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Messages - RSO

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Discussion / Re: Praise be to the RNG!
« on: March 04, 2013, 20:13 »
The RNG wants to help you. Really, she does. It's not like she enjoys screwing you over; it's just part of her job that she has to do it sometimes. If she helped you all the time, she'd lose her job to this guy, and no one wants that.

Requests For Features / Re: The Horrible Ideas Thread
« on: May 07, 2012, 22:05 »
Rereading over this thread, saw this.

Angel of the Gauntlet

You play all the challenges one by one from HNTR, in increasing difficulty of the challenge (new difficulty ratings in next release).  Then you play them on HMP.  Then UV.  Then N!.

You cannot save; you cannot die.  You may bring one weapon, one stack of ammunition for that (if needed), one armour and one set of boots between each challenge.  You may retain only 1 Advanced trait taken between each challenge; but if it blocks some master trait, that trait will be block.

When you die, you start the gauntlet all over again.

Get to Angel of Overconfidence on N!
"Welcome to Hell, level 1. Twisted passageways smell of death. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. The arachnotron hits you. You die..."

But it makes tromping through acid while berserk seem so much more badass.

"Argh! Acid! You need to taste blood!" can be read as, "Argh, acid? You need to taste blood!"

Releases / Re: The Inferno Module
« on: April 25, 2012, 14:44 »
Well, I finished up a UV 100% Damageless Conqueror Inferno game.

It didn't take you very long to adjust to new enemies, new level layouts, and a fundamental change to the AI (they have to be alerted first), did it? XD

Requests For Features / Re: Request Save/Load feature
« on: April 25, 2012, 01:07 »
Lol, and you right. But. I'l be brief. There is always must be choice.

I disagree. DoomRL doesn't need the "choice" of free save/load any more than it needs the "choice" to spawn whatever item you want on demand, activate godmode, or walk through walls, and at least the other three would be transparently cheating, rather than just supposed to be understood to be cheating.

Have there been times when I've wished for this sort of thing? ...Yeah, yeah there have. I make stupid mistakes and try to swim in lava sometimes.

Not quite as often as I've wished for more ammo, though - and that doesn't mean that the game needs to have more ammo in it to be fun, or needs to have the option of a "high ammo mode" where ammo stack size is doubled. :P

Requests For Features / Re: Request Save/Load feature
« on: April 25, 2012, 00:36 »
I disagree.

I can't speak for Kornel, but I'll try to give an explanation of why I disagree with you.

DoomRL is a game of risk and reward. Unlike Doom, and any modern game with a "normal" save/load system, most of the challenges it presents are derived from incomplete information. "I know there's a baron in the next room, but I don't know where. Should I step into the doorway and shoot it or hope it wanders into my view before anything sneaks up behind me?" Since the game is turn based, there's no reflex challenge. I have as much time as I need to make these decisions, but I have to work with the information I have available. It's also a game of taking what I get. If the Railgun drops for me, I need to judge if it's worth changing your playstyle to work with it, or leave it behind.

Giving the player a chance to try something and see if it works without risk removes the incomplete information, and the game becomes trivial. Not only could a player go back if they made a mistake, but they could also literally commit suicide just to get more information, and then load a save and fire into the dark at the places where they know enemies to be. The incomplete information problem would be completely destroyed. I cannot imagine getting into a situation in DoomRL that would kill me twice, and that's been true since about a month after I picked up the game. (Okay, not entirely true. Phobos Anomaly, AoMC+UV or N!, with no phase device or rocket launcher. That would kill me twice.)

Giving the player a chance to try again until they get the drops they want also removes the second point. If a build is absolutely dependent on having the Revanent's Launcher, the player could just repeatedly reload until that weapon drops for them.

DoomRL is very good at defining its own challenges. The badges and ranks system is, in my opinion, absolutely genius. It gives the player a series of progressively harder challenges, tells them to pick the ones that are most interesting to them (as you only need 15 badges of each grade), and then move on. This feature would destroy the entire challenge of every badge that does not require N!, as well as obliterating the game's difficulty curve ("super easy until N!, then comparatively impossible").

This isn't a matter of "hardcore" gamers wanting the most challenge possible. It's not a matter of Kornel being an "elitist" who doesn't want "baddies" or "newbies" winning "his game." It's a matter of maintaining the game's mechanical coherence, where one mechanic doesn't completely destroy the kind of challenge that the rest of the game sets up. A completely free save/load option would be IDDQD to the rest of the game.

Please no butthurt about hardcore in this tread.
I know you edited this post, but I have to come back and harp on it. Again, to explain why it's the wrong thing to post. It has nothing to do with word choice, and everything to do with intent. The implied argument here is, "And anyone who disagrees with me is a 'butthurt' elitist." That's a transparent strawman, because you're setting it up  before anyone has even replied. Moreover, it sends the message that if anyone disagrees with you, you're just going to stick your fingers in your ears and go "LALALALALALA NOT LISTENING!" and then refer back to your strawman as a rebuttal. It might work to convince people not to waste their time arguing against you, but it's not going to convince anyone who doesn't already agree with you. It looks hostile, and defeats the point of posting an opinion to begin with.

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 19, 2012, 13:47 »
Nuclear Plasma Rifle

List updated.

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 19, 2012, 02:11 »
Large health globe

Already been played. Back to L.

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 18, 2012, 18:35 »
10mm ammo

(RSO, you had this one in mind, I hope ;) )

Yes indeed. Glad someone was able to pick that one up.

And, since it was only part of invalid play before.

"Kill! Kill! Kill!"

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 17, 2012, 23:04 »

(Yes, really.)

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 17, 2012, 14:52 »

List updated.

Play-By-Forum / Re: Doom(RL) Word soccer
« on: April 17, 2012, 00:41 »
Light Amplification Goggles

Discussion / Re: Let's talk about UV
« on: April 09, 2012, 18:10 »
This is actually a big difference between UV and lower difficulty levels.

On HNTR/HMP, if you spawn into a place you can't survive, you can usually count on the adjacent rooms being relatively safe. On UV, you can't; you have to fight in the room you're in, and running for a door is only going to get you in more trouble.

In the situation you described, I think your best option would have been to play dodgeball with the Hell Knight in the room you spawned in. Not a great option, but better than running for the doorway.

You managed to clear the Mortuary without taking damage... with a melee weapon.

Even if it is the DS, that's pretty incredible.

I survived a 7 goblin ambush.  But three of them and some zombies are in the pit at the drawbridge... And I'm leaving the next person with a 14 speargoblin siege led by a hammergoblin on a giant bat...

Hmm... it may be time to start discussing our options.

If we have to abandon Chaosfortunes, who would be in favor of reclaiming the same fort, and who would be in favor of re-embarking in a less apocalyptic biome?

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