I'm even learning to like the game of getting there. It's just the pain of the stupid death that makes me think every time, "there's gotta be another way." Just today I was 70% to MMB bliss, just about to make the decision between a WhizKid detour or straight for the Blades. I was sitting in a cleared room reloading my Combat Shotty when a former commando comes in and wastes me while I'm busy pressing 'r', 'r', 'r', 'r', 'r'.
This happened to me a few nights ago - this exact situation - while I was doing a HMP Tac Launcher run, for the sake of trying it out. I'd been tired, I saved the game, and it tells you to hit "enter" to leave after saving - but I tapped it twice, and so the god-damned thing reloaded the game! Sigh. Had to finish one more level before I could re-save and exit.... and thus I died with an inventory full of large med-packs.
I deleted my 9.9.6. folder after that. All medals, badges, etc, I just clicked on it, dragged it to the trash, then emptied the recycle bin.
I've suffered ragequits before - you've got to me Mother Theresa to play Nethack and not rage-quit occasionally - but this is the first time in my life I've actually deleted a game folder. And it's percisely because of what Napsterbater said - Doom RL is so fun because it really is suited to a quick-and-dirty playstyle. Sometimes you have to slow down and think, but when you come down to it Doom RL is a lot more straightforward then most other Roguelikes out there. There's no herb-growing system, there's no complex potion miscibility tables, there's no alignment system and altars to convert and spell/skill advancement system: you've got a few trait trees and a ton of demons to kill, that's it. So when you get killed for playing fast - when playing fast got you to level 6 of Deimos without a problem - that tends to piss you off.
Doom RL is not your average roguelike; which is a good thing. So to say "that's typical Roguelike interface quibbles suck it up" isn't an argument I've any sympathy for. At the very least a full reload by pressing shift-R should be interrupted by a monster appearing in vision - it takes the exact same time as pressing 'r' five times, it just saves some wear on your keyboard, is all. But since it is
not interruptable, you recognize shift-R as AN EVIL COMMAND THAT WILL GET YOU KILLED. So you get into the habit of tapping 'r' incessantly... and it gets you killed.
And the Run command, which never saves anybody. It's not neglecting the Run command that gets you killed; it's the
one time you hold the arrow key down for two seconds because you're tired, or your cat jumped into your lap, etc. I can't tell you how much I love losing hours of patient, grueling gameplay advancement because I held a key down for 2 seconds instead of 1.5 seconds, then coming to the forums to be called
stupid. I play games to have
fun, not to be kicked in the balls. I play IL-2, and that takes intense focus and concentration and effort, to keep a fighter in the air, on the razor-edge of the performance envelope - but when I die, I just re-plane and hop back in. And I'm focusing on the
game, not on the interface. IL-2 doesn't kick me in the sack and steal my pocket change if I bump the joystick wrong.
Setting up the key-buffer to automatically stop you, and force a new key-tap for every action once an enemy comes into view - that'd be
amazing.The key-buffer idea would actually save you frustration in those situations.
Oh, and the Run command.
The only thing is, they put the steering in the hands of the game and they can be awkward to use.
Indeed. A feature so awkward that nobody ever uses it is... useless.
If we wanted Doom RL to be a game designed to extract our tears and rage, designed to exclude everybody but the most demented, cave-dwelling neckbeard from our secret club, we'd be playing Nethack with Chain-Guns, which is demonstrably not the case. The fact that Kornel put in tooltips - freaking
tooltips - and the entire graphical version speaks to this, I think. With the difficulty levels and numerous challenge modes Doom RL is a remarkable game in that it scales to many different levels of player competence and difficulty, and that's really neat - but interface pitfalls can and will ruin your day on ITYTD just as easy as on HMP. I've experienced it myself, many times. I wager we all have. We're not asking for the game to compensate for our stupid decisions or Cat-Who-Dances-On-Keyboard pow-wows;
nothing can do that, but a few simple, obvious interface improvements that would really cut down on the incidence of rage-quit inducing deaths. The loss of hours of gameplay, with NO SAVES ALLOWED, make this a priority.
And while we're on the topic of improvements: the game's first four levels badly need re-balancing. Most of my runs require five or six deaths/restarts until I get a character who doesn't get RNG raped on the first few levels. After that it's actually
easy, unless the stairs dump me next to eleventy-billion formers on the next level. How many Sergeants you see on the first two levels determines if you've enough ammo to do Hell's Arena, which is a pain in the ass when you're gunning for medals or badges, which you'll be doing soon enough if you're a decent Roguelike player. Once you get past the start, Doom RL is lovely fun, but the start is just a bitch.
Malice is not a design feature.
Quoted for truth, justice, and the American Way.