Chaosforge Forum

  • April 24, 2024, 01:49
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ChaoticJosh

Pages: 1 [2] 3 4 ... 10
16
Requests For Features / Re: New unique items
« on: April 07, 2010, 22:57 »
Here's one I was toying around with:

Nuclear Plasma Shotgun
Unique
Clip size: 12 (uses 3 per shot)
damage: 8d3 (same as Plasma Shotgun)
Alternate Reload: Overload the reactor, causing a nuclear explosion.
Description: Like all nuclear weapons, this one replenishes it's own ammo as time passes. Can't be manually reloaded. The regular plasma shotgun is an exotic, while this is a unqiue, so I think that'd make up for it's improved usefulness.

Also, Looking at the exotics and uniques list, I realize that there's exactly ONE melee unique, the butchers cleaver, and no melee exotics. This is bothersome because exotics were implemented precisely to combat the aggravating lack of uniques that would fit any particular run due to RNG cruelty, but melee lovers were left in the dust apparently. I think there should be atleast one melee exotic to make up for this unfairness, maybe one of those suped up combat knives that were mentioned earlier.

17
Requests For Features / Whizkid isn't consistently practical
« on: April 07, 2010, 12:54 »
Check my discussion in my latest mortem to see most of my points:

http://forum.chaosforge.org/index.php/topic,2988.msg25587.html#new

In short, in a run which I wanted to experiment with whizkid, I never even got the chance because I never got enough mods to sanely consider choosing it upon each level up.

Now, I don't think Whizkid is a bad trait. It's a good trait, in theory. It's just that, in practice, you're at the mercy of the RNG due to mods being rare enough that you can't get enough of them to justify Whizkid's existence.

What I mean is: Whizkid has trouble standing up by itself. Traits like badass and dodgemaster are good traits in-and-of themselves, while whizkid requires that you have enough mods to justify it's existence, which is only seldomly the case. Ammochain (which has whizkid as a prerequisite) helps this a tiny bit, as one can sanely overspecialize with a tricked out plasma rifle and just neglect other weapons entirely, but if this is not the case, then it's a alot tougher to consider whizkid as being a real good choice in one's planned trait progression.

So, what I'm suggesting is any number of things:

1) That mods be made more plentiful in RNG generation of a level.
2) That whizkid be made more accessible in the trait list. As it being a third level trait means you have to consciously plan to get it, and then hope to god you get enough mods to justify it's existence.
3) That modding be altered in some other way that I haven't thought of.

18
Exactly, my point is validated. Thank you.

Just to prove your point though, on mods being present on the various special levels, I looked at the wiki (assuming it's accurate) and here are the various mods which are available on a normal (not a challenge) game:

Chained Court: 2 agility mod packs
Hell's Armory: 1 agility mod, 1 power mod, 1 bulk mod
Mortuary: 1 power mod, 1 bulk mod (it should be noted that the mods are in separate corners, making getting both very difficult)

So, assuming you enter all these and obtain all the mods therein, that's 7 mods. I like to think it of it as 6 though, as you'll pretty much always use one of those agility mods on a pair of boots, which doesn't require any fancy traits at all. Also, you might not use the bulks on weapons at all, as using them on armors is much more appealing, so now it's more like 4 mods: 2 power and 2 agility. You might be able to make a really good, single weapon with those, provided you had the foresight to even go for whizkid in the first place, and that you had the good fortune for Hell's Armory to even appear AND that you had the stones to tackle the Mortuary just for those two mods.

With this in mind, I suppose that you'd be able to semi-consistently build a 1 power/2 agility plasma rifle before the mortuary considering that Hell's Armory had the good fortune of appearing, with the 1 level of whizkid which the ammochain master trait requires. With ammochain, sticking with the one plasma rifle, and funneling all other mods you get courtesy of the RNG is practical. In any other build though, which requires that you be adaptable and well-prepared, leaves you with a scarce amount of mods providing the RNG is being stingy as it usually is. So, in my mind, it's not consistently practical, which invalidates it's existence as a trait. I don't think I need to tell you that this, in my mind, is a problem.

Back when the advanced weapons were still around, I'd look at mortems that used them in conjunction with Whizkid to give them an OBSCENE number of mods. Looking at this, I could only think "Man, what sort of Wiccan witchcraft did they use to get the RNG to give them the exact advanced weapon they needed AND all the mods they needed in a single run?", just because in all my playing of the previous version, I had never encountered a similar scenario. Something requiring brute force repetition to get exactly what you may need in a run isn't exactly what I'd call balanced as far as traits go.

I'll probably make a thread about this, as this isn't a perfectly appropriate place to discuss this.

19
You must be playing a different game than me then, because mod packs for me only appear about once every 5 levels, if the game's feeling generous.

Heck, I've even taken up the habit of completing Hell's Arena to get the rocket launcher, and then using that to get the hidden agility packs in the Chained Court, just because I have such tough luck getting an agility pack normally.

I don't know what you use your mod packs on though, as I use mine quickly and judiciously, with a zero hoarding mentality. If I see one, I'm picking it up and using it immediately unless there's some very important, very specific function it might serve in the future, which is usually quickly resolved anyhow. What I mean is, I'll comb through my weapons, armors, and boots, and then decide on the spot if one of them could use a mod, because I stubbornly refuse to let the little guys clutter up my precious inventory space on a 'what if' scenario.

I do agree with you on one thing though, juggler is pretty sweet.

20
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Gunny, level 11 Imp Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 1028424 turns and scored 151786 points.
 He played for 2 hours, 35 minutes and 6 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 656 out of 690 hellspawn. (95%)
 He held his right to remain violent.


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

  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Champion Medal
  Reaper Gold Badge

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

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

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

  Health 38/70   Experience 51974/11
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman          (Level 2)
    Finesse          (Level 2)
    Tough as nails   (Level 3)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Badass           (Level 1)

  Fin->Jug->Fin->EE->TaN->TaN->Bad->TaN->EE->Iro->Iro->

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

    [a] [ Armor      ]   modified red armor [4/4] (101%) (B)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [90/130] (B1)
    [c] [ Boots      ]   modified steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   modified nuclear BFG 9000 (8d9) [11/40] (P1)

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

    [a] modified assault shotgun (7d3) [8/8] (B1)
    [b] modified missile launcher (6d6) [4/4] (T1)
    [c] combat translocator (0d0) [60/60]
    [d] Grammaton Cleric Beretta (2d6) [18/18]
    [e] modified red armor [4/4] (158%) (B)
    [f] Angelic Armor [0/7] (0%)
    [g] shotgun shell (x70)
    [h] rocket (x4)
    [i] power cell (x65)
    [j] power cell (x70)
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] phase device
    [o] homing phase device
    [p] homing phase device
    [q] thermonuclear bomb

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

    89 former humans
    106 former sergeants
    51 former captains
    114 imps
    52 demons
    88 lost souls
    23 cacodemons
    45 barons of hell
    1 Cyberdemon
    24 hell knights
    14 arachnotrons
    15 former commandos
    6 pain elementals
    14 arch-viles
    3 mancubi
    9 revenants
    2 bruiser brothers

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 7 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 24 he found the Grammaton Cleric Beretta!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Fire -- Choose target... 
 Fire -- Choose target...   The missile hits the Cyberdemon.
 Fire -- Choose target...   The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target...   The missile hits the Cyberdemon.
 You swap your weapons instantly!
 You swap your weapons instantly!
 Fire -- Choose target... 
 You reload the BFG 9000 with power cell. The Cyberdemon fires! You are hit!
 The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... 
 You swap your weapons instantly!
 You swap your weapons instantly!
 Fire -- Choose target...   The missile hits the Cyberdemon. The Cyberdemon
 dies. You feel relatively safe now. Congratulations! You defeated

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

 Before him 4 brave souls have ventured into Phobos:
 1 of those was killed.
 1 of those was killed by something unknown.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

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

This was a really good run. I got more more exotics than I normally do, and I was able to use them to great effect. Completed Mortuary, something I'm not able to do very often, which was alot of fun. I like that there's two guaranteed exotics in there, but it's unfortunate that the game is almost done by the time you get them, so you can't get their maximum usefulness.

I usually employ an extremely tanky build with TaN and ironman maxed out, complemented with some EE and Intuition for good measure. However, I thought I'd go a slightly different path today, the path of whizkid. Picking up some finesse and juggler, I position myself with only needing one level to get whizkid. I put it off though, thinking "Oh, I'll wait until I pick up some mod packs, and THEN I'll get whizkid so I don't go wasting a level on something that isn't immediately useful", and so I progress along my usual tanky build. Levels upon levels pass, and I can't find ANY mod packs. It's only until levels 24 and 25 that I find a couple, but by that time I HARDLY care.

So, in short, I never get whizkid because I never deem it useful. So while whizkid might be a good trait in theory, in practice it seems that it enjoys very little practical use due to the component that it's based around, the mod packs, are too rare to warrant building a strategy around. Now, I'm something of an experienced player, and if memory serves this pattern isn't exclusive to this run, and so I take this assumption to be accurate.

Does anyone else have any imput on the matter?

21
OH man! AoD takes damage from lava? I never knew that! I thought he could only be damaged by melee, I never once considered a 'lava swim' strategy! I'm gonna have to remember this when I see the cathedral and I have a spare envirosuit.

22
Requests For Features / Re: Request: Abandon Challenge
« on: March 31, 2010, 16:43 »
Challenges are called so for a reason: they are an alternative, usually tweaked to make it more difficult. You take a weapon specific challenge knowing full well you could find an awesome weapon during the run, that may or may not be restricted.
Yes. And that's exactly what the challenge modes are: fun alternatives to normal gameplay.

I don't quite get your point here Grey. A person can start a challenge, and then find a rare unique and then decide they want to ditch the challenge just to play with it. Are you saying a player should be trapped in their challenge just because they had the gall to decide to play a challenge in the first place, even if abandoning it would disqualify them of any bragging rights anyhow?

23
Requests For Features / Re: Second Pistol Master Trait
« on: March 30, 2010, 16:29 »
Also, I don't think the first iteration of the Fastest of the West Master Trait is that overpowered, since it would require an Angel of Marksmenship player to hold out for SEVEN characters levels using only a basic pistol, when it's typical to make a bee-line straight for dualgunner so that you can start dealing more damage to things. A charactering will likely only hit character level 7 after they're halfway through hell, and will VERY LIKELY not have hit it before reaching hell's gate, meaning that an AoMr player aiming for MFotW would have to tackle it with a normal pistol. Ouch. If someone had the cajones/patience to do that, then I say reward them with an awesome trait that evens the playing field for the last stretch of the game.

24
Requests For Features / Re: Request: Abandon Challenge
« on: March 30, 2010, 16:05 »
In angel of marksmenship you get a free mod at the start, as well as another in the arena. In angel of Haste, you start on level 2. In angel of pacifism, you get a free nuke as well as not having to tackle phobos base.

So yeah, there's potential for abuse, but the disqualifying a player's mortem idea seems to balance it out well enough, and hey, games are meant for the player to have fun, right? So let him have fun at the expense of his bragging rights. Sounds good to me.

25
Requests For Features / Re: Second Pistol Master Trait
« on: March 30, 2010, 14:46 »
I suppose that by 'first shot' that it's the first shot between the two, and not the first bullet in a clip.

Also, juggler would have to be altered so that you could switch between them via a menu even if it did work like that.

26
Requests For Features / Re: Second Pistol Master Trait
« on: March 29, 2010, 14:55 »
I like the idea of there being another master trait for pistol lovers.

In fact I have an idea of a master trait inspired by Dirty Harry, which I'll write up in a bit after I think about it some more.

27
0.9.9.1 / Re: [H|93%|22|YASD] Ridiculous Mortuary
« on: March 25, 2010, 17:14 »
It's not a good idea to devote too much of your time to anything.

But anyway, there's no such thing as entering the Mortuary without a BFG and tons of plasma cells. The BFG blasts will destroy the corpses on the ground, deal tons of damage, and will hopefully render the Archviles impotent enough to allow you to break through their ranks and got to a corner. I remember one run that necessitated five BFG shots just for killing the archviles of one side of the Mortuary. That was just survival, not victory. If you want to win in the Mortuary, you're going to need a FRESH berserk or invulnerability globe before entering, along with something insanely powerful weaponry.

28
Yeah, it might just be the drive. I have another that I can try it out on, so I guess I'll go do that.

29
Alright, bizarre. The new download of Doomrl that I got to replace the corrupted one is now corrupted too...

Something in a file named "log", there is no "error log", unless I'm blind:

Quote
--- Logging start : 3/19/2010 18:11:51 ---
<TSystems/0/0> Initialized.
<TDoom/0/0> Initialized.
<TTextModeOutput/0/0> Initialized.
<TTextModeOutput/0/0> Setting ASCII video to 80x25 color.
<TTextModeOutput/0/0> ASCII Video 80x25 color set.
<TTextModeInput/0/0> Initialized.
<TTextModeInput/0/0> Terminal Keyboard system ready.
<TDoom/0/0> Doom destroyed.
<TDoom/0/0> Closed.
<TDoom/0/0> Destroyed.
<TSystems/0/0> Closed.
<TTextModeOutput/0/0> Closed.
<TTextModeOutput/0/0> Destroyed.
<TTextModeInput/0/0> Closed.
<TTextModeInput/0/0> Destroyed.
<TSystems/0/0> Destroyed.
--- Logging end   : 3/19/2010 18:11:51 ---

There's also another message that pops up that says that the color.ini is corrupted and unreadable. I have NO idea what's causing this, as I still have my old version of doomrl which works just fine, and I'm not doing anything weird with the file or anything, so I can't see why it's doing this.

Any insight would be appreciated.

30
0.9.9.1 / Re: [E|92%|15|YASSSSSD] Knives and fists
« on: March 18, 2010, 17:58 »
Power mods make the knife pointier, while the bulk mods make the knife heavier.

Pages: 1 [2] 3 4 ... 10