Chaosforge Forum
DoomRL => Discussion => Topic started by: Kornel Kisielewicz on January 01, 2010, 22:59
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To be honest, this is a bug, the description states one thing, the game acts differently. Well, what do you suggest, what should be the way that the game acts? Should we restore the berserking ability of LHG, or change the description to match the current situation?
Cast your vote, and comment why!
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My unsubstantiated opinion is 'Yes'. Why?
As you'll read in an upcoming issue of the Newsletter - AoB is an absolutely torture chamber for my meager DoomRL ability. A boost like this may make it more managable.
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In my opinion?
To be honest, considering the middle game usualy spawns a big bunch of large health globes, this could make that part maybe slightly bit too easy, when its right now, rather hard on AoB.
It could make it too easy, just like the blue armor at start made the start rather easy.
IMO: Either ditch the blue armor and make LHG give berserk or leave it as it is.
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Actually, there are THREE disagreeing sources here.
1. Reality. LHGs work as normal. (HP set to 100 or HP+10 (20 on ITYTD or N!), whichever is higher)
2. Documentation. LHG acts as a berserk pack; HP increased to 100% with *no* chance of going over; berserk duration increased by 40 (80 on ITYTD or N!).
3. Code. The OnPickUp handler in challenge.lua, if it did what it says it should, increases berserk duration by 20 (independant of difficulty), on top of the normal LHG effect.
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I voted for restoring the berserk effect. In my experience, large globes are rarer than berserk packs, so their berserk effect will not be gamebreaking.
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I voted no just because I think the balance of AoB is quite sweet at the moment. Although it might be a bit too difficult for newbies, it's fun for the veterans.
If you think this should be fixed than you'd have to increase the difficulty in Nightmare! (probably by getting rid of the double duration on power-ups).
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I vote for No. Why? For it is Angel Of Berserk, blood, sweat and tears. Challenges should not make game any easier. They should make players more skilled. No for handicaps.
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I voted Yes.
Extra health should encourage a more reckless, berserkish playstyle.
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Voted yes, altough my gripe with AoB stems far more from the boring cat-and-mouse game in the beginning.
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My personal vote is no, following Dervis. For what it's worth.
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Voted Yes. Game's hard enough for me as it is.
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Voted no, despite the fact that there's no exclamation mark next to that option. =P Ironically, this is for the same reason Frankosity voted yes... having to run around in the early game, setting elaborate traps just to kill a shotgun guy is mostly what discourages me from more AoB play.
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I voted yes because of the recent changes in the beta version with regards to N! -- those damn critters are getting much much much toughened and berserkers need to have their fighting abilities enhanced also.
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I voted yes because of the recent changes in the beta version with regards to N! -- those damn critters are getting much much much toughened
-Fast monsters?
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Yes.
Because Berserk should be AngelOfBerserk, not the AngelOfLuringMonstersWithSmallMedipacksOrWhateverItemsYouHave.
And "There is nothing I cannot fix with my hands" sounds more Doomish than "There is nobody I cannot lure with my souvenirs".
Go try Angel Of (Bloody) Santa Claus or something similiar if you think differently.
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Well, sadly, giftdropping was badly nerfed in last version, so your point is no longer very valid. I wan AoB to be very berserkish, but I want it being insanely hard.
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Yes
This will restore the stealed LS defence bonus.
And Berserk on M can be completed without giftdroping.
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The overwhelming opinion is to restore the behavior.
I do not think this is a good idea. I am starting to like how it is now.
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I voted yes. More berserking and less luring.
Well, sadly, giftdropping was badly nerfed in last version, so your point is no longer very valid.
It wasn't nefred too bad. You can no longer lure monsters with everything, they won't go for combat knives and 10mm ammo too much. Medpacks and phase devices work, but you should be careful to lay them down so that monsters only see them and won't pick them up. Damaged armours are also great to lure stuff out, even if they pick them up those sub 50% greens and 25% blues don't help them at all.
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Medpacks and phase devices work, but you should be careful to lay them down so that monsters only see them and won't pick them up. Damaged armours are also great to lure stuff out, even if they pick them up those sub 50% greens and 25% blues don't help them at all.
Damaged armors are my favorite to use. You should have a blue one by level 2. =P
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Just a heads up that armor won't be the best thing to leave around anymore when you get a hold of the next release.
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That's intriguing. Why not?
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Armor will start providing at least one protection at all times.
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Exactly. Take a look over here (http://doom.chaosforge.org/features/16/features) for an idea of what'll be coming out if you're interested.
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Or donate and receive the BETA to experience the new features first hand! (=