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Messages - tisiphone

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76
Bug Reports / Three minor bugs [FIXED]
« on: August 16, 2007, 17:51 »
I’m playing 0.9.8.7 version of DooMRL with sound on windows 98.

First up – Computer map reveals bits of dungeon floor


There is a protective boots [4/4] (100%) lying here.                           
 Screenshot created.                                                           
 ##############################################################################
 #......#.#...............................# 0                                 #
 #...[..#.#...............................#################################+###
 #........#...............................#.+........................         #
 #......#.#...................=...........#.#........................         #
 #......#.#..................===..........#.#.........................      0 #
 #........#................|}.==.......}../.#.............^...........        #
 #........#................+%=........|\..#.#..........................       #
 #......#.#####################/#/#/#######.#..|+;...........@.........       #
 #.....}#.#...../.........................#.#..|\......................    .  #
 #......|%#.....#.........................#./..|}.....................        #
 #.....===#..%..#.............|...........#.#...........................      #
 #.....===/.....#.........................#0#........................         #
 #......#=#.....#0.....................0..#.#....................0...         #
 #./..#####.....#.........................#######+#############################
 #....%.../.....#.........................+   0      "                        #
 #........#.....#########/#################                                   #
 #........#.....#...................%.....#         >                         #
 #......0.#.....#.........................#       0                    ^      #
 ##############################################################################
 PorkChop                   Armor : blue armor [2/2] (59%)   Phobos Base  Lev9 
 Health: 92%  Exp:  4/50%   Weapon: chaingun (1d6)x5 [50/50]                   
 coward                                                                         


As you can see there are some spots of the map that I couldn’t have explored but are visible on the map. There were more of those but I didn’t take a screenshot when I first noticed this.

Second – 100 % experience

In one of the play through’s I noticed that I managed to get 100% experience but did not level up. I assume this is just a case of rounding up when converting numbers as I leveled very soon afterwards. Personally I think it doesn’t make much sense to have 100% of experience as that suggests I have all the experience needed to level. It would be nice if this was changed to display 99% in such cases.

And lastly – Dropping equipped weapons with long names blanks the screen

If a weapon with a very long name such as an advance rocket launcher with mods is dropped strait from the equipment screen the screen will temporarily go black. Not really a problem as you just have to go with [more] to get back to the normal game but scared me a bit when it first happened :). 

77
Discussion / Re: Tips for a new player?
« on: August 16, 2007, 16:47 »
Hey, I’m not exactly the master but here some links to the stuff you might find useful:

http://doom.chaosforge.org/wiki/index.php?title=Thomas%27s_tips
A general guide (might be a bit out of date)
and
http://doom.chaosforge.org/wiki/index.php?title=DoomRL_Wiki
DooMRL wiki. Source of general information about DooMRL.

But if you already being to those places then here are my tips:

Always go to the Hell’s Arena Challenge and do all of it at any cost. It doesn’t take that long to get to it and for completion of it you get a chaingun (very good), rocket launcher (good for getting through walls at certain places), bugger loads of ammo, large med-pack and supercharge (sets health to 200%!). You will need to use a shotgun or a combat shotgun (preferred) on the first wave and then start searching for the chaingun when the second wave starts coming. When you get the chaingun it should be a walk in the park.

Secondly you will probably need to know that Son of a Bitch and Son of a Gun traits do not work properly (in the case of SoaB – not at all) so taking them is pointless. I also suggest getting Eagle Eye as soon as you get your chaingun.

Oh, and thirdly use the tactics option all the time (I think the guide I linked covers this but here it is again). Use the coward setting whenever you move or whenever you are not shooting. Use the aggressive setting whenever you need to shoot but will not get shoot at (i.e. melee enemies) or when fighting former sergeants.

That should put you pretty much where I am at the moment. Good luck.

*waits for someone more experienced to blow my suggestions out of the water*

78
Requests For Features / Re: Alternative Fire modes for weapons
« on: August 15, 2007, 12:50 »
Ah, thanks.
:-S
So how do you see this being used...

79
Requests For Features / Re: Alternative Fire modes for weapons
« on: August 15, 2007, 09:42 »
Hope it’s ok if I give some constructive criticisms.

Quote from: knlbr
Pistol: Gangsta mode
shoots with pistols sideways, 1.2x faster and 0.8x as accurate

Chaingun: Mini-gun spin-off
same as pistol: 1.2x faster, 0.8x accurate

The problem with increasing the speed and decreasing the accuracy or vice versa, in my humble opinion, is that it has very little implications on the gameplay. Shooting faster increases the damage output, shooting with less accuracy decreases the damage output. So overall it vaguely balances out to be exactly like shooting normally (in your example it actually works out to be a tiny damage decrease). Admittedly there are side effects such as shooting faster would mean you could change your target more often and shooting with less accurately would mean using more ammo for the same damage but I don’t think (in this case) that the advantage will be noticeable as its not often you overkill someone with a pistol and the disadvantage will eventually stack up against you.

Quote from: knlbr
Rocket Launcher: Mini rockets
deals half as much damage and has 2 less squares as splash, but takes 3 shots to deplete 1 "rocket".

I have nothing against this. Just to make things neater I would change the amount of rockets a rocket launcher can have loaded to three and increase the rocket stacks by three times so one “mini rocket” will be just one rocket and the “normal” fire being three rockets fired at the same time.

Quote from: knlbr
BFG: Weaken Burst
Non-projectile burst that hits every monster the character can see. takes 5 cells and deals much lower damage, but makes enemies slower.

That would be quite cool to have in my opinion, if Kornel doesn’t mind adding extra game mechanics that this would require like slowing enemies down and the like. I would probably also increase the number of power cells that attack would require to about 20 or so as it seems pretty powerful. Anyone got any other ideas that they think would be cool for the BFG?

Quote from: knlbr
Chainsaw: Mad swipes
Attacks 3 times in one action, with the problem that it's 2x as slower as a normal attack and half as accurate.

I don’t really understand what you mean by attacks 3 times in one action but twice as slower... probably a game mechanic I haven’t got the grasp of yet. Anyone mind enlightening me?

Quote from: knlbr
LS: Holy Aura
Like a V's blast, weaker than the LS's base attack, around your character. good when you're being mobbed.

I really like this idea. It has my vote.


Quote from: tisiphone
Combat Shotgun –
   I imagine a combat shotgun could be set to automatic where you would empty the whole lot of 5 shells at one specific target. It should have reduced damage and take less time to do then to empty the shells one by one. The purpose of this is to allow greater damage output to more enduring enemies at the cost of ammunition.

I had some second thoughts about this idea. The intention was that you could do more damage providing you have a full magazine, have some shells to spare and could take a beating from whoever can shoot at you for however long it takes to empty out your shells. Firstly it seems a bit too specific and secondly assuming that this attack takes approximately 4 / 3 times more time then a single shot, it would mean you would have to take a huge amount of risk even if you are at full health as in that time you could easily be reduced to nothing and you will not have the opportunity to stop and use a med-pack. So to fix this I would like to change the number of shells shot in a burst to 3 shells so you don’t have to have a fully loaded combat shotgun to use this and it wouldn’t be as risky.


Anyway I would still like to hear wherever people would like this to be added or not to the game. Comments of any sort are welcomed.

80
Requests For Features / Re: More Advanced weapons!
« on: August 15, 2007, 08:30 »
True enough, I have so far never found a single advance chaingun but in my limited experience I have no trouble funding other advance weapons. I have found number of advance pistol, all the variety of advance shotguns and even an advance rocket launcher *before* The Wall. Maybe it’s a bug? Has anyone ever found an advance chaingun?

Also, personally I really like the other special weapons. Not really sure why I like them though. Maybe because they provide something like a hierarchy for weapons uniqueness hence making the prospect of an advance chaingun all the more fun. Don’t know...

Perhaps there could be a reward for a special level that allows you to make one of your weapons of choice an advance weapon, like a customisation kit or something. I think that would be kinda cool.

81
Requests For Features / Alternative Fire modes for weapons
« on: August 13, 2007, 07:28 »
Warning: Big post.

Ok, firstly, this might not be Doom-ish feature (strictly speaking) but is definitely done in shoot-‘em-ups so theme-wise I think it could go quite well. Secondly, this seems to me like quite an obvious idea, so I did a little bit of searching and I don’t find anyone suggested it before. Meaning this could be my genius idea that is so simple none dared to think it or something everyone dismissed after a seconds thought as a stupid idea. My apologies if it is the latter.

My idea is to give every (or nearly every) weapon in the game an alternative firing mode (sort of like the overload with the plasma rifle and the BFG but with out the weapon being destroyed). This would inevitably make weapons more versatile (for better or worse) which should be considered when thinking about specific ideas. Hopefully it would mean that a player has a larger wealth of tactical choices to make and would make otherwise very similar weapons differ subtly.

Here are some specific ideas on weapons alternative fires:

Fists –
   Fists could be used to perform an enraging deathblow to send Doomguy in to berserk as long as the hit kills that enemy and weapons are not changed afterwards. It should take longer to perform then the usual punching with the fists. I think it will not be too unbalancing to have an unarmed marine go berserk after each kill (if used wisely) since as far as I know fists are only used by Angels of Berserk in the first level (or so) this will make the levels just a bit easer without effecting the rest of the game and giving a bit of variety in possibilities.

Combat Knife –
   I think this was already discussed but in terms of a trait, if I remember correctly. I think it could work to allow you to throw the knife at an enemy with the price of not having it equipped after the throw (obviously). The damage should be a bit more then a normal stab with a knife to make it a bit more worthwhile. I think it would be especially good for Angel of Berserk because it would make sense to carry other things then armour and med-packs and would offer more tactical possibilities then currently available.

I’m letting someone else argue over wherever the knife should be recyclable or not after the throw.

Chainsaw –
   This idea was also discussed as a trait. A chainsaw could be used to inflict a grievous wound causing the enemy to bleed. The attack should take slightly more time then a normal attack and should be balanced so that it makes sense to use this attack on high health enemies. The bleeding should drain more health then you would have taken off by simply attacking if the enemy survives after a certain time fresh-hold. There is a possibility of abuse if you can run in – attack – and run away, but that’s why I suggest longer time to attack as the enemy (if melee) can retaliate before you move away or (if not melee) shoot after you moved away.

All this assumes that you can gain experience from enemies that bleed to death.

Pistol –
   I can’t really think of what would be appropriate for the pistol... I thought of some kind of gangster mode where you would shoot more recklessly to shoot faster but it wouldn’t really be at all any different form just shooting normally except it would use more ammo. Also had an idea of some kind of automatic mode where the pistol would fire bursts like the Chaingun but that would make it too much like a Chaingun in my opinion. Something would be good though as an addition to Angel of Marksmanship...

Shotgun –
   An alternative attack could be a form of pistol-wiping (except with a butt of a shotgun) to knock back enemies one space or so. This should do minimal damage but be quite quick to do. I imagine it being used to keep melee opponents at bay to give you some more time to reload. Obviously it shouldn’t stop melee attacks from being effective; it should just give you a bit more room to manoeuvre. 

Combat Shotgun –
   I imagine a combat shotgun could be set to automatic where you would empty the whole lot of 5 shells at one specific target. It should have reduced damage and take less time to do then to empty the shells one by one. The purpose of this is to allow greater damage output to more enduring enemies at the cost of ammunition.

Double Shotgun –
   Another weapon I can’t really think of anything that would be cool and practical to use. I suppose you could have the same thing as you have with the normal shotgun but it would not be nearly as an impressive of an upgrade as with the combat shotgun.

Chaingun –
   The chaingun could have an alternative action that will accelerate the spin of the barrels and add one more shoot to the burst of standard 5. This should be caped at 3 extra bursts to guaranty that the plasma rifle will remain a better weapon regardless of the situation. The extra shoots will be lost if any action other then firing or using alternative action will be taken. I see this being useful for situations where you know you aren’t going to stop shooting for a while and could use some extra fire power. The down sides of this action is that you could have (perhaps) better spent the time shooting at enemies if there isn’t that many of then and that it will inevitably use more ammo. 

Rocket Launcher –
   Yup, don’t really have any good ideas here either. I was thinking of something along the lines of a heat seeking missile but that would not have much of a gameplay effect as (in my experience) rocket launchers don’t miss that often. Another possibility would be to have something along the lines of a grenade mode (where missiles would bounce of the walls) or a mode where you could shoot at the ground but I think something along those lines was already suggested and rejected. I also thought of an idea of a small explosion missile mode where the splash damage area would be smaller but I think that sort of ruins the idea of the rocket launcher.

Plasma Rifle –
   An alternative fire for this weapon would be to make a piercing ray of plasma (yes, I know plasma isn’t a laser but that’s really not here or there) to cut through all the enemies in the path. Would be good in corridors as the ray would just travel through one enemy in a straight line and hit who ever is behind and keep on going until it hits a wall or travels a certain distance. Should have reduced damage compared to the normal fire (and if possible minimum knock-back). 

BFG 9000 – 
   I think you and me know this is just begging for some kind of ass-kicking supper-cool fire option.



The alternative fire / effect could be activated by pressing “F” (as in the capital of [f]ire) or if that’s a bit confusing then by pressing “a” for [a]alternative fire / effect (I don’t think the letter “a” is used for anything yet). The alternative effect could be shown as:

Plasma Rifle (1d8)×8 / (XdY)×Z [40/40]

... I think I blabbed enough, I guess I need to know what you people think now.

82
YAVP means Yet Another Victory Post and YASD means Yet Another Stupid / Silly Death (it’s all in the wiki 8-) ).

Congrats, though! I’m getting pretty close to killing Cybie myself (the last play through got me to level 23 :,( ) so it’s nice to see I’m not the only one struggling with the ITYTD :-). Congrats again!

83
Quote from: bleak
Drop all your ammo then pick it back up again. It increases the max stack size of ammo by 40%, but it doesn't automatically reorganize it, so your old stacks will still exist unless you force them to merge.

Nah, that’s not what I meant. I was probably not clear enough, sorry.

Some times when I have spare space in my inventory and I pick up some more ammo – instead of filling the old stack to the new max (like 140 10mm ammo) it fills the old stack to the old max (like 100 10mm ammo) and starts a new stack with the leftover. It’s a problem if I have (for example) 140, 100, 60 ammo stacks and want to drop some ammo to make space. I then have to get rid of 40 more ammo then I should. As I said it’s not life threatening, just a bit irritating and if it’s already fixed then this isn’t really important.

P.S. I could swear that picking up the backpack does reorganise the inventory...

84
Bug Reports / Chainsaw forced in to my hands
« on: July 26, 2007, 15:23 »
I’m playing 0.9.8.7 version of DoomRL with sound on windows 98.

I’m not entirely sure if this is intended or it’s a bug, but the chainsaw is automatically forced in to your hands when you pick it up. This makes sense for the Chain Courts and stuff but not really (in my humble opinion) if you just dropped it to pick it up in a sec when reshuffling your inventory. On a side note, this behavior would be useful for armors when you have none equipped.

P.S. I posted two topics in bug reports (about two different bugs), is this the norm or should I have posted one topic listing both of them in it?

85
I’m playing 0.9.8.7 version of DoomRL with sound on windows 98 (yeah).

The stacks of ammo begin to act weird after I picked up the backpack. Not in game breaking way, just though I’d mention it since no one else had (I think). Basically, I got things like 70, 50 and 30 stacks of power cells and 140, 100 and 63 stacks of 10mm ammo. I imagine it could eat up inventory space if you don’t notice this... not exactly life threatening but could be irritating.

86
Bug Reports / Re: Typos
« on: July 19, 2007, 05:11 »
Quote from: DisaffectedBeta
What was the context for the "humanity" quote?  I forget.

It’s from the reloader trait description. The full thing goes as following “The humanity! My big gun is out of bullets! I can’t believe it!”. As a bit of extra nitpicking maybe “bullets” should be changed to “ammo” as the BFG, plasma rifle and rocket launcher don’t use bullets and I’d say they are pretty big guns ;-).

Quote from: DisaffectedBeta
The third could easily be changed to "Evil, most pure," (like murder most foul).  "Almost pure evil" sounds good (though why not just say "pure evil?"  Is the Arachnotron subject to fits of kindness?), but "evil, almost purely so" lacks punch.

“Evil, most pure” still reads like a contradiction to me. In my head it makes “Evil, undefiled” plus the comma makes me want to add “3.95, limited addition, get it while in stock” :p. Something along the lines of “saturated” to replace “pure” might do the trick for me but if I’m the only one bothered by this then I guess it’s not necessary. 

87
Bug Reports / Re: Typos
« on: July 18, 2007, 18:08 »
Hi, I’m playing 9.8.7 version of DoomRL (1) and I think I found some typos, though I admit my linguistic skills aren’t great (so my apologies if it’s all crap :-) ).

Reloader description:
First line – “The humanity!”. I’m not certain if I’m right on this but it doesn’t make much sense to me. Perhaps something along the lines of “The humility!” or “The humiliation!” was meant? :-S

Demon description:
First line – “You thought pink is cute?”. It seems to me like the tense of that sentence is a bit screwed. Something like “You thought pink was cute?” or “You think pink is cute?” would probably work. I would also suggest dropping the “You” in that sentence to sound more imperative – “Think pink is cute?”.

Arachnotron description:
First line – “Evil almost pure”. It reads to me like a contradiction as pure and evil suggest to me opposing imagery. Maybe “Evil, almost purely so” or “Almost pure evil” would be better. :-)

(1) Argh, sorry to start of with criticisms. The game’s great and has kept me from doing anything important for days. :p So sorry if I come of sounding negative.

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