Archived from groups: rec.games.roguelike.misc (
More info?)
Loonie wrote:
> Marcus .-- .-. --- - . ---...
>
>> For those who have no idea what I'm talking about:
>> http://chaos.magma-net.pl/doom/ Go play!

>>
> Here are some of my impressions after one evening with this:
>
>
> Nice features:
>
> 1) Climate is ok and bloody.
🙂
> 2) Reality in guns handling.
> 3) Monsters need to reload guns too, their
Cause there is no difference between handling the monsters and player.
> 1) There is very little use from collecting pistols and others.
> Requests: weapon break down, explode, command to take out ammo and
> throw duplicate weapon away,
I just like all that junk lying around. As for take out ammo -- this is a
thing that needs to be done deliberately, or else 10mm ammo couldn't be any
problem at all (all those pistols and chainguns lying around...)
> add upgrade modifications like silencer,
> scope, extended magazine etc.
Yes, this is a pointed out RFE that I'm going to take into account :-D
> 2) Too short equipment list, making player do annoying things like
> decisions what ammo is the least valuable, or doing stashes of things
> wanted to pickup before leaving the area.
This is a tactical decision ;-). It makes you make strategic choices of
inventory management, just like in Angband.
> I guess equipment two times
> bigger doesn't hurt. Another solution: stash all the ammo together
> and use weight based limitation rather than number of items
> limitation. This is much better as eliminates need to search how many
> groups of 10mm ammo character have.
I may show the total of ammo for the wielded weapon on the screen.
> 3) Equipment and powerups of known location should be seen on map
> after leaving area.
This will be hard to implement -- what to do if a monster picks up given
equipment?
> 4) in the traits screen it'd be nice to add description of traits with
> current effect.
??
> Also describe better the health and toHit traits - it
> is unclear what is the base value and how it works.
Ok.
> The same for
> berserk - I guess it doubles the melee damage apart from healing up
> to 100%?
It also makes you a little faster, adds toHit in melee, and reduces damage
taken.
> 5) Add 'wait one turn' command (or until monster shows itself\makes
> move).
Is in unreleased 096 already.
> 6) Inventory sorting, add subcategories (weapons, armour, ammo,
> miscellaneous)
They are sorted, aren't they? Hmm, or maybe not...
> 8) Melee fight is useless as most monsters shoot and there is not
> enough bonus to using even chainsaw. Berserk is too short
Well, I know a few people who say that Breserk +Chainsaw is way to powerful,
and others who say that melee at all is too powerful, so I take your comment
as a good sign of balance ;-).
> 9) Longer blink on tiles where shotgun hits. What is the mechanic of
> (double) shotgun fire?
Fires a cone -- everything in the cone is hit. Damage degrades over
distance.
Double shotgun = double damage.
> 12) Powerups are very similar to each other in graphics.
? They're supposed to be -- it's a powerup char after all?
> 13) In chained foo special level it should be impossible to change
> weapon from chainsaw. Also a lot more walls to hide from shooters and
> jump suddenly on them cutting into meat.
Notice that you may charge them without bothering about their puny shots --
this shows the power of Breserk+Chainsaw.
> 14) In my feeling levels are too open,
??
> it is also easy to break walls
> that eliminates strategy related to wall hiding.
??
> 15) Rockets don't explode on walls? Eliminates very nice strategy of
> shooting the walls and catching monsters in blasts.
It's fixed in 096.
> 16) Double pistols could be very interesting (Unreal Tournament
> patent) - doubles damage would make "Son of a gun" trait not a dead
> one perhaps. Right now pistol is useless comparing to chaingun for
> example.
Will be fixed ;-).
> 17) I've got a feeling that plasma gun is too weak comparing to
> chaingun.
Most people noted that plasmagun is overpowered! It will change tough, with
the introduction of monster armour in 096.
> Questions:
> 1) What is the relation between character sight range (modified by
> Cateye or not) and monster seeing range?
None.
😉
> 2) I suppose -20% per level to reload time for example is applied at
> each level separately (so 100%, 80%, 64%, 52.8%, 42.24% and so on)?
Uuuh, I don't remember, would have to dive into the sources. But I think
it's 100%, 80%, 60% ...
> 3) Isn't it faster to take another loaded shotgun from inventory than
> reload the shotgun currently wielded?
Yes. And in 096 the effect will be even more visible. This isn't so
important as in the case of rocket launchers though.
> Is double barrel shotgun
> reloading slower than one barrelled?
No. Come to think of it, it will be.
> What are the exact time values
> for reloading of weapons?
1.2 of average move as for the 095 release. This will increase to 195 in
096. Also in the future the reload times will be varied depending on the
weapon -- 1.5 for pistol, 1.2 for shotgun, 1.6 for dshotgun, 3.0 for
chaingun and plasmagun, and 2.0 for rocket launcher. This will make carrying
another instance of the weapon sometimes tacticaly useful (if you can't hide
to reload).
> 4) I don't think berserk with all in red is a good idea, there is no
> indication of view range and game is full of red things, acid and
> lava are not visible when berserk.
Your perception is quite bad when bloodlust catches your soul!
> 5) Boots doesn't contribute to damage reduction from normal damage,
> except lava/acid walking, I assume?
Yes.
> 6) What amount of experience is required for the next levels? What
> function it follows?
In 096 it will have percentage indicators so it will be all clear.
> Bugs and inconsequences:
>
> 1) Very annoying something that summons a hundred of hell barons,
> claiming that player entered cheat code (phew) when simply pressed
> 'd'. You are happy not being close enough to be strangled for this
> "feature" (260% health, all weapons, unbeatable munchkin at DL 16)
Uhh. You tapped in iddqd accidentaly ;-). Hmm, as it happend the second time
accidentaly, then I'll make a confirmation message beforehand.
> 2) Diagonally character is able to aim over it's sighting range.
> Aiming is strange, sometimes although the line is partly red it works
> perfectly and hits the monster that shouldn't be hit according to the
> trajectory shown.
I'll fix that somewhere in the future.
> 3) Double shotgun and plasma rifle descriptions too long, no place
> for ammo (place the level no. just after the name of level Phobos
> Base lvl 8)?
hmm. ok.
> 4) Add another key bind to double shotgun, or make it activate before
> single shotgun, now character loses time to change them.
Yes, I'll see to that.
> 5) Impossible to change to chainsaw when not having axe. The same with
> shotguns.
Yes, I know -- its one of the most reported bugs.
> 6) Should take by preference the most loaded weapon when pressed
> weapon shortcut key.
It doesn't?
> 7) Effects of barrel explosion update the map beyond viewing range.
?
> 8) Supercharge Globe reduces health to 200% when above. Large Healing
> Globe adds some, up to 128 - not very intuitive.
Second most reported bug -- this one's fixed in 096 -- also in 096 HP over
100% degrades over time.
> 9) Walls are "blooded" from two sides, when should be only from one.
> ;-)
Well
🙂
> 10) 260% (256+4) health is shown as "almost dead"
🙂
Third most reported bug :-D. Fixed in 096 ;-).
regards,
Kornel Kisielewicz