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 61 
 on: August 31, 2023, 08:46 
Started by Vigilante - Last post by Vigilante
These new actions on rare tech stations: "Add ADV mod slot" and "Add ADV/EXO mod slots" don't actually cost anything at all, as long as there are enough charges to make them accessible you can execute them, but charges won't be actually spent.
(Version 1.7, from GOG)

 62 
 on: August 29, 2023, 17:23 
Started by Icy - Last post by Icy
I can agree with all of that.

 63 
 on: August 29, 2023, 07:41 
Started by Icy - Last post by Omega Tyrant
On the talk of nerfing Inquisitor Set, I do stand by what I said earlier about it, but I do think Nyarlaptotep's Boots and Malek's Armor themselves could receive a slight nerf. I would reduce their movement speed from +25% to +20%, as well as decrease their generation weight from 3 to 2.

With Nyarlaptotep's Boots, on their own they clearly outclass all other boots. With +25% speed, they're as fast as A-modded Tactical Boots and A-modded Phaseshift Boots, except while those boots have no protection and average protection respectively, the Laptop Boots have as much protection as you can get without having full fluid immunity (with them reducing acid damage to 1 and lava damage to 2, which then gets reduced to 1 when running or if you have any TaN investment). If you find them and can't or aren't making Antigrav Boots, you have no reason to not wear them unless you can complete the Phaseshift set (which has its own limitations, as you'll have to wear defensively mediocre armor unless you take a big sacrifice in mobility by making Cerberus Phaseshift Armor). If you reduce it to +20%, there would at least be an argument for wearing the other boots without having to make Antigrav Boots, and you would no longer get the absolute best of non-Antigrav movement speed and non-immunity fluid protection in a single pair of boots.

As for Malek's Armor, it doesn't egregiously outclass other armors on its own, with quite a few being better defensively. But still, the only armors that can match or exceed its movement bonus are Phaseshift Armor, Duelist Armor, and A-modded Tactical Armor, none of which come close defensively without using the former two in the very expensive and hard committal Nanofiber Skin and Cybernano Armor assemblies. AP Energy-shielded Vest does boost movement too while outclassing Malek's Armor defensively, but Malek's Armor still beats the Vest's movement bonus by a solid 10% and has inherent regeneration without the need for any rare mods, before even considering the potential of the Inquisitor Set (and that regeneration has no catch, unlike Lava Armor and Necro Armor). As a single piece, it combines mobility and protection in a way that no other armor does without other rare finds and heavy investment. Reducing its movement speed to +20% would keep it inline with the Laptop Boots after its proposed nerf, and make it not as much ahead of other armors without any investment. You could probably justify nerfing the speed of both to +15%, but I do like to be cautious with nerfing, and they are uniques still, so I would be fine with +20%.

As for the generation weight, at 3 each, they're currently among the more common uniques, despite both being clearly among the best uniques and being highly desirable equipment for virtually any build. They do have one of the latest spawn depths (not spawning until floor 15), but that is still overly common for such strong equipment, and so a generation weight of 2 would be more fitting. On another note, I would bump the Medical Powerarmor's generation weight to 3; even with its proposed buffs it still wouldn't be amazing, so it should be one of the more common uniques.

 64 
 on: August 28, 2023, 14:45 
Started by Jasy4 - Last post by Jasy4
In version 1.7 with Sysop at level 3, i repeatedly only get 6 charges out of medical and manufacturing stations insetad of 7 charges.

 65 
 on: August 27, 2023, 16:08 
Started by Icy - Last post by Icy
Sounds good.

Updated the main posts with everything.

 66 
 on: August 27, 2023, 08:58 
Started by Icy - Last post by Omega Tyrant
Oh my intention was for the item to always be obtainable, and the trap wouldn't spring until you picked it up. I think the chance should vary by depth and difficulty, where the deeper you are and the harder the difficulty, the greater chance it will be that a trap is sprung. The trap could have the same effect of the monster summon lever, and could sometimes also have the same effect as a lever flooding the room with acid/lava.

 67 
 on: August 27, 2023, 08:47 
Started by Icy - Last post by Icy
I think if trap rooms were to be implemented, the items would have to still be obtainable, as opposed to disappearing as you get close, and also not impact the weight of other items generated, similar to how ammo rooms and vaults work. From there, as you suggested, maybe make it a 50% chance or so that you would get the same effect from a monster lever pull? I think it would be fine under these circumstances. It'd be pretty advantageous for a Blademaster build.

 68 
 on: August 27, 2023, 08:41 
Started by Icy - Last post by Omega Tyrant
Quote
One small suggestion I have is changing the colour of Sniper Mod Pack so that it's distinguished from Firestorm Mod Packs. Currently they have identical colours. Maybe make it brown or green?

I would go with green, but it might get confused with uniques, so I'm not sure. Maybe you can make it a dark green to avoid the confusion.

Quote
Regarding trap power-ups, I'm leaning more towards disagreement as it would pretty fundamentally change the game where you need to be cautious about every item, as opposed to currently where the only caution is what's around the item. Potentially causing the player to avoid picking up anything, or needing to consider more luck factors in something that is already perceived as earned doesn't sit well with me.

I understand the concern, but as long as you keep it restricted to the proposed designated "trap rooms", you won't have to worry about the typical powerup/exotic/unique sprawled around being trapped. You'll just know something is up when you find an empty room with a big powerup or rare equipment in the middle, which any Doom player will be on alert when they see that setup, where it's then your decision to gamble with it.

 69 
 on: August 27, 2023, 07:25 
Started by Icy - Last post by Icy
One small suggestion I have is changing the colour of Sniper Mod Pack so that it's distinguished from Firestorm Mod Packs. Currently they have identical colours. Maybe make it brown or green?

I can agree with your suggested changes. For Combat Knifes given to the Elite Formers, their damage rolls could simply be changed to 2d5, which I would also agree with. This would balance out Military Base by making it hard, and making them more threatening later in the game. It would also give a tiny nerf to melee builds, which I think is reasonable.

Regarding trap power-ups, I'm leaning more towards disagreement as it would pretty fundamentally change the game where you need to be cautious about every item, as opposed to currently where the only caution is what's around the item. Potentially causing the player to avoid picking up anything, or needing to consider more luck factors in something that is already perceived as earned doesn't sit well with me.

 70 
 on: August 27, 2023, 06:14 
Started by Icy - Last post by Omega Tyrant
A few more suggestions that were touched on earlier that I want to make into formal suggestions to add to the main post, as well as an entirely new suggestion:

*Increase the amount of EXP that Nightmare Demons give

Getting 95 EXP from such a dangerous enemy is a pathetically low amount, this is less than you get from Nightmare Imps, Cacodemons, Hell Knights, and even Elite Former Humans. This is also a big culprit behind Phobos Lab being so unrewarding, especially when the Elite Formers give you such a crazy amount of EXP in comparison. I would say bumping the amount of EXP that Nightmare Demons give to 263 is fair (which is equivalent to an Arachnotron), and see my first post on how even with that massive EXP increase, Phobos Lab still doesn't give you more EXP on UV/N! than Military Base does now.

*Decrease the EXP that Elite Formers give you

Conversely, Elite Formers give you a really high amount of EXP each, despite their threat not really meriting such a high amount of EXP, contributing to the huge disparity in EXP yield between Military Base and Phobos Lab. I would let Elite Former Commandos still give you 608 EXP, but I would nerf the EXP yield of the other Elite Formers by the following:

Elite Former Humans: 167 -> 128
Elite Former Sergeants: 320 -> 263
Elite Former Captains: 452 -> 320

*Buff Elite Formers in melee

A main reason why Military Base is a lot easier than Phobos Base is how you can easily lure the Elite Formers into melee range, where they are all weak except for the Elite Commando, who is instead just mediocre. You could just give them a damage bump of like +3 to +5, though I think it would be neat if you instead let them attack with a Combat Knife, which would fit the theme of them being elite fully-armed soldiers. I do not know if this is programmable however; if it isn't, then just give them a flat damage buff to their current melee attack.

*Add trapped powerups and items

One suggestion I seen when browsing old feature requests that I liked was adding trapped powerups and items, which would summon enemies around the player or flood the room with acid/lava when picked up, or any other adverse effect. This is one trademark mechanic from Doom that currently is sorely missing from DRL, which should fit seamlessly into a roguelike. In order to do it, perhaps you can create designated "trap rooms" in the same vein as ammo rooms, where in the middle there will be a powerup, rarely an exotic, or very rarely a unique, and then there's a random chance it'll spring some trap upon picking it up (though not always, sometimes the "obvious trap" is just a fakeout). Exact percentages for these outcomes can be discussed farther.

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