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Messages - Conker

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31
Requests For Features / Re: A coffeebreak game
« on: January 17, 2008, 16:18 »
I think DoomRL is too long, 25 levels + special levels, so it isn't a coffeebreak game.

I agree with that part of what you said. And also, it particularly annoys me when people brush off any suggested improvements with the line 'Oh it's a coffee-break RL leave it alone'.

32
Both things happened on the Chained Court, with a chainsaw in hand, while or after berserking, AoB challenge...

I said we should get rid of the Chained Court! I said! :P

33
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 16, 2008, 20:15 »
Oi, unique mods! Can't be used on unique items (obviously), and the item they're used to will lose any mods it had before, and can't be modded any more. Some ideas:

Auto-Load mod - When your weapon goes empty it'll reload itself.

Incendiary mod - Only goes to (advanced) rocket launcher. When the rocket blows up, it leaves behind a lava pool everywhere to its destruction range. The lava will be around for several turns, and you will receive EXP out of all monsters dying in it.

Blind mod - Aim to the eyes! Whenever an enemy is hit, it has 50% chance of going blind, resulting in a vision and accuracy loss (kinda like negative Eagle Eye and Cateye). Cacodemons and pain elementals have 100% chance of losing their sight. In any case, using a medikit will restore vision.

Barrier mod - Adds damage threshold to armor: For instance, when used on red armor, all damage that's less than 4 will be stopped compeletely and won't deal any damage. Compatible with TaN.

Incendiary mod and Blind mod (particularly the former) sound like too much coding for it to be likely implemented, though that's just my initial uneducated reaction.

Barrier Mod sounds overpowered (TaN 3 + Red Armour (I'll assume AA counts as a unique here), that means monsters have to do at least 7 damage to hurt you. No more former foos on the edge of the screen chipping away at your health, no more quandries of 'Do I melee that arachnotron with my last 16% health and hope it doesn't do enough damage to kill me, or do I stand here and hope it'll spend the turn walking toward me instead of firing'). Maybe if it wasn't compatible with TaN.

As for Auto-Load... Do you mean it instantaneously reloads itself? Or, it'll take as much time as it normally would, only you won't have to hit the 'r' key? If the latter, it sounds a bit pointless. If the former, it sounds overpowered. Imagine it with a rocket launcher and a good supply of rockets. Even with pistols I can see it having drastic consequences.

34
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 10, 2008, 13:44 »
Yeah, but let's be frank: who's gonna play it apart from Blade? How many people out of the bunch who regularly play DoomRL? If Blade wasn't a privileged user and an expert DoomRL player I doubt you'd waste your coding time on this.
Challenge modes should not only be challenging (ie: difficult to complete) but also entertaining. This is not Pontifex, Transport Tycoon or SimCity, I want to kill things, even if they look like ordinary colored letters! Such challenge would be fun for, let's say, one special game level, but I won't be wasting my time attempting to complete the whole game while not killing anything.

Much as I hate to admit it, I think you might be right. It seems more potentially frustrating than potentially fun. But I'm willing to try it first before I cast my die, as it were.

35
Bug Reports / Re: Medpacks reset running status
« on: January 08, 2008, 21:18 »
That is annoying, actually.

36
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 08, 2008, 15:17 »
This isn't an idea for a challenge mode, per-se, but I think it would be cool if, since we have all of these new unique items, if there was a way to earn them through challenges. Someone mentioned before the Call of Duty 4 level-up system, and haveing played that game I thought the challenge ideas were fantastic.

So, say you implement a set of Pistol, Shotgun (all three types counted), Chaingun, Plasma Weapons (Rifle and BFG), and Melee Weapon challenges. Each would have three levels of proficiency, based on kills, and at the max level (a rediculous amount of kills) you get access to a special version of the weapon at start. These weapons would be chosen from a list, and runs using those weapons wouldn't get saved to player.dat. Here's what I imagine they'd look like:

Pistol Mastery: Rank- Novice
       - Kill 200 Former Humans with a Pistol
       - Kill 100 Imps with a Pistol

Shotgun Mastery: Rank- Intermediate
       - Kill 100 Hell Knights with a Shotgun
       - Kill 50 Barons of Hell with a Shotgun

Chaingun Mastery: Rank- Expert
       - Kill 50 Spider Masterminds (snerk) with a Chaingun
       - Kill 50 CyberDemons with a Chaingun

Melee Mastery: Rank- Master
       - You have access to the Power Sword, Daemon's Bane

Obviously some work would be needed to make it "balanced", but I think it'd be a fun reward for players who persevere.

*Puts on Flame-retardant suit*

The problem with this, and many other game designs (e.g. Resident Evil 2), is that if to unlock the bonus you're required to beat the game, then a bonus making it easier for you to beat the game is pointless.

I'd suggest, if this is implemented, that you replace the reward of the special weapon with a challenge where you start with the special weapon (and the difficulty is then appropriately scaled).

Also, I agree with 007bistromath regarding the lever challenge.

37
Pre-0.9.9 / Re: [M|AoLT|99%|15|YASD] No... not without incident!
« on: January 07, 2008, 10:14 »
The source was "Gothic Armor" from Diablo -- I never thought that sounded silly, but I'm not a native speaker. Anyway, this is one name that I'm least sure of, so do you have a better suggestion? There's a armor "Gothic Armor" too. They are absurdly heavy, and reduce speed and knockback, but have really high protection. I thought of "Moloch Armor/Boots" as a name instead, but that would be silly too? (and a reference to adom ^^).

Anyway, they were called "Gothic Hell Armor/Boots" before that, so note the improvement ^^.

P.S. There's another set called "Phaseshift Armor/Boots" -- does that sound silly too? And a cookie for anyone that will know* what they reference too :D.

* Googling doesn't count

Tastes vary, of course, but I would suggest something such as 'Unholy Boots' or 'Unholy Armour'. If you're giving a boots and armour the same name though, that suggests (to me, at least) that they're a set, and that they either have very similar effects, or that you gain bonuses for equipping them both at the same time. If neither of these is the case, I'd suggest changing their prefixes slightly.
Anyway, some possible names, off the top of my head:

Unholy Boots/Armour
Sin's Durance Armour (Durance means imprisonment... Which conveys the idea that they would limit your movement speed, yet offer high protection).
Moloch's Armour/Boots  (A good idea, but I'd add the apostrophe s - Moloch is a famous demon/god).
Boots of Belial
Armour of Asmodeus
Full-Body Armour


Regarding GenTechJ's point, Gothic Armour doesn't sound silly, as it is a legitimate type of armour - made in the German region (yes, in the middle ages) - but Gothic Boots, to me, do.

'Necroarmour' also sounds a bit cheesy. 'Necromantic Armour' would be better, IMHO.

38
Pre-0.9.9 / Re: [H|AoLT|99%|15|YAFD] He was one unlucky chump...
« on: January 07, 2008, 09:58 »
Is that 'He never cought a glimpse of a double shotgun' thing real, or added in by Malek? If it's real, it should be 'caught' (it should be 'caught' either way, but I leave your spelling to your jurisdiction, Malek :P).

Oh, and also 'of a double shotgun', not 'of of double shotgun'.

39
Pre-0.9.9 / Re: [M|AoLT|99%|15|YASD] No... not without incident!
« on: January 05, 2008, 19:32 »
Um yeah, I don't know what's your problem with the Uniques -- it's all been discussed here O.o

My only source of umbrage is that some of my names were deemed too silly while 'Gothic Boots' got in. I mean, god, they sound like something you'd buy at Hot Topic, not an artifact :P

40
Discussion / Re: AoB.. I can't do it
« on: January 04, 2008, 11:23 »
Quote
Use Running to fight pretty much anything except Former Sergeants.
Still trying to beat this impossible challenge, and...is it me, or this tip is not exactly logical ? Do you really want him to actually have MORE shots at you, since you wont be running at him ? I assume here that "running" actually increases your speed ? He'll hit you anyway, so whats the difference ?

Obviously, if you have a surplus of sources of 'running' (i.e., one enemy is left on the level, there are four health globes, and you're at full health), then it's better to run than not to run. But in general, running serves better against enemies that can miss, as when you run, they often will. Combat versus demons and imps particularly benefits from this tactic.

As for sergeants, go to the edge of their vision-field. Drop some ammo. Move a few squares away. Drop more ammo. Repeat until they're at a door or a corner or some other place where you can 'ambush' them and beat them to death without getting a shotgun in the face.

I can't say whether my advice is logical or not, but it works for me.

And I do agree with you about the 'ignore potential kills' advice - bad move, in my opinion. You don't necessarily have to aim for 100%, but it is attainable.

41
Discussion / Re: Nerfing the Chaingun
« on: January 04, 2008, 11:18 »
Quote
SM is mostly useless.  Usually I don't want to move and reload.  I just want to reload, the faster the better.
Wrong. You DO wan't to move and reload as this:
a)increases dodge chance
b)combined move + reload is performed at move speed, which means that it'll be usually faster than just raloding

It's not useless. But it's not worth 3 trait points, either.

42
Discussion / Re: Son of a Bitch idea.
« on: January 03, 2008, 08:39 »
Against. SoaB isn't game-breaking. It reduces reliance on damage mods - which is a good thing, given the ability that they can fail to appear at all within a game. Try taking on Cybie without any levels in SoaB or any damage mods. Barring berserk/invul, pistols (which *are* broken), or a ludicrous amount of armour/medkits, you'll be spending quite a while trying to chisel down that armour of his.

43
Discussion / Re: Nerfing the Chaingun
« on: January 02, 2008, 13:13 »
I'd say half the problem is that shotguns are very distance-orientated. Whereas a Chaingun/Plasma Rifle works at any distance. And in the late game, where you're encountering enemies that can kill you in a couple of turns, you don't want to waste time changing weapons or moving around to get into a better position. The chaingun's nice because you can just stand there and fire without having to worry about reloading or distance.

I honestly think that shotguns still do need to be empowered - to be even remotely competitive in the late game, you'd need Reloader, Reloader, Shottyman, Hellrunner * 3, and an advanced double shotgun. Even then, if you open a door and find 3 viles just on the edge of your sight range, you're screwed if you can't lure them to you. Perhaps a shotgun variant should be introduced that doesn't decrease its damage over distance?

To be fair though, Chainguns should be nerfed - slightly. I'd say cap TH at one level. This would probably work well to increase trait variety, too.

44
Pre-0.9.9 / [M|AoP|91%] Doom meets Thief
« on: January 01, 2008, 22:16 »
--------------------------------------------------------------
 DoomRL (v 0.9.8.8B) roguelike post-mortem character dump
--------------------------------------------------------------

 Nic, level 8 Cacodemon Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 100711 turns and scored 73211 points.
 He didn't like it too rough.

 He killed 399 out of 438 hellspawn. (91%)
 He held his right to remain violent.
 He was an Angel of Purity!

 He found the Phobos Arena.
 He stormed the Chained Court.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #.....##.........................###.......................
  #.....##.........................###.......................
  #.....##.........................###....###.........###....
  #.......................................###.........###....
  #.......................................###.........###....
  #..........................................................
  #...........................###............................
  #...........................###............................
  #..........................|###............................
  #..........................}||X..............###...........
  #.....###.....###............................###...........
  #.....###.....###...............###..........###...........
  #.....###..........###..........###.....................###
  #..................###..........###.....................###
  #..................###..................................###
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 79/80   Experience 29180/8
  ToHit +3  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Tough as nails (Level 1)
    Son of a bitch (Level 2)
    Eagle Eye      (Level 1)
    Triggerhappy   (Level 1)

  EE->Iro->Iro->Iro->SoB->TaN->SoB->TH->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   modified plasma rifle (1d9)x8 [30/40] (D1)
    [c] [ Boots      ]   plasteel boots [8/8] (64%)
    [d] [ Prepared   ]   modified chaingun (1d7)x5 [50/50] (D1)

-- Inventory -------------------------------------------------

    [a] blue armor [2/2] (100%)
    [b] red armor [2/4] (46%)
    [c] 10mm ammo (x86)
    [d] power cell (x20)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack

-- Kills -----------------------------------------------------

    84 former humans
    47 former sergeants
    9 former captains
    16 imps
    55 demons
    68 lost souls
    6 cacodemons
    6 barons of hell
    1 Cyberdemon
    10 hell knights
    8 arachnotrons
    7 former commandos
    6 pain elementals
    2 arch-viles
    4 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You use a large med-pack. You feel fully healed. The Cyberdemon hits you.
 You start running!
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The Cyberdemon hits you.
 You use a phase device. You feel yanked in an non-existing direction!
 You use a large med-pack. You feel fully healed.
 You reload the plasma rifle with power cell.
 You start running!
 Run - direction...
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon dies.
 Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 219 brave souls have ventured into Phobos:
 205 of those were killed.
 6 of those were killed by something unknown.
 And 3 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 3 killed the bastard and survived.
 2 showed that it can outsmart hell itself.

--------------------------------------------------------------

I wasn't a fan of AoP for the first couple of levels, but once it got going, I really got into it. It created a cool stealth element, where HP were precious. I was lucky enough to find many medkits.

Managed it on the second attempt - first time, I got to Cybie, but he killed me while he was at Severely Wounded, the sod. I'd forgotten how tough he was - after a recent death at the hands of JC, I felt almost affection at the sight of that big red C. Still, I've had my vengeance.

Now for Angel of Masochism...

45
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.

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