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Topics - Potman

Pages: 1 2 3 [4]
46
Requests For Features / Speed and reaction
« on: May 14, 2007, 03:15 »
Yeah, I find it a bit unrealistic (not to mention unfair) that former humans and sergeants and such are able to react immediately after the player comes to their vicinity, even when they're nothing but rotting corpses with no brains inside. This is especially annoying if it's a sergeant with some barrels around.
Like, I dunno, would it be possible to increase some monsters' reaction time? For instance, when former sergeant sees me, it'll go "Huh...?" for a second before firing. Would be kinda like a monster generator: They won't act immediately. I guess those monsters generated, as well as those in the player's immediate vicinity right in the beginning of each level, just stand there dumbfounded about how I just appeared from nowhere. Why couldn't they do the same thing during the game?
And now, here's the catch: Sometimes, if the monster's reaction time would be really slow - such as with former humans/sergeants(/captains/commandos) - once they finally manage to react, they will fire the player even if he wasn't there anymore. With this, it'd be possible to have these cool movie firefights where the protagonist fires at the evil guys, and then ducks for cover, during which time the bullets will fly at him even when the enemies can't even see him anymore. That'd be so cool.

Eh?

47
Discussion / The logic of Auto-Aim
« on: May 09, 2007, 03:14 »
What is it? I can't find any kind of sense from it. Sometimes it picks the closest target, sometimes the farthest... In addition, it quite often picks the most harmless of targets - such as an imp from a bunch of cacodemons - or someone that I'd miss anyway - such as a demon partially covered by a wall. Maybe someone could clarify me this a bit?

Also, in the new Traits thread, someone asked with what logic would my suggested trait Spreadfire work. My answer: The same logic than the normal Auto-Aim.

48
Bug Reports / Cacodemon accuracy bug on Hell's Arena
« on: May 08, 2007, 06:39 »
Their hit accuracy is monstrous even when I'm on Coward, even when I've spent points on Hellrunner. I consider this a bug for two good reasons:

1) Cacodemons are far more inaccurate everywhere else in the game.

2) No one in their right mind would ever be retarded enough to give any monster two-three points in Eagle Eye.

Seriously, when I entered Hell's Arena, I had a rocket launcer (with just one rocket, though), a chaingun, a blue armor, and I had just taken a Supercharge. I lost neverethless, thanks to above. I'd really prefer this to be fixed ASAP.

49
Pre-0.9.9 / [M|AoMR|87%|L7] OHSHI-
« on: May 07, 2007, 11:58 »
A flick of monster generator switch creates...

--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Potman, level 7 Demon Lieutenant, killed by a arch-vile
 on level 18 of the Phobos base.
 He survived 64754 turns and scored 41334 points.
 He didn't like it too rough.

 He killed 262 out of 301 hellspawn. (87%)
 He was an Angel of Marksmanship!

 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
-- Graveyard -------------------------------------------------

  ###########################################################
  ========............=.==.......0........V.................#
  ========..0.........====...........0.X.....####....####...#
  =.==.=.=..............===.............V.......#.==.#..#...#
  .=======.......######|===########....#.V...V..#.===#0.#...#
  ##===.|........#....#}==========/....#........#..=./..#...#
  .%#.=..........#....#.#========&#....#%....B..=..=.####...#
  =.#=.....==....#..=.#.#=========#...^###.....==...=.......#
  .==.....=......##=###.#=========#..........==..==.==.}....#
  ^.#...==.}.=......=.%.###########..........=.=..=.==......#
  ###..===..|.=.[..===.........................=..==........#
  ......===.=.=.....==.....}....................=###=######.#
  ........==..#===##===.###=|.................==.#.=......#.#
  ............===...=.=\#.===....................#.=..&...=.#
  ..#/#####...#.......=====#.......############..#.=.....==.#
  ..#...i.#...########===.=+.......#..V.......#..#+#=##=====#
  ..#.....#............==###.......#MV........#...0=.====..=#
  ..#######......................0.#########+##.....====....#
  ........................0................|........=.....|.#
  ###########################################################

-- Statistics ------------------------------------------------

  Health -2/50   Experience 21254/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Finesse        (Level 2)
    Son of a gun   (Level 2)
    Dualgunner     (Level 1)
    Whizkid        (Level 2)

  SoG->SoG->DG->Fin->Fin->WK->WK->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [2/4] (31%)
    [b] [ Weapon     ]   advanced pistol (2d7) [8/8] (D3R2S3M1)
    [c] [ Boots      ]   protective boots [4/4] (83%)
    [d] [ Prepared   ]   rapid pistol (2d4) [0/6]

-- Inventory -------------------------------------------------

    [a] green armor [1/1] (100%)
    [b] green armor [1/1] (90%)
    [c] blue armor [1/2] (48%)
    [d] blue armor [1/2] (40%)
    [e] blue armor [1/2] (48%)
    [f] blue armor [1/2] (37%)
    [g] blue armor [2/2] (100%)
    [h] blue armor [2/2] (100%)
    [i] red armor [1/4] (25%)
    [j] 10mm ammo (x58)
    [k] small med-pack
    [l] small med-pack
    [m] large med-pack
    [n] large med-pack
    [o] phase device
    [p] thermonuclear bomb
    [q] weapon magazine mod
    [r] weapon magazine mod

-- Kills -----------------------------------------------------

    44 former humans
    25 former sergeants
    15 former captains
    18 imps
    45 demons
    28 lost souls
    18 cacodemons
    6 barons of hell
    8 hell knights
    9 arachnotrons
    4 former commandos
    7 pain elementals
    3 arch-viles
    3 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 6 he stormed the Chained Court.
  On level 14 he ventured into the Halls of Carnage.
  On level 18 he finally was killed by a arch-vile.

-- Messages --------------------------------------------------

 The arch-vile raises his arms! You are engulfed in flames! The arch-vile
 loses blood.
 You use a large med-pack. You feel fully healed. The arch-vile raises his
 arms! You are engulfed in flames! The arch-vile stops bleeding. The
 arch-vile raises his arms! You are engulfed in flames! The arch-vile hits
 you.
 Unknown command. Press "?" for help.
 The arch-vile raises his arms! You are engulfed in flames! The arch-vile
 raises his arms! You are engulfed in flames!
 Unknown command. Press "?" for help.
 Unknown command. Press "?" for help.
 Unknown command. Press "?" for help.
 The arch-vile hits you. The arch-vile raises his arms! You are engulfed in
 flames! Your red armor is damaged! The arch-vile raises his arms!
 You are engulfed in flames! You die!...

-- General ---------------------------------------------------

 Before him 258 brave souls have ventured into Phobos:
 241 of those were killed.
 10 of those were killed by something unknown.
 And 6 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------

... Five Arch-Viles. Tough luck.

50
Requests For Features / New artifacts
« on: May 06, 2007, 06:11 »
Got some ideas. Will share them here. Feel free to share yours if ya got any. All these items would only be found once during the game, from some special levels.

---Armor---

Power armor:
- Armor: 5
- +20% to firing speed
- +5 chance to hit
- +2 to ranged damage
- +20% to movement speed (i.e. 20% slower)
- Immunity to berserk

Spirit armor:
- Armor: 4
- Will be merged with your body: Meaning that it's always on, and can't be taken away.
- Its effectiviness is inversely proportional with your hit points: The less HP, in better condition the armor. On max HP, it's armor value is 1, on 50% or less, it's 2, and on 25% or less, 4.
- Is compatible with other armor.

Cursed armor:
- Armor: 7
- +5 to melee damage
- 5% chance to go berserk on each melee attack (works together with Berserker)
- Each time the player takes damage, there's a 10% chance that he will be immobilized for several turns, and can't move or do anything else. This effect will be negated if the player's wielding
Spoiler (click to show/hide)

---Weapons---

Straight Silver:
- Type: Combat Knife
- +4 to melee damage
- -50% to attack speed
- -40% to movement speed
- Gives +1 to Inituition
(Can anyone guess the reference?)

Excalibur:
- Type: Sword
- Damage: 1d8 + 1d10 + 1d12 / 3-30
- -20% to attack speed
- -30% to movement speed
- Enemies will always know the location of the player (i.e. they have Inituition x3)

Demon Flare:
- Type: Plasma rifle
- Fits 50/50 plasma shots
- Fires 10 shots per round instead of normal 8
- +2 to damage
- +10% to attack speed
- +1 to vision range
- -2 to armor

---

So, that's it, for now. Comments?

51
Requests For Features / Nude berserking!
« on: May 05, 2007, 03:02 »
The idea occurred me at Chained Court at one point: See, I always take my armor away there, because it becomes obsolete due to the large amounts of life available. At one point I came to think, that how come there's no kind of bonuses to have if you're berserking without armor? I mean, there should be! Because true berserkers never wear armor.

Like I dunno... Bonus to damage and speed. Would that be nice?

52
Bug Reports / Where the hell is the way out of here?!
« on: May 04, 2007, 09:24 »
Well, for some reason I can't upload a screenshot, but anyway...

I'm on one of those new kind of labyrinth levels, and I can't find an exit. However, there's a suspicious looking little spot in the lower-right corner, all covered by walls, to which I can't enter. I'd suppose my exit is there. Unfortunately, I don't have a rocket launcer, and I already cleared the level of all imps. So I guess I have no other way out but quitting, and I'd like you to fix this annoying little labyrinth bug ASAP. It was a really good game and all...

53
Discussion / Your traits of choice?
« on: May 03, 2007, 01:34 »
In the version before last, I usually went Cateye x2, Eagle Eye x2, and maxed Hellrunner and TaN in my leisure after that. I dropped Cateye in the last version, because Inituition x3 was so much more useful. So it went Eagle Eye x2, Inituition x3, and Hellrunner/TaN.

Nowadays I've dropped Inituition as well, because I can't hit enemies anymore unless I can see them. I will still always, with a few exceptions, pic Eagle Eye as my starting trait. This is because without it either I can't hit a shit, or I have to go aggressive and the enemies will hit me. Only exceptions to the rule are AoB (Brute) and if I plan to play with Shotgun (Reloader). I pick Eagle Eye before Son of a Gun even on AoM.
Since both Cateye and Inituition are nerfed now, I won't bother putting another point for EE, instead going for TaN and Stonewall/Badass - whatever it's called nowadays - or Finesse and Whizkid - even if I still have no idea whatsoever about those modslots.
On AoB I'd first go Brute x2, and then max Berserker and Hellrunner in some randon way. On AoM I'd continue - after that one EE - With SoaG x2, Dualgunner, SoaG, Finesse x2. And if I'm playing with shotgun, it'll be Reloader x2, Shottyman, Hellrunner x3.

Edit: Oh, and on Angel of Purity I will never go TaN, because Badass is worthless since there's no way for me to get my life past 100% in the first place.

54
Bug Reports / I has a mortem bug
« on: May 01, 2007, 05:10 »
Occurred the first time yesterday at some random point, and ever since, each time I die, the game freezes and creates a save file. Like this:



The game loads from the beginning of the level I was when I died, with my life less than 0%. Like, if the last attack got it to, say, -13%, it will be there. From the next damage I receive, I automatically die. In addition, sometimes I can't fire my weapons at all: When I try to fire, nothing happens, there will be no bullets fired to the enemy or anything.
Now here comes the good part: Sometimes I'll be able to heal myself past the 0%, for instance, by picking up a health globe or using a medi pack. Then I can continue my game like nothing had happened (assuming I can fire my guns). If I get killed, I can just load the save file, heal myself, and carry on. This is especially cheating in Angel of Haste, because each time I load my game on it, I will be teleported one level down. Kinda sucks.

You think there'd be any way for me to fix this myself?

55
Requests For Features / My wishlist stuff
« on: April 30, 2007, 05:01 »
So I'm new here. Been playing DoomRL for about a year now, currently on Major rank, and trying to finish Angel of Purity. Hi guyz. *Waves*

Okay, to topic at hand: You face an Arachnotron. A horrible, horrible mutant spider that fires lethal plasma blasts at you! *Gasp*, how terrible! You will certainly die! Unless... You manage to sneak behind a corner, wait until the Arach comes close enough, and then jump straight in front of it. Poor Arachnotron will try to bite you or beat you with its legs, while you can rip it apart with your own plasma gun.
Yeah well, I think that the fact how you can use your ranged weapons in close combat but enemies can't is pretty unfair, seeing from the monster's side, that is. Those poor widdle demons who can't shoot you anymore when you get close! This must be changed at once! Two suggestions concerning this, even when both make the game somewhat harder:

A) Disable your ability to fire enemies up close. So if a demon closes up at you, you can't shoot it anymore. You'll be forced to use your chainsaw or LS or whatever weapon you have on melee. You can't aim your gun over this creature, so you can't fire any units behind it either, although you could shoot anything else in everywhere else. But you can, of course, fire a rocket or BFG blast somewhere pretty close to sweep this annoying monster from existence.

B) Allow the monsters to fire you even on melee. This'd make Angel of Berserk pretty much impossible, though (not that I care, since I've finished AoB already). Plus, it'd make Former Sergeants quite a bit more lethal as well.

So whaddya think? Can't blame me for being on a bad guy's side for a change, now can you? You can? Drat.

Edit: Well since this'd make the game somewhat harder, I guess we could balance that a bit by adding one feature that I totally loved in the original Doom: Monster infighting. Would that be even remotely possible?

Also, monsters. Mancubus will be added, but there're still three monsters that're missing and should be in the game:

- Spectre: Like demon but with 50% chance to dodge. Also compeletely invisible and unseen if it stands still and does nothing (except for Inituition). Its general strategy would be waiting just where it is until the player comes close enough, then it attacks. Would appear first around the same time than Cacodemons, and there'd be a couple in Hell's Arena as well.

- Revenant: 40 hit points, 2 armor. Fires weakish homing rockets that won't hit right away: They'd travel about three times as fast as the player (on Cautious, without Hellrunner or anything like that) and home straight on target. 'Course, you can always just make it so that there's another enemy between you and the missile. Perfect for starting monster infighting (see above). Would appear the same time with Barons of Hell.

- Spider Mastermind: 150 HP, 4 armor. Armed with a sorta shotgun-chaingun hybrid that fires 8 rounds each turn. Could inhabit Spider's Lair, and appear once all Arachnotrons've been destroyed.

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