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1
Discussion / Re: 3d Art Inspired by DoomRL
« on: February 21, 2017, 06:19 »
I recognise that kick!
2
Requests For Features / Re: New Archangel of 666 level messages
« on: May 11, 2016, 14:12 »
If you don't want to put both 403 and 404 in, why not 504 then? "Timeout! You feel kinda disconnected."
3
Discussion / Re: Call for Uniques/Exotics
« on: April 11, 2016, 19:34 »
Hello and welcome back! It's been a while.
Also, chainsaw as a powerup wouldn't clutter exotics stats page anymore.
What would be interesting and fitting for the medical armors family? I'd say, giving a free level of Badass trait HP-keep effect. It's a medical armor, thus it keeps you healthy! Whether those bonuses should stack up, is up to balancing decision.
Now, let me admit: I am a shotgun apologetic. What kind of unusual shotguns can be implemented? Shotgun that allows you to fly with knockback ("rocketjump"). Shotgun that has close range and far range cones as alternate firing modes. Some kind of weird cornershooting shotgun (why cornershooting? Well, for example, because you can't aim enemies.)
Or, what is the specific tactic specific to shotguns? Radar shooting, isn't it? Why not make a "Radar shotgun", which increases your sight radius temporarily after being shot? It even has a ready pickup quote!
Well, if not for the sprite limitation, I'd propose a (stun rod), with a posiblity to stunlock. Or, maybe, it's chaisaw that should have stunlock, just like it does in the source game?
And, of course, there always is the rest of Quake weapon "family": Axe, Nailgun and/or Supernailgun and Lightning Gun.
Again, thanks for continued support!
I'm really sad about this free chainsaw at dlvl5.I remember one somewhat absurd proposition: making the Chained Court chainsaw into an unique powerup, separate from the exotic weapon. So, you enter the level, pick up an one-time/trial/theme park chainsaw (maybe, with a status of BLD to add to your usual brk), do whatever you do and then optionally get weapon-chainsaw in the end, all depending on your performance/challenge/Arena. The powerup runs out once you leave the level, which is a new kinda condition but I wouldn't say unimplementable. And if you run unarmed challenge, just don't touch the chainsaw then!
Also, chainsaw as a powerup wouldn't clutter exotics stats page anymore.
Quote from: Tormuse
Medical Powerarmor: I've said it before, but I'll say it again: If my health is below 25% and I have no other way to heal, I'm probably about to die anyway. Also, if you've taken enough of a beating to be that low on health, it's unlikely that your armour will be in good enough shape to use its durability to heal you and the only way around that would be to switch to this armour only when you're low on health, but who's going to switch in the middle of a fire fight? There's just no situation where this armour is useful, in my opinion. I think it should, at the very least, heal you up to 50%. (All of this applies to the regular medical armour too)Just found one in today's run, was quite disappointed.
What would be interesting and fitting for the medical armors family? I'd say, giving a free level of Badass trait HP-keep effect. It's a medical armor, thus it keeps you healthy! Whether those bonuses should stack up, is up to balancing decision.
Quote from: Tormuse
Frag Shotgun: Please reduce the firing time. This could be a useful weapon if it didn't fire so slowly. As it is, I'd much rather use a chaingun for my bullets, so the only situation I would use this weapon is if I was playing Angel of Shotgunnery, and even then, only if I was truly desperate and somehow completely ran out of shells, because having a weapon that fires so slowly is very dangerous. The slow firing time completely kills any usefulness of this weapon.It should be toned town to an exotic. I mean, much better plasma shotgun was a unique weapon back in the day and is just an exotic nowadays. And then, something better can take it place.
Now, let me admit: I am a shotgun apologetic. What kind of unusual shotguns can be implemented? Shotgun that allows you to fly with knockback ("rocketjump"). Shotgun that has close range and far range cones as alternate firing modes. Some kind of weird cornershooting shotgun (why cornershooting? Well, for example, because you can't aim enemies.)
Or, what is the specific tactic specific to shotguns? Radar shooting, isn't it? Why not make a "Radar shotgun", which increases your sight radius temporarily after being shot? It even has a ready pickup quote!
Well, if not for the sprite limitation, I'd propose a (stun rod), with a posiblity to stunlock. Or, maybe, it's chaisaw that should have stunlock, just like it does in the source game?
And, of course, there always is the rest of Quake weapon "family": Axe, Nailgun and/or Supernailgun and Lightning Gun.
Again, thanks for continued support!
4
Discussion / Re: Balancing Assemblies
« on: April 11, 2016, 18:46 »
Okay, this one is not about any particular assemblies (top 10 and bottom 10 and all that), this is about assemblies in general. Or, to call it, "Inherent Problems With Assemblies".
Well, let's just do the math. For simplicity's sake, let it be just about weapons.
Let's assume we're combining just standart mods: PABT. Using a concept known as "combinations with repetitions", we get the following number of potential assembly recipes, without listing:
2 mods - 5!/(2!*3!) = 10;
3 mods - 6!/(3!*3!) = 20;
4 mods - 7!/(4!*3!) = 35.
And if we add back F, N and S mods, we get the following:
2 mods - 8!/(2!*6!) = 28;
3 mods - 9!/(3!*6!) = 84 (!);
4 mods - 10!/(4!*6!) = 210 (!!).
How many recipes do we actually have, again? I'm not even filtering them by type, let's compare. Basic: 19 of 28 possibilities (good); advanced: 14 of 84 possibilities (1/6th of them all); master: 7 for 210 possibilities (1/30th of them all).
That's pretty painful and risky for an average player: to sacrifice two levels for Whizkid 2 (and two more if he's not Technician), and then gamble if he's assumingly fair and doesn't know the schematics - which can, you see, possibly appear in Armory/Deimos Lab. Oh, they didn't appear? Tough luck, try again.
Incorrect solution: adding 150 more schematics. Been there, seen that (hello to Diablo 2 mods).
But wait, we haven't even started! How hard is to aquire a master assembly?
Let's, again, assume, that average player finds 4 to 6 mods during the game. Numbers are obviously arbitrary, that's not the point here. Also, let's revert to the "base" PABT four.
Let's assume that player wants to make a Tartar Tommygun, which requires each of PABT. Possibility of a mod spawning is 1/4, so for n mods we get 4n outcomes. Will the player find necessary mods? It depends. This is the place where you have to trust me without in-depth explanation, but it will be like this:
4 mods found - 4!/44 = 3/32 probability to create;
5 mods found - (4*5!/2!)/45 = 15/64 > 6/64 = 3/32;
6 mods found - (4*6!/3! + 6*6!/(2!*2!))/46 = 195/512 > 120/512 = 15/64, etc.
Let's assume now that player wants to make Hellish Heatray, which requires PPPP. In the same conditions, we get:
4 mods found - 1/44 = 1/256 probability to create;
5 mods found - (1 + 3*5!/4!)/45 = 15/256;
6 mods found - (1 + 3*6!/5! + 4*6!/(4!*2!) + 6*6!/4!)/46 = 259/4096 > 240/4096 = 15/256, etc (note: 259/4096 ≈ 6.3%).
Those were extreme cases (the most and the least available combos), and the former is 24 to about 6 times more easier to assemble than the latter, and such unequality persists even one collects a dozen or more mods. Seriously, on what occasion would one make a Hellish Heatray instead of, like, an elephant gun and some enhanced armor, for example?
Incorrect solution: make mods spawn more often. Then you get 5 bulk mods in a row and still no Hellish Heatray.
So, what to do? Even though I'm not a roguelike programmer, I can pretend that I am and thus set the following "goals" for assemblies-as-they-should-be:
There wouldn't be any sense going into such lengths without proposing some solution, so here it is: mod padding.
For example, biggest fucking gun which is BBFF becomes FF~~, where ~ is absolutely any mod. Nano-shrapnel becomes NP~. Of course, you lose their properties after the assembly - but isn't that's how it works for all mods in the end anyway? There, of course, may be situations where a set of mods suffices several schematics at once (like, WYXZ fits both WX~~ and YZ~~), but since we already have prompts, so theoretically they can appear one after another in some order.
In conclusion, with "mod padding":
Now about "what to do with nano-, onyx- and sniper- and firestorm packs". Well, for example, we can treat them as double ("two-slot") mods, so instead of NFPPT plasma you get "just" NFP. Then abovementioned examples become, respectively, "FF" and "NP", while staying on the same level; within 2-3-4 progression some "basic" things will have to move up though.
If going for "complete overhaul", one can give a normal player 2 slots on a weapon, 4 to a Whizkid 1 and 6 to a Whizkid 2 (2-3-4 for armors, or leaving onyx "1 slot" for that purpose? No clues here). ...6 is still twice as less as 12, isn't it?
This has been a long rant, so hopefully it will be of some use.
Well, let's just do the math. For simplicity's sake, let it be just about weapons.
Let's assume we're combining just standart mods: PABT. Using a concept known as "combinations with repetitions", we get the following number of potential assembly recipes, without listing:
2 mods - 5!/(2!*3!) = 10;
3 mods - 6!/(3!*3!) = 20;
4 mods - 7!/(4!*3!) = 35.
And if we add back F, N and S mods, we get the following:
2 mods - 8!/(2!*6!) = 28;
3 mods - 9!/(3!*6!) = 84 (!);
4 mods - 10!/(4!*6!) = 210 (!!).
How many recipes do we actually have, again? I'm not even filtering them by type, let's compare. Basic: 19 of 28 possibilities (good); advanced: 14 of 84 possibilities (1/6th of them all); master: 7 for 210 possibilities (1/30th of them all).
That's pretty painful and risky for an average player: to sacrifice two levels for Whizkid 2 (and two more if he's not Technician), and then gamble if he's assumingly fair and doesn't know the schematics - which can, you see, possibly appear in Armory/Deimos Lab. Oh, they didn't appear? Tough luck, try again.
Incorrect solution: adding 150 more schematics. Been there, seen that (hello to Diablo 2 mods).
But wait, we haven't even started! How hard is to aquire a master assembly?
Let's, again, assume, that average player finds 4 to 6 mods during the game. Numbers are obviously arbitrary, that's not the point here. Also, let's revert to the "base" PABT four.
Let's assume that player wants to make a Tartar Tommygun, which requires each of PABT. Possibility of a mod spawning is 1/4, so for n mods we get 4n outcomes. Will the player find necessary mods? It depends. This is the place where you have to trust me without in-depth explanation, but it will be like this:
4 mods found - 4!/44 = 3/32 probability to create;
5 mods found - (4*5!/2!)/45 = 15/64 > 6/64 = 3/32;
6 mods found - (4*6!/3! + 6*6!/(2!*2!))/46 = 195/512 > 120/512 = 15/64, etc.
Let's assume now that player wants to make Hellish Heatray, which requires PPPP. In the same conditions, we get:
4 mods found - 1/44 = 1/256 probability to create;
5 mods found - (1 + 3*5!/4!)/45 = 15/256;
6 mods found - (1 + 3*6!/5! + 4*6!/(4!*2!) + 6*6!/4!)/46 = 259/4096 > 240/4096 = 15/256, etc (note: 259/4096 ≈ 6.3%).
Those were extreme cases (the most and the least available combos), and the former is 24 to about 6 times more easier to assemble than the latter, and such unequality persists even one collects a dozen or more mods. Seriously, on what occasion would one make a Hellish Heatray instead of, like, an elephant gun and some enhanced armor, for example?
Incorrect solution: make mods spawn more often. Then you get 5 bulk mods in a row and still no Hellish Heatray.
So, what to do? Even though I'm not a roguelike programmer, I can pretend that I am and thus set the following "goals" for assemblies-as-they-should-be:
- no list bloating;
- basic -> advanced -> master ladder should be shallower and more accessible (easier to discover);
- slap everything on your gun!
There wouldn't be any sense going into such lengths without proposing some solution, so here it is: mod padding.
For example, biggest fucking gun which is BBFF becomes FF~~, where ~ is absolutely any mod. Nano-shrapnel becomes NP~. Of course, you lose their properties after the assembly - but isn't that's how it works for all mods in the end anyway? There, of course, may be situations where a set of mods suffices several schematics at once (like, WYXZ fits both WX~~ and YZ~~), but since we already have prompts, so theoretically they can appear one after another in some order.
In conclusion, with "mod padding":
- there are just about 20 assemblies on each level (not like we have that much yet, but anyway);
- easier to stumble upon and less dependant on random, while still requiring two essential mods;
- way less "stray" mods in inventory / left on the floor.
Now about "what to do with nano-, onyx- and sniper- and firestorm packs". Well, for example, we can treat them as double ("two-slot") mods, so instead of NFPPT plasma you get "just" NFP. Then abovementioned examples become, respectively, "FF" and "NP", while staying on the same level; within 2-3-4 progression some "basic" things will have to move up though.
If going for "complete overhaul", one can give a normal player 2 slots on a weapon, 4 to a Whizkid 1 and 6 to a Whizkid 2 (2-3-4 for armors, or leaving onyx "1 slot" for that purpose? No clues here). ...6 is still twice as less as 12, isn't it?
This has been a long rant, so hopefully it will be of some use.
5
Discussion / Re: DooMRL Comics
« on: June 15, 2013, 13:52 »
Some madskills inspired by this thread:
6
Discussion / Re: Alternative Background Music for DoomRL
« on: June 07, 2013, 06:26 »
Also, remembered one more. First level of Deimos (IIRC that was level 16 back then), to set "things just got real" mood.
7
Discussion / Re: Alternative Background Music for DoomRL
« on: June 06, 2013, 13:34 »
Haven't picked mp3 music since graphic version, so no alternate levels.
Rather obvious choices:
Hell Arena
Chained Court (because gasoline!)
Spider's Lair
City of Skulls
Not-so-obvious ones:
Phobos Base Entry
Hell Armory
Lava Pits
And for normal levels there were random instrumental pieces by Malmsteen, John 5 and others. And some Dethklok too.
Rather obvious choices:
Hell Arena
Chained Court (because gasoline!)
Spider's Lair
City of Skulls
Not-so-obvious ones:
Phobos Base Entry
Hell Armory
Lava Pits
And for normal levels there were random instrumental pieces by Malmsteen, John 5 and others. And some Dethklok too.
8
Requests For Features / Re: Some small BFG related changes? (10k and normals)
« on: June 05, 2013, 18:39 »
Proposal:
1. Weaken the rapidfire BFG and name it BFG 2704 (the beta-model shot from which has been said to "look like Christmas").
2. Make BFG10K assembly based on this.
1. Weaken the rapidfire BFG and name it BFG 2704 (the beta-model shot from which has been said to "look like Christmas").
2. Make BFG10K assembly based on this.
9
Requests For Features / Re: New unique items
« on: June 04, 2013, 07:52 »
Prowided by Bizzare and Useless Weapons Shoppe.
Duckfoot
Counts as double shotgun; opposite direction of improvement: instead of increasing spread cone in length (as in super shotgun), we increase width!
Duckfoot
Counts as double shotgun; opposite direction of improvement: instead of increasing spread cone in length (as in super shotgun), we increase width!
Code: [Select]
.......x
......xx
...@.xxx
....xxxx
...xxxxx
..xxxxxx
.xxxxxxx
Code: [Select]
....xxxx
....xxxx
....xxxx
...@xxxx
....xxxx
....xxxx
....xxxx
"Hitscan", to say so. IIRC, something less crazy with 45 degree spread was proposed, yet never done. OP since damaging pellets from Doom aren't implemented (yet?), but diferent cones are yet to be played with. For more clarification and less silly name it can be assembly called "sawed-off double shotgun" (like in Fallouts).
10
Requests For Features / Re: New Ideas for Special Levels
« on: June 21, 2012, 12:32 »
Even if this sounds ridiculous and adds too much diversity… We can splice game into "campaign"/"classic" mode and "random"/"less balanced" mode.
11
Requests For Features / Re: The Horrible Ideas Thread
« on: May 20, 2012, 14:17 »
Arena Master's Staff will As for Hellwave pack... It may trigger combustion after some amount of damage, like from Berserker.
Another question arises: how would work the fused Necroarmor and medical armors?
Spoiler (click to show/hide)
Another question arises: how would work the fused Necroarmor and medical armors?
12
Requests For Features / Re: The Horrible Ideas Thread
« on: May 20, 2012, 08:17 »
Fuse a nuke, get some revenge agter death! Also, onyx modpacks are instawin then.
13
Requests For Features / Re: The Horrible Ideas Thread
« on: May 16, 2012, 19:08 »Quote
Even Archvile's flames are affected!Even better – nuclear explosion can miss you! But you have to believe in it oh so much.
14
Requests For Features / Re: Masterless class
« on: April 30, 2012, 14:45 »
This sounds quite like the Desktop Dungeons variant. But then we should think about development lines. Also, as like balancing three classes weren't enough…
15
Off Topic / Re: Now playing... (games)
« on: April 29, 2012, 19:02 »
Psychonauts. Six hours this day, and that's just a beginning!