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Messages - Aerton

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166
Discussion / Reloading
« on: October 28, 2005, 07:31 »
Quoting: Igor Savin
Hey, how about implementing savegames?..


Doomer's life is too short to be worthy for saving.

167
Announcements / Forum Upgrades
« on: October 28, 2005, 07:29 »
Quoting: Kornel Kisielewicz
Unfortunately there is no prepared upgrade for that for miniBB. I may have a look at the sources myself tough, tough releasing 0.9.9 is at a higher priority :-).

Sure, you shall distract from this.

Quoting: Kornel Kisielewicz
BYW -- changing, Newest Topic to Newest Rely in the main vew sorting helps a lot :-)

It's not the same. The easiest way to make it is to remember the last time the user was on forum and when he looks at the main page, display all threads with the last reply after that time as new. It is not a proper solution, but it works and it is easy to implement.

Quoting: jimmyj
lol, "BYW"

Yeah, it puzzled me too until I read an explanation in the next post :)

168
Requests For Features / Proposed Feature - Challenge Modes
« on: October 28, 2005, 06:55 »
Quoting: Thomas
While I'm on the topic of invincibility, can you show that you're invincible/beserk some other way? I need the colour so I can figure out wether it's rockets or 10mm ammo I'm looking at.


Ammo can most certanly wait a few turns. Invulnerability is too precious to waste time picking some junk.

Quoting: Thomas
Same goes with the former humans, I can't tell wether it's a commander (Uh oh) or a marine (not even half uh oh). Just sayin'.


Does it matter? Uh oh? Heck, it's called invulnerability for a reason.

My own problem with it is that when I usually have a chance to pick it up there is nothing left to kill. Being able to carry it as a medpack would improve the matter, but I'm afraid would make it much too overpowered.

169
Announcements / Forum Upgrades
« on: October 27, 2005, 19:58 »
Marking read threads would be extremely helpful.

170
Requests For Features / Proposed Feature - locked doors
« on: October 27, 2005, 08:13 »
Quoting: Kornel Kisielewicz
There was another idea tough, that vaults are locked with keycards -- and you can have more then one keycard of a color. Then you could use your found keycards either with the first occasion, or save them for the lower levels (where the rewards are better).


This sound much better.

171
Requests For Features / Proposed Feature - Difficulty Levels
« on: October 26, 2005, 07:04 »
If any change is to be made with the Chainsaw, it's improving it's accuracy. Even poor former humans manage to dodge it.

Currently we already have one useless melee weapon - combat knife.

172
Requests For Features / Proposed Feature - Difficulty Levels
« on: October 25, 2005, 11:47 »
Quoting: Anonymous
Don't forget double ammo on Nightmare difficulty.


The Chainsaw doesn't need ammo or repair! ;-)

173
Announcements / New Forum
« on: October 25, 2005, 06:53 »
Quoting: jimmyj
What is random sig??


Hadn't you see Kornel's posts on rgrd?
Each his message has a different sign selected randomly from a set of previously craftedly collected rogue-like related quotes.

174
Requests For Features / Proposed Feature - Challenge Modes
« on: October 24, 2005, 20:55 »
It's sad that these modes aren't combinable - I'd like to try Massacre + Berserk >:-)


Quoting: Kornel Kisielewicz
Hmm, how about giving each medikit a Berserk effect in this mode?


Hard to tell. Needs testing.
May be, even give an extra couple of points to spend on running or chainsaw traits.


Ugh, it's hard to think of anything new. All good ideas are used already :)
I thought about dive-without-killing and one-man-against-waves-of-monsters-coming-from-offscreen, but I don't think they fit, as it's about how long does it take to be killed, and not about winning.

175
Requests For Features / Proposed Feature - Challenge Modes
« on: October 24, 2005, 18:10 »
Quoting: Kornel Kisielewicz

Hmm, how about giving each medikit a Berserk effect in this mode?


Hard to tell. Needs testing.

176
Announcements / New Forum
« on: October 24, 2005, 10:30 »
They delay is a bit annoyable, but not bigger than that. It's in the range of tolerable, and we can live with it. (Just remember that times when 14.4k was bleeding-edge technology).

The only thing I dislike is the that your sig isn't random :-P

177
Requests For Features / Proposed Feature - Challenge Modes
« on: October 24, 2005, 08:23 »
Quoting: Kornel Kisielewicz
* Angel of Berserk - you don't have the gun at start and can't pick up neither ammo nor weapons except the Combat Knife and Chainsaw. (hard challenge)


I like this very much, but this seems impossible - you will loose too much health approaching monsters.
I think, you shall be under constant untimed berserk effect to have any chance (and avoid The Wall and Spider Nest).


Quoting: Kornel Kisielewicz
* Angel of Marksmanship - you start with your pistol wielded and can't unwield it at all. (medium challenge)


Undieing love for pistols? :) You'd better made them more usefull in the begging as they were in early versions.


Quoting: Kornel Kisielewicz
* Angel of Carnage - you start with a chaingun, and cant't unwield it. (easy challenge)


Unless you run out of ammo at later levels. But you can caryy a lot of it, since you do not need space for shells or rockets.


Quoting: Kornel Kisielewicz
* Angel of Impatience - you cannot carry medpacks -- they work instantly at pickup for you. (medium challenge)


I can't imagine later levels without previously kept meds. I think, it shall be marked as hard.


Quoting: Kornel Kisielewicz
* Angel of Masochism - neither medpacks, nor healing globes work on you - you heal to 200% at levelup tough. (probably impossible to complete)


And a random chaos mutation as a side effect? :-P


Quoting: Kornel Kisielewicz
* Angel of Purity - powerups don't work on you (easy challenge)


Does supercharge globe count as power-up?


Quoting: Kornel Kisielewicz
* Angel of Massacre - all monsters generated are former humans, there is 2*more of them. (easy challenge)


Bah! This is supposed to be a challenge?


Somehow, I don't like the following two:
Quoting: Igor Savin
Poor memory - no level mapping.


The only time when I really need a map is when I'm goind to leave the level and go around picking powerups, ammo and fidning downstairs.


Quoting: Igor Savin
Bloodophoby - lose a bit of HP (of XP) whenever step on blood ;).


Just a lot of touhgtless tile dancing. It would be more fun if only one kind of monsters split acidic blood, or a kind of barrel, that creates acid or lava pool on explosition.


Quoting: Igor Savin
Antimechanic person - weapon tend to explode in you hands with 5% chance per shoot.


BFG blasts in you hands! You die. -more-
>:-)
It needs a better name, though.


Quoting: Igor Savin
Coward - start with "Coward" tactics and can't change.


Does tactics really matter? I had never bothered with them.


Quoting: Igor Savin
Purist - no levelling.


Hmmm.... Quite unsure about this one. It adds some challenge, but leveling is fun.

Quoting: jake250
However, this alone make it easy (they will all kill themself) so all monsters should be immune from lava damage (or at least they should dodge it)


Quoting: jake250
Angel of Fire - More lava is generated in the level, at many places.


More lave? Oh, my!


Quoting: jake250
However, this alone make it easy (they will all kill themself)

Quoting: Kornel Kisielewicz
It won't be easier after I finally rewrite the AI... and this seems like a fun challenge ;-).


Great news!


Quoting: jake250
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you.


I think it will devalue joy of defeating the real Cyber.


Quoting: jake250
BFG Fest - More weapons and ammunition are spawned = you can even get the BFG in the first or second level.


Hm, it might devalue BFG, but finding OOD items is a cool feature of many RLs. May be, incorporate this into the standard mode, with ultra-low chance for OOD items (just like in other RLs).


Oh, so much critics, and not a single own idea :)
It's easy to be critical to other, but I'll try to think about something to conribute for you to criticise.

178
Requests For Features / Proposed Feature - Difficulty Levels
« on: October 24, 2005, 07:45 »
Quoting: Igor Savin
How about progressive difficult ... The better you perform (less turns, more monsters killed, less damage taken), the more difficulty raises, and if you do poor, it decreases.


It was discussed a lot on rgrd and was generally considered as bad. No two player's will have the face difficulty and duscussing tactics, monsters, weapons and other part of the game becomes meaningless.

179
Quoting: Kornel Kisielewicz
* finishing the game with 100% kills


Does dead, but not killed by player, monsters count? It's quite common for some puny former human to die on acid (I could never kill'em all in the Chain Court, sigh!) or get blasted by baron.


Quoting: Kornel Kisielewicz
* killing a total of 1000 Hell Barons



Reminds me of some MMORPG. Just tedious, not fun or hard.

Quoting: Kornel Kisielewicz
* rank could be shown in a future (maybe) ladder system



A ladder? Like the Angband's one? Great!

Quoting: Kornel Kisielewicz
* rank would unlock "Nightmare"


Scary.


Quoting: Kornel Kisielewicz
* rank would unlock "Challenge Games'


Intriguing (I shall read that other post).


Quoting: Kornel Kisielewicz
Moreover, a lot more statistical data about the players achievements would be stored by the game, so you could track your progress, with information about:


I would also like to see a list of how much players had each kind of monsters killed, how much died to acid and exploding barrels and distribution of deathes among the levels.

180
Discussion / Diablo RL?
« on: October 24, 2005, 07:04 »
Good news!

Diablo was too boring for me (slow-paced and a required too much clicking), but DiabloRL had fixed both problems and is quite enjoyable :)

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