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Messages - Zeb

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61
Announcements / Re: Berserk! 0.8.5 (unstable) Released!
« on: December 21, 2007, 15:57 »
Lol, I should really check here more often. I had a lot going on with final exams and such though the past two weeks.

Anyway, this is great news, I really love Berserk!

62
Off Topic / MMOR by the ADoM team?
« on: December 21, 2007, 15:51 »
I seem to remember somewhere that the ADoM team was working on a (massively?) multiplayer online roguelike in the vein of TomeNET or MAngband, but developed from the ground up for online multiplayer and with a subscription fee. I can't seem to find anything on the matter now via google though, so does anyone know if this is actually in development or if I just made it up?

63
Berserk! / Hooray for a new release!
« on: December 21, 2007, 15:48 »
I've long insisted that Berserk! is the CF game that has the most potential (DoomRL is obviously great, but there's not much more that can be done with it.) and it's a lot of fun so this makes me really happy.

*Goes and downloads*

64
Discussion / Re: Tips for a new player?
« on: November 30, 2007, 23:41 »
I only knew about the PR and the BFG. The BFG overload destroys the BFG as well, right?

65
Discussion / Re: Tips for a new player?
« on: November 25, 2007, 01:38 »
If you ever get a Combat Shotgun, don't do the special reload (capital R- completely refills the magazine)

I never knew Combat shotguns had a special reload. I always just waited until I was in a sort-of-safe area and then pounded the reload button. I'm assuming special reload takes less time then loading 5 shells manually, so I'll have to remember that.

66
Off Topic / Re: Gather around, everyone, to hear this epic tale!
« on: October 29, 2007, 17:00 »
A ctrl+F for "Zeb" yielded no results. I am highly disappointed.

67
What, no love for Berserk!?

Anyway, belated congratulations on you write-up!

68
Requests For Features / Re: A coupla little things
« on: October 26, 2007, 15:24 »
How about Pain Elementals exploding into 3 lost souls when they die, and having lost souls, PEs, and Arch Viles not leave corpses? That would not only make it more like DooM, but would also get rid of those annoying Arch Vile and Arch Vile-Pain E. combos.

69
Requests For Features / Re: Intuition
« on: October 26, 2007, 15:21 »
Or how about putting dots on the edge of your vision range, that'd show the general direction and power of an enemy? Like, if there's a green dot on your right, it means that there's a weak enemy or two on your right, while a yellow one would mean many weak or a couple of more stronger enemies. Red dot would either mean many moderate-strength foes or a single very powerful one, and purple would be many powerful enemies.

I actually brought up something like this back when everyone was talking about how to nerf Int(3), and I still think it would be a good idea. One change I'd make is to also make the dots dependent on how close to the group of monsters you are. For example, if you're all the way on the right side of the map, and a group of Arachnatrons are all the way on the left, it wouldn't make sense to show a purple dot right away. May if they're within one viewing range of the edge of your viewing range, it'd be the correct priority (in this case, purple) and if they were withing two viewing ranges they'd be red, and anywhere else would be yellow. Lesser threats would use the same system, with red-yellow-green for red threats and yellow-green-nonappearing for yellow threats for instance. That way, you'd be better able to gauge the path of least resistance. (or if you're in a fighting mood, the path of most resistance.)

Also, to make up for not knowing exact locations, I'd have stairs show up with Int(3). There's no way a master DooM player wouldn't know where the exits are, and that would make it a useful trait for builds that would be having to run away a lot.

70
Discussion / Re: DoomRL,the Movie!
« on: October 26, 2007, 15:08 »
It's nice, but a bit slow. I would like to see the sped up version.

71
Requests For Features / Re: Chaingun Overhaul
« on: October 26, 2007, 10:09 »
Well, we have one topic of Chainguns being underpowered, and one topic of them being overpowered... Cool xD

Nyu-huh, Kornel. Gots it all wrong. What we have is one topic of Shotguns being underpowered, and one topic of Chainguns being boring.

I think he was referring to my topic about SoaB. I could be wrong though. :>

72
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 26, 2007, 08:46 »
Curse you Kornel for turning my topic into an AoMr discussion. D:<

Back on topic though, how about changing SoaB into a 2-level trait instead of a 3-level trait? That would make things at least a little less silly.

73
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 25, 2007, 22:45 »
Also, the bit about this being Intuition 3 on crack is rubbish...

I meant as far as that being the build everyone takes, not as far as them being equal as far as effect. Maybe 75%-80% of runs used an Int3 build in 0.9.8.5, but with SoaB having no prerequisites and being such a game-altering boost to something 90% of people used before it was fixed I'd guess it would be more like 95% of runs would use SoaB. (Not counting AoB and AoMr runs of course)

Sorry for the confusion.

74
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 25, 2007, 15:47 »
DS deals three times as much damage? Niiiice.

Will you be raising monster spawns or HP to make up for the changes in everything, or will you just let the game be easier?

In other news, I just noticed that my topic title has not one but two unintentional puns in it. That's not something that happens every day. :-P

75
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 25, 2007, 13:56 »
You're right, I messed up the chaingun damage. I was indeed factoring in that bullets have a minimum damage of 1, however I was using the damage spread 1-1-1-1-2-3 which would be for level 3 armor, rather than 1-1-1-2-3-4 which would be for level 2 armor. With level 2 armor, the average damage per spray would then be 10 damage, not 7.5. [(12/6)*5=10]. I have updated my original post to reflect this. My plasma math was correct though, as the spread would be 1-1-1-2-3-4-5-6, and thus [(23/8)*8=23].

I still maintain that the increases are incredibly drastic, with nearly double damage for both weapons against unarmored foes and over 200% damage against armored foes, and thus this needs to be looked into.

(Note that if damage can be reduced to zero then the average damages should reduced by 2 each thus making SoaB's effect more dramatic. However, I remember reading somewhere that they could only be reduced to 1)

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