Chaosforge Forum

  • April 27, 2024, 18:13
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - BDR

Pages: 1 2 3 [4] 5 6 ... 25
46
Requests For Features / Re: Shotgun Overhaul
« on: October 04, 2007, 12:29 »
Son of a Bitch does make shotguns considerably stronger; I found it quite useful for a game I played last night (though lost due to not pulling out the BFG I had fast enough).

As for Reloader being stronger, I have to disagree.  It's already possible to make an advanced weapon reload in a single turn; all you need are three reload mods and three levels of reloader.  Normal weapons can be made to do this as well with two levels of Whizkid (though by the time you get that you'll probably already have found a better shotgun).

47
Bug Reports / Bleeding stopped? Nope!
« on: October 04, 2007, 01:30 »

sergeant is bleeding! The bleeding stops. The former sergeant loses           
 blood. The former sergeant dies.                                               
 ########################                                                       
 #....#....>............#                                                       
 #....#.................#                                                       
 #....#.......0.........#.                                                     
 #....#.................##.####.##############                                 
 #0.../...........................}............                                 
 #....#.................#........}.|}|..........                               
 #....#.................#..........[}}}.........                               
 #....#............................}|}.|..}.%....                               
 #....#.................#....0>...}|}}}....|.....                               
 #....#...........0...../.%........%.}%%..........                             
 #....#.................#...............@.........                             
 #....#.................#################/####+                                 
 #....#.................+                ...                                   
 ##################/#####                 ...                                   
                                          ....                                 
                                           ###+                                 
                                                                               
                                                                               
                                                                               
 Adam Ring                  Armor : none                     Phobos Base  Lev2 
 Health: 58%  Exp:  2/26%   Weapon: pistol (2d4) [2/6]                         
 coward                                                                         


Obviously the message priority needs to be shifted a bit..

48
Requests For Features / Re: Shotgun Overhaul
« on: October 04, 2007, 01:22 »
There is a solution to the issue that's not being described at all here: Son of a Shotgun.

AKA a trait to make shotguns worth using; who would want to use a pistol without Son of a Gun to strengthen it?

49
Requests For Features / Re: Shotgun Overhaul
« on: October 03, 2007, 18:59 »
007: My feel on a former human with a rocket launcher is that first, the AI is easy to exploit, and so *if* I know this is a possibility I will know also to be careful with lures instead of jumping into rooms and blasting away; second, IME the chance of finding a rocket launcher on level 2 is just as good as the chance of finding rockets on level 2, which is not high on the lower difficulty levels and there's an even lower chance of finding both launcher and extra rockets (meaning that, in the majority of cases where this happens either the rockets are useless or there is only *one* rocket and after that the former foo has to go back to their pitiful weapon); third, when you reach, oh, let's say level 10, yeah there will regularly be rocket launchers and rockets, but by then you will almost certainly have gotten ahold of something that makes the former foos cannon fodder (chaingun or rocket launcher should do the trick, and neither are hard to get by then).  So, no, it's not likely to be a problem, because when you're too young to handle several rockets in the face, you're very unlikely to get hit with them anyway, and by the time you get several rockets from the likes of Cacos, Barons, and Mancubi anyway, former foos are *very* easy to kill if you keep your eyes peeled for trouble.  I would seriously recommend donating and trying out the experience boost given for the lower difficulties in the new beta; I had clvl 7 by level 11 and things were going nicely on my Son of a Bitch boosted, chaingun toting marine (only reason I died was from my frustrating "Nah, I just need to plug it one more time and everything will be fine" logic which always fails at the wrong time, and that's just a bad habit, not anything critical in terms of strategy).

50
Requests For Features / Re: Shotgun Overhaul
« on: October 03, 2007, 13:12 »
Well, then the question is "Do you feel lucky?" :P

If it's a room that you can choose to enter (or not, since you found the exit already) I don't see the problem; it's a risk you can learn about (listen for the monsters) and decide to take or not.  If it's the only place you can go to find the exit to a level (and get asploded on the way), then I'm willing to chalk it up to bad, bad luck.

What, you don't like that?  If something like this doesn't garner much sympathy (which is a nearly definite death sentence unlike the former human + rocket launcher who can be baited to appear at least close enough to you to blow himself apart if you know he's coming), I don't see why this should.

51
Pre-0.9.9 / Re: [M|94%|19] failed at Groovy
« on: October 03, 2007, 12:49 »
:/ Yeah, Whizkid is incredibly handy, though advanced weapons are even more so.  Finding the Armory on AoMr is almost a guarantee of a win with that lovely advanced pistol. :)

I still think that normal weapons should be allowed two mods instead of just one.  Although what *really* irked me was finding a fastload double shotgun that couldn't be modded!  Obviously only because the special fastload bit counted as a mod, but dammit all, it's not like they grow on trees the way normal weapons do!

52
Requests For Features / Re: Shotgun Overhaul
« on: October 03, 2007, 12:37 »
By the time rocket launchers and BFGs show up, it shouldn't be *that* difficult to take out things like former humans within one or two rounds (especially now that lower difficulties have been given the experience boost making it possible to hit clvl 7 by level 11 on ITYTD).  Granted, a baron with a BFG would probably be tough even for a god like Blade (and impossible for us mere mortals).  Perhaps this weapon switching should be restricted to the former foos?  I somewhat recall at least the hell knights being notably not-so-smart in the original Doom, and this intelligence would grant former foos a measure of respect they'd not normally get in later levels.

53
Requests For Features / Re: Shotgun Overhaul
« on: October 03, 2007, 02:37 »
007: What Potman is basically saying is the enemy reloads when empty (which incidentally means it's doing the equivalent of 'r') and fires when it has the means and opportunity (i.e. you're in sight and the gun's loaded).  He's *not* saying that the enemy mimics player activity precisely.  The complication being noted is that either enemies are going to have to learn to act differently with different weapons (here, learning to press 'R' [to reload a shell instead of pump a new one in with the combat shotgun] instead of just 'r') or that different enemies are going to have to use different attack coding when it comes to guns.  Basically, enemies all use guns the same way right now.

I think that while the lowly shotgun doesn't have a lot going for it, it still has it's uses.  What other weapon could save you from a roomful of souls right where you spawned on level 2?  As for the "why's it on a military base?" reason, I think realism went out the window when the soldiers went crazy and demons showed up. :)

EDIT: Enemies being able to switch to better weapons sounds good to me.

54
AliensRL / Re: More Atmospheric Stuff, Also Bones
« on: October 02, 2007, 12:15 »
I'm against bones showing up after the queen gets killed, and/or after the base explosion countdown starts (whenever that gets implemented).  Other than that, I've no objections.

55
Requests For Features / Re: Barrels in The Wall
« on: September 29, 2007, 01:36 »
Being unable to bust open the Wall is not bad.  Running out of bullets in AoMr in the Mortuary is bad.

Learn some perspective! ;)

56
Any more *at all*?  Or just not anytime soon (6 months to a year before any more work done-ish)?  He does a lot of work for one guy, that's for sure, and it seems he works on one thing for a month or three, then on another project for the next length of time, and so on.

57
1. AliensRL isn't done yet.

2. No guarantee Kornel would release the source even then, and almost certainly not now (unless of course someone corrects me, but I doubt it ;) ).

3. Unless Kornel dies or suffers a horrible setback, it's probably going to stay his baby.

4. Suggestions for a sequel are only really worthwhile IMO if someone's stepping up to the plate and making it; dreams are nice and all, but unless someone is inspired enough to put in some work that's all they can be.  Now, maybe someone can come up with a suggestion that provides this kind of inspiration, but how often does that happen?  Player suggestions make it into independent games, yes, but still not a lot, and there's a lot of chance involved when it comes to someone dedicating their time and energy to something that isn't guaranteed to be profitable.  Not that it *doesn't* happen (for which I am grateful :) ) but it doesn't necessarily happen often, and for every independent project/person that succeeds there's at least three that fail (if not more).

5. Your suggestions already are on their way to making this game a lot of work.  Net play, for example, isn't FWIH easy to put together, and there's AI for teammates, enemies, civilians/survivors... it sounds neat, but it's non-trivial to put together (all worthwhile games are non-trivial, obviously, but the work part of making a game is a key part of why a fair amount of people stop working...).  As approximated in 4, the dream is neat, and I might like to play this game too, but unless someone is willing to work hard (I don't have the coding knowledge or, I suspect, the disposition to do this) at it it's just not gonna happen.

...You can call me Buzzkill if you'd like. :P

58
AliensRL / Re: Can I donate some of my art content I did up?
« on: September 22, 2007, 14:59 »
Nice outlines; I'd like 'em even better colored, but they're cool as-is.  One thing I can think of right off the bat though even before the subject of implementing tilesets comes up (which AFAIK isn't supported yet): either the tiles would have to get a lot bigger to support these graphics (meaning far less monitor real estate to show the area) or the graphics would have to be shrunk to fit the size of the other tiles.  Your medkit would probably survive relatively well after said shrinkage, but the more detailed stuff would end up looking somewhat messed up/ugly.  My advice would be to take a look at some of the (relatively) more developed roguelikes out there with graphical tilesets, not so much for inspiration (I know at least NetHack's default graphic set has been described as 'ugly'), but to get an idea of the space in a single tile you'll have to work with.

>_> I'll not claim to have the best advice, though, hopefully someone else can provide a more targeted/more informative/better version..

59
Requests For Features / Re: Dual weild
« on: September 19, 2007, 16:38 »
It'll be in the next beta; Kornel's modus operandi is to collect a bunch of improvements and release them all at once in a nice package rather than release one change at a time.

The livefeed is a good place to check for updates and new beta releases.

60
New Game+ works in RPGs primarily because those are both long affairs with good stories that people might want to experience all over again and because that gives designers the opportunity to put things in that are either too hard/too cheap for a normal playthrough or to put in extra things within the game that you'd only notice/appreciate on a second way through with the extra knowledge/abilities gained on the first trip through the game.  DoomRL has very little story to speak of, super-tough/cheap bosses/enemies are somewhat questionable additions even in RPGs that grant New Game+ (to put it simply, such things are unbalanced by design, though they can add some fun, and technically DoomRL already has one in the form of what comes after the hidden staircase in the Phobos Arena), and for a three hour game there's not much room to add little extras.  As for your suggested uses: being able to try out a new but tricky playstyle is an inherently flawed reason to add this, because no matter how you add this up you will always start and end the next game with more traits than it would be possible to achieve in a regular, non-sequential game; thus it'd be impossible to actually play whatever way you choose to play in the second run in a normal run without significant changes to both the style of play and the difficulty of playing in that particular fashion; thus it'd be absolutely worthless for any non-New Game+ play learning.  Being able to just turkeyhunt with ease is only fun if there's a chance of dying; once that dissappears the fun usually lasts about 5 minutes and then quietly dies, and as mentioned, even the higher difficulties turn into turkeyhunts with the kind of traits you get over the course of even just an ITYTD game.  Given all this, I don't think this would enhance DoomRL at all.

Pages: 1 2 3 [4] 5 6 ... 25