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Messages - Zi

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106
My latest Ultraviolent Ao100 demos require over 3MB - Perhaps 4MB would be safe. I'm taking sporadic runs at N! Ao100 - that might take even more space, should I eventually succeed.

willhostforfood isn't a bad host, it has no captchas, delays, etc to download, and doesn't even require javascript.

Still, I do see the advantage of storing the file with the post on the forum.

107
Discussion / Re: Player.dat breakage!
« on: July 19, 2009, 10:00 »
Real-life time played (this would be really really nice)
# of keypresses

108
Discussion / Re: Things about shotguns
« on: July 17, 2009, 23:42 »
If shotguns still did a lot of damage at range, as long as it was where I aimed directly, I'd probably use them a lot more often.  (But then I wouldn't be taking advantage of their unique attribute.)

The new damage distribution seems like it would make shotguns not as great against crowds in one shot, though.  (But then again, in my experience using them, I couldn't deal with crowds in the open with shotguns and had to hide behind cover like any other weapon.)

109
Discussion / Re: Screenshots: ASCII and Graphics
« on: July 17, 2009, 23:34 »
Barrel fun!
 You enter Phobos Base, level 4. Khe, he, he, this will be a mess... You       
 feel excited!                                                                 
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                   ...         
                                                                 .......       
                                                               ..........0     
                                                              .........0..i     
                                                             ...........0.iB   
                                                             ..............i   
                                                            #......0.......h.   
                                                            +................   
                                                            #........0....0... 
                                                            #|..0...@...0..... 
                                                            #..........0...^.. 
                                                            #......00........   
                                                            #................   
                                                             ###############   
 Derek Yu                   Armor : green armor [1/1] (100%)                   
 Health: 180% Exp:  4/67%   Weapon: combat shotgun (8d3) [5/5]                 
 cautious                                                    Phobos Base  Lev4

Edit: Bah. Took screenshot with wrong key. Let me try coloring :P.
Yikes!  (Presses tab, and then runs for that door hopefully before the monsters wake up)
P.S. With all those green barrels, I'm guessing it's 0.9.8.10.  So the current version is still something you play despite having access to the beta?

110
I was looking at the other Ao100/U and N! wins in the mortems to see how many there were and to feed my ego, and noticed that some things were really different before with past versions of DoomRL...but were wins easier or harder, and in what ways?

In the past you received experience for re-killing resurrected monsters, did that make N! a lot easier?  Or were there other factors that made evened things out?

And it seems the rocket did very little damage?  How did you kill anything with it?

Son of a gun had +2 damage per level...was there some real handicap to pistols back then?  I would love to have +6 bonus damage without needing levels of bitch.

Any other differences between versions which greatly altered the difficulty in getting a win, or generally how one played the game?

111
Requests For Features / Re: Trait Requests!
« on: July 17, 2009, 23:20 »
Armorer:
level 1 - damage to armor is halved
level 2 - worn armor protection is increased by 50%, rounding up

Doctor:  (requires 1 ironman or 1 tough as nails)
level 1 - medpacks are 25% more potent (small medpacks heal 2.5 + 31.25% max health, large medpacks heal to 125%)
level 2 - medpacks are 50% more potent (small medpacks heal 3 + 37.5% max health, large medpacks heal to 150%)

Force of Will:  (requires 1 Finesse)
+3 pushback - player attacks push back as if they did 3 more damage (but with no actual bonus damage)

Ambidexterity:
Dualgunner, but for melee

Digger: (requires Brute level 2)
Can destroy walls with your melee attack, if you hit hard enough (perhaps it also costs the player 1hp each use?)
or
Inner Fire:  (requires Berserker)
Melee attacks create 1-range splash damage around attacked square @ half power, which doesn't hurt player.  This can possibly destroy walls.

Splash Master:  (requires eagle eye 1, finesse 1)
Increase splash damage done to enemies by 50%, decrease splash damage done to the player by 50%

Change intuition levels to range-based (higher levels means longer detection range), rather than levers, powerups, monsters.  The current setup means that the third level is far more useful than the first two, and anyone going along this path will take all 3 levels (or otherwise take no levels)

112
Requests For Features / Re: New unique items
« on: July 17, 2009, 23:03 »
Energy blade (Melee weapon)

Damage: 7d8
Ammo Capacity: 20 Power cells (consumes 2 power cells per hit)
Reload time:  1.5 sec

A strong melee weapon, but it requires precious power cells to function.  And you need to reload it every so often.

Tornado (Double shotgun)

Damage: 7d6
Ammo Capacity: 4 Shotgun shells (consumes double as much as a regular double shotgun)
Fire time: 1.0 sec
Reload time: 3.5 sec  <---- so it hits hard, but takes forever to reload.  Definitely something to pop around a corner, shoot, duck back into cover, reload.

113
If you manage to do twice the damage normally required to kill an enemy (eg kill a human using 20 damage, when 10 is enough) then their death sound is replaced with DooM 2's gib sound (DSSLOP), and they leave a pile of gibs instead of a corpse. This could maybe stop Arch-Viles from ressurecting them.

+. But without the resurrection prohibition.
Why not?  Playing so much N!, I'd rather than we did have a way other than liquid floods to prevent resurrection in really tight situations.  If you're fighting a crowd of strong monsters, it's likely that they're resurrect even faster than you can kill them.  And half of the time there's no alternate route to get around them to continue to search for the stairs.

114
For traits to be fun there are 2 things that must happen:
 1 - The traits must give you a noticeable advantage for taking it.
 2 - You must be able to make options. In other words there should be several traits that improve your game-style and you shouldn't be forced to take trait A because it's so much better than all the rest.
I totally agree with this in principle.

(But if Son of a Gun didn't have the damage bonus, pistols would be really hard to play.  And I never get enough mods to make whizkid worthwhile, or a good substitute for son of a bitch)

The thing is, even if you change the traits so that they don't only provide benefits to specific weapons, one thing the current system encourages is to max out the levels of a single trait before moving on to others.  I'd rather have 3 levels of your new Reloader, or 3 Son of a Bitch, or 3 Tough as Nails, over having one level of each.  Because additional levels reinforce and focus the benefit you receive.  Try to be a killing machine.  Or a tank.  Or a sniper.  But trying to be a bit of each doesn't work as well.

One way I thought of dealing with this was to only allow X level traits once the player has reached character level 2 * X (for example), then they would have to mix up the trait order choice, but if implemented into the current game, early game characters would be even more weak and fragile than they are now.  One way around this is to actually strengthen the value of level 1 traits, or you could ease up on the danger level early on.

115
Requests For Features / Re: Actions while running
« on: July 17, 2009, 22:47 »
I actually had similar thoughts when I was going through ideas for the shooting focused roguelike I was going to make, but this game mechanic totally changes how the game is played (although I believe it would reflect the actual FPS better, as you can constantly "strafe" as you shoot).  Ultimately why I decided against something like this is because each turn would require a lot more input (both a move 'order' and a shoot 'order') and wouldn't have as straight forward an interface as DoomRL has now, which is one of the major things I admire, and one of the major reason why I enjoy the game so much.

(The compromise I decided on was that a significant proportion of the enemies in the game cannot fire every turn, but instead have a certain amount of turns they must take other actions, then fire again.  For example, let's say enemy X can only fire once every 3 turns.  Then a player facing this enemy in the open can keeping moving (and dodge) until the enemy fires, spend the next two turns shooting at it, then dodge again.  This still has the shoot/dodge archetype while retaining the system of one action per turn.  But facing a crowd of enemies in the open will be far less friendly, which I think is also a useful result.)

116
Nightmare! / Re: [N!|AoMC|81%|YAVP] Blademaster
« on: July 17, 2009, 22:36 »
Ummm... Aren't we supposed to keep things like that secret ?
AFAIK - posting beta mortems was supposed to be a way to keep people curious, without answering any questions they might have... You know - to encourage them to become subscribers...
To be honest, in order to encourage people like us to become subscribers, you should leak as more cool info about the next version, not less.  The advantage to being a subscriber is to be able to PLAY the beta, not just know a few bits of information about it.

If we didn't know what kind of neat things were in the beta, we would have less, rather than more incentive to donate.

117
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Zynx, level 19 Cacodemon General, killed by something...
 on level 100 of the Phobos base.
 He survived 345788 turns and scored 1453780 points.
 He was a man of Ultra-Violence!

 He killed 3051 out of 4206 hellspawn. (72%)
 He was an Angel of 100!


 He saved himself once.

-- Graveyard -------------------------------------------------

  ###########################################################
  #.........................................B................
  #..........................0==............0................
  #..............#######......=.=..........0.................
  #^.............#.....#.^....==########.........#####+##==##
  #..............#.....#......=#.......#...A.A...#.....+.==..
  #..............#.....+.+..==.==....|.#...AA....#........==.
  #..............#######.....===.......#..B..A...#.......===.
  #..+.............;.........===.0.....#.........#..+.....=..
  #.....###+##......###+#....==#=##+####.........#.......=...
  #.....#....#......#.BB#......=\................#=.......=..
  #..^..#....#......#..B#........................==...^......
  #.....#....#......#...#.0....................==#.+.........
  #.....######.0....#####..=.############==...=.==...........
  #.......................==.#...^.;....=.#=.=...#...........
  #.......................=.=#..X.........#==.=..#...........
  #..0....0................==##########+###......############
  #.....................O.===................................
  #......................=.........^.........................
  ###########################################################

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

  Health 133/70   Experience 468086/19
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Ironman        (Level 2)
    Tough as nails (Level 3)
    Son of a bitch (Level 3)
    Son of a gun   (Level 3)
    Eagle Eye      (Level 2)
    Cateye         (Level 2)
    Dualgunner     (Level 1)
    Intuition      (Level 3)

  SoG->SoG->DG->SoG->EE->EE->Cat->Cat->Iro->SoB->Int->Int->Int->TaN->SoB->SoB->TaN->TaN->Iro->

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

    [a] [ Armor      ]   modified red armor [4/4] (57%) (D)
    [b] [ Weapon     ]   Blaster (2d5) [20/20]
    [c] [ Boots      ]   modified plasteel boots [4/4] (100%) (M)
    [d] [ Prepared   ]   advanced BFG 9000 (11d8) [220/220] (D1M3)

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

    [a] advanced BFG 9000 (10d8) [0/130] (M1)
    [b] Missile Launcher (7d6) [4/4]
    [c] modified green armor [1/1] (150%) (D)
    [d] modified blue armor [3/3] (89%) (P)
    [e] rocket (x10)
    [f] rocket (x10)
    [g] rocket
    [h] power cell (x50)
    [i] power cell (x50)
    [j] small med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] phase device
    [r] phase device
    [s] phase device
    [t] phase device

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

    130 former humans
    261 former sergeants
    211 former captains
    94 imps
    57 demons
    64 lost souls
    125 cacodemons
    249 barons of hell
    81 hell knights
    234 arachnotrons
    11 former commandos
    67 pain elementals
    214 arch-viles
    139 mancubi
    146 revenants

-- History ---------------------------------------------------

  On level 7 he found the Blaster!
  On level 19 he found the Jackhammer!
  On level 37 he found the Malek's Armor!
  On level 55 he found the BFG 10K!
  On level 58 he found the Missile Launcher!
  On level 62 he found the Assault Shotgun!
  On level 100 he finally was killed by something...

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

 explodes!
 You start running!
 The arachnotron fires! You are hit! You are hit! You are hit! Boom! Boom!
 You are hit!
 The baron of hell fires! Boom!
 The baron of hell fires! The arachnotron hits you. You hear an explosion!
 You hear the scream of a freed soul! The arch-vile raises his arms!
 The former sergeant suddenly rises from the dead!
 The arachnotron hits you. You hear an explosion! You hear the scream of a
 freed soul! There are stairs leading downward here.
 Just one more! Just one more! Will you die here? Press <Enter>... 
 You enter Phobos Hell, level 100. You feel there is something really
 valuable here!
 There are stairs leading downward here.
 You did it! You completed 100 levels of DoomRL! You're the champion! Press

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

 Before him 301 brave souls have ventured into Phobos:
 263 of those were killed.
 5 of those were killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 22 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 9 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 8 killed the bastard and survived.

--------------------------------------------------------------
I am the victor.  I have achieved the victory!

Notes:
1 - So many more deaths occurred between this win and my previous landmark (the plain N! win).
2 - It's a bit embarrassing, but yet again the win was with the Blaster.  Can't be helped, a pistol build gets a significant boost with that Unique. If I found the Trigun or Beretta on a run I reckon I could probably win with those too.  Perhaps I'll try to win without a pistol Unique.
3 - Cateye changes the game once you get it.  Pre-Cateye, hide around corners and doors and fire.  Post-cateye, try to stay in the OPEN (while avoiding crowds).  I noticed from the leaks that this trait is gone in the next version?  Kornel do you dislike how this trait plays out?  The game doesn't become risk free, just different, after taking Cateye.  Perhaps you can turn it into a Master Trait rather than removing it entirely, and use trait restrictions to increase the danger a bit if someone wants to take this.
4 - Cateye + Intuition actually worked really well together.  Intuition I think is really valuable in Ao100 because in the last half of the game you're just trying to find the stairs without using up to many resources (or dying) and sensing where enemies are helps with that.  Cateye on the other hand helps a lot with the actual shooting.  Previously I played with only Intuition and it was really annoying to keep re-adjusting the firing cursor when shooting at intuition-dots.  Not to say your accuracy is greatly reduced when doing this without Cateye.
5 - Son of a gun + Son of a bitch also actually works pretty well together.  Another combination I didn't use before, as it seems that for a Pistol user, Son of a bitch is such a low % boost trait numerically, but having both of these really boosts the chance a pistol hit will knockback, which is pretty darn useful.
6 - There was a really scary situation at around floor 50 where I lost my Malek's Armor to a crowd of strong monsters, when a phase device doesn't move you away from danger things get rather messy.
7 - The biggest (unfair) risk in Ao100 after you've got through the initial weakling-player portion of the game is going down some stairs and finding yourself far from a door with >10 strong monsters in sight.
8 - I could've went for 100% (especially without ammo worries due to the Blaster), but I didn't feel like going through the additional work (and the non-trivial risk) of clearing some of the later floors - I just wanted the win.

There's not much I want to do further with this game for now; I'm not particularly enthusiastic about the other modes, as they seem to be just various hinderences to the player's capabilities.  I'm more of a fan of overpowering the player but also upping the danger to match.  So I'll probably play a few mundane N! runs while we all wait for the new version.  Hopefully that one will be mod-able!

Sidenote - perhaps N! Ao100 should allow saving every 25 floors.  That way you could leave the game after 1.5-2 hours rather than having to slog through 6-8 hours in one go.

Thanks Kornel for the game - I enjoyed it a lot.  Actually it's inspired me to start rolling my own shooting-focused roguelike.  Hopefully I'll have something playable soon.

Demo:
http://willhostforfood.com/access.php?fileid=75567 Part 1
http://willhostforfood.com/access.php?fileid=75568 Part 2

Use http://dosrecorder.sourceforge.net/ to play the demo.

118
Pre-0.9.9 / Re: [U|94%|YAVP] with DEMO!
« on: July 17, 2009, 22:30 »
Thanks for that.  Doesn't look like it fits the way I play very well.  Although if it's true shotguns are being powered up (both in base damage and with focus) they're definitely something I look forward to trying next version.

119
Pre-0.9.9 / [M|AoPc|14%|YAVP] with DEMO!
« on: June 30, 2009, 20:32 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Angel, level 12 Cacodemon General, sacrificed himself to kill the Cyberdemon
 on level 25 of the Phobos base.
 He survived 23691 turns and scored 36651 points.
 He didn't like it too rough.

 He killed 78 out of 556 hellspawn. (14%)
 Who gave him the ticket to hell, anyway?
 He was an Angel of Pacifism!


-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #.............X............................................
  #..........................................................
  #..........................................................
  #..........................................................
  #...................................................>......
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health -129/80   Experience 3572/12
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman        (Level 3)
    Hellrunner     (Level 3)
    Tough as nails (Level 3)
    Badass         (Level 3)

  TaN->TaN->TaN->HR->HR->Iro->Iro->HR->Iro->Bad->Bad->Bad->

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

    [a] [ Armor      ]   modified red armor [4/4] (50%) (D)
    [b] [ Weapon     ]   chainsaw (4d6)
    [c] [ Boots      ]   modified protective boots [2/2] (52%) (M)
    [d] [ Prepared   ]   nothing

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

    [a] green armor [1/1] (100%)
    [b] green armor [1/1] (100%)
    [c] green armor [1/1] (100%)
    [d] blue armor [1/2] (31%)
    [e] blue armor [2/2] (100%)
    [f] blue armor [2/2] (100%)
    [g] modified blue armor [3/3] (74%) (P)
    [h] blue armor [2/2] (100%)
    [i] blue armor [2/2] (100%)
    [j] red armor [1/4] (23%)
    [k] red armor [4/4] (100%)
    [l] small med-pack
    [m] small med-pack
    [n] small med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] thermonuclear bomb

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

    8 former humans
    7 former sergeants
    4 former captains
    39 imps
    12 demons
    7 lost souls
    1 Cyberdemon

-- History ---------------------------------------------------

  On level 3 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 5 he stormed the Chained Court.
  On level 12 he ventured into the Halls of Carnage.
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 18 he ventured into the Spider's Lair.
  He fled the Lair, knowing how to fear Arachnotrons!
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  Then at last he found Phobos Arena!
  He nuked level 25!
  On level 25 he finally sacrificed himself to kill the Cyberdemon.

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

 You start running!
 Warning! Explosion in 8 seconds!
 Warning! Explosion in 7 seconds!
 The Cyberdemon fires! Boom!
 Warning! Explosion in 6 seconds!
 The Cyberdemon reloads his rocket launcher.
 Warning! Explosion in 5 seconds!
 The Cyberdemon hits you. Warning! Explosion in 4 seconds!
 Warning! Explosion in 3 seconds!
 Warning! Explosion in 2 seconds!
 Warning! Explosion in 1 seconds!
 The Cyberdemon fires! You are hit!
 You hear an explosion! You hear an explosion! You hear an explosion! You
 hear an explosion! You hear an explosion! You hear an explosion! You
 hear an explosion! Congratulations! You defeated the Cyberdemon! Press

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

 Before him 202 brave souls have ventured into Phobos:
 171 of those were killed.
 4 of those were killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 17 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 8 souls claim to have killed him...
 8 killed the bastard and survived.

--------------------------------------------------------------
Not much to say - my first pacifism win.  It's annoying when an enemy blocks the only door to the rest of the level where the stairs had to be.

Demo: http://willhostforfood.com/access.php?fileid=72579

120
Nightmare! / Re: [N!|73%|YAVP] with DEMO!
« on: June 30, 2009, 20:05 »
Quote
Useless planeshift boots... I love the boots mobility mod.
Just messing with us eh? I've only found 2 boots mobility mods ever, and yes, they're that awesome. That makes them just as rare as MegaSphere to me :P.
Looks like the RNG likes me more than you in that respect.  Boot mobility mods aren't too rare for me - I've probably seen about a dozen, and even in my UV win that I posted earlier I had 2.
P.S. - Good job on beating Nightmare!.
Thanks.  I really do feel like I'm getting better at this game.  Playing easier difficulty levels (to try a shotgun build) is a breeze now even if I do what I now regard as reckless moves.

At first I couldn't stomach the idea of playing a game with resurrecting enemies, but I recalled a post I saw that mentioned letting go of killing everything and that helped a lot.

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