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Messages - Adral

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16
Pre-0.9.9 / Re: [E|70%|9]Well atleast it ain't as bad as usual
« on: February 20, 2007, 11:02 »
Life savers? I used one on a level full of cacodemons. Result? I didn't move! Reeeeeaaaaaallllllyyyyyy helps when the place it teleports you to is the place you are stood on :/

Well, I can't say more than you had a lot of bad luck there. But they can really save your life (when they work properly :P).

17
Pre-0.9.9 / Re: [E|70%|9]Well atleast it ain't as bad as usual
« on: February 20, 2007, 10:10 »
What do phase devices do? I think they are worthless!

Phase devices teleport you to a random location on the level. They are lifesavers, not worthless :P

When you have all the chances against you and there is no possible route of escape (prior to dying by getting fired from all directions) a phase device can do wonders. Just try it and you'll see how it's really good to keep around ;)

18
Off Topic / Re: 3D in roguelike
« on: February 18, 2007, 05:05 »
Ask the Emperor and thou shalt be provided.

Castlevania RL has a 3D system thats sort of what Kornel outlines..I don't know the link offhand but I'm sure a link will pop up soon.

http://www.santiagoz.com/web/page.php?2 for screenshots.
http://www.santiagoz.com/web/download.php?list.4 for latest version.

By the way, Genrogue's looking really good. Are you planning to continue its development?

19
Requests For Features / Re: Easy picking up of ammo
« on: February 12, 2007, 09:28 »
1. The options file is a bit hard to edit.  I remember a little vi, but not much at all, and so I can never figure out how to get out of it without shutting down the telnet window and starting over (thus, I can't really edit anything there).
It doesn't use vi anymore. Also, the maintainer is a really nice person, and can edit your files if you give her the configuration via e-mail (or so I've read in rgrm). A system to edit it via web is on the works, I think.

2. I'd prefer just being able to edit the options file to get a more precise fix on what I do/don't want to pickup automatically for a more streamlined play; without this I have to either constantly be pressing ctrl-a to switch it on/off, deal with pressing g constantly to get what I do want, or deal with dropping things I don't want, all of which involve a bit of hassle that I would prefer not to deal with...
You are able to do that, actually, if I remember correctly. Check for some help on the net ;)

20
Requests For Features / Re: Trait suggestion: Zen Slayer
« on: February 06, 2007, 09:26 »
Why undoomish?

Using Zen teachings for an action game is just wrong :P

Lol, well apart from being completely undoomish this reminds me of a Joke Trait I wanted to implement after Dualgunner -- the GUN KATA xDDDD

Some day someone could do a Joke Doom total conversion, like those jokewads out there (although some of them suck horribly), when the source code is available. That way all the crazy ideas could get implemented. :P

21
Off Topic / Re: Crawl
« on: February 06, 2007, 09:00 »
Hint:
Spoiler (click to show/hide)


22
Requests For Features / Re: new trait
« on: February 05, 2007, 10:26 »
Well, your example sure is better... I couldn't think of any other at that moment, but I wanted to make a point :P

P.S: A session ran by me would also be more similar to what you've written than to what I had written :P

23
Requests For Features / Re: new trait
« on: February 05, 2007, 08:03 »
It's a bit dissapointing that a lot of people think of CRPGs as "real" RPGs. In a pen and paper RPG session (the original RPGs), run by a competent gamemaster, there shouldn't be any mention of numbers whatsoever. Even difficulties should have a hidden target number and the player/character should be informed of the relative value of the task.

I mean, saying and using numbers just puts the players out of their characters - it's much better if they are informed like this:
* Char 1: I try to open the locked door.
* Master: (takes a look at the character sheet) You feel it would be easy for a experienced rogue like you, do you want to roll?

Rather than like this:
* Char 1: I try to open the locked door.
* Master: You need to roll 12 or more, and you've got a +8 for lock picking.

In this last case the character immersion is totally broken.

So numbers do not make it more RPGish, it's more to the contrary.

But since this is a computer game, and not a RPG, it could be nice to have something similar but, as others have pointed out, there is already an indicator of relative health remaining, and there's the wiki, so this function is already there ;)

24
Discussion / Re: wtf is wrong with melee?
« on: February 04, 2007, 04:17 »
and lets not go into details about the weight of the chainsaw and stuff, i think it should be more hittable, its melee for gods sake!! maby make it more damaging? 

In fact, swinging about a *heavy* chainsaw is much less precise and less effective than swinging a sword, for instance, which has been built from the ground up for combat. A chainsaw is a power tool, it's like fighting with a drill - difficult and cumbersome.

Hollywood, on the other hand, has always showed us the image of the badass hero/villain swinging a (fake) chainsaw like if it was a valid combat weapon. Which it isn't, because of weight *balance*. I've had a real chainsaw on my hands, and I have had some real medieval weapons also, and the difference is abysmal. Also, the fact it is heavier in fact is a reason why it is harder to move, and not the other way around. It's easier to swing a knife and hit (in real life, at least) than swing a huge 6kg rock and hit. The damage caused, however, is another story. :P

I think you should try going on the Angel of Berserk challenge, with the appropiate Brute/Berserker traits, and you'll see how, once you have the chainsaw, it's pretty much a walk in the park, with some caution taken and a wise use of large med-packs to engage in berserk state. Also remember that the tactics setting affect your to-hit chance, so being aggressive works better (berserker works even better, of course:P)

25
Off Topic / Re: Crawl
« on: February 03, 2007, 06:31 »
Well Karry, you are forgetting a point - if you don't like the game, you can just get along not playing it. I think the only thing people need is respect for their opinions. Coming to a thread where people are discussing how they like a certain game to flame the game to ashes just because you don't like it seems a bit pointless and rude. For instance, Valkeera already stated she does not like the game, but did so in a more kind manner, without stirring up a lot of off-topic posts, and without questioning another people's tastes.

Also, I don't see the problem with r.g.r.misc, because I think it's open to other RLs as well. I've seen POWDER posts and DoomRL posts there, and nobody deletes posts from other games - it's just that a lot of people like Crawl. If you want to see more posts from other games, you can go and post about other games as well. Perhaps more people will follow your example thereafter :).

26
Off Topic / Re: Crawl
« on: February 03, 2007, 02:12 »
I actually miss the great monster DESCRIPTIONS!!!! That Adom has.

What i would really like to see is skills like those of a blacksmith or farmer (very unique indeed), but tweaked in a way so that they could be usable (or at least easier to use). The idea of a rpg/roguelike game would be much better with more villages, and more shops and stuff.


You might want to take a look at Incursion to see what's coming up in the roguelike world. Take a peek at the manual and "White paper" to see what it's striving to accomplish.

27
Adral - I think you're way off.

Yep, I really was. But thank you very much for the explanation, as my head today is not at its better state and I found it difficult to follow all the ideas on the thread :)

28
Off Topic / Re: Crawl
« on: February 01, 2007, 14:41 »
I agree with Supernaut, maybe a class doesn't mean "anything" (it does mean, in the early game, and some classes are MUCH easier than others, also keep in mind that your stats depend on your class, so it's important for the late game too), but race does mean, and a lot at that. And playing two different characters is really different. And actually I think it's a much better game to play without spoilers than Adom, or Nethack, for instance. The problem with Crawl are the early levels, although this is being corrected step by step by their development team with Stone Soup variant. It's much easier to survive (for me, at least) in SS than in "normal" Crawl.

But I like Adom too, a lot. I like the interaction, the game world, the "story", etc. They are different games and have different strengths. Also, not every game is for everyone, but just try to respect other people's opinions ;).

29
Hey lots of ideas here!

I watched the Crawl server lot, and had an idea: Who needs multiplayer anyway??

Let me explain. Roguelikes were made as competetive solo games. As such they were not intended to be "multi-player" but "singleplayer" with he feeling of competition or parallel gameplay. Why do people play on the server instead of their own computer?

1) to have a single score list
2) to watch other people play
3) to have the feeling that they're not alone here

Number 3 is crucial. How does the crawl server achieve that? BONES.

You are forgetting one thing - learning from other players via example and chatting a bit about your game or other people's games, in a place where you know everyone interested is free to take a look at real time at the things you are talking about. It helps to number 3 :)

I find it fun to be able to ask questions, chat a bit, etc, about the games in progress, but I understand many people will find it unnecesay or even boring. That's why there is also an offline version.


When I thought about that, an idea sprang to my mind... It started with the fun idea -- why not give the ability to use those blank scrolls to write down messages, and the scroll would be saved with the player ghost... then another player could defeat the ghost and pick up the paper and read a message "Dammit, there are tons of killer bees on this level, and they blocked my exit... if you read this, then it means I didn't make it...". Sounds fun?

Sounds real fun. Unfortunately seems your idea really didn't "get accepted" at rgrm. But I'd write silly notes for my characters, of course :P

Well, why not push that idea to the extreme! Why not make a single-player SHARED WORLD roguelike game?? No need to solve time-related problems, as everyone would be livining in the pace they want to. The game would trickyly disallow the characters making changes on the same level, and you would never meet a character in person, but you would constantly witness the effects of other characters doings. Imagine the BONES idea exaggarated to the maximum. Also things like trade between characters via a shop system would be possible. Many, many, many ideas for that I would have, and it wouldn't be too hard to implement... what do you all think? :]

Sounds really nice, but can you please elaborate it a bit? What is the plan? What would be changed, and what not? How would we (as players) see that?

-

And TFoN, I'm really sorry but I really don't follow you. Is the idea to play everyone at once on the same levels? Or is it similar to Kornel's (certain actions creat consequences for everyone)? As someone pointed out, there's TomeNET out there already, does it resemble in some aspect what you are proposing?

A MMORLRPG sounds fun, but the execution may well be not fun at all. That's why I'm asking so much, because a fun MMORL would certainly be something to witness and play with abandon. :P

I find the idea really interesting.

30
Off Topic / Re: Crawl
« on: February 01, 2007, 07:44 »
* Adral joins the angry mob

Random Numer God is like Zeus for the Greek Pantheon, the God above the other Crawl gods :P

I do play by telnet sometimes, and the strange characters you mention only appear sometimes when it's "synchronizing" (at least for me). I use PuTTy for telnet and it works great. Be sure to drop by the irc at freenode (##crawl) sometimes, there are really helpful people there!

About the numbers of the dice, I have never seen them :-/

And at the official page you have all your played statistics, including detailed mortems (search for it a bit on the link provided) :)

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