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Messages - tisiphone

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61
Requests For Features / Re: low health warning
« on: September 09, 2007, 13:26 »
Personally, I wouldn’t want the same warning message as you have in Frozen Depths. Not a message that pops up on the screen and makes you press space to go on playing. Reason being it would clash with the feeling that makes you think you’re actually in the middle of the action, which suits DooMRL so well, if you see what I mean.

A similar feature that I would support (morally ;)) is a colour change of the health text and a coloured warning message (similar to what happens when your armour is about to break). It would give you an extra chance to see the error of your ways with out halting the pace of the game. My two cent.

62
Discussion / Re: backpack the wall
« on: September 09, 2007, 12:57 »
The backpack should be right next to the advanced rocket launcher shown as ^, if I remember correctly. I’m playing 0.9.8.7 version so if you got an older version it might well be different as Portman suggested. 

P.S.
Welcome to the forum, not that I’m particularly seasoned on here but welcome never the less :).

63
Pre-0.9.9 / Re: [E|0%|24] Sad sad story about peaceloving man
« on: September 03, 2007, 14:46 »
What if he's better than Blade?

tum-tum TUUM!

64
Off Topic / Re: Frozen Depth 1.02 released!
« on: August 29, 2007, 17:40 »
Yeah, I have to agree with DisaffectedBeta, a “you’re about to die” message would be handy. Come to think of it, would it be possible to have your health treated with the same warning message and change in colour as when your armour is about to break? It would certainly help me live a bit longer (for better or worse) and it wouldn’t slow down the gameplay at all.

To Glowie:
Great game, by the way! :D

“u”sing the dead bodies had me confused for a bit too and I didn’t like having to switch between the manual and the game but I really like the levelling system and the simplicity of the controls made it easy to enjoy. Interestingly two of my best runs ended not from any monster but from potions :(. I’ll have to be more careful with them in the future... but yeah, it’s a really nice game, thumbs up :D. 

65
Bug Reports / Re: Revised Known Bugs
« on: August 29, 2007, 13:07 »
Quote from: Conker
12. Trying to use the BFG with less than 40 plasma cells in the thing takes 'time'. Considering that trying to shoot any other weapon while empty doesn't take time, this would be a nice consistency fix.


In the same vein, there is a possible bug that counts it as a move if you run in to walls*. I say “possible” because there seems to be some disagreement on wherever this is the intended behaviour or not.

* http://forum.chaosforge.org/index.php?topic=827.0 (first post, last paragraph)

66
Requests For Features / Re: Alternative Fire modes for weapons
« on: August 22, 2007, 11:38 »
Quote from: Potman
Well? Well?

I like the Rocketeer idea :). Actually your post gave me some ideas (well, what I mean is I stole your concepts and applied them slightly differently :P).

Alternative fire option for the rocket launcher could be something like an anti-tank rocket [1]. Basically, instead of an explosion when the missile impacts the rocket would spurt out corrosive fluid out around the general vicinity, generating an acid / lava pool around the target. The corrosive fluid should remain there indefinitely making it risky to use as you might need to go over it later on and you could destroy useful equipment (which should be destroyed as soon as it is hit by the corrosive fluid). The spread of the corrosive fluid should be mainly in a smaller area as compared to the natural explosion of the rocket. Also to keep with the theme of the rocket launcher being a dangerous weapon to use when equipment is near by there should be splatters of the corrosive fluid flung out of that smaller radius to endanger equipment. As a bonus, though, the anti-tank rocket should do more damage then the average rocket.

Also an idea I got from the rocketeer suggestion was that maybe one of the more high-tech weapons (BFG, plasma rifle and LS?) could have some kind of teleporting function. I imagine this being a bit like the translocator in Unreal Tournament. Or alternatively the weapon could be used to make a hole in the dimensions to allow you to make a short cut between places in times of need. Or you could have the alternative fire option work like a phase devise (using up bugger loads of ammo during the process making the phase devise a preferable choice).

By the way, since I make up nearly half of the posts on this topic, is there still some interest in this feature being implemented? Is this having any effect other then just increasing my post count :P?

[1] Shamelessly stolen from Portman’s LS idea :P.

67
Bug Reports / Re: Revised Known Bugs
« on: August 22, 2007, 10:36 »
Good idea.

Quote from: Conker
8. Monsters can be generated in closed off corridors behind barrels, making them impossible to kill in an AoB game (Renders 100% kill rates in AoB even more unlikely :P)

Personally I like this perk / bug by the RNG as discussed here (9th post down). If this would only be eliminated in the Angel of Berserk I wouldn’t mind but as it doesn’t actually hinder you in Angel of Berserk I wouldn’t want to see it gone for good from every game.

Quote from: Conker
9. This just happened to me today - in an Arena level, with big pools of acid across the center of the level, imps and captains/humans were shooting at me despite being well outside my sight range. Halfway across the level (this based on the fact that they'd fire, I'd move toward them, and still not see them, whilst they fired again. Repeat 8 times). Not sure what was going on there, might have something to do with the player locator thing Potman made a recent post about.

This is a bug in the 0.9.8.7 (and apparently fixed in the beta).
http://forum.chaosforge.org/index.php?topic=887.0
http://forum.chaosforge.org/index.php?topic=904.0


Also there are a number of bugs to do with the backpack as discussed here and here.

Hope that helps :).

68
Discussion / Re: Screenshots: ASCII and Graphics
« on: August 21, 2007, 08:38 »

You open the door.                                                             
 You open the door.                                                             
 ################################                                               
 #.....0..#.0..........>....==.==....                                           
 #........#########/#######=##=############+###                                 
 #...0....#...............==..0...............#                                 
 #..0.0...####/############=#/############/####                                 
 #0...0...#i0.@..............................0#                                 
 #........###################/#/#####/#########                                 
 #......../...................................#                                 
 #.0......#....0........0.....................#                                 
 #...0....#...................................#                                 
 #........#...................................#                                 
 #...0....#..0....0..0.....0..................#                                 
 #........#..........................%........#                                 
 #........#......%...................%......0.#                                 
 #........#0..0...............................#                                 
 #...0....#.0.................................#                                 
 #.0......###########/######/#####/######/#####                                 
 #....0.../................................0..+                                 
 #......0.#.....................0.........0..0#                                 
 ##############################################                                 
 EvilMoon                   Armor : blue armor [2/2] (100%)  Phobos Base  Lev6 
 Health: 100% Exp:  3/92%   Weapon: chaingun (1d6)x5 [50/50]                   
 coward                                                                         


I love it when that happens :D.

69
Requests For Features / Re: Alternative Fire modes for weapons
« on: August 20, 2007, 06:40 »
Looked up weapons in Dark Forces... can’t really see what’s notable about them...

Anyway, had another idea that could work for the plasma rifle:
Highly-charged plasma bolt (which actually makes more sense then the rail-gun thing considering the nature of plasma). The alternative fire would consist of firing one bolt of plasma that upon impact would send an electric charge to the closest enemy or player. The electric current would zap around from enemy to enemy until it has covered certain distance. The damage inflicted by this electric current would depend on the distance it has traveled (i.e. it will lose its power as it travels until it dissipates). The implications of this being that this should be used when a number of enemies are bunched up together as you could inflict large damage to them all in one attack. Also this attack should be used at range to avoid the charge from homing in on you and (literally) backfiring. A further effect from this would be that in an open area this attack is likely to attract more daemons your way as the charge zaps out of sight and hits some poor unsuspecting monster(s). I guess it would also make sense to make this attack need a number of power cells to perform.

The railgun attack could be given to the chaingun (it’s possible to imagine the chaingun firing high velocity rounds through some inbuilt function) or to the BFG.

70
:S
Sorry if I misunderstood but is this a suggestion to stop players at higher difficulty levels from gathering higher levels (in terms of experience) then players on low difficulty level? I’m not a huge fan of that.
Sorry if that’s not it, I’m having trouble following what is being said. If it is though, I don’t think it’s a good idea. My reasons being:

   I think of the higher experience levels as being a reword for playing the higher difficulty. I know it doesn’t actually outweigh the increase in difficulty (or at least it shouldn’t) but it feels kinda cool to be more powerful then you would be otherwise. It’s a purely psychological thing, I suppose.

   It also seems to make realistic sense to have a marine that went all the way to hell and back to be stronger then a marine that got a bit lost in his backyard (exaggerated example but you get the point). So in my opinion it does seem fair that ITYTD marine should finish being around level 9 or so and a UV marine should finish being around level 12 or so.

   Further more I think there is an element of discovery to realising that you could reach a higher experience level and hence could make a different / more sophisticated build for your character.

My two cent.

P.S. if you want to make change in difficulty more pronounced across difficulty levels then why not just have increase monster strength by a certain factor (i.e. going up one level in difficulty would mean a 10% increase in monsters damage and health or something to that effect). 

71
Bug Reports / Re: Three minor bugs
« on: August 19, 2007, 16:22 »
Thanks, I didn’t know what the blank spots on the map meant, I haven’t really noticed them before then. I’ll make sure I’ll look in to things a bit more next time I report bugs :$.

And on that note I noticed some other unimportant problems with the obscenely long named rocket launcher.

You swap your weapon.                                                         
 You swap your weapon.                                                         
   ###################################                                         
   #................./.........#.......+                                       
   #.................#.........#.......#                                       
   #.................#.........+.......#                                       
   #########/#########.................# .                                     
   #................./................^+..%                                     
   ####/###.....#/#.....#.................#                                     
   #..................  ....................                                   
   ########....#...... ............%%...[...                                   
   #....................###.......@.....}|..                                   
   #...0...#0......###......................                                   
   #.....00#.........................../...                                     
   ####/####/........###............#######                                     
   #.#................................                                         
   #.#.......................+.........                                         
   #.#................########.........                                         
   #.#######/###...#.#       +......^..                                         
   #................0.       #........                                         
   ###################         #####                                           
                                                                               
 GrimBunny                  Armor : blue armor [0/2] (19%)   Phobos Base  Lev15
 Health: 56%  Exp:  6/76%   Weapon: advanced rocket launcher (4d5) [1/1] (D1R2S1
 coward                                                                         


BB Screenshot created.                                                         
 You swap your weapon.                                                         
   ###################################                                         
   #................./.........#.......+                                       
   #.................#.........#.......#                                       
   #.................#.........+.......#                                       
   #########/#########.................# .                                     
   #................./................^+..%                                     
   ####/###.....#/#.....#.................#                                     
   #..................  ....................                                   
   ########....#...... ............%%...[...                                   
   #....................###.......@.....}|..                                   
   #...0...#0......###......................                                   
   #.....00#.........................../...                                     
   ####/####/........###............#######                                     
   #.#................................                                         
   #.#.......................+.........                                         
   #.#................########.........                                         
   #.#######/###...#.#       +......^..                                         
   #................0.       #........                                         
   ###################         #####                                           
                                                                               
 GrimBunny                  Armor : blue armor [0/2] (19%)   Phobos Base  Lev15
 Health: 56%  Exp:  6/76%   Weapon: plasma rifle (1d8)x8 [40/40]               1
 coward                                                                         

1) The rocket launcher name doesn’t fit completely in the space provided.
2) The end of the name (1) is still there after I changed the weapon.

I’m not in a huge hurry to see these bugs fixed as they don’t really break gameplay so by all means take your time fixing them or leave them out until 0.9.9 :).

72
Requests For Features / Re: Cheats!
« on: August 18, 2007, 12:03 »
While I’m certain that cheats will not help a new player learn to play DooMRL better or make him/her appreciate it, I do think some fun can be had by blowing hellspawn to bits in a ridiculously unfair circumstances. Maybe this could be a new “challenge” – Angel of a Pushover or Angel of Unfairness. You could have a command only activated in this challenge that allows you to get any weapon (advanced or otherwise), any ammo and any other pieces of equipment that you could possibly desire. You could also make (to prevent people from spoiling the game for themselves as well as for irony’s sake) this the last unlockable challenge which would require you to complete all the other challenges, as well as the main game, on Nightmare! (or some other ridiculous requirement that would mean the only people able to play this mode would be the people that have no need for it) :D. Could be kinda like a reward for devoting way too much time to playing DooMRL ;).

73
Requests For Features / Re: Monster's Player Locator
« on: August 18, 2007, 08:00 »
You could say that by shooting them you have moved yourself from the mental list of "puny humans" to their %&@! list. Hence they don’t spare any effort to find you and kick the crap out of you only after you shoot at them. Besides, this doesn’t addresses the fact that this realism feature will (if I’m right) bring us back to the inbalance of the previous incantation of Intuition trait. I don’t think anyone wants that.

74
Requests For Features / Re: Monster's Player Locator
« on: August 18, 2007, 06:42 »
Quote from: Potman
Methinks this is a bit unrealistic, because it can't possibly know where I am when I'ven't given away my location. Would be nice if it'd only go to the place I shot it from, and then be all "Now where did that player guy go? Damn, I'm confused."

I think, realistically speaking, you give away your position when you open fire on it with a chaingun :-P.

Personally, arguments to implement features in game purely for realism irritate the hell out of me but since Kornel has (if I remember correctly) stated that he likes his games to be realistic I won’t open that can of worms. If this to be implemented, then it seems to me that it will be relatively easy to start to abuse Intuition trait the way it has being before. All you would have to do is: fire – move out of sight – fire again – repeat. Doing this in circles you could kill anyone with out taking any damage given certain amount of space to manoeuvre. So basically I think that this is a bad idea. Also I don’t think you should think of Doom daemon spawn as Terry Pratchett trolls. It’s nothing against Terry Pratchett, of course, it’s just, in my opinion, the two settings don’t mesh in a slightest. I think you could easily make a realism argument that the daemons soul is unforgiving and they use their supernatural powers to track you down regardless of the laws of physics. Well that’s my two cent anyway.

75
Requests For Features / Re: Alternative Fire modes for weapons
« on: August 18, 2007, 04:12 »
Ok, I had an idea for what could be cool for the double shotgun. Hopefully it fits in with what Kornel was asking.

A double shotgun could be used to fire a ricochet shot that would send the pellets bouncing of the walls until a certain variable is reached. Could be used to shoot around corners, in corridors at longer range (as the pellets should hopefully converge of the walls to the enemy) and in small, packed rooms. Each ricochet should lower the damage potential of the pellet and every ricochet should endanger the player of being hit by his own pellet or two (to minimise chances of abuse by shooting around corners indefinitely).

I have to admit though, I never played Dark Force so I don’t really know exactly what Kornel has in mind. I’ll try to look it up.

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