#1034 posted by JneeraZ on 2016/01/20 11:06:28
A third grader nitpicks grammar and misses the point of the message.
Warren
I'm not sorry for calling bits of UT3 bad.
#1036 posted by JneeraZ on 2016/01/20 12:04:20
Don't work there anymore, don't care...
Glowing Symbols.
#1037 posted by Shambler on 2016/01/20 14:49:41
Done by the players hud, I assumed.
Video looks fine.
#1038 posted by Killes on 2016/01/20 14:51:12
Colored orbs are not too hard to understand either you know, pick it up once and you know what it is for the rest of the game.
Its just the complete out of context abstract sci-fi ness of an already out of context feature.
What justifies sleek fucking 3D glowing desktop icons jumping out of abused and torn up demon flesh ?
As I said floating orbs of pulsating/glowing gelatinous dripping blood would make waaaaay more sense and at least feel only half as cheap.
#1039 posted by JneeraZ on 2016/01/20 14:52:17
Yeah, I didn't like the "kill the monster in a fancy way and it'll drop more health" thing. Doesn't really fit.
#1040 posted by czg on 2016/01/20 15:03:14
Last time I played it is pretty explicitly a thing that is done by the player's helmet's visor. First time you put it on it does like a bootup sequence and enables highlighting stuff.
The actual objects that drop are like little canisters or something.
#1041 posted by Killes on 2016/01/20 15:09:09
Great, can I not put the helmet on please?
Id rather walk around with a soft squishable head for the demons benefit than see that crap :D
Anyways, biggest gripe of all : I do so wish they had made it moddable and properly mappable.
For fucks sake it is the life blood of immortality for Doom...
As I Said.
#1042 posted by Shambler on 2016/01/20 15:14:04
What CZG said. Kinda obvious.
#1043 posted by Kinn on 2016/01/20 16:39:18
Hey guyz I hear some of the demons have techy bits sticking out of them and stuff. Aesthetically Doom has always been an inconsistent and nonsensical mess, so it really doesn't bother me if it turns out there's not a well-thought-out backstory for why monsters drop pickups.
#1044 posted by JneeraZ on 2016/01/20 17:18:28
Oh, I don't want or care about a thought out backstory, just some level of consistency that my brain can get it's teeth into. The original Doom, for all it's weirdness, had that. The universe seemed consistent with itself and I could accept whatever I was seeing.
Monsters dropping more or less health based on how flashy the space marine makes their death ... eehhhh.... I dunno.
#1045 posted by Killes on 2016/01/20 17:19:15
Kinn I find there is this possible degree of consistence of theme within inconsistent fantastical stuff, even in a hodge-podge like Doom.
These things can and should follow some sort of logic within the fantasy.
Simply put it helps with the willing suspension of disbelief, or the immersion so to speak.
Here in this case when the items drop from the monsters it just screams, amongst other things "competitive multiplayer FPS a la q4a" and that takes me right out of the mood/vibe going on there in SP.
I mean all that effort in the hell environment and the beasts and then *that* pops out after their goreporn execution. It is seriously what the fuck, really why ? It boggles the mind, such a small thing to do right, but whatever.
So that bothers, it is sort of minor...or not. And if it doesn't bother you well good for you I guess :P
#1046 posted by Killes on 2016/01/20 17:20:49
There Warren said it better above. Wouldn't of bothered had I seen it.
#1047 posted by Spirit on 2016/01/20 17:26:47
You need to drop health and ammo from monsters if your gameplay is centered around respawning-horde checkpoints.
Speaking Of Which
#1048 posted by aDaya on 2016/01/20 17:34:22
Now I'm wondering if we'll get those intermission screens after each levels. That would at least a bit more replayability.
#whatever.
#1049 posted by Shambler on 2016/01/20 23:04:24
Kinn I find there is this possible degree of consistence of theme within inconsistent fantastical stuff, even in a hodge-podge like Doom.
These things can and should follow some sort of logic within the fantasy.
The latter is a very good point, unfortunately it doesn't work in your favour as firstly the original DOOM really has no internal logic, and secondly the current one is trying to give some logic - e.g. soldier's helmet highlighting healthable items - which you don't like.
The Monsters Should Drop Potions
#1050 posted by mankrip on 2016/01/21 00:35:12
You know, blue potions. Each one giving a 2% health boost.
And sometimes, megaspheres, invisibility spheres, and megahealth spheres.
That would integrate the old demonic items' designs into the new gameplay mechanics.
Enemies Should Just Drop Invulnerability Spheres
#1051 posted by killpixel on 2016/01/21 01:20:03
#1052 posted by Kinn on 2016/01/21 02:28:15
I'm really surprised my viewpoint is the fringe one here. So the gameplay designers on this doom game seem to have decided that enemies dropping items on "special" kills is fun and rewarding, and people on func have issues that it seems too...gamey and unbelievable? Are you sure there aren't other things about doom that are completely and utterly abstract and arcadey?
#1053 posted by Lunaran on 2016/01/21 02:52:37
They want an exact clone of Doom with higher video requirements. That's all. If they don't get exactly that they'll cry as if Doom itself has been taken away from them and they can't just go back and play it any more.
#1054 posted by JneeraZ on 2016/01/21 03:00:19
Thanks for speaking for the group, Lun, but that's not really how we all think.
#1055 posted by necros on 2016/01/21 03:26:06
so is it a thing that static item pick ups are no longer a good thing?
#1056 posted by mankrip on 2016/01/21 03:42:24
That makes sense, actually.
Street Fighter IV went that route. It's graphically refined, but the gameplay strictly follows the 2D foundations of SSFIIT. They added some new mechanics, but the foundations are the same.
That's the approach that the classic Doom fans crave for, and modern gamers would most likely also enjoy it. Only the Doom 3 fans would be left out. But this game clearly is a mix of classic Doom with Doom 3, at least aesthetically.
Anyway, today's id is clearly trying to do their best, and hopefully the game will be really good.
My Previous Replay Was For #1053
#1057 posted by mankrip on 2016/01/21 03:44:48
Eek, Reply.
#1058 posted by mankrip on 2016/01/21 03:46:01
Not replay. My phone keyboard is drunk.
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