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Messages - DaEezT

Pages: 1 2 3 [4] 5 6 ... 30
46
Pre-0.9.9 / Re: [M|AoLT|99%|15|YASD] No... not without incident!
« on: January 06, 2008, 03:11 »
I googled, but I should have known :O

47
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 05, 2008, 13:10 »
Just had an idea: Angel of Levers
The level exits don't exist when you enter the level, instead you have to pull a specific lever to make it appear. The same goes for special level exits (separate levers for both exit). In addition Intuition doesn't work on levers and the number of levers on each level is higher than in normal games and increases as you dive deeper into Phobos.

48
Requests For Features / Level up without trait
« on: January 05, 2008, 12:59 »
This is probably not really interesting for most people but I noticed that you have to pick a trait when you level up. But what about hardcore bad asses like me who want to beat DoomRL without the use of all those wussie traits? :D

Just add a dummy trait to the bottom of the list that does nothing and has no limit. Not sure about a name though.

49
Requests For Features / Re: Achievements
« on: January 05, 2008, 11:46 »
Quote
Gun Kata/Gun Fu ;D
Negative - in Gun Kata you DO fire the gun... a lot ;P

You're just being picky.

That's like saying this guy doesn't fight in melee combat:

50
Pre-0.9.9 / Re: [H|AoLT|99%|15|YAFD] He was one unlucky chump...
« on: January 05, 2008, 11:25 »
I havn't saw a single double shotgun despite gowing down to 15th level, I never found any weapon mods except for reloads, which were useless, [..]

Exactly the same thing happened to me in my firs 0.9.8.8 game. Not a single double shotty the entire game, which ended around dlvl20 in a chrash. At one point I found 3 combat shotties and two reload mods on the same level. I turned into a bitter old marine at that point and from then on I always modded each combat shotty with a reload mod before dropping it. Left behind three such shotties in that game, maybe that's what crashed it.

51
Requests For Features / Re: Achievements
« on: January 05, 2008, 11:20 »
An achievement that requires you to win AoMr without firing a range weapon
lol wut

If this idea goes in, I think that's what that one should be called.
Gun Kata/Gun Fu ;D

I actually did play several melee only AoMr games back in 0.9.8.5 to prove that melee combat (Berserker trait + Brute trait + berserker kits + coward/berserk tactic switching) was overpowered but never won a game. I guess I disproved my own theory ;D

52
Requests For Features / Achievements
« on: January 05, 2008, 10:16 »
We had a thread a while back about additional player stats and some generic entry is in the new bugtracker. Since those changes aren't implemented yet (would probably brake the player.dat) and the unique item listing would also brake the player.dat I thought I might as well come up with another player.dat breaking idea :D

Achievements
The Orange Box, xBox Live! , CoD4, BF2, etc all have them, so let's add DoomRL as well ;)

I actually have/had two ideas for this.
The simpler one would be to add another page to the player stats that has certain special achievements. They might be interesting/challenging/funny/whatever. e.g. An achievement that requires you to win AoMr without firing a range weapon or win a specific challenge on a specific difficulty. Another one might be awarded to those who plant a nuke with only 9 turns left on their inv. globe :D They aren't required for unlocking anything in the game and only serve as an incentive for players.

But after thinking about it for a while I realized that we already have such achievements as part of the rank requirements, like "Kill 40 cacodemons in melee" or "Kill 50 mancubi with a pistol". Why not make all those special requirements into achievements that are tracked and displayed separately and then make those achievements part of the requirements?
For example: Let's say you make a achievement called "Mancubus Hunter" that has three levels: basic, veteran and expert. Basic requires 100 Mancubus kills, veteran requires 200 kills and 10 mellee kills, expert requires 200 kills and 50 pistol kills. The Mancubus XP Rank would then list something like "Expert Mancubus Hunter" as requirement.
In addition to remaking all those special requirements into achievements you can also add new achievements which do what I said in my first idea. Not all achievements would/should be required to unlock something. Some should be extreme and only serve as a incentive to experienced players. I'm thinking mostly along the lines of the TF2/BF2/CoD4 achievements as a inspiration.

Am I making sense here or did I lose you already?


53
Pre-0.9.9 / Re: [M|85%|AoMr|YASD] Now that's just embarrassing.
« on: January 05, 2008, 06:52 »
Dying with 11 medpacks? Yeesh. v_v;

Trying to save items for "when you really need them" and then dying is an age old curse of Rogue Like players ;)

54
Requests For Features / Re: Additional Juggler improvement
« on: January 04, 2008, 18:02 »
PURGE! WooHoo!

\o/

I so loled at that :D


I bet Malek got a shiny new Heavy Flamer for Christmas Emperor Day and was just itching for a reason to try it out :p

55
Requests For Features / Re: Additional Juggler improvement
« on: January 04, 2008, 14:11 »
He joined a worthy cause!

\o/

56
Requests For Features / Found uniques in player stats?
« on: January 04, 2008, 14:05 »
Would anyone besides me like to have a page added to the player stats that shows all the unique items you found so far? It should have a spot for each, so one can see how many there are and how many are left to see, and list the ones you already found by name.

Sorta like
Empty:

???          ???          ???
???          ???          ???
???          ???          ???
???          ???          ???


Found two:

???          ???          ???
Boomstick    ???          ???
???          iPhone       ???
???          ???          ???


57
Requests For Features / Re: Additional Juggler improvement
« on: January 04, 2008, 13:53 »
>_>

Y'all are wack.

When the Inquisitor is away the wackos will play!


Edit: I just noticed that you're the wacko who started it :p

58
Requests For Features / Re: Additional Juggler improvement
« on: January 04, 2008, 13:51 »
\o/

59
Requests For Features / Re: Unchain Intuition
« on: January 04, 2008, 13:50 »
When I say "the numbers" I mean the expanded view of which of those two things benefits your character more in the general case and in specific situations. That requires a bit more info than I have. Total health, the amount of damage any given thingy does, the effectiveness of armor, all that stuff.

You start out with 50hp so the first level of IM effectively gives you +20% hp, the second 17% and the third 14%. Large meds, berserk packs, inv globes and supercharge all fill you up to a specific % of your hp so you benefit from IM a lot when using those. IM gets more useful as you armor level increases.

TaN gives you +1 armor. Each point of armor reduces received damage by one per hit. So a player with TaN(1) and a green armor gets -2 damage on every hit. The catch is that you'll always take at least 1 point of damage, which make TaN less useful as your regular armor gets stronger. A plasma burst from a commando/arach still does at least 1 point of damage per hit  even with red armor and TaN(3).

The last time we had reliable numbers about monster damage was in 0.9.8.5 and I don't know how much changed since then.

60
Requests For Features / Re: Additional Juggler improvement
« on: January 04, 2008, 13:36 »
O_O

Heretic!
You interrupted the Holy Wave Of Awesomeness!

Go, sit in a corner and thing about what you've done!

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