
I hope this isn't too confusing, but any help from anyone is appreciated.
Yeah, I didn't even think about reloadable weapons. I guess I'll have to come up with a way to deal with that in the HUD.Xanirus wrote:First I have to say that this mod is just, well....FRIKIN AWESOME!I especially became ecstatic when I was going through this thread and found out that weapon mods can work with this, but can someone tell me which mods work? I have noticed that weapon mods with reloadable weapons (which is pretty much a lot of mods out there) won't show ammo capacity properly. The counter for the ammo in the clip is fine, but the total ammo in the player's inventory always shows the value of the clip capacity. If for example you start the game with 60 bullets used for a particular pistol, and the pistol has 20 bullets per clip, the counter for the player's ammo inventory will always show 20, even if you fire off all 60 bullets and run out. This is mostly because of the HUD I would imagine. You have to load the RPG mod last otherwise the weapon mod replaces the HUD, you won't see the RPG specific HUD elements, or get enemies that drop credits, give XP, etc if it replaces monsters, so loading the RPG mod last is a must.
I hope this isn't too confusing, but any help from anyone is appreciated.
I'm trying to come up with a stable and balanced regen rate for HP/EP, I'm still experimenting with it.terranova wrote:I just tested the lastest version, so.
Eneergy recharges REALLY SLOWLY, even with ten points in regen, it takes half a minute to get me a point. Or something.
I can't seem to use big tokens.
The marine summon spell doesn't seem to do anything but a green flash thingy.
Regarding the weapon issues, are you using a weapon mod? I can't reproduce the shotgun shells issue.yoshi314 wrote:there is some problem when buying ammo. i was out of shotgun ammo, so i bought as much shells as i could. after exiting shop menu i found i still could not switch to either shotgun.
after a few random shots with plasma rifle, i finally managed to switch weapons. i am not exactly sure how to reproduce it.
i also have no clue how to use tokens, do they activate automatically? i can see their amounts on level up menu, but i can only use normal power up points apparently.
some random notes :
- i think items sell for way too much. after going through 2 levels and selling whatever i found, i had no problems buying all the weapons and still had cash for some ammo.
- there could be an option to pause the game when shopping/powering up. or ability to set a few key shortcuts, e.g. "quickly buy ammo for active weapon" would be welcome.
I had the same problem, because I didn't understand that the buy menu spawns pickups at your feet. You pick them up only if you move.yoshi314 wrote:there is some problem when buying ammo. i was out of shotgun ammo, so i bought as much shells as i could. after exiting shop menu i found i still could not switch to either shotgun.
after a few random shots with plasma rifle, i finally managed to switch weapons. i am not exactly sure how to reproduce it.
He just addressed my question about it - the summon spells aren't fully implemented yet.commander wrote:The summoning skills seem to be not working at all. It just gives me a green flash.
Thank you for the huge post, I haven't gone through all of it yet since I'm busy today, but I took a quick gander and some of this is definitely doable/fixable, others are limitations of ZDoom itself I can't do much about. I'll go into some more specifics later.VicRattlehead wrote:HUD/interface
-There should be a preview of what a skill would do, how much EP it would cost and how many tokens it costs when highlighting it to buy or upgrade it. Currently, it only previews what the skill does and it only previews that when you're buying the first level of it. It doesn't preview anything at all when you're highlighting to upgrade it. Of course you have to make the distinction between what the attributes are of the current level of the skill and what it would be when you upgrade it clear.
-It would be a major convenience if you can only scroll through the skills that you have.
-I'd like an option in the Doom RPG options menu where we can choose to have the skills not be separated into categories to allow for faster scrolling (only if the above suggestion is fulfilled otherwise it'd just be a mess)
-In the stats screen, the text color of the Capacity stat doesn't match with the description of its corresponding effect.
-There's a black bar on the top left of the HUD.
-Rune icons should be placed lower. They are obscured by the skill labels (i.e. name, description and EP cost).
-The description of the currently selected skill flashes when you buy or upgrade a skill. I don't see a use for this. There's already a description of the skill in the menu when you're highlighting to buy it. It's only confusing when your currently selected skill is different from the one you're buying/upgrading.
-Make the error noise play when a player attempts to sell weapons or ammo to make it clear that he isn't allowed to.
-Options to disable auto use of armor or health items would be nice.
General gameplay
-I'd like to see fire rate increase incorporated in the stats somehow.
-EP is hard to come by. I think their drops should be more common. If their drop rate scales to difficulty, then I think it shoudn't.
-I think randomized stimpak/medikit pickups should only replace stimpak/medikit pickups, not health bonus pickups. I think the current system is a little too generous with health items. I think it would be better if EP drops randomly replaced health bonus pickups instead to alleviate the previously mentioned issue about EP availability.
-Similar thing with randomized armor pickups, I think they should only replace other armor pickups rather than armor bonuses as well. Making health and armor too abundant makes the buy menu underutilized.
-I suggest splitting up HP and EP regeneration into separate stats but make them much more impactful with each point increase.
-Why not allow the player to activate a powerup when another one is active to extend the duration of the powerup, just like how you can pick up several runes and let them add to the timer of the already active runes?
-Would be nice if the chaingunguy or the other former human enemies sometimes dropped grenades. And if you could sell them.
Projectiles
-Electro and Plasma balls don't work.
-I don't fully know how the balance of the projectiles are but there seems to be no reason to take some projectile attacks over others (e.g. fireball (10 EP, weak) over ice missile (10 EP, much stronger))
-Would be nice if there were more distincitve characteristics between each projectile type. For example, maybe make the ice missile do less damage but it slows enemies down. Other examples of aspects to look into would be splash damage, chain effect and projectile speed. Making their higher level attacks distinct from each other would be great too.
-The description of each projectile when at level 2 or higher is "Healing".
-I think projectiles are currently impractical, their EP cost should probably be reduced.
Aura
-You can buy a basic level of an aura, activate it, then upgrade it with the aura still active and get the effects of the upgraded aura.
-There seems to be no reason to use purple aura over pink aura.
-The aura effects don't stack with the powerup/rune effects, yes? If so, I think the aura effects should be reworked to act exactly like powerups/runes instead -- adding powerup/rune time instead of having its own timer. That way, activating an aura while a powerup/rune is active or picking up a rune after activating an aura wouldn't be a waste. With that, there would also be no reason to keep a separate aura timer so you can get rid of it to make the HUD less convoluted. However, you will need to come up with icons for the auras which don't have a powerup/rune equivalent, like 4x damage protection and the money gain aura.
-You might want to look into how the 4x damage and protection auras interact with 2x damage and protection runes, they may stack.
Yes I agree. Once I picked up 3 mega tokens in the Downtown level.Ribo Zurai wrote:I don't see the point of giving huge prices for the tokens when you can get them so easily from drops, specially from Imps.
The Proficiency stat isn't as overpowered as you think, here's the formula for generating XP:commander wrote:Do you think the new stat system is a bit odd? The Proficiency stat seems to be overpowered (5% per point). And I still don't know how Luck stat helps!
Code: Select all
TotalGained + FixedMul(Random(0, Combo + Combo * Level), (1.0 + FixedDiv(Proficiency, 20)))
The slow EP recharge is intentional, as I said above in my long rant, I've made EP pickups much more abundant to counteract this.terranova wrote:Eneergy recharges REALLY SLOWLY, even with ten points in regen, it takes half a minute to get me a point. Or something.
I can't seem to use big tokens.
The marine summon spell doesn't seem to do anything but a green flash thingy.
your "Partnership" idea is basically implemented in the form of Rank, as your rank increases from killing enemies you will gain a higher discount at the store to purchase items. This also incorporates what you were asking, why you randomly get money? This is a payout that happens every 5 minutes, depending on your rank, you will be paid 100 credits multiplied by your current rank level. 5 minutes may be too short I time though, I may bump it up to 10, or even make it difficulty dependent. Also, the prices are by NO MEANS final, trust me, I know they need to be changed, but I'm still not sure where exactly I want them yet.yoshi314 wrote:there could be an option so that your stats influence the money you get from buying/selling stuff. or shop could have a "partnership" level - the more stuff you trade, the more discount you get and the more things become available to buy.
you could start from getting only 10% cash back from each item (or maybe make it depend on difficulty level) and offering only ammo for weapons you already have, and the list would slowly expand everytime you would spend/obtain certain amount of credits at the shop. e.g. every 2K credits would increase the discount by 1%, up to e.g. 40%.
a concept common in some JRPG games. could make game a little bit more balanced. currently you can get e.g. a rocket launcher very early if you amass a lot of equipment and sell it.
per-weapon proficiency system instead of level up stat would be neat. the more you use a weapon (e.g. by counting kills done with a specific weapon, if possible), the better you get with it (damage, accuracy, reload speed (if applicable)).
btw, why is it that i am randomly given money in game when standing around doing nothing? e.g. when looking through level up menu or a shop i sometimes get a message that i have been given 400 credits. is that a bug?
Thanks for that, I haven't ever tested my mod on Plutonia, although since Plutonia is supposed to be quite hard to begin with (Right? >_>) I think this is acceptable. I originally lowered the initial player damage to 75% to make the Strength stat more meaningful, I really don't want to change it back as this will make it pretty overpowered again.vigilante wrote:To the mod author: Note that the reduced player damage at level zero (75% ?) makes the player consume 33% more ammo. On Plutonia, the ammo from maps isn't enough (I didn't invest in strength in the first few levels), buying some becomes mandatory.