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61
Discussion / Re: Shottyman Challenge
« on: February 07, 2007, 03:24 »
The problem I have had with shotgun ammo is caused by the fact that there won't be much ammo after lvl ~15 and hellish caves eat up many shells while I get only a few back.
While this might be an issue with chainguns, you at least get 24 ammo stacks of bullets randomly and 150 from former captains and also additional ammo from former humans at hellish cities while you only get 8 shells as random stacks and 31 from sergeants. And there aren't that many sergeants. I usually spend my last shells at level 23 or 24, and after that I use my rockets for enemies and BFG for Cybie.
1 ammunition vault randomly on the way would help (from rooms thread), though the game is finishable as is if you remember to hoard enough shells at the beginning. Placing some stacks of shotgun shells at either Spiders' Lair or City of Skulls would probably do.
While this might be an issue with chainguns, you at least get 24 ammo stacks of bullets randomly and 150 from former captains and also additional ammo from former humans at hellish cities while you only get 8 shells as random stacks and 31 from sergeants. And there aren't that many sergeants. I usually spend my last shells at level 23 or 24, and after that I use my rockets for enemies and BFG for Cybie.
1 ammunition vault randomly on the way would help (from rooms thread), though the game is finishable as is if you remember to hoard enough shells at the beginning. Placing some stacks of shotgun shells at either Spiders' Lair or City of Skulls would probably do.
62
Discussion / Re: Wiki: Reactivation
« on: February 05, 2007, 14:38 »
Seeing that Dualgunner still gets taken before SoaG(3), I believe my post about pistols and speed would make a worthy addition to the wiki.
63
Discussion / Re: help from the great ones plz?
« on: February 05, 2007, 14:18 »
I like (double)shotguns very much. The point in shotguns is, as some have already pointed out, the area of effect. Every time you have multiple enemies in sight you should aim to hurt the most of them with a single shot, and if possible, taking cover to reload, at least before shottyman. They also autohit everything, which is a nice thing.
Once you have killed 10-20 lost souls with a single shot you just can't resist shotties anymore (at least I couldn't after my all-you-can-eat exp fun at the City of Skulls with a Shottyman)
Shotguns are also much less vulnerable to armoured enemies. As many have also pointed out, shotties aren't that effective at longer ranges. For those I usually have my advanced RL, which gets a nice benefit from Reloader, making it a much more effective weapon. Also, if there's a group of enemies out of sight, doubleshotty can be useful, as you will be hurting all of 'em at the same time. I've killed lots of arachs at those nasty caves like this (they seem to hang around in gangs every now and then).
Are shotties actually more useful than CGs?
I don't know, I just use 'em 'cause I like 'em.
Once you have killed 10-20 lost souls with a single shot you just can't resist shotties anymore (at least I couldn't after my all-you-can-eat exp fun at the City of Skulls with a Shottyman)
Shotguns are also much less vulnerable to armoured enemies. As many have also pointed out, shotties aren't that effective at longer ranges. For those I usually have my advanced RL, which gets a nice benefit from Reloader, making it a much more effective weapon. Also, if there's a group of enemies out of sight, doubleshotty can be useful, as you will be hurting all of 'em at the same time. I've killed lots of arachs at those nasty caves like this (they seem to hang around in gangs every now and then).
Are shotties actually more useful than CGs?
I don't know, I just use 'em 'cause I like 'em.
64
Requests For Features / Re: Save anytime
« on: January 18, 2007, 06:19 »
My vote goes for improved AI. Saving at any time isn't that important if its that much work, and it can always be done later.
65
Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 17, 2007, 14:36 »
I agree with blade here. With no points in DEX you really won't be surviving long enough, because you will be constantly getting hit. A few points (3 for me) in DEX makes all the difference, and a character with 14 DEX will survive much longer than a character with all points invested in other stats.
66
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 08:39 »
At least the spores cause quite a bit of pain. I only played RC 2 a few times so can't really tell.
67
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 07:44 »
Well, imps become more and more dangerous when you have more melee monsters to deal with and it becomes difficult or impossible to shoot them, as they are constantly draining you hp while you can do nothing about it before you kill the monsters in you way. This becomes more serious at later levels when you have more melee enemies and more imps. Also, when you're on low hp's, you can't see them while they shoot at you. And yes, I hate 'em.
Also, could the game show what night is going currently, things go pretty fast while viewing record files and I'm not always sure what night it is.
Also, could the game show what night is going currently, things go pretty fast while viewing record files and I'm not always sure what night it is.
68
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 06:17 »Geeez, that was one hellride... BTW what's the deal with some monsters turning yellow? It seems to have somehing to do with Defilers but is it just some kind of color bug or does it affect them somehow?
I believe it's an effect of being directly hit by a defiler's bullet, the monster will blast if bright green and just die if dark green when killed.
69
Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 17, 2007, 06:13 »@Partial skill increases -- this may sound as fun, but it has two problems associated with it -- the first one is the confusion it adds for beginning players -- there's nothing that turns off beginning players from a game then an excess of micromanagement, and seemingly unmeaningfull choices. The other, much harder, problem is the question of balance. And to be honest, I'm afraid to open this can of worms :/. Any ideas/suggestions?
Good points, didn't think about the first one when I posted my idea. I think both can be aknowleged, at least partly, by keeping the number of partial levels low, and the number of improvements low. So that mostly a skill would only have 2 paths with both having 1-3 levels, and only having them at all when they would offer good choises (I like the idea of having the possibility to increase jump max distance)
But I have to admit that balancing it can be pretty difficult.
@Improving cannon -- hell, it's been improved thrice already :). Also, it can't be gone overboard with, or else people will save it for boss monsters. I see the cannon more of a mass sweeper, then a single hard hitting weapon, on not?
Well, I can agree here now that I think more about it.
Reloading only if you got no fairydust left sounds logical, but stinks too much of metagameing??Well, it does. I just couldn't think of a better solution.
70
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 05:15 »
I finally managed to use almost all of my fairydust, and I think I got a mortem worth posting.
-- Berserk! (0.8 RC 3) Post Mortem -----------------------------------
Character name : Fingerzam
Game type : Endless
Nights survived : 9
Monsters killed : 1042
STR: 16 DEX: 13 END: 10 WIL: 10
Speed: 108 HP: 0/130 EN: 64/100
Base damage: 2d6+7 Weight: 10
-- Graveyard ---------------------------------------------------------
................................b.................
..................................................
...............#..................................
..........................#.......#...............
.....................#............................
.......#......................#..........#........
..........#.%.............................#.......
.......................................#.#........
........%%....................#...#...............
............%......#...#....#..............#......
.....#..B..:......#.....................#.........
...........%%.....................................
...b..............................................
...#.##.%....%:...#...#.#.........................
......%:.:%:%%................#...................
...........%.:..............b............b...M#...
......#..%.%.....%.##......................b.#....
..i..%......%.....................................
............%:%%#.................................
.............%:...................................
.:.%.....%....:%...........#......................
...@@.....:#...%b..M....#.....#........#...........
.%::%B...i..#iM%.b.................b..........#...
.:%%%:......B.....................................
..................................................
-- Weapons left ------------------------------------------------------
Cannon (0/1) Crossbow (12/57) Knives (9) FairyDust (1)
-- Kills (1042) ------------------------------------------------------
88 bulldemons
468 beasts
69 mandagores
11 defilers
87 imps
33 phasehounds
264 skeletons
11 wraiths
11 spores
-- Skills (9) --------------------------------------------------------
Ironman (level 6)
Sweep attack (level 3)
-- Messages ----------------------------------------------------------
The beast dies!
You hit the beast!
The beast dies!
You're hit!
You hit the bulldemon!
You hit the beast!
The beast dies!
You're hit!
You die!...
Press <Enter>
-- Achievements ------------------------------------------------------
Max kills in one turn : 21
Longest killing sequence : 28 kills in 2 turns.
Survived for : 3103 turns
Died on : Fields
Reason of death : killed by a imp
71
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 04:08 »@Spawning - all the monsters have energy, and use that energy to create special effects. In this sense there is a limit to all abilities. Also Wraiths can only spawn skeletons from corpses (which are changed to blood when that happens) and skeletons don't leave corpses.
But I just had 3 Wraiths at level 1, and it was not fun, I actually had to use a fairydust at level 1. Rec and mortem as attachments.
I also had skeletons coming at me from a direction with no corpses at the beginning.
72
Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 17, 2007, 03:35 »
Okay, now I read the whole topic and here are my comments on some points made. Some of it has already been said by other people, as I wrote it while reading.
Hills should also give you a to hit/dmg bonus for higher ground and negative bonus for being lower then your opponent. Water could make dodging harder for both you and your enemies.
DEX 14 = sharpshooter already, making this useless. If you want something like this, do not require DEX, as it already provides this, but it would be useful for those who have lower DEX(though might make DEX less useful). This is like those ADoM's learning traits that are useless for those who have the requirements (might have been something else than learning, it has been a while since I played ADoM).
Perhaps make reloading possible while berserking only when you have no fairydust left?
I don't like this idea much, I don't think anything other than berserking should affect energy (and of course one use items(=fairydust)), though the idea of using energy to resist pain does sound reasonable.
Does running increase chances to avoid imps?
Perhaps make it possible to have mods, and have these available in an example mod? Though I have nothing against it in the game itself either.
My thoughts on the skill suggestions:
What I blelieve is that Berserk doesn't need an infinite list of different skills (of course, this is just my opinion), but a relatively small list of different and tactically valuable attack/movement skills. But another thing I also understand is that this is brainstorming, and the whole point of it is that everything that comes to mind should be said, even if it doesn't make any sense at first, it can always help someone else get another idea.
I think I'm starting to sound like I'm trying to take the project over. Perhaps I should just learn to code and make a variant, since I already have an idea for one.
Also, this game seems like an excellent place to prototype different character advancement systems, as advancement is fast.
New terrain types, with more tactical choices:
- Castles, with rooms and such (sorta like DoomRL)
- Swamps (already suggested)
- Fields terrain generator with hills and rivers
- Forest with river/lake (randomly appears)
- Caves, with pseudo-natural creation
- Make some terrain indestructible
- Already noted: having some terrain influence your movement speed is a good idea - more tactical decisions
Hills should also give you a to hit/dmg bonus for higher ground and negative bonus for being lower then your opponent. Water could make dodging harder for both you and your enemies.
Sharpshooter - increases accuracy of crossbow, knives, and bombs. Requires: Dex = 14
DEX 14 = sharpshooter already, making this useless. If you want something like this, do not require DEX, as it already provides this, but it would be useful for those who have lower DEX(though might make DEX less useful). This is like those ADoM's learning traits that are useless for those who have the requirements (might have been something else than learning, it has been a while since I played ADoM).
@Bored on Berserk -- sorry I can't imagine being bored on Berserk :P. What I like about Berserk is the fact that it's a double edged sword, and that sometimes it's a nuiscance. I can't put into the game the main disadvantage of Berserk from the manga (friend or foe) so I try in other ways to make berserk a double edged weapon. There will be traits usable only OUTSIDE berserk in the future :). But I don't completely forgoe the chance of a Willpower based trait that would allow you to reload on berserk.
Perhaps make reloading possible while berserking only when you have no fairydust left?
@Energy replenishing -- the only additional way to replenish energy that I think might be berserkish, would be a trait that for a formidable amount of HP would replenish your energy and maybe even remove the pain. Why HP cost? To show that Gutts is burning his body! But I'm not that sure of it yet... what do you think?
I don't like this idea much, I don't think anything other than berserking should affect energy (and of course one use items(=fairydust)), though the idea of using energy to resist pain does sound reasonable.
@Defence when standing still -- standing still is not doing nothing -- if Gutts stops attacking that means he focuses on defence, right? ^_^
Does running increase chances to avoid imps?
BTW, I had a crazy, and probably unimplementable (yet?) idea -- character choice! :P
Perhaps make it possible to have mods, and have these available in an example mod? Though I have nothing against it in the game itself either.
My thoughts on the skill suggestions:
What I blelieve is that Berserk doesn't need an infinite list of different skills (of course, this is just my opinion), but a relatively small list of different and tactically valuable attack/movement skills. But another thing I also understand is that this is brainstorming, and the whole point of it is that everything that comes to mind should be said, even if it doesn't make any sense at first, it can always help someone else get another idea.
I think I'm starting to sound like I'm trying to take the project over. Perhaps I should just learn to code and make a variant, since I already have an idea for one.
Also, this game seems like an excellent place to prototype different character advancement systems, as advancement is fast.
73
Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 17, 2007, 01:45 »
This topic seems to have gotten pretty big since yesterday morning, so I'm posting this before reading the whole topic (for some reason, I can't concentrate on anything right now).
As Berserk is a game of tactical bloodshed, what it needs is to have more tactical options. I have some suggestions for that.
The new skill system is nice, and I have a suggestion on how to improve it.
Instead of having multiple levels in skills, you could have a base level for a skill, and then the player could improve a part of his choice of that skill. For example. After the initial level of sweep the player would have a choice to either improve its damage or decrease energy/time. With Impale the player could increase max range, damage or decrease energy/time cost. Of course Running or Ironman couldn't be changed.
A skill could also have some one time bonuses to buy, or that they would automatically get when you have some other skills, so you could buy Jump before Impale, but it would get the attack part only after you have Impale (maximum jump distance could also be affected by END and/or DEX).
This could work better if the skills had a point cost and you would get for example 2 points after each level. A new skill would cost 2 points and skill improvements would cost 1 point, so that taking sweep and 2 levels of damage and 2 levels of energy decrease would result in a sweep with dmg of a normal attack and energy cost of level 3 sweep (this is because I think that sweep should do normal dmg on lvl3 if it doesn't already).
Well, maybe not exactly like that because everyone would just take lvl 2 energy decrease first, but you get the idea, the player would have a choice to increase a part of the skill fast or advance all parts at the same speed.
Another suggestion is to have monsters that have unique moving patterns and behaviour so that a skilled player can handle a single monster without taking any damage, but when there are more than one, or some other monsters, the player cannot avoid taking damage anymore. This is basically how the Mandagores work now. When there is only a single one I can take it on easily, but when there's a horde of beasts, the last thing I want there is a Mandagore or two. It adds pressure and makes the player want to panic.
And another thing, which possibly should go to RC3 topic. Cannon needs to be powered up (though it might just be only me). I want to have a real weapon of mass destruction, so that it will really kill anything on its path. I can handle a decreased number of cannon balls if they really shred everything apart.
As Berserk is a game of tactical bloodshed, what it needs is to have more tactical options. I have some suggestions for that.
The new skill system is nice, and I have a suggestion on how to improve it.
Instead of having multiple levels in skills, you could have a base level for a skill, and then the player could improve a part of his choice of that skill. For example. After the initial level of sweep the player would have a choice to either improve its damage or decrease energy/time. With Impale the player could increase max range, damage or decrease energy/time cost. Of course Running or Ironman couldn't be changed.
A skill could also have some one time bonuses to buy, or that they would automatically get when you have some other skills, so you could buy Jump before Impale, but it would get the attack part only after you have Impale (maximum jump distance could also be affected by END and/or DEX).
This could work better if the skills had a point cost and you would get for example 2 points after each level. A new skill would cost 2 points and skill improvements would cost 1 point, so that taking sweep and 2 levels of damage and 2 levels of energy decrease would result in a sweep with dmg of a normal attack and energy cost of level 3 sweep (this is because I think that sweep should do normal dmg on lvl3 if it doesn't already).
Well, maybe not exactly like that because everyone would just take lvl 2 energy decrease first, but you get the idea, the player would have a choice to increase a part of the skill fast or advance all parts at the same speed.
Another suggestion is to have monsters that have unique moving patterns and behaviour so that a skilled player can handle a single monster without taking any damage, but when there are more than one, or some other monsters, the player cannot avoid taking damage anymore. This is basically how the Mandagores work now. When there is only a single one I can take it on easily, but when there's a horde of beasts, the last thing I want there is a Mandagore or two. It adds pressure and makes the player want to panic.
And another thing, which possibly should go to RC3 topic. Cannon needs to be powered up (though it might just be only me). I want to have a real weapon of mass destruction, so that it will really kill anything on its path. I can handle a decreased number of cannon balls if they really shred everything apart.
I will cut down the cost of Strength/Dexterity/Endurance by half in the next version. I hope that it will not render Willpower useless tough :/.I don't know if anyone else has told you this yet, but DON'T DO IT! It will make the game easier and prolong playtime, making the game more boring. A MUCH better solution would be to just give the player 2 points after each night.
74
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 16, 2007, 05:40 »
I think that the bombs should be swinged over monsters, so that they wouldn't explode at the first monster on your way.
Also, if the Wraiths don't have a max summon limit, they should have, like 10 per wraith.
What do the Mandagores get for eating? Healing?
Devourers are a nice addition.
And here's my latest mortem:
Also, if the Wraiths don't have a max summon limit, they should have, like 10 per wraith.
What do the Mandagores get for eating? Healing?
Devourers are a nice addition.
And here's my latest mortem:
-- Berserk! (0.8 RC 3) Post Mortem -----------------------------------
Character name : Fingerzam
Game type : Endless
Nights survived : 5
Monsters killed : 408
STR: 12 DEX: 14 END: 10 WIL: 10
Speed: 109 HP: -1/125 EN: 45/100
Base damage: 1d6+7 Weight: 10
-- Graveyard ---------------------------------------------------------
..................................................
............%%.............:....%...%.............
.............::.%.%..%:....:%%....................
......:.......%.............:.%..#/###............
.....#####..%.#%%#####..%.....%..#...#............
...../.......#...%...#.......%%..#...#..#####.....
..@@..#%..#...#..%%%..#.....###.#.#.../../...#.....
...../...#..%.#.%#.###....#....#.#...#..#...#.....
%....#%##..........i.s....#....#..####..#W..#.....
...s:M.b........b%%.%..............M..............
.:%%M%........%.%.%...............................
.%..M......%......%:..............................
.:..%.............................................
..........:.#...#.................................
.:.......%...##/#............................B....
.%:..:............................................
.%.%..%...........................................
.%..:.............................................
.....%:.#####/###.................................
......%./.......#..##/#......#####...#####........
.....:%.........#../..#......#.../...#b..#........
......:%.########..####.......##/#...#/#/#........
.......%..%:......................................
..................................................
........................B.........................
-- Weapons left ------------------------------------------------------
Cannon (0/3) Crossbow (0/48) Knives (7) Bombs (5) FairyDust (4)
-- Kills (408) -------------------------------------------------------
51 bulldemons
257 beasts
16 mandagores
1 defiler
50 imps
16 phasehounds
12 skeletons
1 wraith
4 spores
-- Skills (5) --------------------------------------------------------
Ironman (level 5)
-- Messages ----------------------------------------------------------
The mandagore consumes the
beast!
You hit the mandagore!
You hit the mandagore!
The mandagore consumes the
imp!
You hit the mandagore!
The mandagore hits you!
You die!...
Press <Enter>
-- Achievements ------------------------------------------------------
Max kills in one turn : 5
Longest killing sequence : 10 kills in 10 turns.
Survived for : 1749 turns
Died on : Town
Reason of death : killed by a mandagore
75
Berserk! / Re: Berserk! 0.8 - Release Candidate 2
« on: January 15, 2007, 09:47 »Running's still a must-have. Impale's ok, and maybe once I manage to push a couple more ranks into it I'll have a more solid opinion. Sweep(3) isn't nearly as good as I had hoped.
Perhaps Sweep (and Whirlwind?) could also have improved damage at higher levels?