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Messages - MaiZure

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511
Requests For Features / Re: Reward for the Hell Arena on AoMr is...
« on: September 07, 2009, 17:29 »
I'll compromise - advanced pistol on UV and N!
Mods on HMP and lower

Shouldn't difficulty play in to the risk/reward factor?

512
Requests For Features / Re: Reward for the Hell Arena on AoMr is...
« on: September 07, 2009, 09:02 »
and a second advanced pistol in place of the rocket launcher & chaingun

513
Requests For Features / Re: [Balance] The BFG - Too Awesome to Use
« on: September 06, 2009, 17:54 »
Hey you're right...a bit of googling and its from the Quake series paying tribute to Doom

514
Requests For Features / Re: [Balance] The BFG - Too Awesome to Use
« on: September 06, 2009, 17:51 »
You mean the Skulltag BFG10K? It was essentially an extremely sped up, hitscan rocket launcher. There is no BFG10K in vanilla Doom.

I meant to slip a Doom 3, in there. Sorry

515
Requests For Features / Re: [Balance] The BFG - Too Awesome to Use
« on: September 06, 2009, 17:43 »
In Doom 1 and 2 when you fire the BFG9000, the green ball flies out and no matter where it hits, a green explosion surrounds the enemies where they stand. The big key was: If you couldn't see it, you couldnt hurt it with the BFG. The damage done by the BFG was inversely proportional to the distance from the shooter, not the projectile

In DoomRL, it would be similar to how it launches a projectile right now, but instead of a huge blast radius at impact, all the enemies within visual (+2?) would get a green Vile-type explosion around them, and that would be the damage + destructive radius.


516
0.9.9 / [U|91%|YAVP|Beta] First UV Win - Defensive Shotgun build
« on: September 04, 2009, 07:25 »
So the only way I would ever win on UV is play 100% defensive. TaN & Ironman all the way. I chose shotguns because ammo management is much easier and I don't have to worry about accuracy. Great for shooting off in to darkness. I did not go the shottyman/reloader route though.

What really made this run work was the Jackhammer. The Necroarmor on one of the very last levels was nice too.

I had to save and quit 3 times due to distractions at work...damn those customers. The game was slow at well over an hour of total play time

--------------------------------------------------------------
 DoomRL (v.0.9.9 BETA 3) roguelike post-mortem character dump
--------------------------------------------------------------

 MaiZure, level 12 Cacodemon Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 123967 turns and scored 238394 points.
 He played for 1 hour, 22 minutes and 32 seconds.
 He was a man of Ultra-Violence!

 He killed 803 out of 877 hellspawn. (91%)
 He held his right to remain violent.


 He saved himself 3 times.

-- Awards ----------------------------------------------------

  UAC Star (bronze cluster)

-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #......X.................###...............................
  #......|||...............###.............###..........###..
  #.......}................###.............###...###....###..
  #........................................###...#>#....###..
  #................#.............................###.........
  #..............###.........................................
  #...................................###....................
  #.......................###.........###.....###..###.......
  #.......................###.........###.....###..###......#
  #..................###..###.................###..###......#
  #..................###....................................#
  #..................###.....................................
  #..........................................................
  ###########################################################

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

  Health 86/80   Experience 65440/12
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman          (Level 3)
    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Tough as nails   (Level 3)
    Badass           (Level 1)
    Regenerator      (Level 1)

  TaN->TaN->Bad->TaN->Iro->Iro->Iro->MRg->Fin->Fin->HR->HR->

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

    [a] [ Armor      ]   Necroarmor [6/6] (100%)
    [b] [ Weapon     ]   Jackhammer (8d3)x3 [3/9]
    [c] [ Boots      ]   plasteel boots [4/4] (80%)
    [d] [ Prepared   ]   nothing

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

    [a] modified combat shotgun (8d3) [1/6] (B1)
    [b] Railgun (8d8) [35/40]
    [c] red armor [4/4] (100%)
    [d] shotgun shell (x14)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] shotgun shell (x50)
    [m] shotgun shell (x50)
    [n] small med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] power mod pack
    [t] protective boots [2/2] (78%)

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

    80 former humans
    145 former sergeants
    96 former captains
    130 imps
    43 demons
    127 lost souls
    36 cacodemons
    58 barons of hell
    1 Cyberdemon
    20 hell knights
    11 arachnotrons
    17 former commandos
    12 pain elementals
    15 arch-viles
    4 mancubi
    8 revenants

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 10 he found Hell's Armory.
  On level 10 he found the Jackhammer!
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he found the Railgun!
  On level 22 he found the Necroarmor!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Cyberdemon hits you.
 Fire -- Choose target...
   The Cyberdemon hits you.
 Fire -- Choose target...
   The Cyberdemon hits you.
 Fire -- Choose target...
   The Cyberdemon hits you.
 Your weapon is empty.
 Your weapon is empty.
 You reload the Jackhammer with shotgun shell. The Cyberdemon hits you. The
 Cyberdemon hits you.
 Fire -- Choose target...
   The Cyberdemon hits you.
 Fire -- Choose target...
   The Cyberdemon dies. You feel relatively safe now. Congratulations!

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

 Before him 45 brave souls have ventured into Phobos:
 38 of those were killed.
 1 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 4 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 3 killed the bastard and survived.

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

517
Requests For Features / Re: Challenge modes ideas - old and new.
« on: September 02, 2009, 07:32 »
Angel of Anticipation

These baddies know where you are at all times (just like Cybie). No more sneaking around the outside of the level to avoid trouble because it will find you and fast!

Difficulty: Medium

518
Requests For Features / Re: Challenge modes ideas - old and new.
« on: September 01, 2009, 07:33 »
Angel of the Arena.


Yes that's the entrance to the arena on Phobos Surface level 1, and this time there aren't only 3 rounds. Can you survive 25 rounds of the arena?

Key difference is you get one minute between rounds to loot the bodies of that last wave.

Difficulty: Medium to Blade
(depending on if you want some healing thrown in or make Cybie come out for the last round)

519
Eh, not really sure about that -  it looks like would either disolve into "a rank once few years" for people that rarely win or turn into "spam ITYTD until desired rank" for others.

Plus it seems a bit... boring?.. compared to current requirements.

Agreed. The system Gargulec proposed sounds an awful lot like how the "score" at the end of every run is probably calculated. Going off of "Total Scores" for advancement is a bit tedious.

So Malek, I take it you were trying to keep the current system but add more flexibility for players to get to the top. How about a system where each rank depends on three objectives but you only need two of them to advance. When you do advance, the one you skipped remains on the list but the other two are more difficult versions of the last. For instance rank two:

reach level 10
finish a challenge
kill 1000 enemies

You do the first and last objective and level up but now you see:

win the game
finish a challenge
kill 5000 enemies

Two of three objectives could allow players to advance but they would eventually have to face the challenge they tend to skip. It could go something like this

reach level 10 -> win the game -> win on HMP -> win on UV -> reach level 20 on N! -> beat N!
finish 2 challenges -> 3 -> 4 -> 5 -> 6
kill 1000 -> 5000 -> 25000 -> 50000 -> right....

I know the "kill monsters" threshhold is weak, but it illustrates the idea well.



520
My idea on redefining skill rank requirements is to ditch predefined requirements. Instead of them put in sort of pseudo-achievements grouped by difficulty (such as: easy skill achievement: go to level 5 in Aob, medium: go to level 15 in Aob, ..., blade: beat AoB on N! etc.) and have the ranks require some number of achievements of difficulty X or lover (i.e. captain: get 2 easy achievements and 1 hard or something like that). The benefit of such thing would be avoiding the old "I can't beat AoB to get more goodies" problem.

This is a very interesting idea. One thing that jumps out right away is a skilled player that starts a fresh game beats the game on UV or N! on AoWhatever...does that mean they will be able to jump right to General within a few games? Maybe a few achievements should require both game time and total kills to ensure that you have to 'grind' a bit regardless of skill.

Some achievements could incorporate the new Awards and Unique weapons tracking criteria as well.

I'll throw in more thoughts in a bit

521
0.9.9 / Re: [M|85%|AoB|Win|BetaVer] Quite an interesting run.
« on: August 29, 2009, 02:21 »
Aurora Medallion is probably for clearing the mort.

Good run - I think the Aurora Medallion was for finding a certain number of uniques in one run.

522
Pre-0.9.9 / Re: [H|100%|AoMR|YaAM] :D :D :D
« on: August 10, 2009, 09:33 »
Hint: keybind changing feature needed!
Ummm... It's already there. Just edit the doomrl.ini.

Wonderful!

523
Pre-0.9.9 / Re: [H|100%|AoMR|YaAM] :D :D :D
« on: August 10, 2009, 06:26 »
On another note, I am now /not/ the suckiest DoomRL player on these forums. Yay!

I'd like to claim that title!
Been playing DoomRL for 3 years and I can't do this.

One thing that would help me out immensely is actually getting a non-laptop keyboard with a keypad that lets me move in diagnols. All I can do is up, down, left, and right. The lousy numberpad replacement on laptops only use number codes for weapon changing and not directional movement :(  Hint: keybind changing feature needed!

524
Discussion / Re: HOT TOPIC : New Rank requirements!
« on: August 05, 2009, 05:59 »
Zi's idea seems sound. How about if it were more doom-ish or more military like rather than material based. Same concept and requirements except have it go something like: Green, Rookie, Experienced, Veteran, Elite...etc

525
Discussion / Re: HOT TOPIC : New Rank requirements!
« on: August 02, 2009, 19:32 »
I don't have a concrete suggest but...should we incorporate a few of the new dimensions we have such as finding half or all of the uniques to achieve a new rank. Maybe add a few medals or badge requirements?

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