to a metagame mistake like hitting the wrong key is about as far from 'roleplaying' as it can get.

2 / Re: [H|97%|YAVP] One Jackhammer to rule them all!
« on: July 02, 2011, 09:52 »
The acid spitter would be awesome if it were not for the bug that seems to make monsters take damage AFTER knockback is applied. I would use it on stuff and practically not damage them at all because they were blown far clear of the damage radius.

Requests For Features / Re: New level event ideas
« on: June 16, 2011, 07:37 »
In practice, depending on the level layout, I suspect a large number of those levels wouldnt kill anything worth mentioning and would quickly make it impossible to escape. Sounds infuriating

Requests For Features / Re: New level event ideas
« on: June 16, 2011, 06:55 »
I see the high risk there but where's the high reward?

Off Topic / Re: Random Thoughts
« on: June 16, 2011, 06:54 »
the need for food is meant to force players to dive deeper. doomrl has no need for such a mechanic because there's no benefit to hanging around and you can't revisit levels.

Discussion / Re: Quick questions thread!
« on: June 14, 2011, 18:41 »
how i shot demon

Off Topic / Re: Random Thoughts
« on: June 13, 2011, 21:58 »
smoke weed every day

Requests For Features / Re: Repeat last game/challenge
« on: June 09, 2011, 22:40 »
This would be boss. Even better, instead of making it a choosable option on the main menu just make it the tab button or something, with a note on the bottom 'TAB to repeat character' or whatever. Let's cut down the necessary keystrokes to the absolute minimum.

Discussion / Re: Request for Help : Competition ideas!
« on: June 05, 2011, 23:50 »
Another possibility for a competition could be one or more sandbox mods created as challenges for the tournament. Kind of like sprint mode in crawl. The levels would be new to everyone and there would be no chance of savescumming (although people could modify the level file >.> )

You people are absurd

Requests For Features / Re: New level event ideas
« on: June 01, 2011, 22:32 »
both of those really own

Requests For Features / Re: New level event ideas
« on: June 01, 2011, 07:04 »
I'd say, that this message wolud be better with just reducing FOV radius. Preferably, only for a player.

I agree, maprot is almost never a good mechanic in a roguelike and encourages spergy habits like drawing your own map as you go. Reducing FoV for player and not monsters may be overly cruel though. One way to offset this would be to include a few guaranteed night-vision goggles (as seen in classic Doom) as powerups scattered throughout the level.

Discussion / Re: Revenant behavior
« on: June 01, 2011, 07:00 »
Not really. It would be a few more bytes per monster prototype, and the programming part would not be difficult, however it COULD be tedious to come up with the values for each monster. The tedium could be averted by just assigning default values in most cases and tweaking in the desired cases. In my opinion such speed differentiation is almost always worth it and is a relatively easy way to create more monster variation.

Discussion / Re: Revenant behavior
« on: May 31, 2011, 06:49 »
The arch-vile thing involves an issue that that a bunch of roguelikes have, even highly polished ones like crawl. Namely, no differentiation between monster attack speed and monster movement speed. In the original doom arch-viles moved fast as hell but the attack took forever to carry out.

this lack of realism is affecting my ability to enjoy this game about killing demons on mars

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