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Messages - Napsterbater

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121
Take the reloading thing with enemies in view. Maybe, for certain weapons, reloading with enemies in view while there's still rounds in the magazine requires you to hit the "acknowledge danger button." If you hit the 'r' button in this situation, nothing happens, and you might get a message saying, "Danger, enemy in view, are you sure?" You can then hit the space button if that's where it's mapped, and then the game will reload. If you didn't see the danger, then you could choose to move instead. This would be jarring if you had to hit the 'n' button, breaking flow. But if there were just one button that basically means "yes, I know this is stupid, and I'm doing it anyway." So you're running around and suddenly your guy just stops moving. You can just hit the space bar and keep moving, if it's a false positive or something you wanted to do anyway.

122
Discussion / Ideas to make DoomRL even faster and furious'er
« on: March 31, 2012, 00:05 »
So, I like to play Ao100 and go for Malicious Blades. It's my favorite because I love being able to look at a Vile-Pack and be like, "only three Viles with those Mancubi?" with nothing more than a pair of not-even-fully-modded knives, nanofiber armor. and cerberus boots. Being able to charge right at a Revenant un-zerked without even blinking puts a wonderful feeling in my gut. 70 levels of pure, God-like bliss.

I'm even learning to like the game of getting there. It's just the pain of the stupid death that makes me think every time, "there's gotta be another way." Just today I was 70% to MMB bliss, just about to make the decision between a WhizKid detour or straight for the Blades. I was sitting in a cleared room reloading my Combat Shotty when a former commando comes in and wastes me while I'm busy pressing 'r', 'r', 'r', 'r', 'r'.

I know, I know, I'm supposed to not slam on the keyboard in a dangerous area like there isn't a care in the world. But DoomRL is fun precisely because I can get that feeling like I've merged with the '@' and I'm slaughtering those 'i's and 'M's and such personally. And it just really breaks that feeling when the game doesn't let me play like that, simply because of some silly interface wiggles.

DoomRL is not my first roguelike. I played Nethack and Angband before this. Angband is interesting because the interface, in its own way, can reward both playstyles. If you dive, then every keypress could be your last, so you don't make a single step you're not absolutely sure of. If you clear levels, well, you can march right through them like they were so many ants without a care in the world, within reason of course. Personally, I thought diving was more interesting. But that's Angband.

I never got good enough with Nethack to be able to really analyze playstyle.

There's gotta be a good way to make fast and furious play in DoomRL not so retardedly dangerous. I really think the game should stop me if I hold the right button down and a chaingunner shows up in the hallway. Or marching right into lava by accident when your guy has 10% health remaining or there's enemies present.

Please please don't just tell me to learn how to play more patiently. That's not why I play DoomRL. Ask yourself, do you really think it should be necessary to hit the button 20 times to get across a long hallway? Yes, I know there's the run command for that, I really wish I could make it shift and direction instead of comma, but shouldn't the interface work with the way your brain wants to work with it instead of forcing you to unlearn admittedly-bad habits? DoomRL is really about tactics, right? I never mind when I die to a bad tactical decision.

Doomguy would not keep loading his shotgun if a commando showed up in a doorway. I don't see why I need to be held hostage to a key buffer. I think 90% of the problem could be solved with sensible decisions to clear the key buffer and not let any more actions go through until the danger is acknowledged on certain criteria. Enemy present, you have to hit 'y' to move into acid. Or not even 'y'. It could be a remappable key close to where your fingers are where you wouldn't ordinarily hit. I like the space bar, I don't usually have to hit it ever since I turned off the more messages prompt.  Call it "acknowledge danger". Certain events make you hit it before you can proceed.

I think, if the criteria are carefully selected, it will yield a much more playable game. Especially for newbies unused to roguelikes. That is the idea behind the graphical version, isn't it?

Any ideas?

123
So I like to remap escape to backquote. Works for what I really want it for, escaping out of targeting, but it doesn't for stuff like escaping out of menus. Need to hit the escape key if I want to get out of a drop menu for instance.

124
Discussion / Re: Quick questions thread!
« on: March 05, 2012, 15:38 »
I took a wild guess and managed to get it, it's "BQUOTE". I like to map Escape to backquote, it's much easier to reach.

125
Discussion / Re: Quick questions thread!
« on: March 04, 2012, 17:44 »
How might I bind the backtick key to an action in 0.9.9.6? Neither "BACKTICK" nor "BACKQUOTE" seem to work.

126
Announcements / Re: DoomRL 0.9.9.5 RELEASED!
« on: January 08, 2012, 14:09 »
I like the new trees on the surface of the level, I assume they were put there to make it easier for melee characters on AoB, but it would be nice if missile characters could use them as cover rather than demanding that marines hiding behind trees try to shoot through them rather than around them.

Otherwise great release!

127
Requests For Features / Trait Select and the more messages queue.
« on: November 09, 2011, 18:33 »
It really annoys me every time I accidentally select Ironman because I'm hitting the Enter button to clear out the *more* queue. It would be really cool if you could just get rid of the more queue, because it slows me down, and all it ever does tell me is what I'm standing on, useless information.

128
Bug Reports / Re: Crash Bug
« on: October 28, 2009, 20:38 »
OK, I copied the game folder and then went to continue the save. It started me in a new level, with the same equipment, including the Blaster. I tried to fire it and it reproduced the crash.

129
Bug Reports / Crash Bug
« on: October 28, 2009, 20:34 »
Code: [Select]
You swap your weapon.                     ?????#?????????????????????????????#
 Game saved. Press <Enter> to exit.        ?????#????????????????????????????#
                                        #??????###%######/#########/##########
                                        +???%???#%?????0??????#???????????????#
                                        #???????=?%??????????#???????????????#
                                        #????????===?????????/???????????????#
                                        #???????===???????????#???????????????#
                                        #??????%/==??????????#?????????>?????#
                                        #?????????=#/#?##############/#########
                                        #???????#????????????0????????????????#
                                        #???????######################/##+#####
                                        #???????# ?h???????An unhandled exceptio
n occurred at $004788C2 :     #####+########/#### ????????????????????????????#
ERangeError : Range check error?????????????????#  ???????????????????????????#
  $004788C2  TPLAYER__DOFIRE,  line 711 of dfplayer.pas???????????????????????#
  $0047A7AF  TPLAYER__AICONTROL,  line 1056 of dfplayer.pas###################
  $0049362B  TBEING__ACTION,  line 590 of dfbeing.pasor [2/2] (166%) (B)
  $00411202  TDOOM__RUN,  line 371 of doombase.pas[20/20]
  $00401AFD  main,  line 31 of doomrl.pas                    Phobos Base  Lev9

Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>

Game crashed when I attempted to shoot a monster with a Blaster that I had just picked up in that same level. The game did manage to save the game. I can furnish a copy of it.

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