This is precisely what I didn't like about DoomRL. Many players from the discord can beat the game consistently on Ultraviolence and below, so the game seems to have fairly consistent balance. We keep a careful eye on anything that may kill you out of the blue. You either spec into dodge or cover (or both!) and minimize damage taken that way.Īdditionally healing is way better controlled in Jupiter Hell - the health drops are consistent, and you can spec into skills that either improve healing received, or provide alternative methods to heal. Jupiter Hell was designed precisely to avoid that - shooting things outside of your vision has literally no effect (unless firing a rocket launcher), and instead of a vision bug, you have cover and dodge mechanics with explicitly shown values that allow you to minimize the chance to be hit. Ironically I tried to change that in DoomRL, but when I did it turned out the whole balance flew right out of the window, and long-standing players were extremely upset. The optimal way to play is shoot things from outside the vision, and abuse a asymmetry in the FOV algorithm that made enemies not shoot you if you shot from precisely one point from around the corner. How are you "supposed" to survive in Jupiter Hell? Which was such a far cry from my expected fantasy of the game that I quit.ĭid that remain unchanged from DOOM RL? Did I grok DOOM RL wrong? When I subsequently looked up a high-difficulty playthrough, I saw that I'm "supposed" to survive by sticking walls and shooting at enemies that I literally can't see because they're 100% outside of DoomGuy's field of vision. But playing that way on Normal killed me really fast, and playing that way on Easy made me succeed until I suddenly died. When I went into DOOM RL, I was expecting a game where I'm "supposed" to survive by circle-strafing around demons. You're "supposed" to survive by taking as long breaks between fights as you can manage (so you go into fight with just enough HP to not die), and use consumable items to conserve/restore your HP in fights that would overpower your HP pool + regeneration.Īnd, for a slightly different example, in Into the Breach you're "supposed" to survive by not letting any of your building get damaged, and you do that by keeping your mechs near the center of the board, always trying to counter several threats using a single action, and using Veks bodies and attacks against them, hopefully in a way that will also kill them and/or prevent a spawn. In DCSS and the like, your HP regenerates constantly over time, but there's a breadclock hunger clock that's going to kill you if you play too slowly. You're "supposed" to survive by balancing the cost in lost HP, the chance of dying, and the reward from winning a fight, for every single fight - and only take the ones you either can afford or can't avoid. In The Ground Gives Way and its ilk, your HP regenerates only when taking a rest, which requires using up a rare item. The question is about a high-level concept, the title is awkward, but it's quite easy to explain on examples.
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