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Messages - Mr_Dead

Pages: 1 [2] 3 4
16
Discussion / Re: Next development target
« on: April 12, 2009, 14:21 »
HereticRL :P  That sounds fun.

17
Nightmare! / Re: [N!|AoDD|55%|YAVP]
« on: March 28, 2009, 03:35 »
Nice job!  Good game man.

18
Discussion / Re: A few newb questions
« on: March 11, 2009, 08:12 »
You could always take a lava/acid bath.

19
Discussion / Re: My Dream Patch Notes v1.0
« on: March 03, 2009, 15:17 »
All of these changes would need to be playtested for balance and many would need tweaked in some way before it would feel "right".  Spiked Treads reducing knockback by 100% might be too good, maybe 50%-75% would be more appropriate and still desirable.  The point is, it should not be an easy decision choosing which mods you use in any situation (as it is right now).  They should all be powerful relative to each other.  Also, the notes are just a rough draft, so take it with a grain of salt.  Some things that do warrant further explanation:

Why would you not allow for a character to become better at getting close to monsters without being noticed (the point of Demon Stalker) based on source material, but allow for extremely random damage, which has nothing to do with the real Doom games?  The leading cause of death for melee characters seems to be getting knocked back while trying to approach a monster, while actual melee combat is *relatively* low-risk even without any defensive traits.  The bit about monsters that can smell you is a great idea though to keep a Demon Stalker melee player on their toes.  Also I'm not talking about true "stealth" like other roguelikes / rpgs, as you would never be able to get closer than 3 squares without them seeing you.  Perhaps though, there could be monsters you really DO NOT want to melee (they cause extra armor loss or do a huge amount of damage), that can't smell you, and sneaking past them as a melee character would be the best strategy to advance.

Not having Ironman is compensated for with Rocket Jockey (-40% AoE dmg sustained, at max), which would have been perfect to have in the situation you described.  Knife Fighter (+30% melee dodge iirc, at max) would help melee players deal with increased monster melee acc / dmg.  For melee characters having Knife Fighter would be a viable choice vs. Tough As Nails early on to help deal with increased danger at melee range.

Smaller cone of fire on a Shotgun would negate the ranged damage penalty as more pellets would hit the same target instead of spreading out like crazy.  This would allow a Shotgun specialist to swap shotguns based on the situation, making it a much more viable specialty in the face of Chainguns/Plasma +EE/CE/SoB.

Double Berserk duration wouldn't really be overpowered, it is the effect itself which is overpowered, and I proposed nerfing the bonuses by like 1/2 if you read the whole notes.  The thing about limiting item spawns has more to do with the size of the maps, which are tiny compared to most real Doom maps.  They can have more redundant items as they can have 300+ monsters in a single level (not counting ressurections by Archviles).  I also think some items should always survive explosions, such as weapons themselves (not ammo), armor, health globes, and other instant use powerups.

I was thinking about this exploding ammo bit just and what you said about reverse engineering being too powerful (I agree, there are WAY too many useless weapons lying around after you clear a level).  Well, what if weapons had individual parts which degraded with use and required replacement for your gun to continue functioning?  This could replace the current mod system by allowing you to truly customize you weapons based on the parts you find.  Dismantling a weapon for its parts would become a standard command and not require a trait to use, of course, but maybe with traits (or a real skill based system) you could increase your chances of recovering higher quality parts, thus improving the performance of your gun.  Things like, scopes, barrels, stocks, ammo feeders, trigger mechanisms could influence things like critical hits, accuracy, melee dmg from attacking while holding a gun, reload speed, and firing speed respectively.  Since individual parts could be damage you could say an explosion has a chance of cooking off explosive ammo inside a gun (plasma based weapons would be immune to this) and damaging / destroying it if caught in a blast.

The more I think about it, changing clip sizes really doesn't even need to be a part of the game, and while you can make a double barrel shotgun behave however you want it to in a video game, I can sort of agree that the changes I proposed don't feel "right" with respect to the source material.  The shotty / double shotty were an awesome guns, and I just hope they become awesome in Doom RL, too.

Finally, the lack of a time limit needs addressed honestly.  I mentioned above, the game could afford to have much bigger and interesting levels as a result of no time limit, OR one could be introduced.  I like Crawl's mutation theme, which would fit in well here considering all the toxic sludge and demonic energy surrounding you at all times.  Maybe if you take too long to finish the game you will develop harmful mutations over time, which would allow for the self-repair nanites / quick recovery abilities (assuming the current trait system would still be used) to not be overpowered.

About the spike treads, boots already have an inital lowering of knockback.  That's more the reason why I think the mod would pretty much be useless.  Furthermore, I wouldn't want an extremely high knockback protection.  Knockback can help you get out of a really bad situtaion *provided you survive the inital attack(s)*.

Good point about demon stalker for melee builds, though it makes me bring up the point that this game isn't like most roguelikes *at least the ones I've played* its based off Doom, a game where you use EVERY weapon, not just limiting yourself to one or two.  I'm a real Doom fanatic and i'm a bit more biased for DoomRL to be more doomish then RL...which is why I like seeing alot of suggestions...broadens my view, not to mention allows good debating like this :).

I forgot about your Rocket Jockey idea to be honest after I browsed over it a few times :S...in some cases it would be better, in others Ironman would be *When Spideys Attack!  A horror movie coming to your location!...or...Pain elemental cavern anyone?*.  Plus factoring in the armor reduction could make Rocket Jockey overpowered.  I don't think I've ever seen a monster above Hell knight miss more than 1 out of 4 melee strikes...if even that.  Then again, I always play on UV/N!, where accuracy is higher for your enemies if I remember correctly.  Btw...what is that...shady thing lurking in the corner...*pokes shady thing* ;)

The accuracy thing for the shotty just really doesn't appeal to me...For most people who stick to builds it works I guess, but I don't stick to one weapon, I use most of them.  I stick to the combat shotty for groups of weak/mid hellspawn or even large groups of tougher foes, rockets for Arch-Viles and what they're ressing, CG for the base weapon, and PG for when I really need frying power.

About 2x berserk duration...even with the nerfed effects, +2 damage reduction with your 2 TaN and your improved Protection modded Red armor '+6'...=10.  Still to powerful to have the double duration, particularly with Rocket Jockey.  Map size may be alot smaller...but you're also dealing with the fact that you can't just run circles around the monsters like you can in Doom.

Interesting idea.  As Kornel said though...its a coffee break game.  If a varient is made however...as I said....interesting idea :P.

Kornel answered the last two pretty well.  He is the shady lurking creator in the corner after all.

20
Discussion / Re: My Dream Patch Notes v1.0
« on: March 03, 2009, 07:53 »
I admit that I didn't have time, nor patience to read the topic throughly (posts with lenght of 2 screens make my eyes bleed), but I read enough to get the general idea, and my opinion is... no. Just no (though I admit that there might be usefull ideas to salvage there).

Reason?

Very simple: Such a change that you propose would change DoomRL from a game that I know and got used to in into a campletly different game which, honestly, I probably wouldn't bother to play anymore
I agree with Malek...the game would change to dramatically for it to really be the DoomRL we've been playing for awhile now.  However...this kind of makes me think of Angband in a way that Angband has quite a few varients 'Cthangband for one' made that are different from the original.  Perhaps instead of thinking of these suggestions as a dream patch for V1.0 DoomRL you might want to think of them for a varient of DoomRL 'if Kornel allows people to...forgot whether he is going to or not'.

Aside from that...

- Sneaking isn't something I'd put in a game like this.  After all...with so much gunfire going around all the hellspawn are going to know that you're there and be cautious.  If they don't smell you first ;).
- Making all weapons d3 really doesn't seem rougelike to me.  I expect to see different sided dice in roguelikes, period.
- Removing Ironman and making it so there's no way to increase your max hp really isn't a good idea.  I have been killed while at the normal 50 hp with red armor in one turn before...from a single mancubus and a barrel :S.  Actually killed isn't the proper way to say it...more like blown all over the place.
- Quick recovery is a no.  Its to easily exploitable for you to just sit on a clear level or in a corner somewhere and get back to 100%.
- Reverse Engineer is way to powerful.  There's a ton of items just laying around out there...particularly if an arch-vile is near formers and stays out of sight.
- Halving the healing effects of the small healing globe would really kill you in UV/N!.
- If computer maps were indestructable...yes.
- Inv/SC/MS all can be on the same map in Doom and appear multiple times...it would just seem undoomish to not be able to here.  Same with Berserk packs.
- Personally, I'd like to see Stimpacks *heals 10%*, Small medkits *heals 25%*, and Large Medkits *heals full*...or maybe taking something out of the old Strife game...Surgery kit healing full and large medkit healing 50%.  Come to think of it...where the hell did I put that Strife cd...erm off topic :S
- I kinda like the armor making you move slower thing...*Watches many forum members shoot him*
- Protection mod for boots is very, very useful in deep A100.
- Self reparing bad for same reason Quick recovery is.
- Medical Augment mod...I like the instant healing idea.  Doubling berserk is overpowered *quad berserk for N! :D*.
- Spike Treads eliminating knockback is overpowered.
- Boot Mobility should stay the way it is...20% is overpowered.
- Accuracy mod...Why the hell would I want to narrow the cone of fire for a shotty?
- Magazine mod, Being able to hold more rockets in the rocket launcher would be nice, but a double shotgun is a double shotgun, should not be able to load more then two shells into it at once period.

One other thing to point out...Getting a unique and picking good traits may allow you to win easily on ITYTD, NTR, and maybe even HMP...but UV and particularly N! doesn't allow this.  You still have to play smart and even then you can get creamed if you're not lucky.  If you can win every UV game you've ever played, you make Blade look like a newbie.

21
Requests For Features / Re: Vampiric Bastard trait
« on: January 05, 2009, 10:22 »
Besides...consuming hellspawns blood might have...side effects :P

22
Bug Reports / Random Crashes
« on: October 09, 2008, 11:23 »
Has anyone else had the game just randomly shut down and not given a saved game?  I've had this happen a couple of times and I'm pretty sure its linked to when the game restarts the music track its currently playing.

23
Discussion / Re: How to beat N!
« on: August 29, 2008, 16:17 »
I usually follow a slightly different path for Nightmare!.

The real trick to it is to get through each level as fast as possible, while using tricks to prevent resurrection *Killing on open doors, killing on water, killing over another corpse*.  If you ever enter a level and it says its really humid, go find and use any levers until you cover the entire level in water, making resurrection nigh impossible, and allowing you to clear the entire level without any rez problems, *aka Slow and safely.* however there will be no you feel safe message.

Chaingun path is a must, but carrying around a combat shotgun for when alot of formers group together isn't a bad idea in the beginning *provided you find one*.  Grab as many cells as you can, and a plasma rifle, and try to save it for phobos hell.  A rocket launcher can be very useful as well, particularly if you need to clear out a real large room of foes.  Try to save that combat shotgun and a few shells.  If you find the City of Skulls, you have a good shot at clearing it with one, netting you a BFG.

For traits, I'd start out going real offensive with 1(2) EE then 3 SoB, then get defensive with ToN, Ironman, and/or Hellrunner.  I wouldn't choose badass, you'll be getting into to many fights for anything but 3x badass to really be useful, and having either 3 extra armor points, 30 max hp/better medkit healing, or 30% faster mv speed/dodge is much better than no hp degrade over 100%.

Remember that powerups time stacks, and the time is doubled for N!, so take advantage of that.  Use Berserk and Inv wisely, either to kill for exp, or when you have enough supplies to kill cybie, to get down there as quickly and safely as you can.  I'd tell you to grab any unique if you see the message...but that's kind of a given.  If you're doing really well though, it might be better to ignore it.

DON'T try to clear most special levels.  But, entering one as a shortcut to the next level isn't a bad idea.  Hell, you can just walk into Chained Court and grab 4+1 Berserks, or go to the Halls of Carnage for a quick supercharge *and you could go for that BFG as well*.

Last but not least, if you fail...destroy all evidence that you tried :P.  Then try again.  Usually it just takes that perfect game to beat Nightmare!, most definatly if you decided to do a challenge Nightmare!.

24
Discussion / Re: Post all Chaosforge games videos here!
« on: July 15, 2008, 12:51 »
Here's my first demo, UV normal game with 100% kills.  Didn't visit half the special levels though...I didn't feel like going into the vaults and ruining the 100%, I didn't have the ammo to take on the mortuary, and HA/CoS didn't appear.

http://www.mediafire.com/download.php?t1wtzlem2d7

25
Discussion / Re: The Big DoomRL Poll!
« on: July 11, 2008, 14:05 »
1:0, 2:D 3:0, 4:0, 5:A, 6:0, 7:0, 8:C, 9:B, 10:0, 11:E, 12:0, 13:F, 14:O, 15:L/N, 16:O, 17:D, 18:A,
19:C, 20:D, 21:D, 22:0 23:K, 24:P, 25:D, 26:0, 27:K, 28:H, 29:9.
Spoiler (click to show/hide)

26
Bug Reports / Some minor bugs
« on: May 03, 2008, 06:19 »
Hell knights and Barons should not be afraid of acid.  Unless you removed their immunity.  In which case they have good reason now ;).

The minigun description has a typo, Ait is supposed to be Air.

When you look at yourself using (M)ore, when wearing certain armors, the picture is sitting right on top of the text description.  Same with spiders.

Sometimes when entering a level, monsters start off in a nice big lava/acid pool, ?and if completely surrounded by such liquid, they will just sit and burn instead of trying to to reach land?  Also I don't know if its a bug or intentional, but with monster spawn levers, if the area is covered in hazardous liquid, they refuse to spawn.

Spoiler (click to show/hide)

One other thing un-bug related, perhaps Spiders should have some minor resistance (if they don't already) to lava/acid, thanks to those metal legs they have.

27
Pre-0.9.9 / [U|100%|YAVP]
« on: April 25, 2008, 15:14 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Mr. Dead, level 15 Hell Knight Overlord, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 134502 turns and scored 328148 points.
 He was a man of Ultra-Violence!

 He killed 1135 out of 1135 hellspawn. (100%)
 This ass-kicking marine killed all of them!


-- Graveyard -------------------------------------------------

  ###########################################################
  ...........................................................
  ...........................................................
  .....................................................###...
  .....................................................###...
  .....................................................###...
  ...........................................................
  #............................###...........................
  #...........#................###...................###.....
  #...........#.................##...................###.....
  ...................|...............................###.....
  ..................}||.........X............................
  ###........................................................
  #>#........................................................
  ###..................................................###...
  .....###.............................................###...
  .....###.............................................###...
  .....###...................................................
  ...........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 66/50   Experience 101216/15
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Tough as nails (Level 2)
    Son of a bitch (Level 3)
    Son of a gun   (Level 3)
    Reloader       (Level 3)
    Eagle Eye      (Level 2)
    Cateye         (Level 2)

  EE->EE->SoB->Cat->SoB->SoG->SoG->SoG->SoB->Rel->Cat->Rel->Rel->TaN->TaN->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [6/6] (67%)
    [b] [ Weapon     ]   Grammaton Cleric Beretta (1d8)x3 [9/18]
    [c] [ Boots      ]   plasteel boots [4/4] (100%)
    [d] [ Prepared   ]   advanced BFG 9000 (12d8) [10/130] (D2S1M1)

-- Inventory -------------------------------------------------

    [a] modified BFG 9000 (10d8) [0/130] (M1)
    [b] modified BFG 9000 (10d8) [20/100] (R1)
    [c] Baron Armor [6/6] (100%)
    [d] 10mm ammo (x140)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x140)
    [g] 10mm ammo (x140)
    [h] 10mm ammo (x140)
    [i] power cell (x70)
    [j] power cell (x70)
    [k] power cell (x70)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack

-- Kills -----------------------------------------------------

    60 former humans
    79 former sergeants
    51 former captains
    111 imps
    92 demons
    88 lost souls
    19 cacodemons
    53 barons of hell
    1 Cyberdemon
    21 hell knights
    63 arachnotrons
    10 former commandos
    41 pain elementals
    27 arch-viles
    7 mancubi
    35 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 6 he found the Grammaton Cleric Beretta!
  On level 9 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 17 he found the Assault Shotgun!
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 23 he entered the Lava Pits.
  On level 23 he found the Baron Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You start running!
 You stop running.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 You swap your weapon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 Fire -- Choose target...
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

-- General ---------------------------------------------------

 Before him 132 brave souls have ventured into Phobos:
 105 of those were killed.
 2 of those were killed by something unknown.
 8 didn't read the thermonuclear bomb manual.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 17 souls claim to have killed him...
 5 sacrificed itself for the good of mankind.
 9 killed the bastard and survived.
 3 showed that it can outsmart hell itself.

--------------------------------------------------------------
Ah...nothing like that beretta when you have 3 SoB, 3 SoG, and 3 Reloader.  Once I got all the traits for it, nothing could stand in my way.

I either missed the vaults this time or they didn't appear, one of the reasons why I got 100% kills.  Mortuary was easy by phase devicing to one side, nuff said.  Lava pits is really, really easy as long as you have envirosuits+Cateye...should maybe be changed.  That pain elemental cavern was scary Kornel :S.  All in all I liked all the additions; keep it up Kornel :D.

28
Last i checked, you have a 50-50 melee hit chance if you don't have Eagle eye.

29
Discussion / Re: Two more inventory slots?
« on: April 06, 2008, 09:01 »
Everyone could use more inventory space...but it could make things a little unbalanced.  Another 100 (140) cells, 2 large medkits, or red armor storage could go a long way deep in hell.  Not that anyone would complain about it.  Except maybe the hellspawn themselves. :D

30
Discussion / Re: Those dang B's
« on: March 26, 2008, 12:22 »
go for 100% kills, you'll need the traits
Definatly don't go for 100% kills.  As any monsters who get back up are not worth any experience, your objective is to get through each level as quickly as possible while killing foes who are still worth something.  The only levels you want to go for 100% kills are ones you flood with water.  Killing foes that are on open doors also prevents resurrection, as does replacing one corpse on the ground with another slain demon.

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