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31
Requests For Features / Re: Kornel must appear in the game somehow
« on: January 21, 2010, 10:06 »
Because authour inserts are universally a terrible idea in any conceivable medium.
32
Requests For Features / Re: Extensions for the new player
« on: January 18, 2010, 14:24 »
I think there's such a thing as making a roguelike too transparant.
33
Requests For Features / Re: Extensions for the new player
« on: January 15, 2010, 14:52 »...You're always just going to be so vitrolic on this subject, aren't you? I guess people start to get pissy after a while, because no one will tell them how to pick up the DS.
NOTE: I say this, not becuase I'm being an elitist jerk (that's Thomas's job), but because it's true. I was starting to get mad, but I didn't say anything, and then I found the method, so...it does get annoying, espcially since it's so damn rare.
It's not so much the fact that it's a secret so much as that there's so much secret-handshake smuggery about it on this forum between the people who DO know how to pick it up.
It's practically irrelevant anyway considering it's as rare as a virgin in Essex, especially considering you have to have the right traits/name/phase of the moon/whatever esoteric anime bullshit when it DOES deign to spawn.
34
Discussion / Re: Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
« on: January 15, 2010, 10:33 »
The berserk changes I would appreciate the most would be for the Berserker trait to activate on taking damage as dealing it, with the chance either way increasing the lower the player's health is.
I think I could get behind the idea of berserk effects 'stacking' as has been suggested.
I think I could get behind the idea of berserk effects 'stacking' as has been suggested.
35
Requests For Features / Re: Extensions for the new player
« on: January 15, 2010, 10:29 »
That's silly. If a 'wizard' mode was allowed, then normal players might have a slim chance of finding out how to use the Dragonslayer!
36
Requests For Features / Re: Extensions for the new player
« on: January 13, 2010, 14:23 »You know, I'm going to get sick of saying this, but why don't we hold off on this until DoomRL2?
Because there's not even a development schedule for the final version of DoomRL 1? It's like saying you can't count out 3DRealms until Duke Nukem Forever 2 bombs.
37
Requests For Features / Re: Extensions for the new player
« on: January 13, 2010, 09:22 »
Yeah maybe we can also institute some kind of 'save' system so if they die they can start again from the last point they saved at! And what's with this 'randomised levels' stuff, anyway? That just makes things too complicated for the player!
38
Requests For Features / Re: Extensions for the new player
« on: January 13, 2010, 04:08 »
Roguelikes are hard. WHO KNEW
39
Bug Reports / Quartermaster Platinum awarded at under 100% kills
« on: January 07, 2010, 10:16 »--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
Bobby Prince, level 7 Cacodemon Warrant Officer, sacrificed himself to kill the Cyberdemon
on level 25 of the Phobos base.
He survived 36053 turns and scored 33322 points.
He played for 28 minutes and 53 seconds.
He didn't like it too rough.
He killed 258 out of 354 hellspawn. (72%)
He was an Angel of Red Alert!
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Minor Icarus Cross
Compet-n Silver Cross
Quartermaster Silver Badge
Quartermaster Platinum Badge
Despite only having 72% kill ratio, I was still awarded the badge for achieving 100% kills.
40
Discussion / AoRA Tips
« on: January 07, 2010, 03:35 »
I can't seem to make an inch of headway into Angel of Red Alert. Does anyone have any advice on how to approach the challenge, what traits to use, etc.?
41
Requests For Features / 'Flavoured' Levers
« on: January 03, 2010, 14:33 »
It might be interesting to have levers given an adjective based their type, chosen randomly per game, similarly to how other roguelikes like Nethack roguelikes handle potions. For example, one game might have health depots identified by a red lever, whereas in the next a red lever might signify a lava-flood lever.
The main purpose of this feature would be to allow players to identify specific effects by observation and elimination; it wouldn't necessarily decrease the risk involved in lever use, as you still won't know what a type of lever will do until after you've pulled it, but it would increase the attraction of using them, as there's the potential payoff of identifying a beneficial lever, which is normally impossible.
The main purpose of this feature would be to allow players to identify specific effects by observation and elimination; it wouldn't necessarily decrease the risk involved in lever use, as you still won't know what a type of lever will do until after you've pulled it, but it would increase the attraction of using them, as there's the potential payoff of identifying a beneficial lever, which is normally impossible.
42
Discussion / Re: New DoomRL guide...
« on: January 03, 2010, 05:37 »
Would technical mods still outclass damage mods in, say, a Dualgunner run? I thought I heard somewhere that your firing speed is so low from your traits that technical mods provide diminishing returns in terms of DPS vs. power mods.
43
Discussion / Re: Angel of Berserk and Large Health Globes
« on: January 02, 2010, 11:43 »
Voted yes, altough my gripe with AoB stems far more from the boring cat-and-mouse game in the beginning.
44
Discussion / Re: Math! Formulas! Yay! (Speed&Accuracy)
« on: January 01, 2010, 13:54 »
Just out of curiosity, how drastic would the effects be of a technical mod be on a character with SoG 3, DG and Fin 2?
45
Discussion / Re: Suggest a character build for me
« on: January 01, 2010, 13:50 »
Either Ammochain or Cateye.
Ammochain would give you more space for medkits, vital to a character who can't rely on powerups, whereas Cateye would give you the advantage of being able to take down enemies with much less risk of sustaining damage.
Ammochain would give you more space for medkits, vital to a character who can't rely on powerups, whereas Cateye would give you the advantage of being able to take down enemies with much less risk of sustaining damage.