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Messages - Conker

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16
Bug Reports / Sequence of monsters using items
« on: February 07, 2008, 06:27 »
I'm getting the impression that monsters can sometimes use items in the space between me taking my turn and them dying. E.g. I fire a shotgun at a monster, taking it to -1/5 HP, but before it dies, it uses a medpack, bringing it back up to 1HP, and it survives. (I pulled those numbers out of thin air).

No real evidence for this - it's just based on too many experiences of former humans on the opening level surviving shotgun blasts to the face, and then healing, whereas I very, very rarely (if ever) experience them surviving such shotgun blasts and then NOT immediately healing. If you get my meaning.

If I'm correct in my suspicions, I think this rather unfair. After all, I don't have a chance to use my stockpiled medkits in a post-death capacity :P

17
Bug Reports / Re: Sudden and random DoomRL crash
« on: February 03, 2008, 05:45 »
It happens.

What kind of an answer is that?

I think I've just experienced the same crash. But that 'Mark' thing didn't let me copy the screen. Happened after a Baron fired at me.

18
Requests For Features / 'Skills' - Alternative to Traits
« on: February 02, 2008, 06:09 »
I think we need something to increase the importance of player tactics (I'm not referring to the 'tab' tactics thing). At the moment, the early game is a test of attrition rather than skill - you get lucky as to whether you open a door on a caco/Hell Knight/Former sarge, and there's little variance in tactics a player will typically take in subsequent games (e.g., unlike Nethack, Angband, etc, I can't say 'Okay, I died trying to simply attack the bad guy from a distance last time, this time I'll try disable it somehow before attacking'). It gets a little better later on, as the variety of weapons and the amount of traits allows for some level of tactics, but it's not enough, in my opinion. Too much of the game is luck-based rather than decision-based.

So I'm suggesting we add something in that goes alongside Traits, but works differently. Perhaps something akin to a 'magic' system - except it won't be 'magic' but rather things such as 'Aimed Shot' (Next shot has 99% accuracy), 'Increased Perception' (to temporarily increase sight range), 'War Cry' (brings monsters coming to your position).

To those who will say 'Oh no, it's outside the scope of Doom': I'm sorry, but the scope of Doom, as it is, doesn't translate all that well to Roguelikes. There's no (in any useful degree) ability to nimbly dodge an imp's fireballs by strafing, no ability to shoot furiously while backing away from an oncoming demon.

To those who say 'But it's a coffeebreak Roguelike!' : If you're going to use that as an excuse, what's the point in continuing to improve it at all past its original release? If you're going to do something, it's worth doing it well.

19
Discussion / Re: Can you play as a bad guy?
« on: February 02, 2008, 04:07 »
If you don't like it: don't play it.*

That is such a terrible sentiment for anything. If more people espoused that kind of thing, there'd be a lot less progress in general.

20
Requests For Features / Re: Unique monsters and bosses
« on: January 31, 2008, 21:25 »
DoomRL already has (item)vaults. They are usually (always?) filled with lost souls.

Too small for my blood, though. I was envisioning something bigger and grander.

I like Chamber's last idea.

21
Requests For Features / Re: Unique monsters and bosses
« on: January 31, 2008, 00:11 »
A total conversion based on Silent Hill would be amazing.  Using a Maul on the Memory of Alessa would be memorable.

As to unique enemies, I prefer the randomly generated variety.  Preferably generated along with an entourage of lesser monsters, in a large room filled with supplies, and sometimes holding a unique.  Giving lots of experience, too.

This might even tie in with the proposed bones generation system, converting very powerful dead PCs into unique battles.

Oh, and I say yes to the Spider Mastermind. 

I like the bones tie-in. Also, you seem to coyly be suggesting 'vaults'. Not a terrible idea at all. Anything that adds variety to the levels...

22
Requests For Features / Re: Ability to aim out of sight
« on: January 26, 2008, 11:19 »
Currently, when aiming, the target is limited to your field of view.

It used to be different in the old version. Not sure why Kornel changed it. I too preferred the old method.

23
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 24, 2008, 16:58 »
Some of these things seem very overpowered to me. If we add too many things that powerful, we'll have to make the regular monsters more powerful to compensate. And then on the games that we don't find these nice items, we'll be entirely screwed. So the game becomes less skill-based and more luck-based. Which I'm certainly opposed to, I don't know about the rest of you.

Fate Pistol: Imagine it with intuition. You just stand offscreen of something and shoot wildly in their direction. Hell, JC would be a pushover even without intuition.

24
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 24, 2008, 08:17 »
Okay, what the hell is the 'power pack' you keep talking about? Did I sleep and miss a new release?

25
Your mistake was in opening a door with a barrel next to you. If an imp, caco, baron or hell-knight had fired at you, the splash damage would have ignited the barrel anyway.

I'm sympathetic though. The situation is sometimes impossible to avoid, particulary with unseen barrels on the inside of the room.

26
Requests For Features / Re: seeing lava/acid under items
« on: January 23, 2008, 10:59 »
I'd take this one step further and request that there be some kind of visual way of seeing if the item is on acid/lava. I have no suggestions for what this would be, however.

27
For your ally is the Ini-file, and a strong ally it is!
Code: [Select]
// Setting to TRUE will make the game wait for an enter/space key if
// trying to fire an empty weapon.
EmptyConfirm     = FALSE; 

Does that work for trying to fire the BFG when it's only got <40 cells in it?

28
Discussion / Re: Spoiler/Wiki Random Artifact List?
« on: January 20, 2008, 22:01 »
Personally, considering that roguelikes don't really reward experimentation (Really, who's going to get to the very end of Nethack and go 'Wow, I might win for the first time here. But first I'll just see what happens if I offer the amulet to the wrong God...') what with perma-death and all, I support the posting of spoilers. Those who want to be spoiled can read them. Those who don't can choose not to. It'll save a frustrating situation like 'Oh, I wonder what 'R'eloading this plasma rifle do- ARGH I'M DEAD' from occurring.

29
Requests For Features / Re: Get experience by doing
« on: January 18, 2008, 10:44 »
Don't think it'd work so well with the current system, but I disagree that each trait gives a 'visible change'. 1 point of TaN, Hell Runner, Finesse, or a lot of other things, aren't exactly remarkable by themselves.

30
Pre-0.9.9 / Re: [M|AoMs|???]
« on: January 18, 2008, 10:33 »
kuyhgf... hmmm... that's a weird name X)

Well, I think you could have found a bug... But I don't think it is THAT annoying, I mean who cares about the 1 char that is a "C" instead of a "."?

He didn't get credit for passing the challenge.

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