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Messages - Behrooz Wolf

Pages: [1] 2
1
Discussion / Re: Less random unique generation?
« on: August 04, 2009, 20:21 »
I like the general idea of making uniques more useful, but only if there's still a significant level of randomness-- the player should not always get something that would be perfect, but it should be very rare for a completely useless unique to spawn, and if a unique does spawn, at least a 50/50 chance that it'll suit your current playstyle.

To that end, I propose a weighted random spawn generator, which can be altered by kill ratios, challenge modes, traits, and previously generated uniques.

For example, at level 1, start off with an evenly weighted selection process, one chance for each unique, selected from a random bucket,  giving a 1/23 chance of getting any of the 23 uniques.  As the player plays, the chances are altered. 

The effect of the weighting should be dependent on the degree to which any situation affects their gameplay options.

  • Player starts with AoMR?  That's a big restriction that makes a lot of uniques useless, so we'll go with a big weighting change, +4 chances each to blaster/GCB/AFJ/Trigun spawn and -2 chances for non-pistol weapons.
  • Player chooses Ammochain?  +5 chances to minigun, (assuming minigun works with ammochain) -1 chance for pistol-category uniques that nobody will bother with, +2 chances for non-phasing armor.
  • AoB game?  -10 chance for non-melee weapons, +2 chances for melee weapons +1 chance for phaseshift/malek armors
  • Player chooses Brute?  +5 chances to melee uniques
  • Player has an armor unique in inventory?  -1 chances to armor uniques.
  • Player is killing a lot with rockets?  +5 chances to missile/rev launchers.
  • Shottyman?  +5 chances to pancor/assault shotgun
  • Triggerhappy?  +5 chances to rapid uniques
  • Hellrunner?  +1 chance to non-gothic armor uniques
  • TaN?  +1 chance to armor uniques
  • Fireangel?  +10 chances to missile/rev/AFJ/BFG10k
  • SoAG?  +2 chances to pistol uniques


The difficult part comes in balancing the weightings, but I feel that a general guideline could look like this:
~50% chance of getting a unique that fits your current playstyle well.
<10% chance of getting something completely useless/unusable.

I'm also in favor of adding weird minor skews to some traits to encourage more random playstyles-- like eagle eye giving +1 chances to missile launcher and phase boots or ironman giving +1 chances to any unique that regenerates ammo.  Oh, and this weighting system should be at least mostly unknown to players.  Life is just more fun when you get a useful unique, let 'em enjoy it without worrying much about how it happened.

2
Requests For Features / Re: A tiny request
« on: January 20, 2009, 11:49 »
Seriously, though.  It would be nice if you had the option to disregard additional movement input for X milliseconds after taking damage, with any additional button presses during that time re-setting the timer and flashing the screen.   I'm too impatient for my own good, and I never notice the imp in the corner when I'm running over to pick up a globe...

3
Requests For Features / Re: AoB improvement discussion
« on: January 13, 2009, 22:17 »
Well....why not just add a bonus to-hit to the combat knife? it'd make getting to the chainsaw easier, and then not affect anything after that.

Smartest thing I've read today.

4
Blasters don't use ammo or need reloading, so wouldn't an extended blaster be... a blaster?

5
I'd be happy if I could set it so taking damage interrupted repeated same keystrokes, or at least cleared the keybuffer.

The phone seems to always ring as I'm moving back through a previously-cleared room to go grab that health globe before I finish up the uncleared rooms on the level, and a former captain comes out a door-- and three steps and half a second later ends my game.

And yet I never learn to stop playing when I answer the phone...

6
Pre-0.9.9 / [H|97%|AoMr|YAVP] "On level 5 he found the Blaster!"
« on: January 15, 2008, 02:35 »
I don't know what it was, but there were an absolutely ridiculous number of weapon mods and other excellent items on this runthrough.

"On level 5 he found the Blaster!"

...and discovered that the blaster does indeed count as a pistol for AoMr, and that this was about to be the easiest AoMr I'd ever played.  Screw the advanced pistol, bring the noise!  From there on, winning and killing every enemy I could see became a matter of honor!  I was torn when I started running into billions of weapon mods, but I stayed strong and didn't put any points into Whizkid or defensive traits.

So, I put on a clinic for the spawn of hell, demonstrating just what happens when ammo isn't a problem and relying on superior firepower to compensate for human frailty.  I was pretty safe until the Mortuary when four AVs popped into view at once, but not having to reload is surprisingly effective and the outcome wasn't even in question.

If I'd been able to use the Butcher's Cleaver, I think this might have been the day I managed to clear the Unholy Cathedral.  Sadly, it was not to be... but a win is a win.

--------------------------------------------------------------
 DoomRL (v.0.9.8.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Violet, level 10 Imp Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 128524 turns and scored 146799 points.
 He wasn't afraid to be hurt plenty.

 He killed 649 out of 666 hellspawn. (97%)
 He held his right to remain violent.
 He was an Angel of Marksmanship!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He was caught in the Mortuary!
 And he managed to clear it!
-- Graveyard -------------------------------------------------

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

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

  Health 49/50   Experience 49102/10
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Finesse        (Level 1)
    Son of a bitch (Level 3)
    Son of a gun   (Level 3)
    Eagle Eye      (Level 2)
    Cateye         (Level 1)

  SoG->SoG->SoG->Fin->EE->SoB->SoB->SoB->EE->Cat->

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

    [a] [ Armor      ]   modified red armor [4/4] (60%) (M)
    [b] [ Weapon     ]   Blaster (2d5) [19/20]
    [c] [ Boots      ]   modified protective boots [4/4] (83%) (M)
    [d] [ Prepared   ]   advanced pistol (2d5) [8/8] (D1S1M1A1)

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

    [a] red armor [4/4] (100%)
    [b] red armor [4/4] (100%)
    [c] red armor [4/4] (100%)
    [d] red armor [4/4] (100%)
    [e] red armor [4/4] (100%)
    [f] Angelic Armor [3/6] (34%)
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] phase device
    [m] phase device
    [n] phase device

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

    117 former humans
    96 former sergeants
    38 former captains
    18 imps
    65 demons
    59 lost souls
    35 cacodemons
    19 barons of hell
    1 Cyberdemon
    24 hell knights
    24 arachnotrons
    12 former commandos
    6 pain elementals
    13 arch-viles
    7 mancubi

-- 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 5 he found the Blaster!
  On level 5 he stormed the Chained Court.
  On level 11 he found the Butcher's Cleaver!
  On level 12 he ventured into the Halls of Carnage.
  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!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit! Your Angelic Armor is damaged!
 Fire -- Choose target... Find a more constructive way to commit suicide.
 You wear/wield : a modified red armor [4/4] (100%) (M)
 You are hit!
 You use a large med-pack. You feel fully healed.
 You are hit!
 You use a phase device. You feel yanked in an non-existing direction!
 You use a large med-pack. You feel fully healed.
 You start running!
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

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

 Before him 64 brave souls have ventured into Phobos:
 64 of those were killed.

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

7
Discussion / Blind Rage trait?
« on: January 04, 2008, 23:41 »
From my perspective, a major problem with the shotgun at higher levels is getting into range.  Shottyman helps, but I'd enjoy seeing a special trait to... simplify... the issue.

Something like:

"Blind Rage/Berserk Charge:  All of a sudden it makes sense-- what's really cheesing you off isn't the bullets or the fireballs, it's the WAITING!  You can't stand the waiting, and you're not gonna stop till this damn job is finished!  For each level of  this trait, movement cost for going a square in the same direction that you just [fired|attacked] is reduced by 50%!"  [Requres Hellrunner(1)]  Quote: "Just get on with it already!"

This trait would synergize well with shottyman, be interesting for melee, and probably wouldn't have much effect on longer-range weapons like the chaingun/plasma.

...and maybe I just love the idea of a marine shotgun-charging anything in view, spraying hot lead everywhere.  Now we just need more shotgun ammo at higher levels...

8
Berserk! / Unable to use crossbow when adjacent to townspeople.
« on: January 03, 2008, 18:33 »
This is a pretty nitpicky bug, but in 0.85 beta I'm unable to use crossbow when adjacent to townspeople, with the message "You can't fire in combat!"

Other than that, I'm absolutely enthralled.  Can't believe I didn't try this game before...

9
Heh.  I've never seen another advanced pistol in AoMR.

10
Honestly, I'm not a fan of Brute at +3 or even +4 damage, even for AoB games-- it kind of becomes irrelevant around chainsaw time.

Maybe if it gave a melee to-hit bonus as well?

11
Discussion / Discussion on game development
« on: June 20, 2007, 18:11 »
Does it really make sense to try to start a pissing contest about what/where/when/how/why code works with someone who might otherwise be spending that time cooking up a new public release? 

I'm surprised that there hasn't been a barrage of flames from people without beta access already. 

All I can say is mad props to anyone who spends their time working on games for free.  I know I don't have the time to do that anymore...

12
AliensRL / Re: AliensRL 0.8 Beta 2
« on: June 11, 2007, 19:21 »
Picking up a "Suicide?  Too Easy" self-targeting message then points the auto-aim at the player as the last target, even when you've moved somewhere else and a valid enemy target is visible.

13
Discussion / Re: About Shotguns....
« on: June 11, 2007, 19:08 »
Quote
Look at pistols now. You take two levels of Son of a Gun - you get access to Dualgunner, but Son of a Gun levels keep working for you ! Well, they are broken now, but they should, in theory, anyway.

Oh, I'm pretty sure that all aspects of son of a gun work now. >:D  Tell it to all the AVs who died without getting a shot off in my last AoMR game...

14
Pre-0.9.9 / Re: [M|71%|AoMr|YAVP] Single Pistol
« on: June 11, 2007, 18:52 »
I think the AoMR Mortuary is actually harder on medium than it is on higher difficulty levels. 

On hard or higher, you can pretty much count on leveling enough to get 3x SoG, 2x Finesse 2x Whizkid and some SoaB by the time you arrive there-- with that, a phase device to get out of the crossfire and a D3S3R3M3-or-close advanced pistol in bullet time, it didn't matter how many enemies there were on the level, 'cause none of them lived long enough to get a shot off once I saw 'em.

Cue the victory music.

15
Discussion / Re: Regarding XP Ranks...
« on: May 17, 2007, 11:19 »
I usually see mancubi and archviles appear at the same time, so it'd probably be a choice of which one I wanted to add to my kill total before I have to reload and the other ends my game.

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