Chaosforge Forum
DoomRL => Discussion => Topic started by: BirdoPrey on April 11, 2011, 11:20
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Doesn't make much sense to me. Is it just so that these levers are unequivocally bad? I feel cheated now when I pull one of these, since at least beforehand if I survived I got something out of it.
edit - Well now I feel dumb... checked recent posts to see that someone literally just posted about this topic in another thread. Sorry!
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You still get something out of it if it spawns formers or arachnotrons :)
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Kornel mentioned that he considered it a bug here (http://forum.chaosforge.org/index.php/topic,95.0.html) but he didn't explain why. I guess that these levers were intended to be dangerous, but the experience (especially combined with enemy spawn delay) made them beneficial.
My point is this: monster levers have 1d3 charges. Why would anyone pull a dangerous lever a second time? (Right, ammo.) I didn't mind the old behavior.
Edit: Wow, that post I linked to is really old. Maybe there's a more recent one...
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I'm pretty sure that the levers are supposed to allow xp gains for the monsters, they did in the past...
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The exp was removed for this but now you have levers that can completely clear a level so I guess it balances out.
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Well, that is disappointing.