Chaosforge Forum

  • April 27, 2024, 16:45
  • 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 - Ugm

Pages: [1] 2 3 ... 5
1
Discussion / Re: Post your player.txt!
« on: January 19, 2007, 11:57 »
I haven't played at all lately, but here are my "achievements":
--------------------------- DoomRL Player Info ------------------------------
                                                                             
  Skill rank      : Captain                            former human    1164   
  Experience rank : Cacodemon                          former sergeant 667   
  Games won       : 4          Partial wins  : 0       former captain  281   
  All kills       : 4923       Standard wins : 4       imp             468   
  Melee kills     : 1154       Full wins     : 0       demon           566   
                                                       lost soul       679   
  To achieve Major rank:                               cacodemon       382   
   -- win the game on at least Hurt Me Plenty          baron of hell   148   
   -- complete the Angel of Marksmanship challenge     Cyberdemon      4     
   -- complete the Angel of Purity challenge           hell knight     171   
                                                       arachnotron     168   
                                                       former commando 80     
                                                       Angel of Death  1     
                                                       pain elemental  101   
                                                       arch-vile       43     
                                                                             
  Difficulty level achievements                  Deaths    Kills             
  I'm too young to die! : won (1 win total)      1         300               
  Hey, Not Too Rough    : won (3 win total)      38        2744               
  Hurt Me Plenty        : reached level 16       40        1391               
  Ultra-Violence        : reached level 19       2         478               
  Nightmare!            : reached level 2        1         10                 
 -----------------------------------------------------------------------------

2
Requests For Features / Re: Corpse degradation
« on: January 11, 2007, 04:23 »
They do. Summoned skulls are xp-less, though.

3
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 06, 2007, 17:14 »
Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)


No thanks. This is a demo version, and it lacks all the features. Kornel asks us what we think about it. I don't need several attempts playing it, to say what i think about it now. If you consider that this is only a preview of how the game will be, this is not that bad at all.

Well... I suppose that you've taken my words too seriously. Don't you see a smiley at the end?

4
Requests For Features / Re: Intuition and Cateye
« on: January 06, 2007, 05:34 »
I agree with Adral - 1 square outside LoS seems reasonable.

My propositions for blunting Intuition:

- modification of what Valkeera mentioned - sensing within a certain radius. It would still help to sense if there are monsters behind the wall or insinde closed room while not letting player to snipe them from 1000 miles

- increasing (with a distance) chance to missense the position of a monster - you could know that there are some enemies at the other side of a level, but their position wouldn't be 100% accurate. Targetting red dots would be a waste of ammo, but rockets could still make it. It's like in "real" - you don't have to know where some terrorists/monsters/in-laws are when shooting a rocket into a crowded room. You just have to know, that they ARE there. Somewhere.

5
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 05, 2007, 17:06 »
vodnyk, I think that time, energy or how you call it based turn system is already implemented. It's just not used much (and thus noticable), beacuse of early stage of game development.

Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)
More weapon types - strongly needed, not so hard to add. Would be nice variation even if there were no other classes than warrior.

6
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 05, 2007, 04:18 »
Regarding shopping:

-Other shopkeepers

Do you mean Adria and Wirt or whole bunch of new salesmen? :P

Items&magic stuff:

-Set items

Ok, but what's with the rare type?

At the time you should add only the most important features. In my opinion these will be:

-Maybe increase dungeon levels and difficulty by x % ;) so that game would be a little bit challenging at start :)

Hmm... The game is now quite boring but you're right, if all these features are implemented, the game will be too easy. Now the only problem is lack of potions at the start (beacuse of crappy weapon/armor and getting hit by scavengers :P ).

-Increase the number of weapons and make them differ a little bit more from each other

Do you mean adding completely new weapons or just adding more from the original?

7
DiabloRL / Re: DiabloRL 0.4.1-4
« on: January 04, 2007, 13:18 »
1 thing about town portal scroll, the first time i used it it didn't show itself, i have no idea why. But the second one worked. Weird.

How long did you wait for it? ;)

8
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 04, 2007, 03:39 »
Heh, DoomRL's traits are simple (wide and short) skill tree ;) I know little about new (beta) version traits, but if some require couple of prerequisites, that tree is growing :)

9
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 04, 2007, 03:32 »
Quote
And when you finish normal, you play nightmare, and when you at last finish hell you put your char to thrash?

yeah, then they go to the museum. what do you usually do with your characters when you finish a game? :P

If we are refering to Diablo, I play them until leveling becomes boring. I just play them for fun. Winning is not quite a goal in Diablo games, you should know that.

Quote
I don't believe you can finish game on all diff levels with one char without restarting.

i just said i did, if you believe me or not ..i dont care

What clevel did you have upon finishing each difficulty?

Quote
I mean using same waypoints several times is kind of restarting too

are you suggesting i should play the game in one run? :D

No, it's you who suggest that. You're telling us, that you ran through a game stopping only at waypoints treating them like saving game in rogulikes, which would be fine. Look closer at the bolded part of what you have quoted.
So why are you laughing now?

I never read anything about "making it very close to the original." from Kornel.

Ok, now I see that I misunderstood that Kornel's basing on Jarulf's guide part. But that was basis of my conception! Aargh! Stupid me ;)

If most of rules were implemented and even new dungeons, items, monsters, skills/spells were added, the final product would not fall into the same category as ADOM or Nethack, because Diablo is an arcade hack'n'slash game with just a cRPG elements!
Depends on how you define de boundaries of that "category". Nethack could also be seen as a "hack'n'slash game with just a cRPG elements" depending on how exactly you define the terms. I definitely don't consider Nethack to be some kind of epic, character driven, uber RPG with a novel grade story.

I mean those elements that doesn't exist in Diablo like whole interaction, extended inventory, using of items and so on. But since simplicity of Diablo has nothing to do with DiabloRL (my fault, my fault), I give up that argument.

That is why I am very opposed to the thought of DiabloRL ending up as some kind of "arcade" game. AFter all, it already had features like character stats, spells, items/Artifacts, side quests, inventory system, equipment system, in-game story elemnts (talk to NPCs) which are all things that Doom didn't have, and DoomRL turned out to have <edit>some of</edit> them.

Maybe it's just naming two different things by us. I consider Diablo partly arcade because of its simplicity mentioned many times before. I don't want to go further with DiabloRL. Quite the contrary, I'd love to see new features and enhancements which would make roguelike version more complex.

It's the reason why I could never stand to play a D2 character for more than a week or any MMO for a longer period of time. I loath the idea of having to farm specific gear for some specific build for a specific class because the game designers made the game too hard to beat otherwise. I can nuke/BFG/slice&dice Cybie, why do I need that Hammer Of Paladinism to kill Diablo?

I agree with you. Game should be playable in enjoyable way without need to restart your character to do the same quest dozens of times (that is balancing matter, of course).
But all this wasting of heroes after killing Diablo is just... undiablish ;)

It'll be ok, though, if DiabloRL will be a roguelike based on Diablo, not a roguelikefied game itself.

10
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 03, 2007, 16:41 »
i play d2 regularly and i very seldomly use it (not to say that there aren't those who do, but who cares?), when i get tired of a session, i usually play until i find the next waypoint, save & exit and start from there the next time..

And when you finish normal, you play nightmare, and when you at last finish hell you put your char to thrash?

I don't believe you can finish game on all diff levels with one char without restarting. I mean using same waypoints several times is kind of restarting too.

Guys, don't get me wrong, I don't want DiabloRL to have unlimited and uncontrolled restart possibility. It would just be fun to be able to play some character until he dies, not until he finishes the game at chosen difficulty level. Something new, something fresh. But it has to be well-thought, that's obvious.

11
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 03, 2007, 14:59 »
No, no, DaEezT, I mean that original Diablo is quite an arcade game to me. Kornel wrote that he wants to make DiabloRL basing on Jarulf's Guide and thus making it very close to the original. Diablo isn't very complicated and you expect DiabloRL to be a great epic tale?

If most of rules were implemented and even new dungeons, items, monsters, skills/spells were added, the final product would not fall into the same category as ADOM or Nethack, because Diablo is an arcade hack'n'slash game with just a cRPG elements!

12
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 03, 2007, 12:47 »
But hardcore mode is just a mode, not difficulty level in d2. If you create hardcore character you start on normal level, then go through nightmare to hell (if you'll survive, of course). It has nothing to do with diff level you play on besides of making it a lot more challenging.

By the way: there IS xp for weak enemies, but just very little.
A) That's why it's a difficulty level - because it's *harder* and *more challenging* :P IMO, "Hell" isn't more obviously a difflvl, considering you enter very powerful and can't pick it in the begining.

So it's just a challange, not a difficulty level :P Every difficulty level is mutually exclusive while hardcore mode isn't ;)

B) Not in D1, AFAIR.

That is right, but I was writing about D2.

I don't think a DoomRL style difficulty system (inlcuding the way they are unlocked) would work in DiabloRL. DoomRL is similar to Doom in the  way that it is a realitvely short lived game. You run through the 25 levels and spank Cybie. No quests, no story, no randomly generated magic items etc. That also makes it different from RLs like Nethack or ADoM.
Diablo on the other hand is more of a classic dungeon crawler and the same should apply to DiabloRL.

I don't agree, because original Diablo is simple and generally not challenging hack'n'slash game. DiabloRL will also be short, with simple rules, backpack, with just a couple of classes. It will still be roguelikefied arcade game, so no storyline, demanding quests or real NPCs (which would have some other useful function than selling items). Does Kornel have an ambition to make Diablo real role-playing game? ;)

Even more so if it should indeed include the restarting option. Because trackings stats like in DoomRL with characters that can restart untill they are gods is kinda pointless.

You can corpse farm on N! and become a god in DoomRL too ;)

I thought of restart AFTER finishing the game. Player would have an option to choose higher diff level or stay on the same level and I have an idea of making higher difficulties harder with every game you play with the same char. So if you chose to play ten times on normal, the game would become damned hard on nightmare. That would quite prevent (boring!) scumming to 40 clvl and entering nightmare to rush through it like a young god. But if you'd like to enter lower difficulty just for fun - why not? No/little exp and crappy items would be no reward.

13
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 03, 2007, 07:42 »
Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items

Do you mean sashes or gauntlets slots in inventory or set/rare item types?

I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo.
I basically agree with you. D2 was not nearly as much fun as the first one was and to me that was because of all the restarting crap (see my previous posts). It was unbalanced and just designed to keep people playing to collect all the fancy items while D1 had a story with nice sidequests and well balanced gameplay.

So I think that Kornel should create great, atmospheric and never-to-be-forgotten DiabloRL and then (after many years, of course) make (money on) widely advertised sequel with tiles, 3d sound and 1000 new items, monsters and spells with multiplayer mode for all the children who don't care about classics and say that special effects are the most important ;) Not to mention ergonomic interface (wsad and an action key which does anything apart from moving).

14
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 03, 2007, 07:32 »
But hardcore mode is just a mode, not difficulty level in d2. If you create hardcore character you start on normal level, then go through nightmare to hell (if you'll survive, of course). It has nothing to do with diff level you play on besides of making it a lot more challenging.

I think it should be made default in DiabloRL, because it's a roguelike and levels of Nightmare and Hell should be activated through character (not player!) progress in simmilar to DoomRL's way. Why not let playing the game on easier level if player wants? It would be boring but it's always fun to test powerful spells on hordes of weak skeletons. The xp gain should be dependant on clvl, just like in D2. By the way: there IS xp for weak enemies, but just very little.

15
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 01, 2007, 17:32 »
I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo. DoomRL has monsters from both Dooms, but the situation is quite different, because the first and the second part of Doom didn't differ much. Diablo II is completely different, so I suggest keeping DiabloRL as close to original, as it can be. New features like experience bar would help, though.

Pages: [1] 2 3 ... 5