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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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bad cover is highly suspicious. It clearly depicts what the developer priorities are.

No, again, and I can't stress this enough - The developer doesn't do the box art - that is always done by the publishers/marketing. 
Yes 
Didn't mean to make it sound like they didn't - why I mentioned the publisher's marketing team having their own artists do the commercial stuff.

The developers can and do push back when its really bad though.

Although, comparing the images Kona posted and the doom cover, I think he's exactly right.

And most probably when iD pushed back on this cover, the marketing people pointed at these two covers to prove how superior the new Doom one was - argument done. 
Halo 
I see what you mean about the Halo covers, and yeah it's plausible that they are thinking about marketing this as a gorier/edgier Halo, to try to pull in that (huge) crowd. 
 
And most probably when iD pushed back on this cover, the marketing people pointed at these two covers to prove how superior the new Doom one was - argument done.

The halo games are better than doom in general, so it really is a good move to mimic them as much as possible. 
 
The halo games are better than doom in general

Gonna catch some shit for this but....

agreed.

Bring it on, bisnitches. 
Yes 
But Marmite is better than peanut butter.

Not sure where Nutella comes in.

Think it depends on how hot or cold a day it is. 
 
it's pretty clear to me that they are downplaying the sci-fi and demons aspect, and emphasizing the "soldier dude with gun" aspect, because they think it has more mainstream appeal. 
 
Lot's of people judging the book by its cover 
#1278 
Amen to that. But sometimes, people nitpick just for the fun of it.

It's fun to try to theorize and understand these other aspects of game development & publishing. 
Nutella Is Above. 
Everything. 
 
Uhuh 
"And, as he earlier promised to show us, he�s flick-switching � id�s in-house term for the instinctual and nearly instantaneous swapping of weapons that players can pull off once they learn their way around the weapon wheel. A quick tap, a quick flick� and the weapon wheel never even appears. �It makes you feel super slick when you�re doing it,� Martin smiles. �You�re just flick-switching between weapons and you�re like�� Martin pauses to make some rapid-fire pew-pew-pew sound effects. We get the point."

What the shitballs??? They mean exactly what any cunting FPS was doing in the 1990s with weapons on 1-9 or an instantaneous next weapon button?? Before the stupid weapon wheel selection crap shat on that?? Wanktards!! 
So 
Reading that made my meh-o-meter overload and I had to take it out and plug it in to recharge.

Stinks of "as designed by focus group as the fucking box art", albeit that focus group has been well briefed that a main focus is "let's make sure we avoid all the slow-pace criticisms of D3 at any cost"...seems very much like they're trying to design a game to run away from criticism rather than positively aiming for a clear design goal.

That being said, I predict here and now that it will be a good - but not great - game in it's own right. It will tick enough focus group boxes, but with adequate, cursory ticks rather than massive excited strokes. 
 
I expect to be able to cycle through with the number keys... anything else would be stupidity. 
 
I expect to be able to cycle through with the number keys... anything else would be stupidity.

I think id will leave this for pc users as the did with rage. 
Shambler 
Calm your tits, it's obviously being played on a console that doesn't have 1-9 number keys.

On a PC i'm sure you'll be able to press a number key and go straight to your weapon of choice. 
 
This weapon selection system sounds pretty much like the Turok 2 weapon system, which was really good (despite the actual faults of that game).

Quickly hold a button, push a direction, release � direct switch without cycling.

I somewhat agree with Shambler. The game sounds like it will lack the level of exploration of the classics, The cyberdemon and the doomguy's designs are off, there may be some clunkiness in the new mechanics, but the rest of the art and the combat may be really fun. 
Kinn., 
I know that. The Dpad or thumbutton or wtf he mentioned later gave it away. It's just a ridiculous thing to be hyping up in an article. 
 
Companies love to hype stuff that already exists. It was like when Halo was touting their amazing 'man cannons' in some hype video ... this was after Quake 3 had already shipped and introduced jump pads to the world. And their fan base ate it up. 
Exactly 
 
 
I think the doom trailers are more promising than meh, but then I read shit like this:

"�The push-forward style of our combat rewards players for being aggressive and not backing down from a challenge,� Sokal adds. �If you are low on health, charge into the maw and blow a demon in half to get a nice chunk of your health back. Low on ammo? Pull out the Chainsaw and cut a demon apart to get a huge ammo refill. For me, these moments are some of the most satisfying in the game.�"

(end quote=

ie basically let's give the main character health and ammo regeneration by attacking enemy. This is shoddy design in my opinion that removes skill and fun completely out of the equation. It's just a "press a button" to win, instead of waiting for a few seconds for your health to regenrate you just attack enemies to have health and ammo refill.

Having the option to remove this crap from the game changes nothing because it is obvious the whole item economy was designed behind this. First mod we'll need is a rebalance of the game with items around the level and no ammo and health regeneration 
#1291 
That depends a lot on how balanced the implementation was.

Enemies already dropped ammo, but in low amounts. If the soldiers dropped packs of 50 bullets, that would be completely stupid and it would have ruined classic Doom in the same way you're describing.

Ideally, enemies shouldn't drop more ammo than what's needed to kill them, I guess. That's probably why the ogres are so well balanced in Quake � grunts are far easier, because you can waste 3 shells, spend another 2 and get all 5 back when they die.

In the case of health, a fair compromise may be for them to not drop more health than a single weak attack of them can take. If classic Doom had a monster that dropped one of those 2-points blue potion when it died, that wouldn't be unfair. Sure, you'd get a lot of health when you killed a cyberdemon, but if the cyberdemon had hit you at least twice, you would've still lost a lot. 
 
one thing is having an enemy drop a modest amount of the ammo it is using, one thing is- I quote:

"�If you are low on health, charge into the maw and blow a demon in half to get a nice chunk of your health back. Low on ammo? Pull out the Chainsaw and cut a demon apart to get a huge ammo refill. "

nice chunk of health and huge ammo refill for attacking an enemy. This seems to me like a mechanic on the same level of health regeneration + ammo regeneration. Instead of waiting a few seconds behind cover to get your health back you can simply rush towards your enemy to get health and ammo back.

I'm really pessimistic about the possibility of implementing this without making the gameplay completely trivial. I hope this shit is not present in the ultra violence difficulty level. 
 
so one mod I would expect is just to take the standard levels and place items around (with a difficulty modifier) and completely remove these shitty (at least they sound shitty) health and ammo regeneration mechanics. Take downs have to stay, but remove the pretty stupid pinata effect and invincibility frames

on art style: I think the game looks promising but the zergesque design is offputting, the worst offender seems to be the cyberdemon 
 
And since you can't mod anything outside of what you can do in SnapMap.... 
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