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you get more than enough progression spoon-fed to you that if you don't hunt for secrets you'll be perfectly fine. but if you do hunt for secrets, you get some nifty bonuses
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# ¿ Oct 26, 2017 18:59 |
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# ¿ May 21, 2024 17:12 |
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i really liked the combat challenges. frequently they were at least somewhat interesting and encouraged me to try out stuff i probably wouldn't ahve bothered with otherwise. when they weren't interesting, i never felt like the bonuses they provided were essential enough to go too out of my way for them.
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# ¿ Jan 30, 2018 08:55 |
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The multiplayer has been going through some iterations right? Is it any good now?
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# ¿ Jan 30, 2018 21:34 |
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Jack Trades posted:Plenty of games have the cinematic finisher thing but the amazing part of the Glory Kill system is the whole "convert your kills into health to be able to get more kills" concept and I'm not sure that would work in most multiplayer games. Reaper from overwatch used to convert kills into health It was a pretty meh mechanic and got replaced by lifesteal
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# ¿ May 16, 2018 21:43 |
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I never played OG doom and really don't care about how that other game was designed. New doom was a ton of fun when I was shooting things, and when I was backtracking it wasn't very fun, so I hope in new new doom they have a lot more shooting things and way less anything else
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# ¿ Jul 16, 2018 21:26 |
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I don't really enjoy the exploration in DOOM. It feels like I forget one thing and then end up running around in circles for an hour until I randomly stumble across the one thing I missed, or more likely get bored and quit and leave it for another time (which ultimately comes like a month or two later, because "wasn't I at a part where I'm lost with nothing to do? Eugh. Maybe I'll play something else instead, actually") I do have adhd though, so maybe the frustration of this is less extreme for other people
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# ¿ Aug 1, 2018 02:31 |
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I just got into an argument with a friend about how half life is a corridor shooter and he kept saying "to me, corridor shooter describes a game where there is only one long hallway the whole game, and half life isn't that linear" and this conversation has me feeling very vindicated
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# ¿ Aug 1, 2018 21:50 |
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How do we know hayden's crucible is the fake one
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# ¿ Aug 21, 2018 03:44 |
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if that freaky metal poo poo is heaven, it'd be cool if there were set-pieces similar to the gore nests/how there's flesh all over the walls when demons are involved, but instead it's pristine, gold-accented metal poo poo taking over all the architecture around it like a virus
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# ¿ Aug 21, 2018 05:55 |
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Doomguy has the exact same taste in anime as I do because he is my best friend
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# ¿ Aug 27, 2018 19:29 |
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I never played doom 3 but it sounds neat
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# ¿ Sep 8, 2018 21:43 |
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I thought the suit was forged by a traitor demon to give doom guy the power to eat demons after he kills them I presume there's something more complex going on with it than some neat engineering, it's got spooky demon powers or something
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# ¿ Sep 9, 2018 20:00 |
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All of doomguy's moves are pulling out various guns and smacking people with the butt/handle before putting it away He could actually use the plasma gun, rocket launcher, and gauss cannon though. As well as the grenade launcher on the shotgun and the micromissiles on the heavy rifle.
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# ¿ Sep 14, 2018 19:22 |
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His reveal video would be him grabbing the berserk power up and beating ridley to death with his fists
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# ¿ Sep 14, 2018 19:24 |
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I think berserker power up would get introduced as an item rather than part of doomguy's arsenal
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# ¿ Sep 16, 2018 09:15 |
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I don't entirely disagree with you zaphod but drat you need to learn how to step back and take a break when people aren't convinced. No one is engaging with your argument on the level that you're presenting your argument, and no one wants to. Stop trying to make them, it looks like you're severely lacking in self awareness.
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# ¿ Sep 18, 2018 22:05 |
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The thing with proc gen vs community tools is the latter is worthless if a community doesn't get built around them, while the former will always result in something.
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# ¿ Sep 18, 2018 22:11 |
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Zaphod42 posted:I'm having a hard time parsing this sorry, but if This should have been the first and only thing you posted
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# ¿ Sep 19, 2018 00:05 |
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Is banjo-kazooie not adaptive music
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# ¿ Jan 5, 2019 22:08 |
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it'd be dumb if do4m had a story segment at the end of every level but not "this game is awful," it'd still be one of the best games to come out in 2016, what the gently caress
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# ¿ Mar 2, 2019 18:21 |
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Barudak posted:The Doom 4 we got lost an entire 1 point on a 10 point scale with me for just for that single exposition closet. I'm pretty extreme in my attitude, I'll admit that, but if you had a Doom 4 where that occurred dozens of times you would not end up with a good game that people uniformly praise. Think about old games that couldn't stick to the genre they are and so people have to couch any praise of the game and recommendations with that knowledge. Thats what would happen except possibly worse because its happening with non-gameplay. "The Doom 4 we got lost an entire 1 point on a 10 point scale" would be a reasonable reaction to every single mission having an unskippable exposition closet
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# ¿ Mar 2, 2019 23:11 |
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500 gems for a chainsaw recharge
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# ¿ Mar 5, 2019 23:26 |
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I would not want to be in a situation where I say "I wish my gun was better at killing demons" The excitement of a new gun is "finally, a new, different way to kill demons," not "finally, I can kill demons in a relatively satisfying amount of time now!"
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# ¿ Mar 6, 2019 02:45 |
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I used the first shotgun the entire game and never used the second shotgun
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# ¿ Mar 6, 2019 03:07 |
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Kramjacks posted:That's how I used the BFG in Doom 2016. If I felt like I wanted to just end a fight and move on to the next area for whatever reason I would pull out the BFG. for this reason, i never used the BFG
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# ¿ May 20, 2019 08:40 |
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one of my favorite DOOM2016 moments was really early in the game. you're goign around, picking keycards off of dead scientist bodies, but then one of the scitentists was actually a zombie all along and as soon as you take the keycard it comes to life and attacks you in a jump-scare like sequence. except zombies aren't actually a threat to you, so you just left click and blow its face off with your shotgun, then walk away. that was loving funny and i hope there's more things like that and doomslayer's excellent mute body language in cutscenes. they really nailed giving the game a quick, snappy, quiet sense of humor between the ripping and tearing.
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# ¿ Jun 6, 2019 21:18 |
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the showcase went out of its way to show a lot of platforming sections in sequence. this isn't like, a few scattered shots of the player jumping that has people concerned, it's multiple sequences in a row of platforming sections where the player is dodging mid-air fire beams and getting to air dash refills to traverse gaps. these are mechanics clearly intended for platforming specific challenges, and they are shown in the context of being platform challenges rather than, like, arena elements. like, clearly whoever put the trailer together really wanted to emphasize the platforming for a bit, it's not at all unfair for a viewer to say "hey, i don't like this thing they're going out of their way to show is included in the game." which like, i dunno, i'm not crazy up in arms about it but it doesn't exactly have me excited. dodging fire hazards and strategic air dash refills being part of a combat arena sounds fun, but as the focus of gameplay for several different areas it just makes me think they're making the argent tower section of doom2016 into a larger chunk of the new game. which i can't say i'm excited about, that was my least favorite part of the previous game.
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# ¿ Jun 10, 2019 17:14 |
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the walls you can cling to in particular look kinda janky, and also i don't know why that mechanic would exist at all outside of platforming challenges. everything else could be over-represented or something, but i just don't see what they would've coded that into the game for besides "make the player parkour over bottomless pits"
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# ¿ Jun 10, 2019 17:18 |
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Zaphod42 posted:Did you hate the rune challenges in Doom 4? They included parkouring over bottomless pits. But it wasn't a big deal. What rune challenges included parkour mechanics that existed exclusively within rune challenges If the trailer took a minute to show a bunch of rune challenge footage not indicative of the actual game, and did not indicate that this was rune challenge footage and not indicative of the actual game, in the middle of a bunch of otherwise main game footage, that's loving stupid and no viewer is at fault for assuming it's representative of the actual game. You might as well be saying that all the cool shooting we're seeing is probably just sectioned off challenge footage and an over represented sample of the actual game, which will exist purely of platforming and ominous voices talking to you as the game expands its deep lore and story. You can't just assume that anything that people aren't excited about, like, doesn't count and isn't actually part of the game or whatever. This is what their marketing has shown us, this is what we have to talk about, fabricating possible explanations about how we should disregard the things they wanted us to see comes off as a weird reaction to people not displaying the proper amount of hype for a game you are hyped for.
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# ¿ Jun 10, 2019 18:11 |
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Zaphod42 posted:Like, the one where you have to jump back and forth across narrow platforms left and right while running an obstacle course as fast as possible? My point was that there's no reason for the wall texture that you're allowed to cling to to exist, outside of platforming challenges. Your response was that that was "obviously" comparable to rune challenge parkour. So my questions for you now are: 1. Why do you think that's so clearly rune challenges, when as far as I can tell there's very little reason to believe that what they're showing us now is sectioned off, optional content and not the meat and potatoes of the game 2. Do you agree that this wall clinging mechanic exists purely as a platforming mechanic? And do you or do you not agree that they would not code in an entirely new mechanic, only to have it exist exclusively within rune challenges? I.e. do those wall clinging bits appear in the game proper or not? If you agree with me that 1. There's not really a reason for that mechanic to exist outside of platforming, and 2. It's very unlikely that that mechanic is a rune challenge exclusive mechanic or otherwise only exists in purely optional content, it seems to me that it would naturally follow that platforming sections, such as the ones displayed in the trailer, are significant (although probably not anything approaching majority) portion of the main game, given that they have devoted resources to developing platforming-exclusive mechanics and are displaying platforming heavy sections in their marketing. Since we do not have the game in our hands and only have their marketing material to base our expectations off of, it seems reasonable to comment our opinions on the concept of platforming being a significant part of the game. It may very well not be, but the marketing clearly wanted to emphasize the concept, so it's not some insane, out of nowhere idea that goons are just making up out of nothing.
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# ¿ Jun 10, 2019 18:34 |
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Zaphod42 posted:I appreciate you engaging me honestly but the way everybody else is so toxic I'm not sure if we should continue. But here goes. would you describe the way the wall clinging was used in the trailer as "platforming?" was there an instance of it showing up that you would consider mere "level traversal" rather than "platforming?" i think, going off the trailer, it's a mechanic that will probably appear in the main game, doesn't seem like it could serve much purpose other than platforming, and has only been shown in the context of platforming challenges. thus, using this specific mechanic as a demonstrative example of the existence of platforming in the game and not something that i am laser focusing any kind of specific ire on, i would conclude "the platforming sections in the trailer are indicative of platforming being a part of the main game, which they are iterating more on and developing more than they did in the previous game." based on this discussion with me, regardless of if you fully agree with me or not, do you still stand by this post? Zaphod42 posted:Its purely goons being insane, there really isn't any of that in the trailer. This needs to stop now. ninjewtsu fucked around with this message at 19:08 on Jun 10, 2019 |
# ¿ Jun 10, 2019 19:05 |
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Jack Trades posted:As a reminder to be perfectly honest while i somewhat disagree with zaphod here this is hardly an opinion i think is particularly, like, disgusting or out there. it's certainly one i've seen plenty often from other people, and one i can easily understand.
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# ¿ Jun 10, 2019 19:07 |
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Origami Dali posted:"We're building an entire Doom universe!" is not a line that gets me excited. This was my exact thought, though when the very next line was "but we know that the core focus of doom is good gameplay that delivers the best power fantasy in the business" I ended up pretty OK with it
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# ¿ Jun 10, 2019 21:16 |
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Collapsing Farts posted:I want a Doom dating sim Is Vega your cool wingman or one of the things you can date
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# ¿ Jun 10, 2019 21:16 |
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Both aren't good but neither is bad enough to warrant anything greater than annoyance
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# ¿ Jun 10, 2019 23:54 |
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i'm excited for doom: eternal, id software's new farming and dating simulator. the added RTS elements are what's really catching my eye though
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# ¿ Jun 19, 2019 00:15 |
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People including fan made doom levels as part of the core design of doom seems weird. Like, sure maybe you like their design better and new doom could move more in that direction, but when your example of "old doom was balls to the wall action" is a fan made level I don't think that really counts for the point you're making.
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# ¿ Jul 7, 2019 06:13 |
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Zzulu posted:I played Doom as a kid and thought it was creepy as hell. It was a horror game to me This was roughly my experience playing marathon as well. Was that just how that older style of fps rolled?
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# ¿ Jul 7, 2019 12:31 |
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I don't find glitches speedruns interesting for more than a few minutes if all the player is doing is going out of bounds in weird ways. Crazy glitches that do other stuff is really interesting though, watching people manipulate their items in ocarina of time by repeatedly releasing and catching a fish, or bringing up the item shop manu for a red potion by jumping into water at the right time, is fascinating. TAS is really interesting for this reason, games get broken in such bizarre ways once you're able to perform every action frameperfect
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# ¿ Jul 8, 2019 13:13 |
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# ¿ May 21, 2024 17:12 |
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Usually that stuff gets found by people doing TAS, then someone else figures out if/how it can be done by a human player
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# ¿ Jul 8, 2019 21:16 |