Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Conker on December 30, 2007, 19:25

Title: Specific Difficulty Levels for Challenges
Post by: Conker on December 30, 2007, 19:25
It seems a bit odd to me that someone can gain their rank of whatever by beating a challenge on Medium whilst someone else perservered and did it on a harder level.

And to be honest, some of the challenges are either too easy on the Medium setting (AoMr springs to mind) or too difficult to be feasible on certain harder ones (I'm still waiting for that AoB win on Nightmare, Blade ;)). Perhaps each one should have a specific difficulty setting - it'd make claims like 'I've beaten AoP' viable for evaluation without the need of qualifiers like 'On what setting? Did you get 100% killcount?' etc etc.

I also believe it'd make each challenge more unique - you'd look at it as an Ao? game, rather than 'A medium game with Ao? restrictions' or 'A UV game with Ao? restrictions'.

Just a thought.
Title: Re: Specific Difficulty Levels for Challenges
Post by: Malek Deneith on December 30, 2007, 19:34
I'm against that one - the challenge games can prove enough of a challenge for your average player. There is no need to force even higher difficulty on getting ranks. (Not everybody has Blade's skill - personally for past week or so I did only AoI games and still didn't get that win for next rank).
Title: Re: Specific Difficulty Levels for Challenges
Post by: Kornel Kisielewicz on December 30, 2007, 20:05
And AoMr will be much harder the next release I guess :/
Title: Re: Specific Difficulty Levels for Challenges
Post by: DaEezT on December 31, 2007, 02:38
I'm also against this.Challenges cannot be played on easy anyway and medium is perfectly fine. If someone beat a challenge he/she did it at least on medium.
Challenges are also just that, challenges. Additional incentives for those who want to play the game in a different way. No need to restrict/limit that.
Title: Re: Specific Difficulty Levels for Challenges
Post by: Conker on December 31, 2007, 20:29
Challenges are also just that, challenges. Additional incentives for those who want to play the game in a different way. No need to restrict/limit that.

Except when they're not a challenge. Hell, some of the settings of a challenge (AoMr's advanced pistol, AoB's berserk on Full Heal) make them easier than normal games. You make them sound analagous to Nethack's #conduct's, more self-imposed by the player than defined by the limits of the challenge.

Quote from: Kornel Kisielwewicz
And AoMr will be much harder the next release I guess :/

A little example of how overpowered (advanced) pistols are right now:

I'm playing a Light Travel game, on medium. Because I don't have much room for ammo, I ditched my Chaingun in favour of pistols round about the Chained Court or so. I was lucky enough to find an advanced pistol round about Floor 15, so my current setup is

Main Weapon: Advanced Pistol 2d4 [13/13]  R2S2M3
Secondary Weapon: Modified Pistol 2d5 [6/6] D1S1

Finesse 2
Son of A Gun 3
Dual Gunner 2
Whizkid 1
Eagle Eye 1

With that, and a lucky berserk pack somewhat near the entrance, I was able to stand in the middle of The Spider's Lair and hit nothing but fire and reload (I didn't even bother to reload that second pistol when it ran out), just shooting every Arachnotron around me until they were dead. None of them moved or fired once.

Advanced pistols are better than advanced BFGs right now, IMHO, if you get them early enough. They need to be nerfed in some way.
Title: Re: Specific Difficulty Levels for Challenges
Post by: Kornel Kisielewicz on December 31, 2007, 20:50
Well, AoMr is no longer overpowered because I changed the speed system -_-.