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16
Forum / Re: Mortem tags aren't working?
« on: November 16, 2009, 14:30 »
Good to know it's because of upgrading things. I didn't see an announcement anywhere so I thought it was me. Hopefully the upgrading won't cause too many problems that distract from making great games.
17
0.9.9 / Re: [M|AoMC|100%|YAAM] - Railgun is a "I WIN" button
« on: November 16, 2009, 14:27 »Does zerking still grant 2x melee damage? I could swear it once did..
I thought it was triple? o_O
18
0.9.9 / Re: [M|97%|YAVP] I'm back :D
« on: November 16, 2009, 14:26 »
Gametime of five hours =O And I thought I was a slow player with all of my games besides the pacifism ones taking at least two.
I'm feeling your thermie-carrying pains. One of my chars ended up killing Cybie with three in his backpack and he even left the one you get from clearing Spider's Lair behind.
Congrats on the win and also for coming back to the game. It's always a nice feeling to rediscover a game you once enjoyed before.
I'm feeling your thermie-carrying pains. One of my chars ended up killing Cybie with three in his backpack and he even left the one you get from clearing Spider's Lair behind.
Congrats on the win and also for coming back to the game. It's always a nice feeling to rediscover a game you once enjoyed before.
19
Requests For Features / Re: Engineer/Scavenger/Junkman trait
« on: November 16, 2009, 14:18 »*lots of stuff*
Thanks for replying in a friendly tone. I do tend to post provocatively and use tons of hyperbole to get some discussion going and I'm glad you didn't start flaming despite me shooting down your ideas pretty hard.
From what I can tell playing this game on and off for a couple of years and reading the forums a bit, the DoomRL "vision" doesn't include lots of grinding elements or unlockable achievements affecting gameplay. Also I don't know about the math about repairing armour and all, I was just thinking that if you can break down items for junk you'd end up leaving very little stuff behind. You seem to have thought of this somewhat and I agree it might be very possible to make it work. Personally I'd just prefer the effort Kornel puts in the game be used for something else. If and when you get this type of mod out I'll be the first to play it though.
Also I'd like some more grindy elements in Crawl to make my chars stronger, that game is too hard for me.
20
Requests For Features / Re: critical hits
« on: November 16, 2009, 13:55 »
Ignoring armour is a weak effect affecting only monsters and players using pistols or rockets.
I'd vote for base 5% chance for you and the monsters to do double damage and a base level two-tier trait giving a further +15% for a maximum of 35%. This "Lucky bastard" trait would then unlock "Jinxed" giving you a further +50% chance for 85% total chance of double damage but would also set the critical chance for monsters to 50%!
5% base so it doesn't affect the normal playing too much. 15% increases so the trait is at least somewhat useful.* The Jinxed trait for shits and giggles.
*Compare to SoBx3 which doubles plasma rifle damage against B's, A's, M's and V's.
I'd vote for base 5% chance for you and the monsters to do double damage and a base level two-tier trait giving a further +15% for a maximum of 35%. This "Lucky bastard" trait would then unlock "Jinxed" giving you a further +50% chance for 85% total chance of double damage but would also set the critical chance for monsters to 50%!
5% base so it doesn't affect the normal playing too much. 15% increases so the trait is at least somewhat useful.* The Jinxed trait for shits and giggles.
*Compare to SoBx3 which doubles plasma rifle damage against B's, A's, M's and V's.
21
Forum / Mortem tags aren't working?
« on: November 14, 2009, 14:49 »
Have any changes been done to the forums lately? I just noticed that the struck through thanks to the rockets, power cells and nuke in his inventory. Also after his post the rests of the thread still looks like this although one of the three tags mysteriously stops working.
Looking at some other topics in the post mortem forum such as this http://forum.chaosforge.org/index.php/topic,2450.0.html it's only the first post that's affected, the replies look normal.
I'm using firefox 3.5.5 but the problem remained when I took a quick peek with IE.
tags
aren't working for me. This causes some funny things to happen, such as in this thread http://forum.chaosforge.org/index.php/topic,2447.0.html the latter half of ZZ's opening post is bolded, italicized and Looking at some other topics in the post mortem forum such as this http://forum.chaosforge.org/index.php/topic,2450.0.html it's only the first post that's affected, the replies look normal.
I'm using firefox 3.5.5 but the problem remained when I took a quick peek with IE.
22
Discussion / Re: Outsmarting hell itself?
« on: November 14, 2009, 14:27 »
Nuke the Cyberdemon while invincible. This requires some luck as you need to have found a thermonuclear bomb and find a globe of invincibility on the previous level(s) close to the stairs or have some homing phase devices.
It's always good to carry around a nuke. You can use it in the Cyberdemon fight if get to a point where you know you can't win and his next shot will kill you, using a nuke still gets you a win. If you get lucky with the invincibility you can take on JC if you fancy your chances.
Also a word of warning: don't nuke cybie when invincible on an angel of pacifism game if you don't have another nuke for JC! You can't kill him and getting killed by JC doesn't count as a win.
It's always good to carry around a nuke. You can use it in the Cyberdemon fight if get to a point where you know you can't win and his next shot will kill you, using a nuke still gets you a win. If you get lucky with the invincibility you can take on JC if you fancy your chances.
Also a word of warning: don't nuke cybie when invincible on an angel of pacifism game if you don't have another nuke for JC! You can't kill him and getting killed by JC doesn't count as a win.
23
Discussion / Re: Master Traits
« on: November 14, 2009, 12:08 »
I think Army of the Dead is more for combat shotties than double shotguns. Shotguns hit 100% of the time, even monsters which you don't see. The damage of a combat shotty is decent at long range after you get the armour piercing from the trait, especially with a power mod or two. 2 + 2 = shoot combat shotty down every hallway, if you hear a sound keep shooting until you hear no more. Double shotty would really benefit from HR + DM.
Ammochain is pretty much the same for plasma guns. With unlimited ammo you can kill stuff out of LOS pretty good without fear of retaliation. Ammochain is especially ridiculous on AoMC challenges where the plasma gets perfect to-hit and damage, becoming perhaps the best weapon to use in those challenges.
These tactics are kind of lame though and aren't much use in N! where stuff keeps respawning.
Ammochain is pretty much the same for plasma guns. With unlimited ammo you can kill stuff out of LOS pretty good without fear of retaliation. Ammochain is especially ridiculous on AoMC challenges where the plasma gets perfect to-hit and damage, becoming perhaps the best weapon to use in those challenges.
These tactics are kind of lame though and aren't much use in N! where stuff keeps respawning.
24
Announcements / Re: Phobos Times (Vol. 1 November)
« on: November 12, 2009, 17:11 »
Good stuff. A nice collection of things. Nothing too useless. Hopefully you guys keep up the motivation and keep doing it.
25
Requests For Features / Re: Engineer/Scavenger/Junkman trait
« on: November 12, 2009, 17:04 »
In a game with futuristich tech, weapons, ammo and armour like DOOM, I think tinkering with gadgets fits. In DOOM, not so much. Maybe it's something for mods.
This would be very hard to balance and not worth the trouble IMO. There's this inventory management thing supposed to be going on in DoomRL and if you can use everything you find it kind of defeats the purpose. For example armour. If armour degredation is balanced so that you can get by without this trait, then if you choose to take it you'll end up walking around with buffed-with-self-made-mods armour at 200% all the time, as you'll be vacuum cleaning all levels breaking down all the items for scrap metal after you've killed the monsters and that one superarmour you've made never gets destroyed. If this kind of self-repair is taken into consideration when balancing the armour then the trait becomes a necessity as without it you won't have any.
As for "breaking an item down x times in previous games": this is horrible. Your 100th AoB game goes better than the first because you learn to play better, not because you get bonus melee damage for playing so much. So far DoomRL has had quite a limited amount of grinding and leveling up, ranks and badges and stuff don't effect the gameplay and that's a good thing.
"A-ha! I've found my 5000th advanced plasma rifle! Every game I play after this one I will have an advanced plasma rifle 100% guaranteed! At least until 0.9.10." I don't see the fun in this.
Such a counter might work if it's only for a single game. Break down the first five Pancor Jackhammers you find in that game and you can add a power mod to the sixth one you find.
This would be very hard to balance and not worth the trouble IMO. There's this inventory management thing supposed to be going on in DoomRL and if you can use everything you find it kind of defeats the purpose. For example armour. If armour degredation is balanced so that you can get by without this trait, then if you choose to take it you'll end up walking around with buffed-with-self-made-mods armour at 200% all the time, as you'll be vacuum cleaning all levels breaking down all the items for scrap metal after you've killed the monsters and that one superarmour you've made never gets destroyed. If this kind of self-repair is taken into consideration when balancing the armour then the trait becomes a necessity as without it you won't have any.
As for "breaking an item down x times in previous games": this is horrible. Your 100th AoB game goes better than the first because you learn to play better, not because you get bonus melee damage for playing so much. So far DoomRL has had quite a limited amount of grinding and leveling up, ranks and badges and stuff don't effect the gameplay and that's a good thing.
"A-ha! I've found my 5000th advanced plasma rifle! Every game I play after this one I will have an advanced plasma rifle 100% guaranteed! At least until 0.9.10." I don't see the fun in this.
Such a counter might work if it's only for a single game. Break down the first five Pancor Jackhammers you find in that game and you can add a power mod to the sixth one you find.
26
Requests For Features / Re: Well...another not new, but still stupid idea...
« on: November 12, 2009, 16:32 »Grav Gun
Go post that in the "new uniques" topic. Throwing monsters and barrels around the room might be fun.
About rockets, they should explode when caught in an explosion while on the floor. Would be fun. Actually I think that has been suggested before, maybe it'll get implemented one day.
Throwing would be a reasonable addition, but would it enhance the gameplay experience this much? Every time you implement a new feature into a game, you make it more complex. Complexity, if not divided into subsections, can lower the tempo of the game. DoomRL is designed as a coffeebreak RL, so any added complexity that does not increase the gameplay value goes against the whole idea.
Yet there's a topic about crafting quickly gaining popularity... *shudders*
27
Discussion / Re: Couple of questions
« on: November 12, 2009, 16:22 »Long overdue answer (although you may have figured it out by now): the "knives and fists" challenge is limited to HMP at the lowest, possibly open to the higher difficulties.. but HMP is probably you're best bet :D.
Strongman gold badge is HMP but strongman silver is just "win with knives and fists". The wording is similar to the bronze badge so it sounds like it should be possible to complete on ITYTD if the bronze badge can be won that way but I haven't played those kinds of games myself so don't know.
28
0.9.9 / Re: [M|93%|YASID] Who the fuck designed this stupid game -_-
« on: November 10, 2009, 11:15 »
You should've worn boots! Protective boots would've removed 4 from the lava damage leaving you with 1 hp right?
It's good that way, at least until the game is finished. It's better designers spend more time making the game and less playing it than the other way around:)
I'd say 9 games is quite acceptable though.
Acutally though, apparently it's quite common for game designers to be not so good at their own games...
It's good that way, at least until the game is finished. It's better designers spend more time making the game and less playing it than the other way around:)
I'd say 9 games is quite acceptable though.
29
Bug Reports / Re: Gun Kata and Grammaton Cleric Beretta
« on: November 10, 2009, 10:59 »Seriously, I don't think this is as big a bug you think it is, because of what Under said - Unique Pistols aren't made with Dualgunner in mind, they're made to stand alone.
If it isn't a bug the trait page should say "doesn't work with uniques".
I really don't see the logic here. Gun kata reloads pistols. Unique pistols are pistols. Unique pistols should be reloaded. If that makes them too powerful they should get nerfed otherwise.
It's like if Vampyre and Blademaster fired off the LS fireball every time you kill a monster. Clearly not an intended feature.
30
Requests For Features / Re: New unique items
« on: November 09, 2009, 14:57 »Wouldn't that make dualgunner redundant on AoMr?
Yes, for about 40 turns until it wears off.
Carrying two or duplicate the weapons as in Blood?
I think duplicate weapons like Blood would be more fun but firing chainguns and shotguns at the same time might be ok too.