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Messages - Anarchic Fox

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1
Discussion / Re: Badass
« on: May 15, 2009, 18:53 »

2
Discussion / Re: Experience cap at level 19
« on: February 03, 2009, 15:36 »
And at what point does an Ao100 player usually reach level 19?

A more experienced player could tell you precisely, but I remember it happening around dungeon level 50.

3
Requests For Features / Re: Small improvement in enemy AI
« on: January 19, 2009, 21:01 »
Yeah, though since many of them can't open doors or cross lava, not all of them make it there.

4
Requests For Features / Small improvement in enemy AI
« on: January 19, 2009, 18:01 »
Right now the enemies all gravitate toward the center of the level, over time.  Instead, for each computer-generated level, the game could select a different location at random and have the enemies gravitate towards it, instead.  Their behavior would be much the same, but the player would no longer know that he can find all the monsters in the center if he waits long enough.  This would make the game slightly more unpredictable, and eliminate the cheap tactic of standing to one side of the level and firing down the center line.

A more sophisticated approach could have multiple gathering points so that the monster wanders toward whichever is closest, and custom gathering points for the special levels.  I don't know how difficult any of this is to code, though.

5
Discussion / Re: Singing more praises to Blaster
« on: January 18, 2009, 10:29 »
The bigger consideration is that you probably acquire DG long before you find the Blaster, if you're playing a pistol game.

Edit: Also, what's the chance of a pistol player using unmodded guns?

6
Requests For Features / Re: Message when a unique is destroyed
« on: January 18, 2009, 10:25 »
I like this idea, too.

7
Discussion / Re: Funny Roguelike Messages
« on: January 12, 2009, 20:05 »
One I just got from Legerdemain: "You have disarmed the ice floe."

8
Discussion / Re: The Big Jump Poll
« on: January 12, 2009, 11:24 »
I plan not to play again until the AI has been upgraded.  Too many of my strategies rely on the monsters' stupidity.  A new rank system would be a nice bonus to that upgrade.

9
Requests For Features / Re: Armor Mod: Armor Regeneration
« on: January 12, 2009, 09:40 »
At this point I'm just debating so that all points are addressed.  I don't have much interest in the idea, otherwise. :P

10
Requests For Features / Re: Armor Mod: Armor Regeneration
« on: January 12, 2009, 05:02 »
my issue is that these items will be competing with weapons and armor for the RNG's attention. Though they're not really bad ideas(except for the one that turns a plazzie or BFG into its unique counterpart), well...i'm running out of argument. I'd still rather have a railgun.

That's certainly a problem, but for me it's one that already exists due to the other weapons and armor.  Right now, on a regular run, I skip about a third of the unique weapons and use another third only in narrow circumstances.  I plan a run around not finding a useful artifact.  Anyway, I see two solutions: add these as uniques but bias the unique generation according to a player's skill picks (pistols for SoG, shotguns for RL, etc.), or make unique consumable generation a separate probability.  Say, every time there's a supercharge (barring special levels) there's a 1% chance it's the unique portable one, or every time there's a computer map there's an 0.1% chance it's the blood-spattered datacard, rather than using whatever generates the permanent uniques.

Quote
wait a minute...wouldn't need to make a special thermie at all, really. if you're willing to use your (most likely) only nuke on a given level just before you run down the stairs, giving up on all the loot on that level(because you wouldn't use the nuke this way unless you were totally outmatched or just in a damn hurry), i think it would be ok to get the experience for all those kills. it's sort of a fair trade. maybe half xp.

That was the idea of dropping the nuke down the stairs.  You get experience, but destroy all loot.  And wouldn't it suck to see the message, "He nuked the Necroarmor on Level 23 without ever setting eyes on it!" after dying on 24?  Also, the pertinent challenge games would presumably bar that action.

11
Requests For Features / Re: The Nuke
« on: January 12, 2009, 04:49 »
Thanks.  I'm ambivalent about the idea, myself, but Kornel has spoken.

12
Requests For Features / Re: Badass improvement
« on: January 11, 2009, 18:35 »
Yay! :D

13
Requests For Features / Re: The Nuke
« on: January 11, 2009, 16:24 »
No throwing a nuke down the stairs, you weenies.

What's your reason for objecting?

14
Requests For Features / Re: Armor Mod: Armor Regeneration
« on: January 11, 2009, 16:24 »
I don't want these marginally useful toys, gadgets, and chinese shovelware standing between me and my Railgun in the eyes of the RNG.

For you, is the issue the fact that they're one-use or the fact that the suggestions are too weak? 

The backpack is unique enough as is. Something more than twice as good as the backpack that could spawn would be a bit... odd.

I did have Ao100 in mind.  Maybe for the purposes of that challenge the backpack should be considered an artifact.  Also, my original suggestion was overpowered.

15
Discussion / Re: Funny Roguelike Messages
« on: January 11, 2009, 11:39 »
Nethack and ADOM are good for that, but nothing beats Dwarf Fortress:

"Urist cancels sparring: too insane."
"When you get up in the morning, consider suicide."
"Life is, in a word, torture."

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