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Messages - Radagast

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46
Trouble with music on some pcs, has been reported before I think.

A probably good walkaround you can do is try to install the custom music files from Simon.
(go for ogg or flac if you prefer instead of mp3)

You can find them by following instructions in the all mega album stickied thread or whatever it's called. 1st post.

47
Discussion / Re: Oh dragonslayer why do you taunt me
« on: March 29, 2013, 04:24 »
Lucky you... I've never even seen the dragonslayer, not to mention wielded it. I did find the berserker armour twice, but I'd really love to have chance to try to grab this bigass sword.
Same. Let's hope we find in some future ao100 run or something.

48
Requests For Features / Re: Improve interface for Juggler
« on: March 29, 2013, 00:56 »
Juggler is pretty nice I do get it in "very few" runs though but I don't really think it's that much overpowered to require it to split to 2 traits.

I'm pretty sure almost no marine would like to spend 2 points that way. It's exaggeration for a decent skill that is not even remotely powerful enough. Usually you go for a master trait and even afterwards you have holes to fill in with other traits. It's not actually a skill that you get in all your plays. Just some of them. Requiring 2 points, would probably make me ditch the skill completely never getting it at all. Just my opinion though.

Badass for example that was mentioned, is much more useful basically because it does 2 things at the same time and can become useful in almost all plays actually.

49
omg to the RNG man, a jackhammer and a shielded armor in just the first 2 levels?
I'm pretty sure it would be almost impossible without these.

Early levels in Overconfidence are true hell anyway unless the RNG throws pain elemental caves at you or uber weapons.

Still gratz, 20 tries is pretty good, personally I have never even found those 2 overpowered items. Some day...

PS: The only really good thing with overconfidence is that runs "can" be done in one sitting. Even in nightmare.

50
Roguelikes actually never had such an issue. Not rogue the original, not nethack, not adom, nor any of the modern good ones either such as stone soup, desktop dungeons, tome, dredmor, ftl or any other for that matter.
Roguelikes are supposed to be tactical games with turn based decisions, like it or not. Speed was never a goal, much less a necessity to play. Private lives should get a break when they need to. All such developers respected that, always.

Disappointing. :(
I expect to fight the game, but I didn't think fighting the developers would be part of the difficulty of N!
Indeed and that's the most challenging difficulty of all. Disappointing indeed.

If someone wanted to cheat they would just run DoomRL in a VM and save/load entire game states. Or use a hex editor to make themselves invincible.
Truer words were never spoken...

Negativity is understandable at times and when there is good reason, but this time there are not even decent arguments to back it up, that's what makes me sad mostly.

Tormuse's idea is probably pretty decent if feasible but anyway, I think I won't continue any more talk here since it's obvious that this is not even a proper discussion in the first place.

51
It might be best to think of DoomRL as roguelike rather than a coffee break game. You'll suddenly find it extremely forgiving and accommodating. In my days of youth, there often wasn't any saving at all...

@Klear, just fyi I'm 31 and started with Ataris/Amigas and DOS playing b&w games before color and windows OSes appeared. I grew up with a pc since I was 4 or 5 always a gamer. Even if there wasn't a save game option in many of that eras games, it doesn't mean they necessarily needed one. Most were too short to actually need one. The ones with real good design though, had also that aspect of the game covered.

I still love oldschool games from  the 80s-90s, at times I even play some of them just for the nostalgy, but the fact that we could not save in all games of our youth does not mean that it was in any way "good" or "convenient". We just accepted it back in the day cause we didn't have much choice. Nor does it mean that we should be using those days as excuses for bad modern design. Things change. Eras change. Just my two cents.

PS: Also we were kids at the time, which means we had endless free time, which also means we didn't care that much if something did have a save feature or not. A bad comparison for the roguelike genre, since it is not exactly a kid-friendly genre. Imagine playing adom as an 8 year old? Obviously we can't. When you see something new as a kid, you get excited easily, you don't really see the faults in it, you ignore them. This doesn't mean old games were flawless though and that we should make new modern games based on their faults too...Does it?

52
Century Lounge / Re: [M|Ao100|YAAM] Easy melee]
« on: March 28, 2013, 07:09 »
Alucard juggling his Anti-Freak Jackal and Casul while ripping things to shreds.

Sounds legit.

Hehe.

Glad to see there are also other anime fans in here, especially in the dev team. (well berserk/hellsing fans at least)

53
Not being fair is pretty fine as I said. Obviously I seek something harder when I choose nightmare over UV to give me incentive and motive through challenge alone.

But having to compromise my RL to play 5 or 10 or 20 hours straight just to finish one single run, is certainly the most silly thing I ever encountered in game design from the days of my youth. - it's not personal, I just feel that way about it -

If the game was indeed a coffee break game I might have thought otherwise, I certainly wouldn't have that issue.
Anyone who has played desktop dungeons?? Now THAT's a coffee-break roguelike game.

But srsly this game would be coffee-break only if it had just 10 levels or so. With no special levels at all. I'm pretty sure in oldest versions of doomrl, you wouldn't even care to save and exit since the game was so short in length. But with 10+ special levels and another 24 normal levels, how anyone would even remotely think of this as a coffee-break game is truly beyond me.

Not to mention the Ao100 and now the even more absurd Ao666 challenge game. You might as well change the difficulty name "Nightmare!" to "2Dev" difficulty in the end, since you are just targeting a 1-2% of the player base after all, blocking almost all the others. And I thought accessibility in open source gaming, was by far the most important part of game design.

Have fun trying to finish Ao666 taking weeks or even months of your life with a powered-on computer. Just pray to the Goddess of Luck Tymora that no power failure happens. And that no-one else in your family might accidentally shut down or restart your computer........

54
Yesterday I learned the "hard way", that I should have never tried to play nightmare.

No I'm not talking about the difficulty which yes it is absurd, but I'm talking about the fact that you can't even save your game and come back to it later. What's up with that? How come?

You do realize you block players completely with this... Some of us enjoy this game playing at our own leisure and we also have work in the mornings/noons and can rarely play consecutively for more than 1 or 2 hours. It's pretty obvious a nightmare run is impossible in such a short time length.

My experience in this game is mainly from HMP and UV games. Some of you here have seen few mortems I've posted recently, I take my time in my games, that's how I enjoy doomrl, so I usually do 5 to 10 hours for each normal run, entering as many special levels as I can and playing carefully, it's just my style I can't play faster really, it's a tactical game after all.

But I made the mistake of thinking that I could give a try to nightmare too. With all that corpse resurrection and gibbing and thinking you must do just to "survive" and not die, how the hell am I to finish any run (I know I can't with my current skills, but even if I could) if I can never even save my game? ... I just cannot understand the logic behind it...

It's probably the only real complaint I have, for an otherwise great and free community game.

PS: For the record I had to quit the game before the arena due to a RL reason...

55
Mind you: it took me almost 2 days IRL. :S

Would probably take me a week IRL since I take my time and don't have much spare anyway. xD
I wanted to start INT-INT because of the huge advantage this gives early on.

By then I was carrying around over 2000 bullets, and I never came close to running out. Had ammo been more scarce, EE would have been a solid investment. In this case, when being able to knock everything out of vision range before it could respond, I could afford to miss a couple of shots.

INT-INT's and consequently Cateye build's advantages actually permit you to kill enemies before they even have a chance, but can only be done effectively with some points in EE. INT's prerequisite is 2 points in EE for a good reason you see. :P
You can even do damageless runs this way, it's your best bet.

You do have a point concerning ammunition, but as I already said EE would still be by far a better investment even damagewise than any of the SoB points you put afterwards. Unless you used shotguns ofc which never miss. Just try it next time, and you'll see for yourself. xD

56
Nice one. I still haven't tried Ao100 but I will soon. 7 hours is pretty good, I do so much time on my normal plays. xD

But I truly wonder, since you went masterless and played with pistols, why the hell did you never put a single point in eagle eye??
I find that to be almost a crime to doomguy's effectiveness. :P

You went pure damage but few points in EE instead of SoB/Sog would actually make tremendous difference in your final DPS. Consider it next time, you can't imagine the difference. If you thought it was a relatively easy run with the beretta, you should have seen it with some points in EE, never missing is actually more important than pure extra damage traits after some levels.

Makes you kill enemies even faster and saves ammunition too. Usually after every 2-3 points in SoG/Sob it's relatively safe to say that one EE gives more damage than putting more points in dmg traits. Master traits are ofc exceptions but you don't have those on this build. And since you had intuition already, with even a few points in EE you could actually kill opponents in the dark without ever giving them a chance to get back at you. With no EE points, shooting in the dark is useless you miss 80-90% of the time, why give the monsters the chance to hit you? :P

PS: It may just be speculation, but if you played on higher difficulty level you probably wouldn't have survived with this build due to misses. Gratz anyhow though. :)

57
That's not how speed works. "10% faster" actually means "10% shorter time", and effects are applied one after other. So, this would mean: 1s  minus 10% Scout = 0.9s minus 30% from HR2 should mean 0.63s, which corresponds to about 159% monster speed - and you're fine.
Check the wiki, Game mechanics section for more details if interested.

Damn it thanks. That explains it. You learn something new every single day in this forum.

58
I definitely outran him with Scout class + 2xHR, I wasn't wearing armor though.
Nah had the exact same setup and it was not really possible since I gained a tile every 6-7 tiles or so when I was just moving, and picking up the dagger also costs 2tiles of AoD movement usually.
Throwing it costs almost another tile of movement.

So quite impossible to do it inside  since the small space doesn't help much, he can corner you there.
Unless you did it in a different way. Perhaps you preferred to do it melee instead of throwing the knife?
I thought that would be a huge risk and I avoided it like the plague.

59
How so?  It gives you 0.64 seconds per move.

Doesn't doomguy have 100% speed by default?

If so 100% + 10% (scout ability) + 30% (2 HR points) = 140% which is less than the 150% the AoD seems to have according to the wiki.

Do I misinterpret the information??

60
Ok I just did the exact same thing. Just got the diamond.
It was not exactly as you say though.

Obviously, I died 4 times right on the first level. In the end the RNG gave me luck in terms of spawning a pain elemental & lost souls 1st hell level.
It's the only kind of monster you can actually kill as a lvl 1 scout with minigun/assault shotgun. All other times I got fried before getting to the cathedral.
I also found 2 combat knives a bulk and an agility mod on the level:

Spoiler (click to show/hide)

By the time I got to Angel of Death I had a bulked combat knife, and 2 normal combat knives. No armor for the agility mod which was a shame...
I also had 2 HR traits, and 2 SoB traits. Which means more dmg.

Now I don't know what you did man, but the angel of death could not be that easily outrunned.
I was barely faster and had to do the whole level circle just to throw those 3 daggers and get them again.
I had to do that around 5-6 times at least before he changed status from almost unhurt to barely scratched. The same happened for all the next statuses, which practically meant I must have done the level circle probably more than 50 times to kill it...
Felt like a hundred times to be honest.

It took almost 1 hour and a half... 1hour and a half of my life, running a circle around the whole UC. lol...
It needed a donkey's stubborness and godlike patience...

I have no idea how you did it in less than half an hour with just one bulked knife, and not even SoBx2....
Also for some stupid reason my bulked knife got destroyed when I killed AoD with the final throw... Imagine that...

Naturally entering the next level meant almost an instant death.

PS : The wiki needs fixing. Outrunning an angel of death with 2 HR and +10% from scout ability, should not be possible if he does indeed have 150% speed.

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