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Messages - yns88

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Announcements / Re: DoomRL RELEASED!
« on: March 12, 2010, 12:17 »
How does one go about gibbing corpses on the floor?

Try causing an explosion next to the corpse. If the corpse is next to a wall, I think it might gib if you shoot a rocket at the wall. If the corpse is in the middle of a large room and there aren't any barrels...I think the revenant launcher might let you destroy the corpse.

0.9.9 / Re: [M|AoB|85%|YAVP]first AoB win...
« on: February 07, 2010, 16:44 »
If you're under the effects of berserk, the cyberdemon is really easy to kill. The challenge of AoB is getting there in the first place :P

The marksman challenge is good fun. You'd be surprised at how powerful pistols can be in the hands of a dualgunner.

And about holding down keys to move: if you press the , key and a direction you'll automatically move that way until something interrupts you. I don't use it too much, though, because it annoys me that it doesn't stop moving even after I hit a corner (unlike how it works in nethack/dungeon crawl).

0.9.9 / Re: 0%/1/AoHa/M/YASD I suck big time.
« on: January 31, 2010, 19:01 »
Now if only someone could post a death on ITYTD that lasted under 20 sec. THAT, would be incredible.

Spoiler (click to show/hide)

[lennon] It's easy if you try... [/lennon]

Discussion / Re: Why does the corner trick work?
« on: January 30, 2010, 21:34 »
Replacing it with a flat bonus such as decreasing default fire-delay to 0.5s for the player, assuming that flat bonus is just as handy as the corner trick, will remove one of the skills that almost every excellent player uses and replace it with something everybody will use regardless of whether they know about it, shallowing the difficulty curve somewhat.

This is not necessarily true. What I've been proposing still requires tactical positioning by having the doomguy stand behind barriers. A novice player would do it accidentally, an experienced player would start hugging corners, and an excellent player would take advantage of the map layout and monster AI to herd monsters into locations where he could gain a cover bonus against them.

0.9.9 / Re: 0%/1/AoHa/M/YASD I suck big time.
« on: January 29, 2010, 20:31 »
11 seconds? There should be a badge for that.

Discussion / Re: Why does the corner trick work?
« on: January 29, 2010, 20:19 »
To be honest, if the standard game was easier, you might even get a few more players, and the Challenges would feel more "fun", as they're making a game that isn't TOO hard to beat up to the level that it is at now.
The problem that I'm seeing is that since corner shooting is an exploit strategy that only experienced players understand, it's actually serving as part of the barrier to new players. Even after reading a guide about it, I still don't usually know when I'm playing whether a monster can see me or not (or whether my shotgun can hit them or not due to the shotgun corner bug).

There's nothing wrong IMO with the gameplay concept of using a corner as cover, I just think it should be legitimized and made easier to understand. That's what I like about DoomRL: most of the gameplay is simple and easy to understand, and yet it's probably the most skill-based roguelike I've played.

Discussion / Re: Why does the corner trick work?
« on: January 28, 2010, 12:24 »
The way I see it, if you're corner-shooting from cover, you should expect to either:

A) Take the risk of being targeted by your enemy, or
B) Incur a penalty to your ability to fire accurately.

There's no way to realistically fire accurately around a corner without your opponent spotting you.

Maybe with the removal of the LOS bug you can add a feature such that if you're standing next to a wall and a bullet passes diagonally through that wall to hit you, you gain a "cover defense" chance of the bullet bouncing off the wall.

Here's an example:
Code: [Select]

The commas would mark locations of monsters that you gain a "cover defense" bonus against.

Discussion / Re: Screenshots: ASCII and Graphics
« on: January 25, 2010, 18:46 »
If that's not AoPC, switch tactics and get in close to the Arch-Viles first. Laws of Probability dictate that the B's will also deal splash damage to the Arch-Viles as well as you.

Although why I'm trying to give you advice now is beyond me. Maybe I'm just a meddler.

It's not nearly as bad as it seems. Since he just came down the stairs, that means he gets 3-4 free turns to blast them away.

Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 24, 2010, 19:16 »
Angel Of Horde

For the hooorde!
Whats the fun with very little enemies? How about we double that, or maybe triple it, or hell, quadrible on harder diffuculties!
On the brightside though, the enemies are unable to use their ranged attack (and possibly have a slight speed/knockback bonus?)

Nightmare bonus; Each enemy killed drops 2 corpses instead of one.

On consenpation, the exp values are also decreased

1 arachnotron with a ranged attack is still quite more dangerous than 4 arachnotrons with melee only.

I still think there hasn't been any true reason proposed as to why people should get punished for going on a rampage, especially with such draconian damages added.

If you don't want things to get so out of hand, maybe remove the CRAZED and INSANE modifiers and have the player's berserk level capped at 5. This means that if you're plowing your way through monsters you don't have to worry about your own body doing more damage to you than the monsters surrounding you, and likewise you won't get the silliness of having persistent berserk for 3 dungeon levels after the City of Skulls, since there's a cap to your berserk duration.

Also, +6 armor is really not enough. I think the current damage/4 is overpowered, but +6 armor would probably make AoB MUCH more difficult than it already is. There wasn't anything overpowered with the initially proposed +3/+6/+12/+999. As I pointed out earlier, having +12 armor is about equivalent to the current Berserk effect.

Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 23, 2010, 22:37 »
Angel of Rambo sounds good, unique weapons would be broken in most instances, but that could be ok. Using regular weapons on enemies, and saving Uniques for the tougher guys, I guess. Melee characters would work well then, but Shottyman would be a little bit useless, along with Combat Shotguns.

Some uniques would be nearly useless, others (like the nuclear plasma gun/bfg) would be as close to win-buttons as you could get in a challenge mode.

I wasn't thinking the balance through with the shotguns. I guess it would be better with 5x capacity on single-shot weapons. That way, a combat shotgun has 10 shots with a ~0.5sec pump in between shots, and a regular shotgun has 5 shots with ~1.5 sec reload in between each shot.

It's true that shottyman would be completely useless, but majority of the existing challenge modes make certain traits useless.

Overall I think it's a medium difficulty challenge. If it turns out to be too easy, then just reduce the 2x ammo buff to 1.5x or even 1x.

Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 22, 2010, 19:09 »
I'm not sure if this has already been suggested yet, but:

No time to reload!

+ All guns have twice the ammo capacity. Single-shot weapons have 10x ammo capacity each but must still be reloaded at full reload time per shot.

- Your backpack cannot hold ammunition, so you can't reload any of your guns. Hope you're carrying a few spares!

What if you have Kornel as the "full-win" boss of Ao100? Like, if you nuke level 100 while invincible, you get a stairway to Kornel's coding room.

DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 22, 2010, 18:54 »
Hi all, You making her very own version of DiabloRL and You want to ask You about some things.
1) How to indicate somebody's hp status, by RLG-like messages (unhurt, slightly wounded, etc) by drawing some kind of ASCII-lifebar, or anyhow else?
2) Ranged attacks. Can heroine, rounded with hordes of enemies shoot them off or she must go in melee? What is the range for an arrow?
P.S. Please, sorry You for her ugly english.

1. I think the ascii lifebar is a good idea, since it makes the game feel more like you're playing Diablo. Having a descriptor as well couldn't hurt.

2. Likewise, you should be able to still use ranged attacks at close range, the rogue's weakness compared to warrior should take care of that balance issue. Also, in Diablo I recall that you could shoot anywhere in your visual range. Maybe have the arrows fall to the ground after they go through one space beyond your vision.

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