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Messages - MaiZure

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526
Discussion / Re: Ranks, Badges and Medals
« on: August 02, 2009, 00:52 »
More fuel for the fire:

Terran Cross - 100% Kills, No Damage (nice and impossible...maybe this shouldn't count acid/lava damage)

<Weapon> Expert Badge - Awarded during a >=95% finish where 75%+ of the kills came from using one particular weapon type. This would encourage people to try different weapon builds. Probably should exclude pistol and Melee while aggregating shotgun types. Clearly impossible for BFG.

<Weapon> Master Badge - Same as above only 100% finish AND Cybie went down with the same weapon.

Armageddon Award - Nuking 3 levels in one game and surviving (not necessarily beating Cybie). Completely RNG dependent.

Soldier Wings - 2 (or 3?) Master traits in one game (disabled for Ao100).

Hellfighter Medal - Score 10 kills with each weapon type in one game. Melee, Pistol, Shotgun, Chaingun, Plasma, Rocket, BFG, and UNIQUE.


527
In Doom, it was possible to delay or prevent an enemy attack by hitting them enough that they'd flinch, interrupting any attacks or movement they were in the process of performing. With DoomRL, it cold be the case that doing over a certain amount of damage to an enemy gives a chance of them "flinching", interrupting their next turn and preventing an attack or move in your turn.


I'm not sure this feature would add any depth or strategy to the game except to make it easier to win in most circumstances.

528
Discussion / Re: Ummmm.......How do you win? help?
« on: March 06, 2009, 02:42 »
i always die just at lvl 23. I cant get past the hordes of archviles. Or its filled /w barrels and Mancubi. Any startagies or tips? Even with several uniques at once i still always die.

If at first you don't succeed....

I'd say a key is to build flexibility in to your play style:
Be ready to change your strategy on a dime depending on the monsters or level layout
Collect a few emergency items like (homing) phase devices and a BFG ready to rock.
Don't forget about the 'run' ability
Be ready to cut and run for the stairs if you can, especially in later levels.
And always remember that this is turn-based so you can sit and think about what your next move is for as long as you want! Patience!

Pretty general advice, but it should get you started.


529
Terrible luck!

Next time, use one of those homing phased devices you had as soon as you pick up the Inv Globe.

530
Requests For Features / Re: Pickup quotes for uniques
« on: January 30, 2009, 19:44 »
Minigun: "Yeah! Who wants some spray paint!"

For Minigun:
I like Jesse Ventura's one-liner from the Arnold movie 'Predator'. When he pulls out the Minigun, he chambers it and says "Payback time!"

531
Discussion / Re: I want my wall!
« on: January 27, 2009, 01:06 »
In the past 4 games or so I've played on ITYTD, the stairs to the Wall have not appeared. It's unlikely that I missed them every time, as I was not rushed and explored each level with extreme thoroughness. Are the special levels guaranteed to appear?

Interesting...not all of the special levels appear on the ITYTD difficulty (Like the Mortuary), but I'm fairly sure that didn't apply to The Wall

532
Requests For Features / Re: Small improvement in enemy AI
« on: January 19, 2009, 18:08 »
Do enemies actually gravitate towards the center of the level? I never noticed this.

533
Discussion / Re: Doom maps in DoomRL
« on: January 08, 2009, 13:51 »
Is there any technical reason why DoomRL uses 80x25 mode instead of something higher like 80x50? Just curious.

Just that 80x25 has been the data terminal display standard for decades. Most ASCII RLs use it. The technical reasons probably fall under 'ease-of-use' in terms of compilers, libraries, etc.

Edit: Plus, those charcaters look awfully tiny and warped at 80x50!

534
Requests For Features / Re: Rank requirements
« on: November 05, 2008, 21:36 »
Arch-Vile

* Kill 1000 Arach-Viles. (really DAMN. But possible)
* Kill 1000 enemies with barrels explosions. (overall, not in one blast. Or here could be some other stupid requirement, if this one isn't possible)
* 200 enemies should be killed by lava or acid. (because they do not wander into the lava or acid anymore, then you should help them to do that)

Cyberdemon

* Kill 100 Cyberdemons.

Good call - I'm thinking that by the time you get the 1000 AVs, you may have already taken out Cybie 100 times

535
You see, I just did a DoomRL run, and I wanted to aim for a 100% kills. I almost accomplished it, I had 99% (I skipped 4 enemies >=[).

I don't know where this happened, but this gave me the idea to request a feature to make an option in Doomrl.ini that says "Are you sure you want to leave this level? You didn't kill all enemies yet!" when trying to leave a level when you're not "Relatively Safe" Yet.

I bet it was those 4 Cacos behind the wall in the Chained Court - I always missed those guys until I decided to blast all the walls out one day.

As to you're idea, I thought you could always tell by looking at the red/blue indicator at of the bottom corner of the screen.

536
Discussion / Re: The Big DoomRL Poll!
« on: August 19, 2008, 16:16 »
1:G,2:D,3:B,4:E,5:A,6:D,7:B,8:A,9:B,10:A,11:E,12:G,13:A,14:L,15:X,16:K,17:I,18:L,19:D,20:A,21:B,22:F,23:E,24:O,25:B,26:E,27:B,28:E,29:8

537
Pre-0.9.9 / Re: [UV|86%|YAVP] I DID IT!!! I BEAT UV!!!
« on: August 19, 2008, 11:48 »
Congratz!

And not a single unique item either - that IS something!

538
Requests For Features / Re: Rewarding persistent players.
« on: March 30, 2008, 19:26 »
Good stuff - I like just about anything that includes evolving game dynamics for persistance. This includes unlockables, the medals, etc. The balancing act is always the hardest part...

539
Requests For Features / Re: Medals
« on: March 29, 2008, 13:38 »
Actually I think medals should be awarded to character, not to a player. I find it little bit strange. You play a character, not a player, is that right? So how can player get medals for what characters did? It is kinda like creating other character who is player-who-controls-characters. Little mess.

That's an interesting perspective - I had always thought about it like movies or theatre. Actors play characters on the stage/screen and the strength of the character determines awards...and the awards are given to the actors who end up paying many different characters over time.

It's more sematics in a game like Doom RL though. So long as its possible to win something at the end of a game.

540
Requests For Features / Re: Turning it up...
« on: March 05, 2008, 14:33 »
Thanks the feedback so far. There’s definitely a lot of issues with balance change ideas so I wanted take a step back and get more info on it before I throw out some solid solutions.

The opinion of the group I play DoomRL with is that the balance is almost perfect. An experienced player will always be challenged to defeat Cybie. Plus there’s so many different styles and techniques to win. Awesome job on that, Kornel & company!

The other side of the coin is the balance outside of a single game of DoomRL. The addition of the skill/rank system gives a game tons of replayability – everyone keeps playing games to up those ranks and unlock more challenges, etc. Unfortunately, the balance outside of a single game seems to break down somewhere around the “Cacodemon Captain or Major” level (no scumming). There is a point where players just pack it in and say “I’ll just wait for the next version’. Now, we’re mostly ‘casual’ Doomers and not hardcore players. I know most of the people on this forum are probably the other way around so I ask you: Do you actually consider this a problem?

***Stop reading here if you think this isn’t problem and just give this a nay!

The skill/rank system is obviously not a core element of the game, since it didn’t even exist in the early versions. It is just a support for the actual game of defeating the demons of hell. So it doesn’t necessarily NEED to be changed. Actually, it’s probably a good teaser for the hardcore players to keep chipping away at the next ranks.

The casual players who have already beaten Cybie once or twice generally stop playing because each successive game gives them less return on getting to the next rank. It takes more games to get the promotion results people want. These guys usually show up here on the forum and say “WHAT THE FUCK! ITS TOO HARD!”…and they disappear forever, or until the next version comes out. So this stuff lead to my original post at the top here with some suggestions. Some of them are informational-only incentives to keep playing. Others affect balances changes of the already perfect game for those who have reached this point.

So to jump to the end here…If the answer to the question up top is “Yes”, then there are really six ways to approach it.

1.   Reduce the requirements for all those ranks above a certain point (Boring!)
2.   Add more milestones in between the existing ranks for players to aim for.
3.   Increase the reward of the higher ranks (Are there any real rewards anyway?)
4.   Push the gameplay balance in favor of players after a certain point (This allows them to get more out of a single game and play more games faster).
5.   Inverse of #4 – Reduce the balance in favor of the monsters (huh? ;) )
6.   Ban me from the forum to stop these huge posts!

My original balance-altering suggestions fell in to category 4, because most people are willing to keep trying harder to earn concessions. I mean the whole idea here is to keep em coming back. I believe that balance can be shifted towards the player after they’ve put In serious time. It can be done without breaking the game!

So let’s hear more from the hardcore DoomRLers, and the devs on if they’re willing to hear some actual concrete ideas instead of generalizations, chatter, analysis, and theories ;).

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