Additionally, the litigation prompted a shift to an open-source format, extinguishing any hopes that ChaosForce might have had of recouping the costs of fourteen years of ongoing development. Best of all it was offered for free.īut eventually ZeniMax Media, owner of the Doom property, forced ChaosForce to change the game’s name to DRL. Entering a room filled with enraged demons was still rousing, but this time exterminating the horde exercised your cerebral abilities. DoomRL generated new nuances, converting the tense test of reflexes into an absorbing assessment of tactics. In 2002, Poland-based ChaosForce reimagined Doom as a turn-based, roguelike. But essentially, the movement revolves around publishers delivering the same core experience.īut a far more interesting approach sporadically arrives from independent developers with a passion for experimentation. The trend allows players to revisit titles, often enjoying improved visuals, the integration of downloadable content, as well as quality-of-life improvements. Over the past few years, the number of remaster and remakes and ramped up within the industry. With creative approach, it can serve as a great thing to balance heavy vs light guns, loud vs stealth approach.Price: $24.99 via Steam ($19.99 launch discount price) I hope that we'll get some form of alerting enemies with gunshots eventually though. I don't remember any related official explicit statements), will have better use for drawing silly images with bullet holes on vending machines rather than with scoring lucky hits from afar :( Which, given overall gunpowder-starved ammo for close encounters we have (NB: it's implied by common sense. %tohit penalty at extreme ranges, for blind shots, makes sense for rapid-fire bullet hoses w/ strong enough ammo only, unfortunately.Īnd the most close thing to these we currently have is 9mm bolter. Which gives just enough breathing room even for melee (unless trying ambushing). I'm starting to suspect that AI became either too smart or too stupid to react to fresh meat in sight properly if said meat disappeared quickly enough. ![]() Well, enemies which can smell main character from different corner of map (which, notably, includes event bots or so it seems) give enough attention.Īnd the rest of them. I just hope the other side of such a binary decision (ie whether this might not be as anti-fun/repetitive as you're imagining) is considered, I'm just trying to advise and inspire 'muse to a maestro' style, while very much respecting what's your baby! I think it could add to the game's strategic variation so long as it was competitive with other uses of weapon slots (and yeah, that would likely necessitate the range being only slightly above sight range, so that weapon swapping became necessary, but most weapon max range isn't much higher than 6 anyway so it could maybe work without major tweaks). I guess I just feel that dedicating a slot to a current-area appropriate blindfire weapon could be an interesting tactical option without breaking balance or flow issues. And the lower the hit chance would be, the more tedious blind fire would become, resulting in the optimal way to play being very tedious. Each moon has a ammo type that is aplenty, hence it'd always be beneficial to have a current popular ammo blind-fire weapon. Originally posted by sylph:Maybe that penalty is -80%? Maybe it's -95%? Maybe it's -60%? All I know is I'd at least like to see it explored rather than a very binary 'no you can't'. Until that day, though, I'm more than satisfied with how the game works right now! I guess only time will tell whether, ultimately, long-range combat makes a more balanced return to the JH design space. (bonus points for how it kinda rewards players that use 'hunker' and 'aim' a lot due to ammo conservation.) I feel like emergent depth comes from multiple options with their own pros and cons, and I feel like this is an example of an untapped potential option, in my mind. I feel this way because I love varied tactical situations. ![]() Maybe that penalty is -80%? Maybe it's -95%? Maybe it's -60%? All I know is I'd at least like to see it explored rather than a very binary 'no you can't'. I feel like the accuracy penalty at such a range could perhaps be adjusted until it was a worthwhile tactical consideration - a 'string to the bow' so to speak, without being dominant or game warping. I would honestly *love* to see weapons with beyond-visual-range 'tohit' chances, move in the other direction though - allowing weapons that on paper can fire beyond range:6 to actually hit beyond range 6 (with penalty). (In contrast to broken OP things that I mention lots and would love to see nerfed, like the Reaver's Claw!) I don't focus on discussing them too much because I always get scared of things being removed!
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