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Messages - Sylph

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46
Discussion / Re: Nightmare advice?
« on: January 28, 2017, 04:13 »
Vampyre:
I've used this a lot in lower difficulties for fun but because it blocks hellrunner (A trait that I find quite important on UV - and consequently N!) i've never considered taking it in a serious game on a higher difficulty. Is it worth taking? How do you adapt to the slower movespeed, especially on N! (Assuming it's worth taking, that is)

You leech health from respawning enemies. :P

47
Discussion / Re: Nightmare advice?
« on: January 27, 2017, 17:21 »
Edit: oh, and it seems the guide does not promote Malicious Blades master trait enough. It's really good, i swear :)
Most of the guide was written when malicious blades (and classes) wasn't a thing. I think by the time classes and all the new master traits were released, I was already in diamond runs and didn't have much chance to play with MB.

48
Discussion / Re: Nightmare advice?
« on: January 27, 2017, 08:08 »
It was something that did nag me a bit (and consequently prevented me from playing on N! - especially the bit about Nightmare not having a luck factor.

To add to this - so do other difficulties. I only manage HMP wins maybe 80% of the time, and a similar number for UV. N! Is about maybe 60% if I'm not doing a challenge. The key, for me, is to get enough weapon masteries to adequately dispatch monsters without taking more damage than a level averages in health pickups, and the rest in the *real* defensive trait, which took me long enough to learn is not tough as nails (HR)! ;)

Nightmare is generally a lot harder, but the extra experience points means you get those essential traits a lot earlier, and the powerup duration on nightmare can be really strong. I'd even argue that I find nightmare easier than UV for a Vampyre build.

49
Discussion / Re: Nightmare advice?
« on: January 27, 2017, 02:31 »
Just to shoe in - Tormuse is right. For me it was the mortem that claimed that 2Dev cleared the spider lair on angel of purity damageless using only the chainsaw.

More importantly - the seasoned doomrl players kinda 'know one another'. At least in so much as they appreciate strengths and weaknesses as people edge towards the skill ceiling. 2dev has been absolutely absent from strategy discussion, and demonstrates a poor understanding of it they few times he replies.

It's a shame to say, but in posts requesting information I always just say 'ignore 2dev's posts'. The cheating kinda 'poisons the well' of information when the best doomrl players are giving someone advice, but in the back of the newbies mind there's the thought 'surely 2dev knows better'.

Anyway, I don't really enjoy this sidetrack of a very interesting topic, so sorry to have waded in. Just didn't want Tormuse to feel he was the only one - someone needed to say something outside of PMs.

50
Discussion / Re: Nightmare advice?
« on: January 22, 2017, 19:35 »
I'm with you in being an extremely high-turn-count player.
I also hit an absolute wall of difficult getting into nightmare, to a point where I could confidently tackle almost any UV challenges (only pistols, masterless etc), but just found nightmare impossible to progress on.

I then found that the corpse respawning of nightmare happens in 'pulses', and the chance of any individual corpse coming back to live each pulse is related to the time you've spent on the level!

Nightmare is a game mode that mostly lends itself to fast play. 100% runs are a LOT harder than just charging your way through with hellrunner and berserker. Melee builds are also somewhat favoured.

That said, I play almost exclusively on nightmare, and I do it methodically and extremely patiently. Learning enough about corpse disposal and enemy interactions will get you to a point where you can near 50% win rates, but you really have your work cut out for you tactically. You need every trick in the book.


For a starting point, I'd recommend a quick read of the 'corpse disposal' section in my guide here:
http://sylph.me.uk/2%20games/doomrl/DoomRLGuide.txt

I'd also recommend you become very familiar with cornershooting, giftdropping (you already know these), tagging, and standing on corpses. Once you can get away with general combat on a level, you can start devising tactics for special levels. The anomoly, for example, is one I've found easiest by rocket jumping to the *left* (towards the starting room) after the ambush is triggered, fighting until you've led most of the monsters towards you and can't survive in the starting room any longer, and THEN using a phase device. There's much, much less chance of appearing in the middle of a bunch of enemies.

51
Bug Reports / Re: ubuntu 16.04: Massive delay on mouse input
« on: December 23, 2016, 10:12 »
Further note - after testing, there is absolutely no delay on the mouse cursor, nor the options on the title screen or inventory menu, and there *is* a delay when I press 'i' or 'd'.
Keyboard character movement is still perfectly responsive.

52
Bug Reports / ubuntu 16.04: Massive delay on mouse input
« on: December 23, 2016, 06:55 »
Hi! Can anyone help me with this? I'm trying to play doomrl, and it works fine on most of my computers, but on one of them (the one with the nvidia graphics card and fastest processor) there is a *massive* delay on mouse clicks (like over a second). There's no delay on keyboard commands..

I'm really pretty new to gaming in linux, and was wondering whether anyone has a good idea of why this might be? Any suggestions of things to try?

(Just to note - other games don't suffer from this)

53
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 13, 2016, 16:00 »
Congrats CF! So glad you got funded!

54
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 13, 2016, 13:33 »
Just bumped my pledge up for the push to IO!

55
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 12, 2016, 08:12 »
This has made me so happy!

56
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 10, 2016, 16:04 »
Can we get a last-minute funding drive event? I'm proposing all the forum regulars double their pledge until this thing is funded! And spam the crap out of it on social media!

57
Discussion / Re: D**mRL Run video to try to promote Jupiter Hell
« on: December 07, 2016, 04:00 »
A really entertaining video! Thanks for posting!

58
Discussion / Re: Game inspired in part by DoomRL
« on: November 20, 2016, 19:32 »
Reminds me a lot of 'Enter the Gungeon'

https://youtu.be/YSpo2VvN0SM

(Which, incidentally, is an incredible game!)

59
Hope that will be enough.

The 1st day is (almost) always the most popular. I believe, the first three days must collect more than 50% of the goal in order for the project to succeed.
My concern is that the most part of the amount is thanks to Gold, Platinum, Diamond and Lords of Chaos supporters, and I believe that resource is almost exhausted.
I would already be thinking about a marketing campaign to whip up the funding.

There's a lot of captivating reading on Kickstarter fundraising: https://www.google.com/search?q=kickstarter+funding+curve&oq

Really? I read that you get a surge of donations near the end of a drive as well!
The article I read (from kickstarter's research team) was that you typically get 5% of your total funding in the first day.

60
I might be one of the 'old guard' that was away, but DoomRL still remains one of my favourite ever videogames, and I often come back to it.

I can't *wait* for jupiter hell. I'm biting my nails worrying about whether it will have some implementation of corner shooting or some other form of _hard_ cover mechanic, since that's what makes doomrl so beautifully 'chesslike' for me. :)

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