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Messages - Evilpotatoe

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76
Discussion / Re: Quick questions thread!
« on: June 26, 2013, 12:56 »
"I have shot him with it, his status changed from unhurt to scratched, then I nuked him for partial"

xD xD xD

Well, if the wiki was wrong, I understant your disapointement, but it's so fun to read !


btw, about questions, I don't know if that one is quick, but it sunk so fast I wonder if anyone saw my post.

77
Discussion / Re: Ultra Keybindings - 3 Technical Questions
« on: June 22, 2013, 14:16 »
I'm trying to create a function which would queue 3 actions :
  • Wait
  • Shoot
  • Reload

(This seems quite close to point 1 of the op)
I encountered 2 problems :
  • It's possible to queue commands in a function, but I wonder if I could execute commands defined by constants, like COMMAND_RUNMODE or COMMAND_FIRE. Seems I can only access a few functions (namely : quit, use_item, quick_weapon, fire, reload, assemblies, messages, help).
    So, I can use two medkits, but not move or fire :/
  • The "fire" command seems deprecated, and only aims at a target. I'd like my command to shoot at the first aimed target, whatever it is.

Is there any way to do that ?

78
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 05:00 »
After a second look at this terrifying screenshot, I gotta ask :
Would you mind recording a video of the Speedrunner angelic ?

This, and the everyman one, were the two badges I really wondered about, but it seems they are possible, after all... did it take zillions of tries, or could you get them again easily ?

Also, I'd be curious to know which trait you picked for AAoHu. I think I'd go for WK, HR or SoB, but we probably don't play the same game :p

79
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 03:24 »
Quote
Nope, it just will suffer from current difficulty problem even more
Fully agree.

N! is supposed to be extremely hard already...

While more random events or N! monsters will be harder to deal with, this won't be enough to make the game difficult after the char leveled up a little.
Adding more XP (and more items) might even make it easier. More failed starts, but you'll get OP faster...

I guess the game just needs (a lot of) time to have its difficulty improved.

80
Requests For Features / Re: Add Darkness event
« on: June 19, 2013, 03:15 »
For AoD, I tought it wouldn't occur (AoRA comparison is exactly the example I'd have given)
Of course, it could reduce vision even more, but I don't think this would make much sense, even on hard difficulties.

81
Requests For Features / Re: Add Darkness event
« on: June 18, 2013, 16:33 »
I think most pepole try to get YAAM when they can.
Btw, it's not necessary at all, and may even remove some fun aspects of the game, since running through is something completely different, but clearing levels completely feels like one achievement.
Also, skipping monsters, like skipping (non-dangerous) special levels, reduce your char efficiency. Sure, lvl 3 or 4 can be enough to win the game, but lvl 18 definitely makes it easier.

And I got to agree with ZicherCZ : in a normal game, you didn't sign-up for respawning monsters. While I'd personally love having such a surprise, I know it would really be a bitch for someone not used to dispose of corpses, especially on some hard challenge. I'd be in favor of adding respawn only in N! difficulty but.... yeah, it doesn't make sense anymore :)

Simple suggestion : nerf the darkness event to reduced vision (-2). No headaches with map or respawns, just reduced vision, this looks quite fair, doesn't it ?

82
Announcements / Re: DoomRL 0.9.9.7 RELEASED!
« on: June 18, 2013, 16:25 »
Yep, just continue playing 0.9.9.6, and it will be turned off automatically.

I don't really get your problem... if you use "u" to use items, you should probably just switch your habit, and use "i" instead.
Also, you might use keybindings for some items. I use bindings for my medkits, and even phase devices, and rarely need to open inventory for a consumable.

83
Requests For Features / Re: Add Darkness event
« on: June 18, 2013, 02:23 »
While the current darkness system only makes me want to quit the game, I like the overall idea.

0.9.9.6 AoD was better, for me. The new (or call it old) one only gives me headache.

84
Discussion / Re: YES! I finally won one!
« on: June 17, 2013, 13:22 »
If I was really good, I wouldn't pick Int2 anymore. I'm just too lazy to learn to play without it.

Anyway, you say I'm good because I got some badges, but you got half of the ones I have, and claim yourself you're terrible.
I guess dual angels are one of the main reasons, but understanding that I got to max SoB and stay behind a corner, spamming shotgun blasts, doesn't seem like the exact definition of what makes a good player to me.
Sure, I probably got decent management of my inventory, and a good approach of the floors, but I nearly stopped playing since I finished my couple first nightmare games : I'd like to need to adapt myself to the levels, enemies, etc. but... the fact is : staying behind a corner spamming shotty blasts is always the best :(

Here's a little demonstration in Hell's armory (0.9.9.6, UV - see description for details). Tell me where's the skill, if you find any.
That, on the other hand, needed skill (but is quite off topic :o))

Don't mistake me for 2Dev, I'm way below that level :)

85
Discussion / Re: YES! I finally won one!
« on: June 17, 2013, 08:31 »
Damn... I understand your point of view :/
I think a few assemblies could be tweaked, like tac boots have been, and zerk resistance could slowly reduce from version to version (50% for next, maybe ? then 40% ?), but I understand that the more we change, the longer it will take to complete the dev cycle.
(Well, I could also say that the sooner things are improved, the better... but I really don't want to, right now :)

Note that I wasn't speaking of dual angels, except for AoOc+AoB, which I mistakenly tried (just wanted to check whether you start with a chainsaw, which looked ridiculous to me). I just ignore them, since they are, indeed, not balanced at all.
I was mainly complaining that difficulty is to low (which could also be expressed in other ways, like "We should nerf the doomguy !")

86
Discussion / Re: YES! I finally won one!
« on: June 17, 2013, 08:06 »
@Op
Hey, a win is a win !
Maybe you should read Dtsund's DoomRL for dummies guide, it's excellent.


@thelaptop
Quote
Maybe we should rebalance things at HMP instead of HNTR...  >.>

Of course !
here's what I see :

"E" is tourist mode. Maybe the most successful skill level, after all, since it's supposed to be very easy, and it is ! I got my my first win in a few games thanks to that difficulty.
"M" isn't medium at all, it's very easy early, but can be really tough in the end. I tried a HNTR game a few days ago and was surprised by the ridiculously low ammount of monsters. While it gives a very easy start, this makes XP hard to get, and can result in a more difficult game when you reach hell, since you don't have 15 levels to spend in all those traits you don't even need.
"H" looks like some sort of awkward compromise between HNTR and UV : there isn't enough XP yet to get OP fast, and monsters are still very easy to deal with when you know how the game works. At least, this level looks harder than the previous one, and the extra XP doesn't make a big difference, so it looks like a good "step" in difficulty increase.
"U" is kinda difficult.... at start. The hordes of monsters force you to know what you're doing, but once you got a shotty, you'll level up easily and make it to the end, where you'll nuke MM and pwn JC easily with your insane OP char. You might have a few bad surprises, but there is so much XP around than once set up, about nothing can stop you.
"N" is more serious. Respawning monsters force you to choose between rushing through the game, or fully clearing everything, carefully. Both are quite dangerous strategies, since the former is very random, and the latter needs a lot of patience, and few mistakes.

So, first, difficulty isn't consistent.
Easy levels shouldn't have a harder ending. They should be easier all game long.
Harder levels shouldn't give more XP than the easy ones. I don't care much whether the XP is raised in easy games or if it is nerfed in harder ones, or maybe... both ? but the endgame bosses shouldn't be easier to beat on "greater" difficulties.
Also, some levels, like the vaults or lava pits, contains knights or barons in easy difficulties, which always don the nice armors you could have grabbed here...
Mancubis, revenants, or even Viles, are very easier to deal with from my point of view...  maybe equipp knights from those levels with some dummy armor, or remove from them the pickup-item flag ?


Overall game difficulty :
While the increased number (and accuracy) of monsters makes them tougher at start, you quickly can handle any quantity of baddies, and the only (remotly) dangerous moment is when you enter a level.
This is why I love the new HaC more than any other level : it's the only one where you get a real constraint ! It forces me to play differently, and sacrifice some security or loot to spare precious time. (now, I most of the time just permawait, which is not advised in flood or nuke levels).
I dunno what should be added to higher difficulties, but more random factors to handle would probably be a start. This could include more random behavior of monsters, more dangerous level events, like  mortars, maybe new monsters, like the ones from the inferno module (well, I know they are "not original monsters", but I'd add tem anyway, for the sake of difficulty, like elite formers or double shamblers have been added)

And finally, N! isn't difficult enough.
First, I think it's pretty easy with a melee build. I got little experience with melee, since I hate constraining my display to one color channel, but from what I tried, it looks ridiculously easy. For example, I won my first AoOc+AoB game... while I didn't even expect to play it. Just played 5 minutes and... duh, already done ? I even read several times that AoB was easier than a normal game... I don't think it would be, for me, but melee looks like a real balance issue.
For what I would call a "normal" build, well... once you're used to dispose of corpses with fluids and doors, N! is more boring and constraining than really difficult. If you play cautiously, it's not so much harder than an UV game. It will need way more attention, and mistakes will have a higher cost, but you also get a great buff to powerup effects, and free unlimited ammo in most levels.
I think the difficulty increase from UV to N! is fine, but the main problem remains : UV is too easy.


Currently, the game's difficulty is so low that many challenges like AAoPc, AoP(u) or AoRA are possible (and sometimes easy), despite the fact that they give you no benefit in counterpart of the big limitations they feature.
Standard games should be challenging, and challenges should never take something without a counterpart : they should be designed in such a way that without the counterpart, they'd be extremely difficult and/or luck based.
AoLt and AoMs are good examples : they feature great limitations, but some non-negligible compensation.

Currently, you "just" have to learn to play damageless to handle most challenges, be it AoP, AoMs, AoHu... and the real problem is : you CAN play damageless (and it's quite easy, with INT2)
That's why I think the tread asking to nerf cornershooting and redesign the way projectiles work is the best idea I've seen atm. (making them work like lost souls, with a non-instant movespeed, so that you can move to dodge between them effectively, instead of just picking HR)

87
Requests For Features / Re: Reloadable Ammo Boxes
« on: June 17, 2013, 03:18 »
If I read correctly, once you found your first shell box, you're supposed to clear every level (save cybie) with it, and reload it everytime ? Sounds quite easy & boring to me.


Still, there's one thing I don't get :
Why do ammo boxes make reloading faster rather than slower ? O_o

Without the forums or wiki, I would never have understood the main use of boxes, since I, naively, tought they were used to store ammunitions.

From my point of view, ammo boxes shouldn't be usable directly, they should need to be refilled/unloaded depending on your needs.
Btw, considering how the game currently works, they would be most of the time useless, but the real problem is that we currently don't need to manage ammo.

88
You could easily have saved 4 inventory slots with the vanilla packs you carry (what are they for ??! You find them every few levels in that "challenge" !)
Having 4 HPD, but not using one is another terrible mistake : carrying a lot can be good, but not if you're afraid of using them (thats why I rarely carry a second one).

I'm myself  a big champion of unused stuff stockpiling and 10 medkits death... but maybe I can help you manage your stuff... Well, on AoGrind, I usually rather stock too much armors... like 2 to 4 cerberus suits, + shields and uniques ones... thats quite ridiculous, but I often wonder what other (useful) stuff I could carry :/

89
All I know, from the "time" page of the wiki :
Using a teleporter: 1.0s (in addition to the cost of moving onto the teleporter)

Might be because teleporters on the floor trigger Phase.onUse(), or some stupid mechanic like this. Anyway, this, and the whole random aspect around teleports make them too dangerous. They're only worth using when you're surrounded by too much baddies :(

That's why my personal "escape mechanism" in such a case would have been to run in a corner (e.g., the lava tile on your upper left), put on my gothic cerberus, equipp a shell box, and spam shoots.
You were lacking of the shell box, but had a phaseshift set ready, so it should have worked pretty well.

Your nuclear BFG was probably another great option you forgot.

90
Killed by N! demons at dlvl 250 ?! Could't you just pull them into lava ?
With inquisitor set and HR3, your ms is ridiculous ! Or did they surround you at spawn ?

As a side note : you're not forced to use the stairs after using a HPD, but if they are not in your LOS, and especially in a cave, they are probably a rather safe place (at least, way more safe than a random TP :)

Now that I realised it prevent running during TP, I really think hell staff is quite weak. Probably ok for a normal game, but not as good as a few real phase devices, and probably very bad on AoTooMuch, since there is a ton of baddies everywhere, and a second of waiting can easily be lethal.

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