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1
Requests For Features / Re: Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: Today at 07:06 »
Thanks for the detailed answer. (Btw, I tried 0.9.9.9b7 yesterday, and joined the Discord. I'm "Balmipour" out there)
Not the place to discuss, I guess, but I got some new feedbacks after testing 0.9.9.9b7... and it looks like here's the best place to put them:
(Maybe I'll moves bugs, yet)
And finally,
I just tried to play a 2nd 0.9.9.9b7 game.
Since I had beaten UV, I did dare going HNTR this time, and tried to make it fast. 2 things about this :
Well, first, I ended-up rage-quitting because pressing 3 didn't switch to shotgun and my character shot himself a rocket in melee in the CC, destroying both zerk packs and the chainsaw.
... so I'll insist : I definitely hope using a good old inventory where each letter is statically bound to a slot will go back as an option.
I don't care for dynamic remapping and genuinely don't even understand what it's good for (maybe for your 2/3 weapons ? What else ???) when it costs many more keystrokes (or using mouse) for basic actions like using a medkit.
I sometime misuse items too (and did with this version, because it's still one misclick away). I just think the right fix would be to propose confirmations for using items (like we have, e.g. in Angband, via an horrible (auto-)inscription system).
In 0.9.9.7, with medkits, phase device and weapons all having a direct keybind, I think I only opened inventory for dropping ammo, switching armor or using a skull
But I'll aslo ask whether the difficulties have been reworked.
The reason I try UV before HNTR is because it feels much easier to me !
HNTR gives little XP (and stuff), and I often ended-up with stupid death, because I was lacking things (be it traits, mods, or even a common plasma rifle). None of these is necessary, of course, but I don't think lesser difficulties feeling harder than higher ones is a good thing. Doom or quake never felt like this to me.
I'd suggest giving an XP boost to balance for the lack of enemies in these difficulties, but slightly better items drops would probably be a good thing too.
Might be the occasion to give back some accuracy to enemies in these skill levels.
I remember reading a post... probably a JH update from Kornel, where he told easy difficulties were reworked because they didn't help us learning to play properly and gave bad habits to players.
I don't know much whether this applies to DoomRL, but one thing I can remember is I didn't know about cornershooting for quite some time when discovering the game, and could go "quite far" despite this. (I'm sure I did die to the shambler. Probably even to Cybie)
I think slightly more dangerous enemies but much more dangerous doomguy might help against this. Such discussions would need a separate thread, though. (Sorry for dumping my ideas as they go, I feel a bit guilty of cluttering here :ashamed:)
Not the place to discuss, I guess, but I got some new feedbacks after testing 0.9.9.9b7... and it looks like here's the best place to put them:
(Maybe I'll moves bugs, yet)
- I love the idea of ennemies getting enraged with time, but I think it needs a visual indicator for the player, like a progress bar.
Clearing game as UV conqueror, I think the only level where level name went purple was the Mortuary, so timer looks right to me. Makes me think I was scout, yet - I strongly want to disable the pop-ups in Hell's arena. I agree it's a much more clean system than small messages in the corner, but please Kornel, let me skip to the only actual question : continue ? Yes/No. Texts are really cool, once. Then, i wanna check some "don't bother me again" box, like I did for skipping intro or naming my guy.
- (bug) View re-centering on player after every shot when targetting off screen is very annoying (using mouse targetting & moved viewport a bit with mouse on screen's edge)
Note : I don't like using mouse for this, but I don't recall having a keyboard alternative. Ctrl-left right or something like this to move viewport could be cool). I remember a point about this is already in the OP's list, but wanna say I support the idea - (bug) shooting the last 4 ammo with my plasma gun gives me 65k ammo via some overflow. Cool (and works the same with a chain-fired chaingun), but needs fix :D. I've read about it on Discord too, but it looked 100% reproducible to me. Even got saves if necessary
- The new "use mod" menu is nice, but I wish w/a/b were bound to the 3 common choices.
Would avoid breaking our habits and keep in line with having a good usability and direct keys rather than having to parse interface elements to do simple actions. - (Accessibility) Visual item animations (cell pack, etc.) are nice, but I'd love to disable them. Maybe even fluids. A per-item setting in a LUA (or easy modding access) would be perfect. I just wish I could somehow.
- I'd also wish I could disable the glowing red eyes on enemies. Makes differenciating them harder (and looks ugly to me)
- I think my suggestion of adding a lone lost soul facing you a few squares away when entering UC is decent-enough to be added to the list.
Any veteran will just enter and stomp it even before it wakes-up, but it would help every noobie trying to shoot it, which is valuable - And unless I forgot a point, reworking boss fight looks quite relevant to keep in the "TO-DO list" as well. I must say JC's fight being a dummy one and this poor spider being nuked every time we meet it is a bit sad. Complex point, I must agree... but worth a thought.
- (unrelated to version, but useful) : have a "rename character" command ! Reading about Tormuse's AoHu badge did remind me how I tanked the mortuary (Went for a survivalist marine --0996 or 0997 survivalist--), since my scouts were all dying to a clumsy-moves-into-lava with their 10hp. Had to manually rename my guy in the mortem (possibly screwing checksum xD) because I wanted my hero to be "Homer simpson"
And finally,
I just tried to play a 2nd 0.9.9.9b7 game.
Since I had beaten UV, I did dare going HNTR this time, and tried to make it fast. 2 things about this :
Well, first, I ended-up rage-quitting because pressing 3 didn't switch to shotgun and my character shot himself a rocket in melee in the CC, destroying both zerk packs and the chainsaw.
... so I'll insist : I definitely hope using a good old inventory where each letter is statically bound to a slot will go back as an option.
I don't care for dynamic remapping and genuinely don't even understand what it's good for (maybe for your 2/3 weapons ? What else ???) when it costs many more keystrokes (or using mouse) for basic actions like using a medkit.
I sometime misuse items too (and did with this version, because it's still one misclick away). I just think the right fix would be to propose confirmations for using items (like we have, e.g. in Angband, via an horrible (auto-)inscription system).
In 0.9.9.7, with medkits, phase device and weapons all having a direct keybind, I think I only opened inventory for dropping ammo, switching armor or using a skull
But I'll aslo ask whether the difficulties have been reworked.
The reason I try UV before HNTR is because it feels much easier to me !
HNTR gives little XP (and stuff), and I often ended-up with stupid death, because I was lacking things (be it traits, mods, or even a common plasma rifle). None of these is necessary, of course, but I don't think lesser difficulties feeling harder than higher ones is a good thing. Doom or quake never felt like this to me.
I'd suggest giving an XP boost to balance for the lack of enemies in these difficulties, but slightly better items drops would probably be a good thing too.
Might be the occasion to give back some accuracy to enemies in these skill levels.
I remember reading a post... probably a JH update from Kornel, where he told easy difficulties were reworked because they didn't help us learning to play properly and gave bad habits to players.
I don't know much whether this applies to DoomRL, but one thing I can remember is I didn't know about cornershooting for quite some time when discovering the game, and could go "quite far" despite this. (I'm sure I did die to the shambler. Probably even to Cybie)
I think slightly more dangerous enemies but much more dangerous doomguy might help against this. Such discussions would need a separate thread, though. (Sorry for dumping my ideas as they go, I feel a bit guilty of cluttering here :ashamed:)
2
Requests For Features / Re: Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: Yesterday at 10:29 »
Wow, nice compilation. Thanks for all this work.
I just discovered 0.9.9.8 and completed my first game (UV, kept my 0.9.9.7 player.wad)
Most suggestions I've seen here looked relevant to me.
After reading most of this thread (but about nothing else yet), here's my 2cts hot-feedback, for you to consider/inculde/ignore :)
note : While I notice the improvements, I rarely send flowers about what's good. What I focus on is always the issues.
First : after grabbing all I could from my old configs, there's a few things I'm really missing, and which I didn't see adressed here :
---
Now, some feedback about feedbacks :
I just discovered 0.9.9.8 and completed my first game (UV, kept my 0.9.9.7 player.wad)
Most suggestions I've seen here looked relevant to me.
After reading most of this thread (but about nothing else yet), here's my 2cts hot-feedback, for you to consider/inculde/ignore :)
note : While I notice the improvements, I rarely send flowers about what's good. What I focus on is always the issues.
First : after grabbing all I could from my old configs, there's a few things I'm really missing, and which I didn't see adressed here :
- No quick selection keys anymore for weapons is extremely painful.
My usual run uses no more than shotgun/chainsaw(scythe)/plasma(laser) rifle/tac RL. I don't want to bind them manually every game, which even seems to need de-equipping them first so they are in invertory.
The old system where every weapon could have its quick key (and I did bind every one of them) was MUCH more efficient. Its only issue was quick-keying did give a movement-cost reduction, which was nonsense and shouldn't be paired with what is just a UI feature.
Additionnaly, asking to switch to a weapon currently in my offhand tells me "I'm already using it", even if my current weapon is rocket launcher. So every time I wanna switch & fire, I gotta check it actually did the switch I asked ?Checked 0.9.9.9B7 : it is
Tell me this is already reported/fixed, please !- Is keybindings.lua not meant to come back ? I also had some bindings to use items. Especially both medkit and phase devices. Having to open inventory for this is an annoyance
- And a BIG annoyance, since I now also have to scroll manually to item slots. I've read that for some technical reason, inventory bindings would be complex to keep (I wonder why, yet), but remain surprised by such sacrifices. I think this will hamper playability too much for me and while I'll try a few more games, may very well end-up sticking with 0.9.9.7 if UI remains like this in the future.
- Oh, and having to press space to go downstairs feels weird. First roguelike I play where I can't press > for it.
I can deal with this, but knowing I'll someday mistakenly go downstairs because I accidentally pressed spacebar is a bit more annoying. Secondary for sure, but a small loss remains a loss. - +targetting's new colors (Blue, I think ?) make it really hard to see while berserk. Used to be green from what I see in my 0.9.9.7
---
Now, some feedback about feedbacks :
- Shoudl'nt "blood boots" be "Butcher's boots" ? Could even pair for a set with some cleaver ♥)
- QuoteQuote
Maybe a guaranteed combat pistol somewhere would be nice, like in Phobos lab.
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).
Phobos lab might be too early, or maybe we need some more ego pistols and get a random one. (Lack of variety is a bit sad here).
Thing is : the issue is more how pistols work than the drop itself. Guaranteed or not, CP is always useless unless you're a pistol freak.
Pistols are ALL specific to pistol builds and useless for anyone else (save Trigun). I see this as arguable game design... but on the other hands, making pistol as good as "real rifles" wouldn't seem very consistent... so putting the difference in the skills somehow makes perfect sense.
Why give shotguns and a chainsaw but not a peashooter ? Playing angel of pew-pew without finding any cool pistol just sucks
Alternatively, some rewards (pistols or other) could depend on picked skills. E.G. you could get a guaranteed pistol in HA if you skilled at least SOG2.
As a side note, I never pick-up a combat shotgun anymore. And I always play mostly shotgun all game long (unless I get a nano for my plasma rifle).
I genuinely think regular shotgun with SOB2+ and/or P mods is MUCH more powerful. Hence, I don't agree with it being of any more use than a pistol.
... except maybe for the 5 ammo I salvage from it :) - Quote
[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it. 1
I strongly disagree with arbitrarly disabling powerups: Messing with normal flow of the game in ways requiring to die-and-retry is painful.
Phobos lab's exception is terrible-enough already, we don't need more of this ! Isn't anyone fighting an apostle berserk and already steamrolling anyway ?
Plus, these edge cases need specific roguelike luck. From what I see, you currently can't activate a thermobomb in this level ? Well, remove this then. I already lost more than one character due to supid exceptions of this kind in several games --which might include this case--, and unless the game tells you in advance, this shit is just frustrating. Game should just follow the rules, not require you to parse the wiki/forums or die until you know every surprise trap.
Also, this kind of vicious additions removes some tactical play, like fast-diving through 4 levels because you just found 3 invu globes in Hell4 and wanna try some fun ending. Love diversity, let players use rare cool cases instead of inciting them to rely on a generic safe strat ! THIS . IS . ROGUELIIIIIIIIIKE ! - Previous case reminds me of my first visit to UC. There should definitely be some warning telling you you can't shoot when entering. It could be as simple as a lone lost soul facing you 3 squares away...
- Quote
*Have dying to John Carmack count as a normal death instead of as a partial win.
I'm not sure. I think killing Carmack shuld be more rewarding for this to make sense.
A lot of players probably play it like I do, and just routinely kill it because "100%". The notion of partial wins seems enough to me : it's a fun notion when reading your stats.
We could imagine something bigger (Like what JH has near the end), but it looks decent to me in its current form.
If I wanted a rework, I'd say boss fights after anomaly could be made more interesting (I now always berserk into Cyber and nuke/berserk for ending... yeah, these could definitely use some rework :p) - Have less restrictions on Dual Angel combinations
Yes, but please, make them a separate category for medals.
There's a small bunch of badges/medals like N! shotty I only got because I Angel-of-overconfidence'd into Dis, probably relying on some luck (be it invu, berserks, or any other great drops trivializing the ending)
This feels absolutely lame, and wayyyyy less deserved than the badges I got for winning say, my first nightmare games (which were also conqueror 8)).
I'm sure medals for dual angels can make sense too, but as long as an angel challenge gives any positive counterpart, we probably need to make them specific.
An alternative could be to note for every badge what were the winning conditions : Soldier class, challenges... could even be linked to mortem. (and with a properly seeded game to the full replay -- Yeah, I'm going a bit further... but I think replays in these kind of games should always be available. They don't just help us boost our ego, they also help making tutorials or reporting/understanding bugs !)
3
Post Mortem / Re: [0.8.5d|U|AoLT|Ma|14|YAVP] I finally won! :D
« on: December 16, 2019, 16:30 »
\o/
What about posting videos of some of your performances ?
I'd have been curious to watch such an UV game, especially as AoLT.
What about posting videos of some of your performances ?
I'd have been curious to watch such an UV game, especially as AoLT.
4
General Discussion / Re: Best place for giving feedbacks ?
« on: December 16, 2019, 09:05 »
Thanks a LOT for your thorough answers (I factorize for 3 threads :p)
About the tracker, just wanted to spread the idea (& show a working example).
Posting here is fine for me then.
I could post (more) pages of feedbacks and open troll-prone debates with the community... but think waiting&see may be a better approach. (think of points like the addition of powerups)
I answer back to most points, but am perfectly aware all this takes time, and am not in a hurry (waiting years doesn't bother me, really).
--
Oh, Shift-G ? Great !
Too bad it's not in the "Keyboard" infos. Please think of a simple readme file with undocumented features like this, the ctrl-mousewheel zoom in/out, or command line switches (only discovered --gl atm, but had to ask for it).
All those are extremely useful.... providing one is aware they exist.
About the action log, I meant a "messages" view, like we have with p (or is it ctrl-p) ? in DoomRL (and Angband, and probably ToME, etc.). On screen, I'd like only the last message in the upper left (which could be an option, in a .ini file if you don't want to burden the GUI)
Keeping the key pressed : just tried it again, but it doesn"t do what I need : I have to wait for the repeat to take effect, and even then, it is slower than repeatidly pressing the key. I wish I could just instantly reach the destination, skipping any animation.
Targeting beeing look mode sounds ok (maybe call it selection mode then ?). Adding the "view item/enemy/[ground] description" would definitely be a great addition. I agree we quickly "get familiar with" most things, but beeing noob-friendlier and allow quick checking of some details would be a big step for ergonomy.
Note we currently can't "target" when bare-handed.
Also, I wonder if there's a way of knowing the colour of an advanced armor atm, since I think they all look cyan.
About "more drops", I'll just insist that they are what creates the level's uniqueness and helps having it feel "filled"... but can understand it's one of a zillion priorities.
Glad to know the graphic aspects won't interfere here.
I'll stay tuned, of course. Both to your answers and new versions.
Keep up the good work. I paid for your passion, not for the delivery :)
About the tracker, just wanted to spread the idea (& show a working example).
Posting here is fine for me then.
I could post (more) pages of feedbacks and open troll-prone debates with the community... but think waiting&see may be a better approach. (think of points like the addition of powerups)
I answer back to most points, but am perfectly aware all this takes time, and am not in a hurry (waiting years doesn't bother me, really).
--
Oh, Shift-G ? Great !
Too bad it's not in the "Keyboard" infos. Please think of a simple readme file with undocumented features like this, the ctrl-mousewheel zoom in/out, or command line switches (only discovered --gl atm, but had to ask for it).
All those are extremely useful.... providing one is aware they exist.
About the action log, I meant a "messages" view, like we have with p (or is it ctrl-p) ? in DoomRL (and Angband, and probably ToME, etc.). On screen, I'd like only the last message in the upper left (which could be an option, in a .ini file if you don't want to burden the GUI)
Keeping the key pressed : just tried it again, but it doesn"t do what I need : I have to wait for the repeat to take effect, and even then, it is slower than repeatidly pressing the key. I wish I could just instantly reach the destination, skipping any animation.
Targeting beeing look mode sounds ok (maybe call it selection mode then ?). Adding the "view item/enemy/[ground] description" would definitely be a great addition. I agree we quickly "get familiar with" most things, but beeing noob-friendlier and allow quick checking of some details would be a big step for ergonomy.
Note we currently can't "target" when bare-handed.
Also, I wonder if there's a way of knowing the colour of an advanced armor atm, since I think they all look cyan.
About "more drops", I'll just insist that they are what creates the level's uniqueness and helps having it feel "filled"... but can understand it's one of a zillion priorities.
Glad to know the graphic aspects won't interfere here.
I'll stay tuned, of course. Both to your answers and new versions.
Keep up the good work. I paid for your passion, not for the delivery :)
5
General Discussion / Re: Wiki / game info?
« on: December 16, 2019, 08:03 »Quote
There's already a wiki set up, but we didn't even have time to skin it from the default MediaWiki skin. We're spread thin here, but I'll try to find time for that :/Ouch :p
Maybe it could be opened as-is, then ? Well, I guess you prefer "releasing" a polished wiki rather than an "early-access" one ?
Meh, I'm looking forward to it... but also (very) patient, so go at your pace.
--
Thinking about it, why it matters so much to me is essentially because "try&die" quickly becomes frustrating.
I love having to make decisions/sacrifices and fully assume my choices, but one can't take wise decisions without knowledge (reminds me of my first runs in UC x_+. If only some message did warn me...)
Having to gratuitously suffer for every piece of knowledge is tiresome, but as long as the games gives the player enough infos (i.e. transparency about damages/speed systems, items effects... and challenges to expect), dying quickly improves from painful to plain fun.
So, while a wiki is a good place to learn things and avoid having too much bad surprises, imo, facing the bad surprises is even sweeter... providing it gives more fun than frustrations.
Dying is fun when it's you fault (or just a rare bad RNG), but not when it's just because you have to grind & restart until you know every pitfall.
For this reason, after some runs reaching IO, and an absurd death vs a group of exalted velociraptors (had found no phase, btw), I quickly started to save scum a bit... and didn't stop until I reached & killed the summoner.
And because thats not the way I like to play, I'll risk giving you the truit to slap me, and will suggest to add some nerfed "scummable" save system to JH. (alias, saves not cleared when used).
Of course, this doesn't look much compatible with permadeath at first glance, but I think it actually is, if done properly.
The purpose is NOT to let one get any "achievement", but to explore and understand the game.
Some examples of cool systems enabling such exploration:
-Angband's "Allow player to avoid death" option lets you play in real conditions, just without having to redo everything if your Lvl45 char dies to some unknown threat
-Tourist difficulty, in "Serious Sam", gives you hp (& maybe ammo) regen. A funny way to explore the game for one not wanting challenge.
(This reminds me DoomRL GOT his Tourist module ! Which was a great way to learn the backside of the game & levels, and gave me the idea to rocket-call the AM in CC)
-N64 Goldeneye / Perfect dark featured "cheat options", unlockable by beating some challenges (in their case, completing some level under some time)
-Also, Soldier of fortune's save system was interesting, compared to Doom or Quake: in easy, you had several saves per mission (level), and in hard, maybe one. In what I'd call UV, you had none.
I know all this might look in opposition with our vision of permadeath, but I think permadath's goal is to have people assume their choices & mistakes (or life's bad luck).
I don't see any point in killing characters in a "try & die" way just because they were not aware of some trap, like in the current military base (where using a smoke before walking the ambush-step makes all the difference... providing you know what happens when you walk tile X)
In JH, loading without destroying the save could really be an option.
If it was me, I think I'd allow this at game start (call it military simulator :p), just disabling any achievement/victory onbtained for such a run (and probably advertising "What you could have got", instead).
In fact, this approach seems way better to me than having to check the wiki/forums, mainly because it needs the player to find his own way with his own perceptions, rather than copying the way other people play.
For me, wiki/debug modules are mainly useful once you know most of the game aspects, so that you can discover things you didn't notice yet. (I didn't open any binding of Isaac wiki before I beat the game a *lot* of times)
6
Requests For Features / Re: Crazy ideas thread
« on: December 16, 2019, 03:41 »
Ok, so it's a full "design" mode", like in Master of Orion, Warzone 2100, etc.
I wonder how this would work (considering "mods" & unique stuff), but will just keep confident you'll come-up with something relevant.
(What I'd imagine is similar to the stuffing screen of a RPG, with green/red "+2dmg -1 max range" numbers if you replace that barrel)
Anyway, the most important here to me is that we don't always end-up with the same thing (Tac boots : never again !).
I'm sure all it needs is time and chaos-forging iterations, so I'll just wait & see.
@Mihey if you speak of character traits, I'd bet we can :)
I wonder how this would work (considering "mods" & unique stuff), but will just keep confident you'll come-up with something relevant.
(What I'd imagine is similar to the stuffing screen of a RPG, with green/red "+2dmg -1 max range" numbers if you replace that barrel)
Anyway, the most important here to me is that we don't always end-up with the same thing (Tac boots : never again !).
I'm sure all it needs is time and chaos-forging iterations, so I'll just wait & see.
@Mihey if you speak of character traits, I'd bet we can :)
7
General Discussion / Re: Wiki / game info?
« on: December 12, 2019, 05:31 »
So, no wiki atm ?
All I found was the "Fandom" one https://jupiterhell.fandom.com/wiki (quite ugly and messy to me, I'm really not fan of those).
Would hosting one (more) wiki here on Chaosforge require much efforts or costs ?
I'd really love an equivalent of what we have for DoomRL.
All I found was the "Fandom" one https://jupiterhell.fandom.com/wiki (quite ugly and messy to me, I'm really not fan of those).
Would hosting one (more) wiki here on Chaosforge require much efforts or costs ?
I'd really love an equivalent of what we have for DoomRL.
8
General Discussion / Best place for giving feedbacks ?
« on: December 12, 2019, 04:30 »
I'd have thought it's the "Dev" forum, here on ChaosForge, but it looks a bit lethargic.
(I'd love an all-members-accessible tracker, like https://en.boardgamearena.com/bugs?game=1131. Not hoping for it, but can't resist throwing the idea)
--
So, shall I post here, in the general ? Or rather on <Erk> Steam </Erk> forums ?
Here are some appetizers "requestions" & suggestions, about little things I miss sooooooo much @v0.85 :
Subsidiary question : are the absence of powerups or run command linked in any way with the 3D render ?
(I'd love an all-members-accessible tracker, like https://en.boardgamearena.com/bugs?game=1131. Not hoping for it, but can't resist throwing the idea)
--
So, shall I post here, in the general ? Or rather on <Erk> Steam </Erk> forums ?
Here are some appetizers "requestions" & suggestions, about little things I miss sooooooo much @v0.85 :
- Can't use from the ground yet ? You put a lot in improving the gameplay fluidity, but this one doesn't seem heavy to implement, and brings a lot. (Especially with current absence of inventory shortcuts or keybindings.lua to add custom binds, which needs many keypresses for basic things like using a medkit).
One of the best improvement between DoomRL 0.9.9.6 and 0.9.9.7 imo, really) - An actions log, please !
Even a raw one, with things like "R inflicted 18 impact to @" would be better than the current void.
I'm often wondering what just happened, what did I kill, what did I just grab, etc... this would really help. (and so would, having the last actions text-described in the upper left.) - Why no ability to "run" ? (read "move in a direction until something is encountered"). Playing slow bores me, but spamming move keys often turns in getting "ambushed" and reacting too late. I can't think of any obstacle to implementing this. Is there any ?
- Why is there no "look" command ? We have a targeting cursor and a function to display infos about the item we stand on. Easy to add, wouldn't it ?
- Add some more drops & powerups please ! I'm sure this is planned, of course, but such contents greatly contribute to the gameplay dynamic.
Even simple things, like little health/armor bonuses, or ammo, would incite the player to priorize or skip areas, and influence the gameflow a lot.
Subsidiary question : are the absence of powerups or run command linked in any way with the 3D render ?
9
Requests For Features / Re: Crazy ideas thread
« on: December 12, 2019, 03:48 »
Trying the game again (0.85), I feel the current 3-weapons-restriction and mods don't fit very well together.
I wanted to propose A mods could be used for crafting a scope, or B mods for a clip extender, which one could remove from a weapon when abandoning it.
Is it what you mean by "modular ? That'd be sweet.
I love the necessity to trash things, especially if it depends on things like ammo drops forcing you to deal with what you get, instead of what you'd want.
But if one trashes his weapons every other levels, mods would become utterly useless.
I wanted to propose A mods could be used for crafting a scope, or B mods for a clip extender, which one could remove from a weapon when abandoning it.
Is it what you mean by "modular ? That'd be sweet.
I love the necessity to trash things, especially if it depends on things like ammo drops forcing you to deal with what you get, instead of what you'd want.
But if one trashes his weapons every other levels, mods would become utterly useless.
10
Discussion / Re: Worst master trait
« on: June 05, 2017, 07:02 »
Would agree with MBD. The op forgot to mention the terrible blocks : Hellrunner, Eagle Eye, Brute.
In other words : you empty your magazine faster...but miss your targets a lot, and if you happen to get short of ammo, you are not even unable to zerk in, nor to run efficiently for your life.
Survivalist? Well... it sucks, you're right. But I actually used it to get my AoHu UV win.
I was astounded with the ammount of damages I could sustain. It was really impressive, and ridiculous.
In fact, in this game, I did something I never did before : I tanked out the whole mortuary. (Letting myself hit so that viles burn the corpses and so on... I was somehow playing "entrenchment-style", but with a 18 or 20 HP marine...).
Somehow close to the way a melee build character would have played... but with MSV replacing the berserk trait.
The reason I chose this crappy skill for that challenge was that my previous scout all died to boredom and/or lack of attention, which kills you very quickly when you visit hell.
I only remember two of them, but one died of a plasma burst while waiting, and the other... ahem, mistakenly walked over lava with his nice phaseshift suit and [A] modded tac boots.
My stupid survivalist probably made a few similar mistakes, but didn't care much about it, and just made it !
So, I'd say its a shitty skill, but I wouldn't rate it useless
Entrenchment and Shottyhead are quite terrible too but I doubt they are as bad as MBD.
MEn's problem is probably more the prerequisites and blocks than the skill itself). I have to admit I only used this trait once or twice... so I could say I did.
TH is, from my POV, a negative pick; but only one level is required.
I don't see much interest in picking Bad(ass), but it's not a useless skill.
If I'm right, the Fin(esse) block isn't that dramatic either, since you have a direct access to WK, which lets you craft decent toys.
The Rel(oader) block is probably the worse problem, since crafting a nanomachic weapon is a good solution, but can be quite hard to reach, and rapid fire weapons reload time are too high.
Of course, another drawback of this skill is that it does work ONLY if you're using chainfire.
Usually, I sometimes use chainfire to kill big enemies faster, but more often, I just use the 1st step, to save some ammo.
Shottyhead... well, the concept is funny, but blocking SOB on shotguns makes them pretty useless imo.
Unless you craft an elephant gun, you can't rely enough on knockback. Also, you'll waste your shells too fast. And what for, dodge ? Cornershooting is (alas), way more efficient. Btw, elephant gun is BAD at cornershooting, which means you have to choose a drawback, while you wouldn't without this trait and his blocks.
With a regular shotgun and SOB2, you are roughly unreacheable if hidden behind a simple corner, so why block this perfection with a useless master trait ?
Of course, later, you can "replace" SOB with P-mods, but you're always OP in mid/late game anyway. Getting powerful enough at level 2 is better than at level 10. And stacking P-mods AND SoB remains better than choosing only one :)
At last, I would say Scavenger.
I love its concept, but IIRC, un-crafting assemblies just gives you one mod back, which is completely useless.
Disassembling trigun or BFG10K is a blasphemy, of course, but is probably the only real potential use of this trait in a normal game.
Aside from that, its cool... for people which started a new savefile and need to quickly uncover most assemblies so that their Hell's Armory doesn't get screwed with stupid schematics.
The great thing with this trait is that the prerequisites are actually useful, and it doesn't block useful traits outside of Berserker. (You can even get Brute if necessary !) This, is pretty cool, really.
For the rest...I doubt Gun Kata is very useful either (MSs is probably a zillion times more powerful), but I doubt it's a bad skill. It can probably be played the way it was designed to be, and might be good if MSs wasn't better.
All the other seem to have a use. I hate gunrunner, but it seems usable in a way. MFA is quite weird too, but has a really freaking potential, and most other skills are probably actually good.
In other words : you empty your magazine faster...but miss your targets a lot, and if you happen to get short of ammo, you are not even unable to zerk in, nor to run efficiently for your life.
Survivalist? Well... it sucks, you're right. But I actually used it to get my AoHu UV win.
I was astounded with the ammount of damages I could sustain. It was really impressive, and ridiculous.
In fact, in this game, I did something I never did before : I tanked out the whole mortuary. (Letting myself hit so that viles burn the corpses and so on... I was somehow playing "entrenchment-style", but with a 18 or 20 HP marine...).
Somehow close to the way a melee build character would have played... but with MSV replacing the berserk trait.
The reason I chose this crappy skill for that challenge was that my previous scout all died to boredom and/or lack of attention, which kills you very quickly when you visit hell.
I only remember two of them, but one died of a plasma burst while waiting, and the other... ahem, mistakenly walked over lava with his nice phaseshift suit and [A] modded tac boots.
My stupid survivalist probably made a few similar mistakes, but didn't care much about it, and just made it !
So, I'd say its a shitty skill, but I wouldn't rate it useless
Entrenchment and Shottyhead are quite terrible too but I doubt they are as bad as MBD.
MEn's problem is probably more the prerequisites and blocks than the skill itself). I have to admit I only used this trait once or twice... so I could say I did.
TH is, from my POV, a negative pick; but only one level is required.
I don't see much interest in picking Bad(ass), but it's not a useless skill.
If I'm right, the Fin(esse) block isn't that dramatic either, since you have a direct access to WK, which lets you craft decent toys.
The Rel(oader) block is probably the worse problem, since crafting a nanomachic weapon is a good solution, but can be quite hard to reach, and rapid fire weapons reload time are too high.
Of course, another drawback of this skill is that it does work ONLY if you're using chainfire.
Usually, I sometimes use chainfire to kill big enemies faster, but more often, I just use the 1st step, to save some ammo.
Shottyhead... well, the concept is funny, but blocking SOB on shotguns makes them pretty useless imo.
Unless you craft an elephant gun, you can't rely enough on knockback. Also, you'll waste your shells too fast. And what for, dodge ? Cornershooting is (alas), way more efficient. Btw, elephant gun is BAD at cornershooting, which means you have to choose a drawback, while you wouldn't without this trait and his blocks.
With a regular shotgun and SOB2, you are roughly unreacheable if hidden behind a simple corner, so why block this perfection with a useless master trait ?
Of course, later, you can "replace" SOB with P-mods, but you're always OP in mid/late game anyway. Getting powerful enough at level 2 is better than at level 10. And stacking P-mods AND SoB remains better than choosing only one :)
At last, I would say Scavenger.
I love its concept, but IIRC, un-crafting assemblies just gives you one mod back, which is completely useless.
Disassembling trigun or BFG10K is a blasphemy, of course, but is probably the only real potential use of this trait in a normal game.
Aside from that, its cool... for people which started a new savefile and need to quickly uncover most assemblies so that their Hell's Armory doesn't get screwed with stupid schematics.
The great thing with this trait is that the prerequisites are actually useful, and it doesn't block useful traits outside of Berserker. (You can even get Brute if necessary !) This, is pretty cool, really.
For the rest...I doubt Gun Kata is very useful either (MSs is probably a zillion times more powerful), but I doubt it's a bad skill. It can probably be played the way it was designed to be, and might be good if MSs wasn't better.
All the other seem to have a use. I hate gunrunner, but it seems usable in a way. MFA is quite weird too, but has a really freaking potential, and most other skills are probably actually good.
11
Discussion / Re: mortuary strategy
« on: May 25, 2017, 05:42 »
I usually choose the endurance strategy :
- Use hatred skull
- Rocket jump to the upper right. Take care of the nuclear BFG. Don't let any monster explode it !.
- Kill everything on sight, priorizing viles. Reach for them if really necessary, but try to stay in your safe place.
- Then, abuse the BFG. You'll often want to put your B-mod(s) on it. Radarshoot with it ! Kill all the corpses you can at every recharge. When something is alive, just turn it to a corpse first, and repeat the steps. If you play carefully, you can kill most enemies without even needing to see them, actually.
- You can use some ammo when needed (e.g. rocketting a stack of monsters+corpses), but try to stick with using the BFG if you can. Ammo fade out very fast in the mortuary. On the other hand, don't lose your hp to grab some ammo unless you need it. If you have to shoot your BFG somewhere, forget about all those nice rockets and plasma charges. Staying alive is more important than stockpiling.
- Finally, blast that stupid assault shotgun for showing up so late.
Notes :
- Don't be afraid of "wasting" a BFG shot to destroy only a few enemies or even corpses. The recharge time quickly becomes a negligible problem anyway
- I don't care much about the supercharges. I try not to destroy them, of course, but rarely really need them. I think I mainly use them to spare some time, since they allow me to rambo, not bothering much about playing safe. Once I depleted them, I start playing more carefully. Sometimes, my first move is a rocket jump to the right. Yep, destroying the starting bonuses & covers... time is precious :)
- When jumping to the right at start, I often spend a few rounds chainsawing or nanoplasming the viles I find. I think it's wiser to just ignore them at that time. It's important to keep in mind that my objective is the BFG. More time spent => more monsters revived => more revenants & mancubi) => more chances to get it destroyed. I think the only time one should afford to "waste" when going for the BFG should be for using 1 or 2 extra skulls.
- The few walls can be very useful once you just grabbed the BFG. They rarely last long, though.
- Starting straight with a homing phase device gives you 25% chances to get to the BFG immediately (50% to get the BFG or B-mod, which both are good results). I don't advise this strategy, since it costs a HPD, is highly random, and also gives you 50% chance to get to the OPPOSITE side, but it can be interesting, especially if you don't care much about YAAM, and just want to try getting some loot before chickening. More devices can mean more tries, btw.
- I probably make a few adjustments when playing N!. But anyway, I don't often play N!. Takes too much time to Conquer+YAAM.
- Oh, and forgot Limbo. Well, its way easier imo. Just kill all the viles in the middle. If you got unlimited ammo, radarshoot viles on right & left platforms, and finish the lesser monsters. Raising the bridges should bring you fights which are usually not that hard. Consider rocketting enemies in lava. Note that if you have a nano plasma gun, you can just kill everything without needing to take any risks. Often, I don't even bother using the nuclear BFG on that level. Few monsters, few risks... well, it remains an alternative for clearing out all the left part. Yet, I wouldn't try to rush for it as I do in the Mortuary, since lava hurts :). On N!, try to kill the N! cacos over lava, and gib everything, since monsters respawn without viles. Skulls, rockets and BFG should be enough for the middle, but reaching the nuke-BFG can be tricky. Once you got it, abuse it. N! deserves it !
Who gave you the ticket to hell, anyway ? !
- Use hatred skull
- Rocket jump to the upper right. Take care of the nuclear BFG. Don't let any monster explode it !.
- Kill everything on sight, priorizing viles. Reach for them if really necessary, but try to stay in your safe place.
- Then, abuse the BFG. You'll often want to put your B-mod(s) on it. Radarshoot with it ! Kill all the corpses you can at every recharge. When something is alive, just turn it to a corpse first, and repeat the steps. If you play carefully, you can kill most enemies without even needing to see them, actually.
- You can use some ammo when needed (e.g. rocketting a stack of monsters+corpses), but try to stick with using the BFG if you can. Ammo fade out very fast in the mortuary. On the other hand, don't lose your hp to grab some ammo unless you need it. If you have to shoot your BFG somewhere, forget about all those nice rockets and plasma charges. Staying alive is more important than stockpiling.
- Finally, blast that stupid assault shotgun for showing up so late.
Notes :
- Don't be afraid of "wasting" a BFG shot to destroy only a few enemies or even corpses. The recharge time quickly becomes a negligible problem anyway
- I don't care much about the supercharges. I try not to destroy them, of course, but rarely really need them. I think I mainly use them to spare some time, since they allow me to rambo, not bothering much about playing safe. Once I depleted them, I start playing more carefully. Sometimes, my first move is a rocket jump to the right. Yep, destroying the starting bonuses & covers... time is precious :)
- When jumping to the right at start, I often spend a few rounds chainsawing or nanoplasming the viles I find. I think it's wiser to just ignore them at that time. It's important to keep in mind that my objective is the BFG. More time spent => more monsters revived => more revenants & mancubi) => more chances to get it destroyed. I think the only time one should afford to "waste" when going for the BFG should be for using 1 or 2 extra skulls.
- The few walls can be very useful once you just grabbed the BFG. They rarely last long, though.
- Starting straight with a homing phase device gives you 25% chances to get to the BFG immediately (50% to get the BFG or B-mod, which both are good results). I don't advise this strategy, since it costs a HPD, is highly random, and also gives you 50% chance to get to the OPPOSITE side, but it can be interesting, especially if you don't care much about YAAM, and just want to try getting some loot before chickening. More devices can mean more tries, btw.
- I probably make a few adjustments when playing N!. But anyway, I don't often play N!. Takes too much time to Conquer+YAAM.
- Oh, and forgot Limbo. Well, its way easier imo. Just kill all the viles in the middle. If you got unlimited ammo, radarshoot viles on right & left platforms, and finish the lesser monsters. Raising the bridges should bring you fights which are usually not that hard. Consider rocketting enemies in lava. Note that if you have a nano plasma gun, you can just kill everything without needing to take any risks. Often, I don't even bother using the nuclear BFG on that level. Few monsters, few risks... well, it remains an alternative for clearing out all the left part. Yet, I wouldn't try to rush for it as I do in the Mortuary, since lava hurts :). On N!, try to kill the N! cacos over lava, and gib everything, since monsters respawn without viles. Skulls, rockets and BFG should be enough for the middle, but reaching the nuke-BFG can be tricky. Once you got it, abuse it. N! deserves it !
Quote
Personally, I've never set foot in the Mortuary[...]Coward :p
Who gave you the ticket to hell, anyway ? !
12
Discussion / Re: What to do with early bulk packs on shotgun build?
« on: May 18, 2017, 14:58 »
I'd go for the TacRL.
I often try to get one for the Armory, since it makes shambler's head easier (and getting it tends to give you a nano, which is neat).
It can never be guaranteed, but I don't see much use for those (great) B-mods anyway. My next ones usually go on a plasma gun (which I try to make nanomachic), then on BFGs (which barely ever use, but big BFGs are cool, and makes me comfortable)
You might also consider the gatling gun, which is great. I stopped crafting it since I reserve my B for tacRL & my plasma gun, but it rocks.
The only sad thing is that it's a sort of plasma gun... with bullet type damages. Which is a bit weak. On the other hand, it's usually easier to find a bunch of bullets.
The other assemblies seem pointless to me, since a normal weapon with 5 mods will often be just better than a dubious assembly.
I don't remember well. Was the movement penalty for bluk-modding armors removed in 0.9.9.7 ? If it wasn't, I wouldn't advise to do it.
Fireproof can probably be a good armor, but I forgot about it due to its lack of versality, since some (maybe too good) stuff exist, and don't have such drawbacks.
Putting B on chainsaw is cool, but I doubt it's as useful as it should be, since BRU/BER give you insane damage boosts already anyway, and the AoD basically requires either great speed, or crude melee power, which kinda both make the damage difference unnecessary.
I often try to get one for the Armory, since it makes shambler's head easier (and getting it tends to give you a nano, which is neat).
It can never be guaranteed, but I don't see much use for those (great) B-mods anyway. My next ones usually go on a plasma gun (which I try to make nanomachic), then on BFGs (which barely ever use, but big BFGs are cool, and makes me comfortable)
You might also consider the gatling gun, which is great. I stopped crafting it since I reserve my B for tacRL & my plasma gun, but it rocks.
The only sad thing is that it's a sort of plasma gun... with bullet type damages. Which is a bit weak. On the other hand, it's usually easier to find a bunch of bullets.
The other assemblies seem pointless to me, since a normal weapon with 5 mods will often be just better than a dubious assembly.
I don't remember well. Was the movement penalty for bluk-modding armors removed in 0.9.9.7 ? If it wasn't, I wouldn't advise to do it.
Fireproof can probably be a good armor, but I forgot about it due to its lack of versality, since some (maybe too good) stuff exist, and don't have such drawbacks.
Putting B on chainsaw is cool, but I doubt it's as useful as it should be, since BRU/BER give you insane damage boosts already anyway, and the AoD basically requires either great speed, or crude melee power, which kinda both make the damage difference unnecessary.
13
Releases / Re: The Inferno Module
« on: March 06, 2017, 06:36 »
\o/
Looks like I had lost hope prematurely.
Glad to read that :)
Looks like I had lost hope prematurely.
Glad to read that :)
14
Releases / Re: Vid's DoomRL Sound Pack
« on: February 25, 2017, 07:29 »
Yay,
didn't have time to try it enough yet, but is sounds nice.
I'm a bit too much used to the standard sounds, so it felt a little Destabilizing for my first uses, but I'm sure I'll love it.
Thanks for sharing !
didn't have time to try it enough yet, but is sounds nice.
I'm a bit too much used to the standard sounds, so it felt a little Destabilizing for my first uses, but I'm sure I'll love it.
Thanks for sharing !
15
Discussion / Re: Quick question about intuition + berserk
« on: February 15, 2017, 17:32 »
Just in case I didn't growl against this somewhere already in the past, and because I don't want JH to retain this kind of "features"
+42 !
It participates to make the game "doomish", which is one of its value... true. But on the other hand, I never play berserk, and often don't use the radiation suits I find (outside of one for the Limbo pits, btw)... essentially because it makes the game ugly, and also quite often because the little protection it gives is rarely worth reducing your player's perception (even without INT).
Invulnerability doesn't bother me. Its exactly as it was in the original game, and doesn't cripple your perceptions. I'm even pretty persuaded this visual effect, in the original Doom, was also intended to give the player a little drawback (but honestly, dit it ?)
I'm sure a slighter filter would be OK. As long as it remains doomish (or Jupitish xD), but Hell ! Not anything that ugly again.
Quote
im of the opinion that the color changes from invul/enviro suit/berserk are sacrificing too much
+42 !
It participates to make the game "doomish", which is one of its value... true. But on the other hand, I never play berserk, and often don't use the radiation suits I find (outside of one for the Limbo pits, btw)... essentially because it makes the game ugly, and also quite often because the little protection it gives is rarely worth reducing your player's perception (even without INT).
Invulnerability doesn't bother me. Its exactly as it was in the original game, and doesn't cripple your perceptions. I'm even pretty persuaded this visual effect, in the original Doom, was also intended to give the player a little drawback (but honestly, dit it ?)
I'm sure a slighter filter would be OK. As long as it remains doomish (or Jupitish xD), but Hell ! Not anything that ugly again.