Hell_Pike Posted September 24, 2019 (edited) Download : https://drive.google.com/open?id=1_BB8OyTZdSjbL6ReX9DVIqPnDEXF4E70 This mod is sort of like a dynamic difficulty mod. If players fight harder, their attacks will have better RNG. The monster's RNG also changes with the players. By default, all monsters and weapons will have attacks that fall in the exact middle of the RNG scale. (Just like NoranDoom mod). If you are cautious and don't fight so hard, your attacks will be weakened, enemy attacks will be weakened also. I might make a few versions of this mod that invert the rng for the monsters, or the players with different scenarios. Note that all of the damage dealt in this mod is still just like what CAN happen in vannila (if you or the monster was very lucky/unlucky). None of the tweaks are things that can't happen in the regular game. This mod is fully multiplayer compatible and the difficulty adjustments happen on a per player basis! Feel free to join my discord, especially if you have ideas or suggestions. Discord server : https://discord.gg/rBUqyjH I just built a new version of this, on top of a mod called NORANDOOM. So the difference is basically that now the dynamic range is much more broad. Instead of 3 ranges of constant variables now there is a dynamic range that interpolates. All based on player input. Edit : Also decided to release a new RNG remover mod, just a slight variance of this mod but sets all RNG to the mid of the RNG range.https://drive.google.com/file/d/1-tDcu_Uv6cQ2fiPC3p39VLRmoaTG3E9-/view?usp=sharing Edited October 30, 2020 by Hell_Pike 1 Quote Share this post Link to post
Turin Turambar Posted September 24, 2019 I read your post and still don't understand what the mod does what does it means "If you are cautious and don't fight so hard"? Makes the game harder if you are losing? That sounds a bad idea! 0 Quote Share this post Link to post
Hell_Pike Posted September 24, 2019 It measure how much the players are moving and pressing the fire key. If they move more and shoot more, gives them more favorable RNG. 0 Quote Share this post Link to post
Turin Turambar Posted September 24, 2019 (edited) Oh that's interesting. You see, usually 'dynamic difficulty' is more 'make the game easier if the player is losing', 'make the game harder if the player is owning the level'. What you are doing is promoting a particular style of game, unrelated to difficulty. Edited September 24, 2019 by Turin Turambar 0 Quote Share this post Link to post
Hell_Pike Posted September 24, 2019 1 hour ago, Turin Turambar said: Oh that's interesting. You see, usually 'dynamic difficulty' is more 'make the game easier if the player is losing', 'make the game harder if the player is owning the level'. What you are doing is promoting a particular style of game, unrelated to difficulty. I can make it that way instead if you think its a good idea. I think I did something wrong with the projectiles :p and I'm going to keep updating this. 1 Quote Share this post Link to post
Hell_Pike Posted September 24, 2019 1 hour ago, Turin Turambar said: *Fixed* projectiles, and made it so the enemies are tougher on players who fight harder, instead of the other way around. 0 Quote Share this post Link to post
Hell_Pike Posted October 30, 2020 This mod now in version 9, only compatible with GZdoom. 0 Quote Share this post Link to post
Hell_Pike Posted October 30, 2020 If anyone wants a Zandronum compatible version of this mod, just comment below and I will make it. 0 Quote Share this post Link to post
HQDefault Posted October 31, 2020 On 9/24/2019 at 3:46 PM, Hell_Pike said: I can make it that way instead if you think its a good idea. I think I did something wrong with the projectiles :p and I'm going to keep updating this. You could also just make that a different option on the menu. Like RNG Mode- Playstyle/difficulty 0 Quote Share this post Link to post
donevan427 Posted October 31, 2020 Is there a visible representation of what state your currently in? If there is this sounds a bit like a devil may cry style meter, that rewards you with extra damage instead of extra currency. Sounds like a pretty fun idea. Does taking a hit lower the 'intensity'? I have no idea how to make a mod like this but what I think would be cool is if you could speed the monsters up, instead or on top of the rng changes, that would make fights get really crazy. 0 Quote Share this post Link to post
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