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Messages - Zeb

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31
Discussion / Re: You feel something really valuable here...
« on: January 17, 2008, 13:10 »
Why's everyone voting for the knife? That was spoiled for everybody via mortems during the beta!

Bah!


32
Bug Reports / Wasn't this fixed like two versions ago?
« on: January 14, 2008, 21:39 »

BB Screenshot created.                                                         
 Screenshot created.                                                           
 ##############  #####                                                         
 #..#.........# ======                                                         
 #..#.........#========                                                         
 #..#0......../========                                                         
 #..#.........#========                                                         
 #..#.........# ======                                                         
 #..#.........#========                                                         
 #..+.........#========                                                         
 #..#........%#=========                                                       
 #..#.......}.@=========                                                       
 #..#.........#=========                                                       
 #..#.........#========                                                         
 #..#........%#========                                                         
 #..#.......}./========                                                         
 #..+.........#========                                                         
 #..#.........# ======                                                         
 ########/#####  =====                                                         
 #............#  ====                                                           
 #............#    =                                                           
 ##############                                                                 
 Fuckin Ace                 Armor : none                                       
 Health: 48%  Exp:  1/50%   Weapon: combat shotgun (6d3) [5/5]                 
 cautious                                                    Phobos Base  Lev2 

I thought I remembered Kornel saying back when everyone was complaining about getting blocked by lava that he'd fixed it so that wouldn't happen in the next version. :-/ I don't see anything about it in version.dat though, so I may just be misremembering. (If so, move this to the requests forum I guess.)

Either way, this sucked because I had just gotten a message saying "Something valuable is in this level!" which I assume means a unique item.

33
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: January 14, 2008, 21:07 »
SoaB is nerfed because of the nerfing of rapid weapon accuracy -- try for yourself :P

Really? Hmm.
I'll have to try that.

Anyway, I'm liking this whole faster development time thing. Are you planning on keeping up this pace?

34
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: January 14, 2008, 15:11 »
Still no nerfing of SoaB? I blame myself for being to busy to refute the dissenting yet misinformed posts in my topic. :-(

Oh well, maybe in 0.9.9.0.

35
Requests For Features / Re: Level up without trait
« on: January 08, 2008, 09:18 »
How about a Challange with no traits?

36
Requests For Features / Re: Unchain Intuition
« on: January 05, 2008, 06:53 »
I would agree with unchaining intuition. I love the lever effects, but can't use them because I don't want to invest all the levels in unlocking it then leveling it up.

There's no reason to have two skills requiring Eagle Eye anyway, and from a flavor standpoint EE as a prereq for Int doesn't make much sense.

37
Pre-0.9.9 / [M|85%|AoMr|YASD] Now that's just embarrassing.
« on: January 05, 2008, 06:44 »
--------------------------------------------------------------
 DoomRL (v 0.9.8.8B) roguelike post-mortem character dump
--------------------------------------------------------------

 Pistol Maaan, level 7 Former Human Corporal, killed by a mancubus
 on level 15 of the Phobos base.
 He survived 79990 turns and scored 34954 points.
 He didn't like it too rough.

 He killed 282 out of 331 hellspawn. (85%)
 He was an Angel of Marksmanship!

 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He faced The Wall.
-- Graveyard -------------------------------------------------

  ###########################################################
  .........+........./.......+.................+.......0.#...
  .........#.........#######/#+#######+#######+#.......^.#..|
  .........#.........#.......#.......#.#.......#.........+...
  .........#........>#.}|....#..0....#.#.......#.........#...
  .........+.........#.===.../.......#.#.......+.........#...
  +####+#######+####/##===#######/####+####+#######+####+####
  ./......./..}......#=}|..../...^...#.#.......+=============
  .#######+#.&}....|}/}=.}...#.......#.#.......#=============
  .#.......#........}.....####.......#.#.......#=============
  .#.......#.............%......######+#######+#=============
  .#.......+.0.................M...............+=============
  +####+#######+###.............#+####+####+#######+####+####
  .#.....&.+0........#...................|.....+....#....;..#
  .#.|^.&..#.........%....................0....#....#.......#
  .+......|#.................#.....|...........#....+.......+
  +#########....................X....0.......^.#....#....^..#
  ........0+..|............../.................+....#.......#
  ###########################################################
  ###########################################################

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

  Health -1/50   Experience 17954/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Finesse        (Level 1)
    Hellrunner     (Level 1)
    Son of a gun   (Level 3)
    Dualgunner     (Level 2)

  SoG->SoG->SoG->Fin->DG->DG->HR->

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

    [a] [ Armor      ]   red armor [1/4] (21%)
    [b] [ Weapon     ]   advanced pistol (2d4) [8/8] (S3M1)
    [c] [ Boots      ]   plasteel boots [8/8] (100%)
    [d] [ Prepared   ]   modified pistol (2d5) [6/6] (D1)

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

    [a] 10mm ammo (x92)
    [b] 10mm ammo (x100)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] small med-pack
    [h] small med-pack
    [i] small med-pack
    [j] small med-pack
    [k] small med-pack
    [l] small med-pack
    [m] small med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack

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

    72 former humans
    58 former sergeants
    16 former captains
    25 imps
    42 demons
    30 lost souls
    9 cacodemons
    3 barons of hell
    2 hell knights
    6 arachnotrons
    1 former commando
    1 mancubus

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

  He started his journey on the surface of Phobos.
  On level 7 he witnessed the Wall.
  Not knowing what to do, he left.
  On level 10 he found Hell's Armory.
  On level 12 he ventured into the Halls of Carnage.
  On level 15 he finally was killed by a mancubus.

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

 The baron of hell fires! Boom! Your red armor is damaged!
 The baron of hell fires! Boom!
 You use a small med-pack. You feel healed.
 Fire -- Choose target... The missile hits the baron of hell. The missile
 hits the baron of hell.
 Fire -- Choose target... The missile hits the baron of hell. The missile
 hits the baron of hell.
 Fire -- Choose target... The missile hits the baron of hell. The baron of
 hell dies.
 You reload the pistol with 10mm ammo. You reload the pistol with 10mm ammo.
 There is a small med-pack lying here.
 You picked up a small med-pack.
 The mancubus fires! Boom! Boom! Boom!
 You start running!
 The mancubus fires! Boom! Your red armor is damaged! You die!...

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

 Before him 15 brave souls have ventured into Phobos:
 13 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived.

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

Dying with 11 medpacks? Yeesh. v_v;

38
Berserk! / Re: Highest Berserk Killcount
« on: January 03, 2008, 09:16 »
A somewhat side topic: What's the max kills anyone's got in 1 turn?
I had 15 last game, no idea for total.

39
Discussion / Re: Call of Cthulhu RL?
« on: January 03, 2008, 07:20 »
So like an Eternal Darkness roguelike? Hmm.

40
Discussion / Son of a Bitch idea.
« on: January 03, 2008, 05:20 »
Why not make it so that SoaB adds one extra side to every die rolled per level? This would simultaneously make it less useful on chain weapons, while making it useful at all for rocket launchers, shotguns, etc! (Pistols would be equally effected) Thus, SoaB becomes less game-breaking, but simultaneously is useful for all weapon paths meaning that the whole chain weapon dilemma is neatly sidestepped. I also think this would be a good idea for the flavor of the game. A true Son of a Bitch wouldn't find himself confined to a certain weapon type; he'd be kicking ass and taking names no matter what weapon path he was using. It would also make SoaB truly the inverse of TaN- a generally useful skill that can be used to fill in the gaps of any skill set.

Opinions?

41
Discussion / Re: Nerfing the Chaingun
« on: January 02, 2008, 07:04 »
I actually just realized that I made those calculations without armor piercing damage anyway, so it's all good.

42
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 02, 2008, 05:03 »
Quote
Untitled (Chaingun): 6d6
I suspect you meant (1d6)x6, right?

Whoops, good catch.

Quote
Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.
Considering that shotguns weaker with distance this would sadly be conuter-productive :(
I didn't think about that...does knockback still cause additional damage just by happening? Oh well.

43
Discussion / Re: Nerfing the Chaingun
« on: January 02, 2008, 04:58 »
I think it's the traits that need nerfing more than the chaingun itself.

I would suggest Reducing SoaB to 2 levels and making TH either only +1 bullet or only 1 level.

Also, Plasma Rifle is also very overpowered compared to its' late-game peers , the Double Shotty and the Rocket Launcher, for the same reasons. This was addressed by myself here. Also note that the fact that SoaB damage is armor piercing is more important in the late game. Nerfing traits would compensate for both weapons.

IIRC, Modular has SoaB much less effective than it actually is: I believe that it gives +1 AP damage, not on extra side on the dice. I may be wrong, if so correct me, but if I'm right the chart should look like this:

On non-armored foes:
NT:     [(1d6)]x5      17.5 damage
SoB1:  [(1d6)+1]x5   22.5 damage
SoB2:  [(1d6)+2]x5   27.5 damage
TH1:   [(1d6)+2]x7   38.5 damage
TH2:   [(1d6)+2]x9   49.5 damage
SoB3:  [(1d6)+3]x9   58.5 damage
About a 225% increase. (Don't have a Calculator handy)

On armor level 2 foes:
NT:    10 damage
SoB1: 13.33 damage
SoB2: 17.5 damage
TH1:   24.5 damage
TH2:   31.5 damage
SoB3: 40.5 damage
305% increase

Anyway, implementing my suggestions would reduce the final damages to 38.5 and 24.5 respectively-120% and 145% increases over the base damage. That's a quite a drop from 225% and 305%- nearly half and over half respectively.

Of course, a 120-145% damage increase is still absolutely ludicrous IMO for spending 3 traits. Therefore, I'd still recommend increasing the effectiveness of shotguns as well to counter. Remember, even without these traits chain weapons were still much more commonly taken than shotguns- and shotguns require three traits, two of which are useless filler, in order to even be usable in the first place. Your call on that though.

44
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 01, 2008, 15:59 »
My Ideas:

Maniac's Axe (Chainsaw): 5d6, and every time it hits it has an 8% chance of making the character go berserk.

Untitled (Chaingun): (1d6)*6, ammo capacity 60. Has the ability to be overloaded to spray all 60 bullets at once, however this causes the gun to overheat and not be usable until the player decends two flights of stairs.

Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.

Unmaker (Plasma rifle) Fires 10 bolts per stream (debatable). Ammo capacity is 80. The number of sides on the dice is dependant on the player's health, ranging from d2 if the player is at 100% or better to d12 if the player has less then 10% health. (90-99 would be d3, 80-89 would be d4, etc.)

Golden Gun (pistol): Each bullet has a 25% chance of doing double damage.

Revenant's Flamethrower (Rocket Launcher): Rockets fired from this have 100% accuracy. Alternately, will loop around in a wide arc the next turn to attack again if they miss, but that would be harder to code I imagine.

Hell Boots (Boots): Cannot be damaged and make the user impervious to damage from acid/lava. Knockback resistance is the same at the 8/8 boots.

Eternal Armor (Armor): [3|0], Does not take any damage.

Cloak of Partial Invisibility (Armor): Confers no damage resistance. all attacks have an additional 20% chance of missing if the player is standing in one place, and a 40% chance of missing if the player is moving.

Boots of the Messenger: [4|4] and confers one level of hellrunner. (Even if player already has 3 levels)

Staff of Teleportation (item): stays in inentory like an item. When "used" will teleport player as with the phase device. Using will make the player tired. Cannot be used when tired. Optionally, could disinigrate after certain number of uses if it seems too abusable.

Hell Bomb (item): When used, will immediately destroy everything in the level as with the thermonuclear device, but will not harm the player. Cannot be used on levels 25 and 26.

Holy Hand Grenade (item): has the same blast radius as a rocket, but cannot be thrown as far. Does 999 piercing damage to everything in it's blast radius. Can be used against bosses.

45
Requests For Features / Re: Easter egg for april 1st
« on: January 01, 2008, 14:35 »
Nah, then you just think it's a bug.

If you're going to do that, you have to do it right. Every "relatively safe" message has a 1% chance to spawn a big ugly mob of hurt next to the stairs. Like, a mancubus or a pack of five or so knights would be the bare minimum. Ideally there would be some way to make it stop making noise. Then when it kills you, the post mortem says "April Fool!" Or if it doesn't, you go down the stairs and the exit message is "joke's on me..."

If it was a non-challenge game the mortem could say "He was an April Fool!" :-)

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