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Messages - tisiphone

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46
Discussion / Re: That wierd explosion damage...
« on: December 16, 2007, 12:01 »
*comes out of lurking*
If it just the problem of the weapon damage being shown incorrectly to the player then why not show it as (4d4) + (5d6) instead of just (4d4)?
*goes back to lurking*

47
Announcements / Re: Berserk! 0.8.5 (unstable) Released!
« on: November 25, 2007, 10:47 »
Sorry for a slow reply, silly real life got in the way :p.

Quote from: Kornel Kisielewicz
As for frozen, see post above. I'll make it stronger though :P. It doesn't affect enemies, because I assumed they are deamons, and used to this kind of environment (especialy the ice ones).

Thanks for the info :). And I think your right in buffing the freeze effect a bit although I’m not sure if ice daemons need it but, hey, we’ll see. Oh and the bit about the enemies not being effected by cold does make a lot of sense now come to think about it. Anyway, if you did change it, it would probably encourage camping as water doesn’t get destroyed so it’s probably for the best (although you could counter camping by making every turn spent waiting freezing you but whatever).

Something else I noticed about frozen arenas is that freezing doesn’t effect you while berserking. I’m a bit curious if that’s intended or not as it seems a bit strange to me. Basically, I see freezing as a case of armour being physically frozen together making it hard to move rather then a psychological pain that stops you from concentrating. Then again I’m a n00b at Berserk! knowledge (see below).

Quote from: Kornel Kisielewicz
* Kornel Kisielewicz laughs maniacaly.

Well, let me pull out some quotes by Guts :

"If you're always worried about crushing the ants beneath you...you won't be able to walk."
"Do whatever you want now. But if you disturb me, I'll kill you."

And maybe the piece of dialogue directly from the manga that almost directly answers your question:
Puck : "You mean you're planning to drag all the townspeople into this?!"
Guts : "I don't care. All I wanna do is find that bastard and kill him. I don't care about anything else. Anyone who dies because they get caught up in someone else's fight is a small fry who doesn't have the strength to survive in the first place."

Yeah, and he acts on this. To me it's one of the beauties of Berserk -- the main character is no goody-goody evil, but almost as mad and evil as the evil he fights with. "For who fights with monsters must watch, not to become a monster himself" as Nietzsche wrote. Guts is driven to survive only by his hate and need of revenge, he looses sight of everything else. That's why it's Berserk after all...

... sure, somewhere deep down in his soul there are still compassion and other values, but they are just a faint light compared to the darkness within him. And the moments that he shows those feelings are really rare. Watching him fight most people would see no difference between him and the demons ;].

Wow, I didn’t really think Guts was *that* much of a crazy bastard... as I said, I don’t really know that much about Berserk! but, wow. I mean, I remember him impaling some poor kid to a wall but even then he seemed reasonably upset about it... wow.

*starts being afraid of the @*

P.S. there seems to be some forum bug because I can’t see the “I much recommend you give the anime, and then the manga a chance :)“ bit unless I try to scroll down with my mouse wheel. Plus there is a horizontal slide bar but nothing to extra when I use it :S.

P.P.S. I probably will take a better look at the manga Berserk! at some point, the Roguelike has certainly sparked my interest in it :).

48
Announcements / Re: Berserk! 0.8.5 (unstable) Released!
« on: November 21, 2007, 16:09 »
Strange, I don’t have this problem... It’s pretty easy to tell the difference on my pc.
Quote
BTW, it's my birthday today ^_^

Happy Birthday! :)


On to my play-testing results so far*:

  • I found a bit of a bug to do with the missile weapons. Basically, sometimes ranged attacks get blocked by terrain similar to what happens in DooMRL when you aim through a wall.
Code: [Select]
......
  #@..
i.....
    So when I try to fire my crossbow at the imp all my bolts hit the stone :( which isn’t cool. Especially as in Berserk! you can’t get more ammo nearly as easily as you could in DooMRL. I guess that this isn’t easy to fix so I got some suggestions for alternative solutions:
    a) Make the intended path of the shot known to the player by drawing a line with * before she/he shoots like in DooMRL or
    b) If possible change the X to a different colour or letter when the path is blocked.
    Not sure if that’s any help.

    • Also I’ve experimented with the frozen levels a bit and I like what the icy water does. I think it adds nice bit of variation in terrain. I’m not entirely sure what the Frozen points mean or how they differ from Pain, if at all, but it seems, balance-wise, reasonable enough.  A question though, does it affect enemies as well? It could make for some interesting tactics if it does, though I could see why you wouldn’t want that. I’m not a fan of Ice though. It just seems to be a bit annoying and not much else... Maybe instead of throwing you from one space to another it could increase the effect of knock-back? So it could be used tactically in combination with the cannon or just to keep slow monsters like Yeti at bay for longer. Just an idea.

    • On a more minor point: when told to move in to a helpless townsfolk you get a message saying “Let them live… a little longer”. Now, I only know Berserk through a gore-maniac of a friend and you mentioned a rich story when describing Berserk soo I guess I’m not the wisest on this subject but isn’t that a bit unlike Guts? I mean, I remember him going through some *huge* beatings just to make sure some random passer-by’s doesn’t die. Thought I’d bring that up.

    Overall it seems pretty stable to me so far. Much liking Berserk! :)

    *I haven’t got through all the posts on the Berserk! forum yet so I’m really sorry if I end up embarrassing my self again. Just ignore if it's nonsense.

49
Announcements / Re: Berserk! 0.8.5 (unstable) Released!
« on: November 19, 2007, 15:37 »
+ Woooot! :D

Can’t thank you enough for the adding the in-game help! I tried Berserk! earlier but I just couldn’t figure out what was going on so I left it, but now – now I see why everyone raves about it :). And I’d be more then happy to play-test Berserk! for you (I’ll start posting as soon as I sift through all the post that seem relevant on the forum). Is there anything you want us to screw around with in particular?

Anyway, love the new Berserk :D (not that I would be able to tell what’s new or not but still :p)!

Edit: Oohh... this is embarrassing.

Just downloaded Berserk 0.8 so I can see what’s new and so on. Turns out there already was an in-game help. Conclusion - I am plain retarded. Never mind.

*Hides under the table*

50
Bug Reports / Re: Room without exit?
« on: November 15, 2007, 09:39 »
Don’t forget berserk ;). I have no idea what it does but it does make everything easer.

And yes I had at least one point on Ironman and a few (1-2) in Tough as Nails. It wasn’t really that much of a miracle come to think about it, though I was preparing to say “goodbye cruel world” until I realise I could just blow my way out. Lucky thing I did really, it was quite a good run (for my standards, anyway :p).

51
Bug Reports / Re: Room without exit?
« on: November 13, 2007, 13:05 »
Got another no-exit-room bug for you:

You need to taste blood!                                                       
 Screenshot created.                                                           
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                           ####
                                                                           #.@#
                                                                           ####
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
 Jubei                      Armor : blue armor [2/2] (100%)  Phobos Base  Lev10
 Health: 128% Exp:  5/14%   Weapon: chaingun (1d6)x5 [50/50]                   
 aggressive              berserk                                               


As always it’s a DooMRL version 0.9.8.7 with sound running on Windows 98. Playing a standard game on I’m too young to die! difficulty.

However I’ve managed to blow my way out of this situation using a handy rocket launcher and– 

Fire -- Choose target... Boom! You hear the scream of a freed soul! You       
 need to taste blood!                                                           
                                                                               
                                                                               
                                                                         ######
                                                                         #.... 
                                                                     # #.#....#
                                                                      ........#
                                                                         .....#
                                                                           #.@#
                                                                         .....#
                                                                      .}......#
                                                                     #..|.....#
                                                                      ....h#.. 
                                                                      ####.#..#
                                                                         #  .. 
                                                                           ### 
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
 Jubei                      Armor : blue armor [2/2] (81%)   Phobos Base  Lev10
 Health: 122% Exp:  5/14%   Weapon: rocket launcher (4d4) [0/1]                 
 aggressive              berserk                                               


It’s a maze level and I’m on the right hand side. Seems that there is a pattern forming as Const pointed out earlier, though three samples isn’t much to go on. Also, don’t know if it’s any help to know that the rest of the level was there as normal – but it was there as normal.

52
Pre-0.9.9 / Re: [H|84%|7] Hell Knights
« on: November 12, 2007, 11:29 »
Just for the record, I would love to donate and get the beta :p but I’m really not that well of finically at the moment to be able to do so :( (and it will probably stay that way for the next 4 – 5 years). I’m just waiting out till sometime in December 2012 :p.

Oh, yeah. Being on topic...

TheBP: If the Hell Knight is too far to make it to close combat and you are out of cover to run to just switch to coward tactic and hope for the best (getting around two levels of Eagle Eye will help a lot with this plan in my experience). Well that’s what I do anyway... but then again I play on easy ;).

53
Pre-0.9.9 / Re: [H|84%|7] Hell Knights
« on: November 11, 2007, 04:58 »
Quote from: TheBP
DoomRL (v.0.9.8.7) roguelike post-mortem character dump
Quote from: BDR
Son of a Bitch is also very good, especially for someone who is primarily using a chaingun (since it effectively acts as armor-piercing for each round).
Not if it doesn’t work ;).

About the Hell Knights, have you tried fighting them in melee?

54
Quote from: Dervis
On another point i second (or 5th) that 'Need more Cells!' but i find it more important to make bigger power cells stacks in inventory. In Doom you could carry 200 Bullet Ammo, 50 Shells, 50 Rockets and 300 Cells, in DoomRL the proportion could be made a bit fairer imo.
I find it really annoying to use 5+ lines of inventory on power cells and see them disappear really fast when you need to fry bigger monsters.

Yeah, I was actually thinking of that a couple of days ago. I think that would be quite cool.

Quote from: Const
There are some distictions between Doom and DoomRL. And because them, some features from Doom won't do for DoomRL. In particular, Doom and the RL version have essential distinctions in ammo/inventory system (for example, ammo system in AliensRL is more similar to Doom than ammo system in DoomRL). And because them, big packs of ammo are useless for DoomRL gameplay.

Yep, I agree with you a 100 %. In fact that was part of my point. It will not do any harm to the gameplay so, hey, what’s the worst that could happen*. 

Quote from: Const
Nostalgia isn't enough reason.

That just seemed like a slap in the face. As far as I can see, the only judge of that is Kornel. And personally I quite like the nostalgic factor of the game.

Quote from: Const
Also don't needed. There are already can be different packs (dropped by enemies or player). And their appearnce, of course, isn't change, because there are can be a lot of different sizes.


The key word was *If*. And if I remember correctly the ammo packs that are spawned on their own are always the same size. Though that is a good point as to why they (if ever implemented) should not need an additional visual representation.

Quote from: Const
And the main. One size of pack is better for decreasing luck influence, than two different sizes, when probability of founding a unicue pack is equal to sum of probabilities of founding two others, and size of unique pack is equal to average pack size of two others. For example, if small pack have size 20 and probability 4%, and big pack have size 100 and probability 1%, it's better to replace them by pack with probability 5% and size 36.

That depends on how the packs are spawned. For example if there are five 20 packs in one room, it might be more efficient to place them as one pack.
Also the line between skill and luck in games is not as clear cut as you put it, in my opinion. For example if DooMRL was just a game of shuffling recourses from A to B to achieve a certain goal – it would most likely not appeal to many. And in the same way if it was just a roll of the dice that decides wherever you have succeeded or not it probably wouldn’t be much fun, either. So it might well not be better, strictly speaking, to do as you suggest.

* Some unforeseen bugs, I know. But that shouldn’t be a determent for adding features. Not in my mind at least.

55
Requests For Features / Re: Chaingun Overhaul
« on: October 22, 2007, 13:01 »
It seems I’m yet again with the naysayers.
a) As you said yourself the two shots don’t always hit in the original Doom – the two shots hit whatever the first one hit. So to reproduce this it would mean that the first two shots would have to either hit or miss but wouldn’t be able to hit, miss or miss, hit. As far as I can see that really wouldn’t make any difference to the player because firstly he (or she) wouldn’t actually notice this if they didn’t know about it and secondly it will not effect the damage output if the chaingun.
b) Seems quite similar to the alternative fire idea I had but as I pointed out in the same thread decreasing accuracy and increasing speed (or vice versa) doesn’t, in theory, change the gameplay one little bit.
c) This didn’t sound too bad until TFoN pointed out the problem with it.

Overall I’m against.

56
Need more cells !

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.

While I agree that the general availability of power cells is about right as is, I don’t really see this change as a problem if Kornel doesn’t mind applying it. It doesn’t really hurt the game in any way that I can think of but it would be a nice thing just for a) nostalgia reasons and b) just because it seems like a nice feature. The only problem I see is if the bigger power cells (or whatever) will need some way to distinguish between the small ones how will that be shown on the screen?

57
Requests For Features / Re: Tactics!
« on: October 05, 2007, 14:47 »
Just to make sure we are all know what we are talking about could we have an official statement on just what the tactics do. I mean, I have an idea, but I’m not a 100% sure.

This is how understand the tactics work - ish:
Caution: no bonuses, no penalties.
Aggressive: bonus to attack, penalties to dodge.
Coward: bonus to dodge, penalties to attack.   

If my idea of how the tactics work isn’t too far off, then I probably agree with DaEezT and TFoN.

Also I think there is a problem with the dodge bonus / penalties. Not imbalance exactly, but well... The thing is you only need a bonus to attack when you are actually attacking. This is not the case with dodge bonus as you could be fired on at any point in the game so a bonus in dodge is always useful and a penalty is always a downer. Also there is a fact that if you are seriously out numbered then a dodge bonus will probably do more good then the attack bonus in the long run. Basically the dodge bonus has more uses then the attack bonus which makes coward mode rather more appealing then I think it is intended.     

58
Requests For Features / Re: low health warning
« on: September 16, 2007, 12:04 »
Quote from: Kornel Kisielewicz
I made the color of the name of the character go to yellow and red depending on health status.

Wow, that was quick.
This should definitely help more marines to survive my clumsy care, thank you!! You have my everlasting love <3.
:D

To DisaffectedBeta:
I’m not sure if I understand you’re point, could you expand a bit... I just thought that having to press button X to go on playing could slow down the gameplay and take out a bit of atmosphere of DooMRL. So I wanted to find a solution to the same problem (people not knowing when their health is low) without the drawbacks such as these. Maybe an alternative (although I’m not sure if Kornel would want to implement another solution to the same problem so soon) could be having your screen flash a colour, similar to what happens you pick up a supercharge or level up. A red flash would certainly work well in my mind. The only thing being that some players could get confused between the level up flash and the “you are about to die” flash, which wouldn’t be good :P. In essence I was just giving out ideas to brainstorm, I didn’t actually expect it to get implemented (not that I’m complaining of course:)). 

59
Requests For Features / Re: More Advanced weapons!
« on: September 11, 2007, 14:39 »
Quote from: knlbr
advanced chaingun (1d6)x5 [65/65] (S1M1)

don't worry, it exists. :(
Quote from: RepoRipper
tisiphone, this gun came from my game, i used it to kill the cyber (i think)

Advanced Chaingun - (1d8)+2{SoaBx2} x 5+4{Triggerhappyx2} - [142/142] D2R2S1M3

Argh, you’re right, it does it exist, my bad entirely. Actually by now I have also found one as well (not that it saved me from dieing but still...) :-$... false alarm.

60
Requests For Features / Re: Ammo Tweaks
« on: September 10, 2007, 04:11 »
Doom 3 and the movie are seen as undoomish here from what I gather.

As for separating BFG ammo and the plasma rifle ammo, I think it works well as is. I though you where meant to be careful with your ammo consumption when using your plasma rifle anyway. It adds to the inventory management, in my opinion.

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