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31
Requests For Features / Re: A coupla little things
« on: October 26, 2007, 16:44 »
How about Pain Elementals exploding into 3 lost souls when they die, and having lost souls, PEs, and Arch Viles not leave corpses?

In original, arch-viles leaved corpses. So, this must not be changed.
Lost souls in DoomRL not leaves corpses.
What about Elementals - their exploding had proposed earlier, but Kornel is busy by more significant features, I think. And their resurrection isn't a problem - resurrection of Barons, Arachs or Mancubuses is worse. Have you seen Baron with BFG?

32
Requests For Features / Re: Intuition
« on: October 26, 2007, 16:05 »

2 - Instead of showing red dots all the time, i'd suggest making it show all the monsters in the map but only on certain times, namely on map entry and whenever you gain xp.

This way you'd remove the control from people having knowledge of where monsters are all the time and would reward doomish players on a killing spree.
Shouldn't be hard to code either imo, you just have to stick it on the routine you use for xp.

Not so easy. Drawing an output is quite different routine. And it's hard to connect them. And what can be meaning of that Intuition? It's hard to remember, where enemies was, and not very helpful - enemies are moving.

A door that has Something Bad behind it gets colored red.

Also hard to realize. How program can to know, is the enemy behind a door or not?
And some levels haven't doors.

Or how about putting dots on the edge of your vision range, that'd show the general direction and power of an enemy? Like, if there's a green dot on your right, it means that there's a weak enemy or two on your right, while a yellow one would mean many weak or a couple of more stronger enemies. Red dot would either mean many moderate-strength foes or a single very powerful one, and purple would be many powerful enemies.

But how the program can distinguish some single monsters from a group? And direction of which monster in group program must show?
And about monster strength - it's very subjective. IMHO, it's better and easier to show monster type.

33
Bug Reports / Re: Room without exit?
« on: October 24, 2007, 03:40 »
Hint: perhaps this bug can happen at the right side of maze levels.

34
Pre-0.9.9 / [M|87%|14] Mancubuses are very dangerous
« on: October 24, 2007, 03:17 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Pig, level 5 Cacodemon Lieutenant, killed by a mancubus
 on level 14 of the Phobos base.
 He survived 78078 turns and scored 26085 points.
 He didn't like it too rough.

 He killed 187 out of 216 hellspawn. (87%)

 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
-- Graveyard -------------------------------------------------

  ###########################################################
  ...........#...#.#...#...................#..\....#........#
  .#########.###.#.#.#.#########.#.....###.#.#####.#.#...#.##
  ...#.....#.#.......#.#.........#.....#.....%%..}...#...#..#
  ...#.###.#.#.#######.###.#.#........X#|#######.#####...####
  =..=..A#.#.#.....#.#....O#.#.......#.........#.........#..#
  ====####.#.#.....#.#...#.#.#.......#.###.....#......##.#..#
  ===....#...#.....#.#..h#.#.#s...M#.....#.....#.........#..#
  ===..#.###.#.....#.#..M#.###############.######....%#######
  ===..#.#...............#.....#.#.............#...........##
  ====##.#.#########....i###.#.#.#.#########...#%....########
  |====#........O..#.....#.s.#.B.....#.#.......#...#.#......#
  ..=..===.###########...#.#.#...#####.#...#...#...#.#.#.####
  ...=.===...............#.#.#.............#.........#.#.#..#
  ...=.#.###############B#.#.#.#.#######.###...#.....#.#.#..#
  ..=..#.#.................#.#.#...........#...#.......#.#..#
  .=.#.#.#.#######.#############.###########.###########.#.##
  =..#...#...............................................#.##
  ###########################################################
  ###########################################################

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

  Health -3/50   Experience 10408/5
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Hellrunner     (Level 2)
    Reloader       (Level 2)
    Shottyman      (Level 1)

  Rel->Rel->SM->HR->HR->

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

    [a] [ Armor      ]   blue armor [0/2] (11%)
    [b] [ Weapon     ]   double shotgun (6d3)x2 [0/2]
    [c] [ Boots      ]   plasteel boots [8/8] (100%)
    [d] [ Prepared   ]   double shotgun (6d3)x2 [2/2]

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

    [a] green armor [1/1] (100%)
    [b] green armor [1/1] (100%)
    [c] blue armor [2/2] (100%)
    [d] red armor [2/4] (31%)
    [e] shotgun shell (x48)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] shotgun shell (x50)
    [m] shotgun shell (x50)
    [n] shotgun shell (x50)
    [o] small med-pack
    [p] small med-pack
    [q] large med-pack
    [r] large med-pack
    [s] large med-pack

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

    38 former humans
    31 former sergeants
    9 former captains
    28 imps
    14 demons
    19 lost souls
    14 cacodemons
    4 barons of hell
    2 hell knights
    3 arachnotrons
    2 former commandos
    1 pain elemental

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

  He started his journey on the surface of Phobos.
  On level 4 he stormed the Chained Court.
  On level 13 he ventured into the Halls of Carnage.
  On level 14 he finally was killed by a mancubus.

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

 Fire -- Choose target... The arachnotron dies.
 Fire -- Choose target...
 The hell knight fires! Boom!
 Fire -- Choose target... The imp dies.
 You hear the scream of a freed soul!
 Fire -- Choose target... The hell knight fires! You are hit! The hell
 knight dies.
 There is a combat knife (1d6) lying here.
 There is shotgun shell (x50) lying here.
 You found 18 of shotgun shell. There is shotgun shell (x32) lying here.
 But there is nothing here!
 Fire -- Choose target... The lost soul dies.
 Fire -- Choose target... The mancubus fires! Boom! Your blue armor is
 damaged! You are hit! Boom! Your blue armor is damaged! You
 die!...

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

 Before him 430 brave souls have ventured into Phobos:
 407 of those were killed.
 9 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 5 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 8 souls claim to have killed him...
 8 killed the bastard and survived.

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

Before the mancubus fires, I was at 100% hitpoints, so medpacks couldn't help...
And at the right, the are some interesting rooms. Can they be linked with "no exit" bug?

35
And with my awesome luck I encounter many of those big dudes (like AVs, Mancubi and other BoHs). This is why I always lack on power cells.

Of course, plasma rifle and/or BFG are good, but they are not obligatory. Chaingun, RL or perhaps new double shotgun also good. It's not counting extra-fast pistol or
Spoiler (click to show/hide)
.

36
I often have not enough cells to kill those few enemies that were designed to be killed with cells... ;)

First, what do you mean? I do not know about such enemies.
Second, in Hell Arena 60 cells, in Chained court 120 cells, in Hell Armory >=180 cells. They aren't enough? I don't count random cell packs.

37
Need more cells !

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.

38
Requests For Features / Re: Chaingun Overhaul
« on: October 22, 2007, 06:04 »
a) It's undoomish, and hard to program - because different shots means different code for them. And reasons are not enough, because it won't change chaingun strategy.
b) It's also undoomish and hard to program. And I don't understand, what sense of that - make subsequent shottings better or worse?
c) Almost useless. Chaingun ammo isn't a problem. Perhaps, it's possible waste all chaingun ammo, if you meet several Arach's caves in a row, but in this case the feature won't help.

39
Requests For Features / Re: Enemies fight with each other
« on: October 15, 2007, 04:00 »
In original Doom, infighting has some limitations, which are not true in DoomRL
1. Realtime, which deals infighting harder to use - you must watch to monsters, do they fight you or others.
2. Exceptional strength of cyberdemon. Even if cyberdemon wounded by infighting, and player has 200% hits and armor, and full ammo, cyberdemon is a big threat.
3. Not-random levels, which means you can use infighting only if level-maker allows it.
4. Monsters of one type, except all types of former humans and souls, do not fight each other. For example, you can't see fighting of two cacodemons.

And all that can't be realized in DoomRL, or hard to realize. Without that, the game will be much more disbalanced, than it disbalanced now.

40
Bug Reports / Re: Unloading ammo (probably problem w/ backpack)
« on: October 02, 2007, 04:36 »
It's a knows bug, add it already fixed in beta. See here.

Also see here for other bugs, which are fixed in beta.

41
Requests For Features / Re: Weapon/Trait Overhaul
« on: October 01, 2007, 04:13 »
This wiki sucks.

It's not hard to discover all advanced perks without any wiki. You can see all prerequisites for them at the beginning, when you choose a first perk.

Quote
The reason I made the trees that way is because they focus on weapon specialization. At the bottom are the things which benefit all characters about equally, and further up are things that give more benefit to a character using the weapon type that tree is made for.

Not realistic. The marine is familiar with weapons, and he can specialize, instead of getting some all-usable skills.
For example, in AliensRL it's possible to get heavy weapon skill at the beginning, inspite of thare aren'n heavy weapons at the beginning.

Quote
When there are too many things to choose from, all it does is make that choice harder.

This choice isn't hard, in comparison with Fallout or Might&Magic.

Quote
According to you though, I shouldn't be allowed to experiment without dying five hundred times and not having anyway to know if it was my build or my method or my luck that was the problem.

Of course. Chance of dying must be much greater than chance of victory. It's the main rule of the most computer games.

 
Quote
This doesn't mean that balance shouldn't even be attempted. The entire point of perks is customization. If some perks are much more powerful than others, then you can't actually customize with them,

It's not right.
In current game, there are 4 good ways to improve character - chaingun way, pistol way, melee way and intuition way. And perks, which are not needed for that improvements, also aren't useless - the player can take them after he reach his main improvement. And it's good - I am not sure that in Fallout or Diablo more possibilities.

In your tree system, where all perks are strong, after player reach certain level, he must be too strong.
For example, in your system player with CL9 can have hellrunner*3, TaN*3 and Brute*3, which is more then Hellrunner, Brute, Berserker, TaN and Ironman (all *3) in current game! (CL 15)
And, for such character, all will be easy.
On the other side, at the beginning the game can be harder, because most of the perks will be unavailable on CL 1-2.
It means that the beginning shall be harder, and ending shall be easier. And, in current game, already later levels easier than first levels (on UV and/or some challenges. For example, in my Hall of Fame 8 victories and no death at 20-24 DL, except death in Mortuary).

Quote
Making most of the stuff roughly equal in power is very important

Making levels more equal is more important. When level 20 is easier than level 10 because of traits, it's not good.

Quote
In my experience, a successful (not necessarily winning, but a good run) character usually has CL2 before, or sometimes about midway through, Hell's Arena.

I say about Angel of Berserk, where experience is hard to obtain because no ranged weapons.

42
Requests For Features / Re: Weapon/Trait Overhaul
« on: September 28, 2007, 13:30 »
The new Hellrunner: really? The one we already have always seemed kind of underpowered to me.

Current Hellrunner is a good - only SoaB and SoaG (of course, with fixed damage) can be much better. Except Intuition - it's not a basic perk.
You underestimate HR.

Am I the only person who has noticed that Triggerhappy doesn't exist anymore? I keep seeing people mentioning that, but I've never seen it on my list no matter what I take, and it's not on the wiki anywhere at all.

TH requires SoaB2. And TH is strong.

Quote
Only 12 perks is bad - in current version, there are 18 perks.
I don't see why. That they work and interact well is much more important than having alot of them.

For gameplay, not very interesting, how treeperks work.
For roleplay, some links are unclear. I don't understand, why reloader requires SoaB, why Demoman requires reloader, and why TaN requres HR:
Soab - you better shot, but how does it affect ability to reload?
Demoman - how does ability to reload affect bursts?
And more perks - more fun.
About "balanse" - perfect balanse = no perks; and in games such are Diablo2 and Fallout perks are disbalanced, but that games are great because threre are many perks in them. (And other features, of course)

Hellrunner - if you play an agile marine. TaN - if you play a tough marine.
How are agility and toughness linked?

Quote
There are only a few that it makes any sense to take at the beginning of the game,

You underestimate some perks. Only Reloader is not good for the beginning.

Quote
  People will be encouraged to experiment with chains they might not necessarily use for a while because of what they pick up, but it won't kill them because most of what they buy will provide some use regardless of equipment.

I think that it's not good. Hell is not a place for experiments; if marine experiments, and experiment is unsuccessful, marine must die.

Quote
A higher Hellrunner and the new TaN should make survival to CL3

TaN only when you reach CL2.
And hellrunner is almost useless when fighting demons. Which means hard to access CL2.

Quote
What about a perk that reduces the chance of item destruction when using explosives?

Sounds better, but i don't know possibility of that.

Some of your ideas are good, but most - hard to realize, or aren't logical. For example, "Bullet Hose". Why it increases number of shots with chaingun by 5, and for PR only by 2? It does not make any sense for me.

43
Requests For Features / Re: Weapon/Trait Overhaul
« on: September 27, 2007, 12:23 »
I don't think that getting Int3 a little earlier will really break things that much.

Not only Intuition*3, but also all combinations with Intuition.
For example, powerful stealth combination intuition*3+Hellrunner.
In current version, it requires CL8. It's a much - one of my records says that I die on HMP on dungeon level 18 with only CL7. All my victories on medium was on CL9 - only 1 more than CL8.
In your version, it requires CL6. And CL6 must be much earlier than CL8.

Using termin "damage dice" in perks IMHO also isn't good.
Only 12 perks is bad - in current version, there are 18 perks.
Only 3 perks at start is bad - it decreases game replayability.
No Brute at the beginning AoB is bad - AoB already hard at start.
About "demolition" perk - it isn't good perk. Current splash radius already big; if it increases, it means that  the player more hit himself and more destroy good items. It's VERY bad.

44
Requests For Features / Re: New Special Level?
« on: September 27, 2007, 09:27 »
But using phase device would make the level unaccessable on Angel of Impatience.

In current version, some special levels also uncompatible with some challenges.
For example, full victory is unaccessable on Angel of Purity.

45

perhaps it would be cool, if you could go back to the beginning, with all or most of your gear,
and with all the exp & traits and start a new game with +1 difficulty level.

Why only +1? After finishing the game, even Nightmare must be easier than ITYTD on normal game. The main problem in UV and nightmare - to reach high player level, after that the game isn't so hard.

[qote] but perhaps for such occasions, you can get (for all or for selected) a higher
maximal level for skills for every time you win with the same marine.[/quote]

For what? In current beta, SoaB3 + TH2 + chaingun = death incarnate. And Soab 4 must be stronger - for what?

Quote
it would give opportunity to try things, that need a lot of exp and preliminary work,
like different (and interesting) high level combinations of traits

For examle, what can be such combination?

Quote
extremely modded superweapons.

You can play the AoMr, and get extremely modded superpistol. It is enough - for other weapons, such challenges can be too easy, or too hard.

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