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46
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 06, 2009, 17:24 »Has someone already suggested Angel of Colorblind?Depends on what you mean by that... Also - RTFT ;P.
47
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 06, 2009, 16:52 »Do you get to choose which traits you have at Gamestart and which you lose?Having a choice is always better than not, right ?
AoPc in reverse :D
Of course - we might have to start with "only" 20 traits, as that's as high as the clvl limit gets ;)...
This should make the last 5 levels... quite entertaining ]:>.
48
Requests For Features / Re: New Master Trait - Desperado ?
« on: October 06, 2009, 16:42 »How would you deal with AltFires and such? Combat Shotgun and Pistol - Pumping between moves? What about Chainfiring or DShotty's Altfire? Overcharging?Hey - it's just a thought. You can suggest some solutions yourself (or simply say you don't like it ;P).
That being said... It could either ask for additional input (annoying and takes time to code) or just apply all the specials to the primary weapon. Want to make special use of the other weapon ? Switch them.
Or we could simply go with dual-wielding any two weapons of the same type... Imagine using two BFGs at once xP.
Of course - you'd have to wield them both at the same time first...
49
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 06, 2009, 15:57 »
Anyone remember Angel of Degeneration (damn, we need a better name) ? This takes the concept a little further - you start out invincible trait-wise but you never kill for XP (which you constantly lose after every stairs taken), only for items.
Also - while other challenge modes focus on blocking something for the entire game, here you actually grow weaker over time...
Also - while other challenge modes focus on blocking something for the entire game, here you actually grow weaker over time...
50
Requests For Features / Re: New Master Trait - Desperado ?
« on: October 06, 2009, 15:47 »
As a rule of thumb - NO trait should be THAT specific. I'd rather see dualgunner let you fire pistol + anything. This would require some heavy balancing but would enable a new play style...
51
Requests For Features / Re: Save score.dat and player.dat at mortem?
« on: October 06, 2009, 05:22 »Yes I see, but my suggestion wouldn't mean accessing the harddrive all the time but only on death (or win), so it would only be accessed every now and then.In case of DOOM:RL, that can be quite often ;).
Then again - you have a point. The drive is accessed anyway, because our mortems land in their folder...
52
Requests For Features / Re: Save score.dat and player.dat at mortem?
« on: October 05, 2009, 16:36 »So would it be possible to save all relevant data the same time the mortem shows up?There are reasons not to...
53
Discussion / Re: Hey.
« on: October 04, 2009, 15:10 »I had played it a long time ago, and I'm surprised you guys are still alive.We're more alive than ever. As soon as we balance things out, 0.9.9 will bring some serious changes :>.
54
Pre-0.9.9 / Re: [M/AoMR/86%/YAVP] My finest hour
« on: October 02, 2009, 16:36 »I just realized It said I saved 13 times, which is due to the fact that I kept getting interupted by various things. Man, I hate my cat sometimes...No reason not to believe you, but really... EVERY TWO LEVELS ? How can you even focus with so many interruptions ?
55
Pre-0.9.9 / Re: [M/AoMR/93%/15/YASD] Going out with a bang.
« on: October 01, 2009, 03:19 »When I think about it, I guess Kornel meant "Finally, on level 15, he nuked himself". Slightly different word order makes the mortem a lot less snarky ;P.On level 15 he finally nuked himself.
That message is just ridiculous. It's just like the demons from hell went "YESS FINALLY THAT BASTARD DIED!!!!".
56
Requests For Features / Re: New unique items
« on: September 24, 2009, 04:39 »How much health gained for how much maxhp lost?To be balanced, it should have 3 charges, up the health to 200% and permanently remove a single HP, IMO.
You know... A portable supercharge with a drawback.
57
Requests For Features / Re: Purpose of Unlockables
« on: September 22, 2009, 22:55 »This may just be me, but I don't think it's acceptable that a game do something just because other games, on different systems, targetted at different audiences, and are different genres altogether did them, and were aggravating even then. I know I would have enjoyed the games you listed much more if there were no unlockables.It was not stated as a cause - it was simply an example of how unlockables make games more fun for lots of people.
Things which are part of the game, are fair challenges, and are by no means arbitrary don't seem to me to be what I'm talking about. That would be like me saying "How come I have to unlock access to Hell's Armory in DoomRL? Why can't I just start and be in there already? Every time I die, I have to play the game and complete it's challenges to get there!".You have to think a little broader than that. Let me spell it out for you: things get more difficult when you are ready to face them.
Prove me wrong. Post a YAVP on hard or something similarly impressing...
I don't wish to argue with you on needless points Mr. Kornel, as it would appear that you want to design your game in your own way.How audacious of him, isn't it ;) ?
I can respect that, and if you have no intention of listening to me, then just say so and I will be gone.We are all listening to you, we simply don't think you are right. Show us why it would be better to abandon all unlockability, other than the fact that a single person would be happy.
58
Requests For Features / Re: Purpose of Unlockables
« on: September 22, 2009, 07:21 »If someone that had never played a roguelike before were to download this game, and saw that most of it's challenges and difficulty were locked, and then upon doing more research (assuming he had the patience) to see what it takes to unlock them, and then found that he would have to do any number of difficult and time-consuming things, there is the very real possibility of him being turned off from the game, and just refusing to play it.They all are more difficult than the normal game and almost all of them are simply limiting the player in what he can do. I know that everything might have been available from the start but I highly doubt there would be a lot of people out there who wish to play Angel of Berserk on Nightmare as the first thing in this game ;).
59
Pre-0.9.9 / Re: I'm not sure what the acronyms are, but this is my first victory!
« on: September 21, 2009, 04:35 »I just recently beat this game on easy, and I'm pretty proud of myself.There is a single sticky post here that explains the acronyms...
Yours should be: [E|93%|YAVP] .
Also - use "mortem" tags instead of "code".
Congratz, BTW ^^". Now do it on HNTR :>.
60
Requests For Features / Re: Spicing up Ao100
« on: September 20, 2009, 20:55 »Only thing I'd like to reject is the no nuke/phase thing. I thought those sort of limitations are best saved for their own challenges. Ao100 has room for so many special levels that you can't possibly 'avoid' them all.Damn, that's exactly what I wanted to say, but I thought that I'd be alone in saying it.
Also - "No nukes, no phase devices, indestructible walls only... Final Destination." ;).
Maizure - I'd like to think that some special levels disable this, so that you can play through them as intended. Half the fun of the levels i'm trying to design is that playthrough factor.Things become boring once there's a single correct solution. If the player wants to blast through the walls and go another way - why not let him ?
Maybe not nukes. But def. Phase devices.
Also - why stop him from phasing to the exit ? If he went down the special stairs on purpose, he obviously WANTS to go through the level.
Forget the stick of "no PDs, no nukes, indestructible walls" and try a carrot of "lots of XP and a random unique" or similar... Make the player WANT to clear the level.