DoomRL Arsenal - [1.1.1] [MP-B7.1]

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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Bofubutt » Sun Dec 23, 2018 1:14 am

How configurable will the adaptive difficulty be? I really think it's an awesome feature, as it's kind of neat to run into Armageddon-level enemies occasionally even when I'm playing at easier difficulties. At the same time, I feel like some of the enemies are different enough in terms of behavior and threat level (looking at you, Hellstorm Elemental and Former Human Shock Trooper) that certain WADs might end up becoming downright impossible. If the chance of an enemy spawning as an Armageddon variant increases as the map number increases, for instance, would it also be possible to adjust that chance based upon the enemy count in the map?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Princess Viscra Maelstrom » Sun Dec 23, 2018 6:09 am

there are a couple shotguns that do qualify as rapid fire weapons, but they aren't base weapons that can turn into assault and burst assemblies. as for uzis, i personally prefer making burst assemblies for the scout, as they're very powerful. maybe i should try making an assault one sometime.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby MrPyrite » Mon Dec 24, 2018 3:31 am

at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Slax » Mon Dec 24, 2018 10:38 am

Bofubutt wrote:adaptive difficulty

Viscra Maelstrom wrote:shotguns that do qualify as rapid fire weapons


Spoiler: Hmm
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby KILLER2 » Mon Dec 24, 2018 11:24 am

Heyy...I wanna be a beta tester too! D:
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby TheGmanID » Mon Dec 24, 2018 9:07 pm

I would also love to be a beta tester, been watching this update's progress for over a year now I think.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby TDRR » Mon Dec 24, 2018 11:06 pm

MrPyrite wrote:at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.


Well in that case it's my request now. DO IT!
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby macster2001 » Tue Dec 25, 2018 12:20 pm

Slax wrote:
Bofubutt wrote:adaptive difficulty

Viscra Maelstrom wrote:shotguns that do qualify as rapid fire weapons


Spoiler: Hmm



Is the HUD part of 1.10, or is it from somewhere else?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Tue Dec 25, 2018 7:38 pm

Bofubutt wrote:How configurable will the adaptive difficulty be?
Not very.
It increases based on new maps, and rare items, and you can choose how high it starts. That's about it.

KILLER2 wrote:Heyy...I wanna be a beta tester too! D:
TheGmanID wrote:I would also love to be a beta tester, been watching this update's progress for over a year now I think.
Sorry, only people who actively or have actively contributed to development get access. Dev builds are not distributed beyond that.

TDRR wrote:
MrPyrite wrote:at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.


Well in that case it's my request now. DO IT!
There are no headshots in Doom, so no.

macster2001 wrote:Is the HUD part of 1.10, or is it from somewhere else?
It is part of DRLA, yes, it's the Stylish hud. There are 4 different HUDs in 1.1 you can choose from:
    Stylish
    Statusbar
    Original
    Duke

Statusbar is for the statusbar hud, obviously, the other three are different versions of the fullscreen hud.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Bofubutt » Tue Dec 25, 2018 8:05 pm

Yholl wrote:
Bofubutt wrote:How configurable will the adaptive difficulty be?
Not very.
It increases based on new maps, and rare items, and you can choose how high it starts. That's about it.


After seeing it in action, I'm not terribly worried anymore. It looks like it'll be pretty balanced and that by the time Armageddon-variant saturation becomes an issue, the player will have had plenty of time to load up on the right equipment to take them on.

Re: beta testing: take it from someone who does QA for a living. When everybody's a beta tester, nobody is. I'm fine with waiting until the release is ready. Testing is a laborious process and needs to be done well.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Slax » Tue Dec 25, 2018 8:32 pm

Image
Yholl's gonna kick me right in the hurty place.

Spoiler: One more video
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby MrPyrite » Thu Dec 27, 2018 2:05 am

I just came up with an idea if TF2's Direct Hit made it into this Mod:

The Direct Hit (Master Assembly)
Assembly Requirements: Rocket Launcher + 2 Sniper modpacks and 2 Power Modpacks
Desc: As the name implies, this rocket launcher sacrifices the crowd control of splash damage for single-target fast-flying heavy explosive damage. Great for taking out big bulky targets with ease, provided that you can aim with this thing, but not so great for when you're fighting a hoard of demons. Also deals extra damage against Airborne enemies as a nice bonus.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Bofubutt » Thu Dec 27, 2018 1:37 pm

Slax wrote:Yholl's gonna kick me right in the hurty place.

Spoiler: One more video


That's a really neat glimpse into the adaptive system's inner workings. What really interests me is that I saw a menu option stating that you could change what map you go to after killing the Icon of Sin - does this mean you can theoretically cycle back through an IWAD/megawad and keep pumping up the difficulty?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby comet1337 » Thu Dec 27, 2018 9:52 pm

hey
hey yholl
double assemblies when
and stacked double assemblies
i need a double highpower uzi because scout doesn't make the game literally play itself yet
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Postby MrPyrite » Thu Dec 27, 2018 11:35 pm

comet1337 wrote:hey
hey yholl
double assemblies when
and stacked double assemblies
i need a double highpower uzi because scout doesn't make the game literally play itself yet


NO
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