Chaosforge Forum

  • July 20, 2025, 10:58
  • 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 - LuckyDee

Pages: 1 ... 120 121 [122] 123 124
1816
Forum / Filtering Recent Posts
« on: April 02, 2012, 23:26 »
Is there anyway to control from which boards the Recent Posts list on the Info Center pane gets updated? I think it's really useful, but feel I get spammed from the Play-By-Forum board (no offense, I play Vampire with a couple of friends most Saturdays so I get my RPG-fix somewhere else). I've gone through my user settings but couldn't find anything...

1817
Requests For Features / Re: Damage report
« on: April 02, 2012, 23:19 »
Iron Skull is what I meant yeah. I'd just like to get a feel for how much (or little) damage I'm taking with each run before trying to attempt either the Untouchable or Iron Skull.

1818
Bug Reports / Re: DoomRL typos
« on: April 02, 2012, 23:16 »
See the kill-rate bug report for further details. According to the Player Info/Wiki, the Medal of Prejudice requires you to get 'a perfect kill-rate', but only getting 100% kills isn't enough - maybe a win is required as well? If the settings for this achievement are correct, please adjust the description.

1819
Bug Reports / Re: [0.9.9.6G Win] Visual failure INT2
« on: April 02, 2012, 23:10 »
Thanks for the pointer. Back to the main bit, however: what about the camouflaged crosses?

1820
Bug Reports / [0.9.9.6G Win] Visual failure INT2
« on: April 02, 2012, 11:13 »
See http://forum.chaosforge.org/index.php/topic,5504.0.html for further details (and on a sidenote, please inform me how I disguise the link within another word, thanks). The purple crosses that INT2 displays for enemies out of LOS turn black in berserk mode (and possibly when envirosuited as well). This makes them really hard or impossible to spot in unseen and unexplored terrain respectively. Localization on the mini-map still works. I've been informed that the console version doesn't suffer from this problem.

As indicated in the discussion thread, I don't think this should be changed (for berserk at least) per se, but I do think both G and C versions should operate in the same way.

1821
True. So there are differences - albeit rather small ones imo - but then maybe the description should be revised? Klearly Clearly, a 100% killrate isn't enough.

1822
Requests For Features / Re: Damage report
« on: April 02, 2012, 11:00 »
You get 50 HP from the start on a non-marine, so as long as you finish the game without taking any healing, you should get the best untouchable medal.

Yeah makes sense, but then again it's the Iron Cross counter I'll be having difficulty with :S

1823
well, I expect Medal of Prejudice is awarded in a "win" situation only, be it partial, standard or full.

Nuked myself on lvl 22, so I got nowhere near Spidey. But like I said, if a win is required, then this medal is actually just a duplicate of the Veteran Bronze. It could be of course, but this might justify a change in the requirements.

1824
Requests For Features / Damage report
« on: April 01, 2012, 13:39 »
Some of the achievements require you to take a min/max amount of damage to obtain them. There's also achievements for completing the game in a max number of turns or minutes. While the latter is extensively reported both in the mortems and in the in-game character information, the former depends on guesswork. And althought I can work out wat the average of xDy damage will be, I'm sure as hell not going to keep track of the number of times I got shot with every form of attack - I'm clueless as to the least and most amount of damage suffered in a game so far, and very curious.

Can this info be included please? The mortem would be fine, the in-game char screen would be an added bonus.

1825
Caught Doom with its pants down: scored a 100% kill-rate (nuking myself in the process, so that's actually more than 100%), but the Medal of Prejudice still isn't awarded. I couldn't have been more thorough. If you can't win this medal without not killing yourself, it's actually the exact same thing as the Veteran Bronze, which would be a pity. Any takers?

1826
Do you know the difference between strategy and tactics? There is no strategy involved in DoomRL, save that of choosing an advancement path.

How can you state this after starting this discussion based on the fact that you require DoomRL to think for you instead of doing it for yourself? It's not that there's no strategy involved, it's just that you can't be bothered to figure it out and would rather do a mad dash to the finishline instead.

1827
Isn't this all just a matter of misguided expectations? If you have problems with the interface, which was built for strategy, aren't you playing the wrong game? I mean, extremely oversimplified this is like playing simcity and complaining that the firepower of your residential area is lacking. I mean, with a lot of games it's fun to play them differently than intended, but if it doesn't work, I think you're barking up the wrong tree.

1828
So when I, of all people, say a particular user interface can be a pain in the ass, you may consider that a statement.

I disagree with 2Deviations as well, in that this is not a difficulty issue. I do, however, find it hard to conceal my amazement at the 'interface issues'. As I mentioned to Napsterbater, yes this game is Doom and yes this game is not. In fact, in a lot of respects it comes really close to chess. The run command issues (and comparable) put aside, the faster you play, the more likely it will be that you'll make mistakes - you'll press the wrong key, press 2 at the same time, etc. I got slaughtered by 2 Revenants yesterday when I miscounted my ammo and stepped out from cover thinking I was aiming for a cornershoot.

The only reason I died was because I was going too fast: no one was urging me on, there was no clock ticking away, and dinner wasn't getting cold. I wasn't paying enough attention and pressed the wrong keys - and paid for it.

Back to chess: you can (and will) guess at what your opponent's next move(s) are going to be, and plan a few of your own ahead accordingly. If you then execute these planned moves without bothering to check if your guess at the countermoves was more or less correct, you, generally speaking, are a great big nincumpoop. And without wanting to be offensive, the remark that started this discussion ('I pressed 'r' 5 times in a row without thinking') falls smack dead in the middle of this category.

So, in summary:
* Actual design flaws in the game should be rectified. So far, I've seen none discussed in this thread.
* Interface errors are more or less non-existent - I can point out a few, be not enough to start complaining about them. I agree that either a numpad or custom bindings are vital, but the result will always be Press This Key - Watch That Happen. All you need to do is make sure you know what the keys do, and press them in the right order.
* If you use the 'run' function instead of thinking for yourself - which in my perception makes no difference in the time it takes, unless you want to make coffee while Doomguy does the running - don't complain if it doesn't think like you do. In my opinion, it shouldn't think at all, and drop you straight into a pool of lava if it happens to be in the way.
* If you want to play fast, don't complain if you're fingers are faster than your eyes. The game wasn't built for speed, it was built for strategy. Live fast, die young.

All this aside, if you feel changes to the game should be made - as Matt demonstrated - go ahead; as long as I don't have to pay the price for having a different style of play than someone else, you won't hear me moaning about any 'improvements'. And additionally: great discussion. Lots of input from lots of people, nice to see how everyone experience the game.

1829
Requests For Features / Re: Safety mode
« on: April 01, 2012, 00:29 »
I've been following the discussion thread as well, and though I don't agree with most of the requests, I don't see the point in arguing: if features that I don't want to use get implemented, I simply don't use them.

Currently however, most of my games are ITYTD, which is a good enough playground for getting to know the game as is. If you want to rush into danger, you'll probably sneer at this difficulty level. Putting Safety Mode 'auto on' in ITYTD makes this difficulty level a joke instead of a learning curve. Auto on would be fine for a 3-level tutorial for example, but not for a full-fledged (albeit very easy) standard game mode.
Or maybe you could include the option in the ini, same as the hints.

1830
Yeah that's probably where I failed. Rats.

Pages: 1 ... 120 121 [122] 123 124