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Messages - Turgor

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31
Discussion / Wiki: Reactivation
« on: September 29, 2006, 21:26 »
Kornel might nerf the armor bonus on the LS though, it is a bit too big really.

I haven't done any experience testing yet, i'll get on it later today.

32
Well, i guess the website counter. or both. What i really mean is: "Are there more people actually trying out your games since the article, and is at least part of these people due to the fact that you were featured in said article?"

33
Congrats guys :)

do you notice such publicity in your visitor stats btw?

34
Discussion / Armour - How does it work?
« on: July 07, 2006, 01:07 »
You have to understand that even though you are only the communications guy and have far less actual combat experience than your teammates, for some reason normal world physics don't seem to apply to you. In fact, you don't even seem to be in control of your own actions. Instead, it feels like you are in a game, with crappy graphics but awesome gameplay, and someone is controlling you. I just hope that person knows what he/she is doing, for your sake.

on topic: Nice guess Anticheese! Did you test it? Cause i have, and everything pointed to that formula. But since some variables always remain unknown, i could never be sure.

One of the interesting things about how armor works is how it affects the damage that you can do against the CD for example. It explains why even overcharged plasma rifles seem to have hardly any effect on him, while one rocket at least damages him a bit.

It also explains why Arachnotrons look like the worst enemy at first glance, but you will come to fear the Cacodemon the most in time

35
Requests For Features / Rogue Like Doom or Doom Like Rogue?
« on: July 06, 2006, 21:02 »
Well a lot has been going on while i was slacking off in the sun i see. Let me try to give some feedback on these ideas:

The whole slow projectiles or even getting ready to fire idea:
I'm not a fan of this at all. Right now the game is too easy without this. Adding more monsters to counter the difficulty decrease is useless, as i tend to find it easier when i have to fight a lot of enemies, it just takes longer.

I disagree that the current dodge system is not Doomlike, you can zig-zag to increase the chance you'll dodge projectiles, just like you would strafe in Doom itself. That you can dodge bullets as well is a bit un-Doomlike, but i don't think many people will make it past the surface when bullets always hit, so i beleive for a RL version of Doom this is the best solution.


Quoting: STL
Let me explain. There needs to be another key, say "s" (for switch) for arguments sake. When I hit "s" I see the regular inventory window, except that the title says: "Replace <the thing on the ground> with...".

Not a bad idea, but as Kornel said, low priority. With a bit of practice you can drop and pickup very fast anyway.

Quoting: STL
Well said, that't the point. Your being successful on the game does depend on ridiculous luck more than knowledge and skill (to think, to calculate ahead). I admit roguelikes really demand luck, but I think this is excessive. From my experience with game desing, if a game requires quite a deal of luck, then people do not prefer to play it against computer.


Well, I totally disagree with this. Sure, a lot of luck is involved in this game, but with practice and skill you can minimize the effect that luck has on the game. Right now, i am able to finish 9/10 games i start, because i think and plan ahead. I don't depend on getting lucky enough to find more health packs, i do everything i can to preserve the ones i allready have. I will never assume that i can find more plasma cells later on in the game, I hoard everything i can find.
Quoting: Kornel Kisielewicz
I play around with the idea of making persistent levels (with the possibility of going back) -- that would make it a lot less random.

Please don't do this, unless you make items a lot more scarce. One of the best parts of the game is that you have to choose what to take with you to the next level and what to leave behind.

Most of your other suggestions seem good, except for the grenades and the backpack which were extensively discussed elsewhere. I especially would like traps in the game as well, instead of just the levers (which you can always choose not to pull).

36
Pre-0.9.9 / Pistol-only YAVP
« on: June 07, 2006, 00:44 »
Very nice Atomjack! Figures that you can't kill the CD that way though, even plasma rifles don't work well on him.

how far did you get with your chainsaw (or melee) challenge? My record is level 11, allthough i got to level 12 a few days ago but i forgot to save the mortem 0.o

37
I hate it when enemies pick up phase devices, maybe even more than i hate them picking up large med packs.

38
Pre-0.9.9 / New user, with my first post-mortem
« on: May 17, 2006, 19:31 »
There's no BFG in Hell's Armoury afaik, but there is one in the Spider's Lair.

If you want to do the City of Skulls next time, consider bringing either a double shotgun or a combat shotgun with 50 shells.. works wonders there. Fastload is prefered offcourse.

Nice strategy for killing the CD btw, i used it myself once or twice. But you don't need to wait for the CD the first time, just wait till you hear him move your way.

39
well, at least the spambots promote regular user spamming.. i mean participation! 0.o

on topic: General Progress Tracking

40
Announcements / Forum upgrade
« on: May 07, 2006, 21:52 »
I always register for a forum when i'm going to hang around anyway. And i have no qualms about giving up my email. Spam on my mail can be filtered easily enough, but on a forum it is a lot more annoying.

41
Pre-0.9.9 / Friend's first try at this (and mine)
« on: May 07, 2006, 20:27 »
Did you change every instance of 'He' to 'She' in this mortem? Why on earth would you do such a thing? Did she force you to?

Anyway, good job both for a first game, but you were lugging way too many useless armors around.

42
Requests For Features / Post Mortems folder
« on: May 03, 2006, 22:43 »
Hmm, could've sworn i posted here, but i guess i only talked about it on the chat..

Anyway, i'd like such a feature, and the bones files idea looks fun too. Except when it's implemented like nethack and you get all the stuff the former PC had. But when he has a bit of equipment based on the level you encounter him on it could be challenging and fun, without disrupting the inventory management too much.

43
Discussion / D&D, Doom and You
« on: April 30, 2006, 13:55 »
I'd rather not DM, but i can help with a brainstorming session about the campaign.

Also, you don't need 999999999d999999999 for anything, but it's easy enough to make it go that far. I limited it to 99999d99999 max now btw. It's not in perl so it's of no use to doomguy, but i'm sure it's not hard to script a dice roller in perl too.

44
Discussion / D&D, Doom and You
« on: April 28, 2006, 16:52 »
You also have PMs which would not only mate the traitor idea better, but all kinds of situations in which the DM wants to let only one or a few people know a certain piece of information. Works for players too offcourse. No more scribbling notes or stepping out of the room which tips the rest of the group off that there's something afoot!

45
Requests For Features / Static Music Volume
« on: April 28, 2006, 16:38 »
You have to hit those keys twice because you first take your armor/boots off (or unwield your weapon), and then you can select a new one.

However, if you just choose a new weapon/armor/boots from the inventory screen, it will be switched with what you are currently equiped with. This is also twice as fast turns-wise.

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