Kyle873's Doom RPG Mod [0.10.0 Beta]
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
HUD Preview will prove as much, guys.
I haven't been able to confirm functioning stims or not because I haven't gotten that far.
I haven't been able to confirm functioning stims or not because I haven't gotten that far.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Oh wow how did this get past all of us!Pirate507 wrote:Hey guys,
A quick apology: I don't mean to break the balance narrative going here, but I was wondering if the lack of stim timers/bars is a known issue, or if it's just me.
Thanks!
It appears to have been a simple typo. I'm pushing an update to the fork now to fix it.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Just a thought.
In the Outpost, would it be possible to add a Technician to help remove irremovable armor? It a pet peeve of mine since I play on nightmare and throw on more armor without thinking.
In the Outpost, would it be possible to add a Technician to help remove irremovable armor? It a pet peeve of mine since I play on nightmare and throw on more armor without thinking.
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
^
I remember getting quite angry when I put on nano armor for the first time, without having realized that I now couldn't get it off.
I remember getting quite angry when I put on nano armor for the first time, without having realized that I now couldn't get it off.
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Non-removable armor makes sense in the context of a single campaign, like an Episode of Doom1. But in a longer setup, not noticing armor can't be removed until it's too late can permanently make a character hobbled, which isn't ideal. But I also see the fact that non-removable armor often has that attribute as a way to compensate for it being quite good in some other way.
So perhaps rather than being non-removable, there should be some other penalty for removing it? For example, losing 25% of each stat. That's a pretty big penalty, but it's one you can always recover from. Also, it's a bigger penalty the later in the game, so it doesn't penalize you for using non-removable armor early on in a pinch, since you're only going to end up losing maybe 5-10 stat points from each stat. But later on when it could be 30 or 40 points, you should've long since acquired better armor, and made your decision as to whether or not you want to wear something permanent, and will only remove it in dire situations. (Of course 25% is just a ballpark, that could be tweaked for balance, and is also mainly listed as an example of the *type* of penalty that might make sense, rather than a specific one).
Something like a simple credit cost is probably not a big enough penalty, at least with the way credits are currently working. You wouldn't be able to afford it early on, or if it was cheap enough to do so, it wouldn't be expensive enough to count as a penalty later on. If it was based on your level to calculate the cost, it'd be quite hard to balance since credit acquisition is fairly linear, and if you fell behind the 'curve' for cost, it might become very difficult to ever catch up and afford it. Basically, it'd be the opposite problem as a percentage of stat points. I'm sure there are other ideas though, too.
So perhaps rather than being non-removable, there should be some other penalty for removing it? For example, losing 25% of each stat. That's a pretty big penalty, but it's one you can always recover from. Also, it's a bigger penalty the later in the game, so it doesn't penalize you for using non-removable armor early on in a pinch, since you're only going to end up losing maybe 5-10 stat points from each stat. But later on when it could be 30 or 40 points, you should've long since acquired better armor, and made your decision as to whether or not you want to wear something permanent, and will only remove it in dire situations. (Of course 25% is just a ballpark, that could be tweaked for balance, and is also mainly listed as an example of the *type* of penalty that might make sense, rather than a specific one).
Something like a simple credit cost is probably not a big enough penalty, at least with the way credits are currently working. You wouldn't be able to afford it early on, or if it was cheap enough to do so, it wouldn't be expensive enough to count as a penalty later on. If it was based on your level to calculate the cost, it'd be quite hard to balance since credit acquisition is fairly linear, and if you fell behind the 'curve' for cost, it might become very difficult to ever catch up and afford it. Basically, it'd be the opposite problem as a percentage of stat points. I'm sure there are other ideas though, too.
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
...(jeez, what's with all the interest in stealing away stat points?)
It is worth keeping in mind that all these new armors are from Doom Roguelike Arsenal. I suppose things would be more complex in the Outpost if they added a DRLA-specific entity that could remove the unremovable armors.
Just speaking balance wise, it seems to me like the unremovable armors are never the best option for me, when it comes to best equipment.....
It is worth keeping in mind that all these new armors are from Doom Roguelike Arsenal. I suppose things would be more complex in the Outpost if they added a DRLA-specific entity that could remove the unremovable armors.
Just speaking balance wise, it seems to me like the unremovable armors are never the best option for me, when it comes to best equipment.....
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
That being said, I would *guess* that if you export your character, start a new game, then import your character, you'll either not be wearing the armor anymore, or have it gone entirely. I'd be curious what happens if you happen to have a save with the stuff already?
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
That is an excellent question. Someone would look into that. Sadly, I don't have the time.
- Phantom Allies
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Silentdarkness12 wrote:...(jeez, what's with all the interest in stealing away stat points?)
It is worth keeping in mind that all these new armors are from Doom Roguelike Arsenal. I suppose things would be more complex in the Outpost if they added a DRLA-specific entity that could remove the unremovable armors.
Just speaking balance wise, it seems to me like the unremovable armors are never the best option for me, when it comes to best equipment.....
Look out, they're out to nerf you and punish you with Stat Stealing Drawbacks. Run.
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Right now, armor and boots you are wearing are not saved to your character save. So saving, starting a new game and loading effectively destroys the unremovable armor.
I need to speak to Yholl abot how best to balance this, as these armors are indeed from DRLA. But I'll get to it when dealing with all the other balance issues.
Not a lot changed visibly today, I went experimenting on a tangent that ultimately led nowhere.
https://lh3.googleusercontent.com/-QzzQ ... -09-25.png
I need to speak to Yholl abot how best to balance this, as these armors are indeed from DRLA. But I'll get to it when dealing with all the other balance issues.

Not a lot changed visibly today, I went experimenting on a tangent that ultimately led nowhere.
https://lh3.googleusercontent.com/-QzzQ ... -09-25.png
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
What exactly were you hoping to accomplish? Whatever it was, I like how this looks so far : P
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I was trying to experiment with shaders. Not really related to the GUI in any way, but I'm sure anyone can appreciate when you've been making and positiong GUI elements repeatedly for several days straight - by hand - that a distraction is healthy. 
Unfortunately, they don't appear to work currently in gzdoom - in 2.1.1 or any 2.2 build.

Unfortunately, they don't appear to work currently in gzdoom - in 2.1.1 or any 2.2 build.
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
*remembers the work put into DarkHud V4*subenji wrote:I'm sure anyone can appreciate when you've been making and positiong GUI elements repeatedly for several days straight - by hand - that a distraction is healthy.
Oof.....yes.......I whole-heartedly agree......urgh....
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I'm currently trying my hand at "Hell" Difficulty with a fresh Scout (using DoomRLA + Monsters, of course). A Hitscan-attacking Shadow Enemy is the worst RNG Artificial Difficulty I've ever seen. The game has become impossible for my by the third map in, because of an Elite Former Human which gains a level every second, has 1000 in every stat, and has seemingly no weaknesses. This is ridiculous.
- Silentdarkness12
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Is this with "Are you Tough Enough" turned on, or is this an assasination mission?....