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Since: Oct 24, 2006 Posts: 65
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(Msg. 16) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>misc (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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Since: Oct 24, 2006 Posts: 65
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(Msg. 17) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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Since: Oct 24, 2006 Posts: 65
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(Msg. 18) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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Since: Oct 24, 2006 Posts: 65
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(Msg. 19) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 20) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 21) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 22) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 23) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
|
(Msg. 24) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
|
(Msg. 25) Posted: Thu Nov 02, 2006 2:06 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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B0rsuk wrote:
> What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> For me, if you can survive a lot of time with a monster in melee
> combat, the suspense is gone. Things get much less dramatic when you
> realize the monsters who filled all these levels with severed limbs,
> guts, pools of blood are actually not so scary.
> Part of the issue may be that I despise katanas, ESPECIALLY in modern
> settings.
Actually, I think I understand your point. You want a kind of Doom
feeling out of this game, where you're a weak human fighting against
strong monsters. You want the kinds of monsters that you should fear
to have anywhere near you, and that you should want to blast away ASAP.
I guess, then, that what kind of game Xenocide develops into (assuming
it develops anymore) would be determined by what attitude it's meant to
have. If Xenocide's meant to have an "develop you char however you
want, go on a quest/quests, and do lots of different things" type
attitude like Crawl or Adom, then your suggestions wouldn't work so
well. But if it's meant to have a "defend yourself from armies of
superpowered monsters; your mission is get out alive" type attitude,
then your suggestion would be pretty good.
Xenocide's current plot has a mix of both: You wake up on a ship full
of human remains and mutant monsters, and your first mission is to get
out of the ship alive. But after that, it seems your mission is to
explore the planet and find out what's going on. So plotwise, it can
go either way. And gameplay could thus go either way, depending on how
the plot's supposed to develop. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 26) Posted: Thu Nov 02, 2006 2:20 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Michal Bielinski wrote:
> B0rsuk wrote:
> [snipped opinion about meele being unstylish for sci-fi roguelikes,
> left part that probably describes the point well enough]
> > As you may expect, I grew tired of Fallout-style Power Armors,
> > superstrong personal forcefields etc. I'd like to see sci-fi roguelike
> > with roots in the present warfare.
> > What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> > For me, if you can survive a lot of time with a monster in melee
> > combat, the suspense is gone. Things get much less dramatic when you
> > realize the monsters who filled all these levels with severed limbs,
> > guts, pools of blood are actually not so scary.
>
> On this I agree fully. Very few Xenocide monsters are deadly in meele
> combat. Wasps do that well but only thanks to poison attack. Kamikaze
> bots would be good if turning them off wasn't so easy to character who
> practiced mechanical skills a bit. What bugs me most is that creatures
> having radiation attack should be ones you are afraid to just get near
> not even mentioning touching it. Instead radiation is only slightly
> tweaked type of poison.
Whether or not the Doom-like route is taken, I agree with this point as
well. Melee monsters are weak. An unexperience fighter shouldn't be
able to escape his first fight with a limb-severing monster with 17 HP
left. When I first tried this game, I was expecting these monsters to
massacre me up close, after reading the story.
Even if melee remains a good option throughout the rest of the game, as
I'd like, it shouldn't be an option without risk. I should, for
example, be afraid of dieing if I have to fight more than one or two
enemies at a time, and should have to use techniques like fighting
enemies one-on-one in corridores/doorways, and luring enemies with
ranged weapons into small rooms, to stay alive. Currently, I could run
into a group of enemies and fight them all at once, and come out just
fine, if a little injured.
Actually, I'd like it if other roguelikes had more dangerous melee as
well. >> Stay informed about: Xenocide: What a shame... |
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External

Since: Oct 24, 2006 Posts: 65
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(Msg. 27) Posted: Thu Nov 02, 2006 2:20 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Michal Bielinski wrote:
> B0rsuk wrote:
> [snipped opinion about meele being unstylish for sci-fi roguelikes,
> left part that probably describes the point well enough]
> > As you may expect, I grew tired of Fallout-style Power Armors,
> > superstrong personal forcefields etc. I'd like to see sci-fi roguelike
> > with roots in the present warfare.
> > What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> > For me, if you can survive a lot of time with a monster in melee
> > combat, the suspense is gone. Things get much less dramatic when you
> > realize the monsters who filled all these levels with severed limbs,
> > guts, pools of blood are actually not so scary.
>
> On this I agree fully. Very few Xenocide monsters are deadly in meele
> combat. Wasps do that well but only thanks to poison attack. Kamikaze
> bots would be good if turning them off wasn't so easy to character who
> practiced mechanical skills a bit. What bugs me most is that creatures
> having radiation attack should be ones you are afraid to just get near
> not even mentioning touching it. Instead radiation is only slightly
> tweaked type of poison.
Whether or not the Doom-like route is taken, I agree with this point as
well. Melee monsters are weak. An unexperience fighter shouldn't be
able to escape his first fight with a limb-severing monster with 17 HP
left. When I first tried this game, I was expecting these monsters to
massacre me up close, after reading the story.
Even if melee remains a good option throughout the rest of the game, as
I'd like, it shouldn't be an option without risk. I should, for
example, be afraid of dieing if I have to fight more than one or two
enemies at a time, and should have to use techniques like fighting
enemies one-on-one in corridores/doorways, and luring enemies with
ranged weapons into small rooms, to stay alive. Currently, I could run
into a group of enemies and fight them all at once, and come out just
fine, if a little injured.
Actually, I'd like it if other roguelikes had more dangerous melee as
well. >> Stay informed about: Xenocide: What a shame... |
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| Back to top |
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External

Since: Oct 24, 2006 Posts: 65
|
(Msg. 28) Posted: Thu Nov 02, 2006 2:20 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Michal Bielinski wrote:
> B0rsuk wrote:
> [snipped opinion about meele being unstylish for sci-fi roguelikes,
> left part that probably describes the point well enough]
> > As you may expect, I grew tired of Fallout-style Power Armors,
> > superstrong personal forcefields etc. I'd like to see sci-fi roguelike
> > with roots in the present warfare.
> > What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> > For me, if you can survive a lot of time with a monster in melee
> > combat, the suspense is gone. Things get much less dramatic when you
> > realize the monsters who filled all these levels with severed limbs,
> > guts, pools of blood are actually not so scary.
>
> On this I agree fully. Very few Xenocide monsters are deadly in meele
> combat. Wasps do that well but only thanks to poison attack. Kamikaze
> bots would be good if turning them off wasn't so easy to character who
> practiced mechanical skills a bit. What bugs me most is that creatures
> having radiation attack should be ones you are afraid to just get near
> not even mentioning touching it. Instead radiation is only slightly
> tweaked type of poison.
Whether or not the Doom-like route is taken, I agree with this point as
well. Melee monsters are weak. An unexperience fighter shouldn't be
able to escape his first fight with a limb-severing monster with 17 HP
left. When I first tried this game, I was expecting these monsters to
massacre me up close, after reading the story.
Even if melee remains a good option throughout the rest of the game, as
I'd like, it shouldn't be an option without risk. I should, for
example, be afraid of dieing if I have to fight more than one or two
enemies at a time, and should have to use techniques like fighting
enemies one-on-one in corridores/doorways, and luring enemies with
ranged weapons into small rooms, to stay alive. Currently, I could run
into a group of enemies and fight them all at once, and come out just
fine, if a little injured.
Actually, I'd like it if other roguelikes had more dangerous melee as
well. >> Stay informed about: Xenocide: What a shame... |
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| Back to top |
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 |  |
External

Since: Oct 24, 2006 Posts: 65
|
(Msg. 29) Posted: Thu Nov 02, 2006 2:20 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
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Michal Bielinski wrote:
> B0rsuk wrote:
> [snipped opinion about meele being unstylish for sci-fi roguelikes,
> left part that probably describes the point well enough]
> > As you may expect, I grew tired of Fallout-style Power Armors,
> > superstrong personal forcefields etc. I'd like to see sci-fi roguelike
> > with roots in the present warfare.
> > What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> > For me, if you can survive a lot of time with a monster in melee
> > combat, the suspense is gone. Things get much less dramatic when you
> > realize the monsters who filled all these levels with severed limbs,
> > guts, pools of blood are actually not so scary.
>
> On this I agree fully. Very few Xenocide monsters are deadly in meele
> combat. Wasps do that well but only thanks to poison attack. Kamikaze
> bots would be good if turning them off wasn't so easy to character who
> practiced mechanical skills a bit. What bugs me most is that creatures
> having radiation attack should be ones you are afraid to just get near
> not even mentioning touching it. Instead radiation is only slightly
> tweaked type of poison.
Whether or not the Doom-like route is taken, I agree with this point as
well. Melee monsters are weak. An unexperience fighter shouldn't be
able to escape his first fight with a limb-severing monster with 17 HP
left. When I first tried this game, I was expecting these monsters to
massacre me up close, after reading the story.
Even if melee remains a good option throughout the rest of the game, as
I'd like, it shouldn't be an option without risk. I should, for
example, be afraid of dieing if I have to fight more than one or two
enemies at a time, and should have to use techniques like fighting
enemies one-on-one in corridores/doorways, and luring enemies with
ranged weapons into small rooms, to stay alive. Currently, I could run
into a group of enemies and fight them all at once, and come out just
fine, if a little injured.
Actually, I'd like it if other roguelikes had more dangerous melee as
well. >> Stay informed about: Xenocide: What a shame... |
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| Back to top |
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 |  |
External

Since: Oct 24, 2006 Posts: 65
|
(Msg. 30) Posted: Thu Nov 02, 2006 2:20 pm
Post subject: Re: Xenocide: What a shame... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Michal Bielinski wrote:
> B0rsuk wrote:
> [snipped opinion about meele being unstylish for sci-fi roguelikes,
> left part that probably describes the point well enough]
> > As you may expect, I grew tired of Fallout-style Power Armors,
> > superstrong personal forcefields etc. I'd like to see sci-fi roguelike
> > with roots in the present warfare.
> > What was I talking about ? Ah, yes. Melee monsters should inspire fear.
> > For me, if you can survive a lot of time with a monster in melee
> > combat, the suspense is gone. Things get much less dramatic when you
> > realize the monsters who filled all these levels with severed limbs,
> > guts, pools of blood are actually not so scary.
>
> On this I agree fully. Very few Xenocide monsters are deadly in meele
> combat. Wasps do that well but only thanks to poison attack. Kamikaze
> bots would be good if turning them off wasn't so easy to character who
> practiced mechanical skills a bit. What bugs me most is that creatures
> having radiation attack should be ones you are afraid to just get near
> not even mentioning touching it. Instead radiation is only slightly
> tweaked type of poison.
Whether or not the Doom-like route is taken, I agree with this point as
well. Melee monsters are weak. An unexperience fighter shouldn't be
able to escape his first fight with a limb-severing monster with 17 HP
left. When I first tried this game, I was expecting these monsters to
massacre me up close, after reading the story.
Even if melee remains a good option throughout the rest of the game, as
I'd like, it shouldn't be an option without risk. I should, for
example, be afraid of dieing if I have to fight more than one or two
enemies at a time, and should have to use techniques like fighting
enemies one-on-one in corridores/doorways, and luring enemies with
ranged weapons into small rooms, to stay alive. Currently, I could run
into a group of enemies and fight them all at once, and come out just
fine, if a little injured.
Actually, I'd like it if other roguelikes had more dangerous melee as
well. >> Stay informed about: Xenocide: What a shame... |
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