1291
#1297 posted by ijed on 2016/02/21 16:24:23
So the game would be better with regenerating health?
You wouldn't understand game design if it bit you.
#1298 posted by Kinn on 2016/02/21 17:07:57
Yeah people losing their jimmies over a game mechanic based on cynical assumptions of how it's gonna play out is just typical internet hipster sad-sackery. I have played dozens of games in my time where monsters drop extra goodies if you kill them in a certain way and on all occasions I remembering it being a fun mechanic.
#1299 posted by JneeraZ on 2016/02/21 18:27:55
Citation needed.
Gameplay That Rewards Aggressive Combat With Health/ammo/boosts...
#1300 posted by Shambler on 2016/02/21 21:37:41
...has always worked for me, not that it gets implemented much. There was a couple of action games that did it a few years ago and it was good fun and an encouraging mechanic. Painkiller also did it with the souls for demon mode. Generally rewarding killing with, errr, stuff seems okay to me.
It wouldn't take a lot of work for it to make sense. In Blood you gunned down enemies and they had a chance of dropping "life force" which is basically a heart that restored health...
I think the problem that most gamers have is that instead of enemies dropping items with context they drop windows icons.
#1302 posted by necros on 2016/02/21 22:08:10
people forget that hl2 did this? if you were low on health, you had a good chance of a soldier dropping those small health kits. if you were low on ammo, you were more likely to get bullets. and this mechanic was present in the crates as well. some crate items were hard coded, but others were generated at runtime based on player stats.
descent 1/2 also did this with the energy and shield powerups being more likely depending on which one you needed more. this is not a new mechanic by any means...
It's Too Soon To Tell
#1303 posted by killpixel on 2016/02/21 22:16:03
But I'm skeptical it will improve gameplay. I feel that eliminating a threat AND gaining a considerable amount of health may be too big of a payoff and may cheapen the experience.
I think Blood is different in that the enemies are particularity challenging and the chance of dropping health is fairly low.
Also, item pickups add a layer of strategy. You can create a risk/reward scenario with item placement. Having health drops just seems kinda one dimensional.
I dunno. I'm eager to play the game, just wish it would release already!
#1304 posted by mh on 2016/02/21 22:32:16
I think the problem that most gamers have is that instead of enemies dropping items with context they drop windows icons.
I think the problem that most gamers have is that it's diiiiiifffffferrrreennnnntttttttt.
#1305 posted by Kinn on 2016/02/22 01:14:35
Citation needed.
Oh come on, you should know that tons of hack 'n' slash games do it (God of War anyone?) and there are all manner of RPGs that have skills and spells you can invoke to turn an enemy kill into a bar refill.
mh is right - people are losing their shit over this bascially because it's different and I'm amazed no-one has brought the idea that there could be a real risk/reward element to this, because charging right up to a mob of enemies to melee them in the face often puts you in a real shitty position depending on what the hell else is going on around you.
Agree
#1306 posted by ijed on 2016/02/22 02:15:04
Plenty Of Games Do It
#1307 posted by nitin on 2016/02/22 03:58:42
it's all about the implementation.
But yeah maybe ID needs to keep a clamp on the marketing BS about it being an innovative feature.
Would A Post Filter Be The Death Of Func..?
#1308 posted by ijed on 2016/02/22 04:40:37
#1309 posted by Killes on 2016/02/22 08:15:24
"people are losing their shit over this bascially because it's different"
Different to...Doom1&2 ?
I don't see anyone complaining about that.
I do see and have made complaint of the mechanic being a thinly disguised regenerating health / health on demand mechanic.
If only it were different to that trite shit mechanic...
#1305 "no-one has brought the idea that there could be a real risk/reward element to this..."
Nope, no chance of byuing that idea indeed : the player moves super flying ninja skateboard fast and you are invuln during the executions, so it is basically pick your pinata wherever in sight, dash faster than anything else around, and feast.
And what betrays the intent behind this mechanic for me is another feature in the same vein we of making the gameplay trite and safe for today's bratty players : the clear room panic button aka the Big Floppydick Gun.
#1310 posted by Killes on 2016/02/22 08:29:05
The brill part of the original BFG is it is expensive to fire and there is a very good chance that you misuse it and basically blast 2/3rds of your Plasma ammo taking out one miserable Imp if anaything at all.
But use it well, heh, shall we say with (ohmygodcanitbeyesitcan) skill and its a good payoff.
Great power but some skill demanded to wield it correctly.
I dont think Doom4 is following this idea.
It sure looks like a fun ride but these things definitely are making it look more like a fun ride than a fun challenge.
As so many games now, basically little more than interactive action rides. Really Disney amusement park level stuff.
...and this whole mass of todays gamers who cant get enough of this kind of shit...blergh.
I think this is what is irking people here. The pretense of being given a real Doom but instead being served up some more of this fun on rails trite shit.
#1311 posted by Killes on 2016/02/22 11:46:24
Looks like we wont be able to mod it out but at the very least I guess we can unbind the keys for BFG and executions.
Or Just Chop Off Your Right Thumb And Middle Finger
#1312 posted by czg on 2016/02/22 12:22:21
#1313 posted by mh on 2016/02/22 13:06:48
...or just don't press the keys while playing the game. Seriously. You're over-dramatizing this.
#1314 posted by JneeraZ on 2016/02/22 13:18:07
Invalid, IMO. If the game design is based around the user pressing those keys, then not pressing them isn't really an option. Unless you want some sort of iron man challenge...
#1314
#1315 posted by mankrip on 2016/02/22 13:30:15
I've seen countless kids that presses nothing but the quick punch and quick kick in Street Fighter games. The same kind of kids that never learns that they can block while crouching.
Yeah It Was A Jest...
#1316 posted by Killes on 2016/02/22 13:47:49
Here's A Wild And Wacky Idea
#1317 posted by Kinn on 2016/02/22 13:58:48
If the game seems to easy to you because game mechanic x exists, then turn the difficulty level up.
If you are playing on the highest difficulty and the game still seems too easy, then come back and let us know.
#1317
#1318 posted by mankrip on 2016/02/22 14:21:52
That worked perfectly in Shadow Warrior 2013� except for the boss levels. I couldn't beat any bosses in the harder difficulties, so I had to restart the whole game in an easier skill� which allowed me to beat the bosses, at the expense of making everything else in the game boring. Which is a shame, because the regular battles are really fun in the hardest setting.
#1319 posted by mh on 2016/02/22 15:21:33
Invalid, IMO. If the game design is based around the user pressing those keys, then not pressing them isn't really an option. Unless you want some sort of iron man challenge...
Here's the deal.
A lot of people who are complaining - here and elsewhere - about the glory kills are doing so on the assumption that a glory kill is mandatory for each and every kill, and that you absolutely do not have the choice to opt out of them.
That's why we see comments along the lines of there only being one or two animations and that will quickly get boring, or having to do them will slow down gameplay, and so on.
None of that is the case at all.
It's true that a certain amount of game play is based around them, and it's true that they're heavily emphasised in the demos we've been shown, but does it not occur to people that this might be because id are just showing off their new mechanic?
Even in the demos we've seen to date, it's obvious that the player isn't constantly glory killing all the time. So where does the idea that the player is constantly doing so come from?
There's a middle point here, in between "constantly glory killing all the time" and "not glory killing at all", that people are just totally ignoring.
It's like back when id released Rage, and there was big hoo-hah about the racing elements. Turned out that only two races were actually mandatory in the entire game.
So howsabout we start out from the premise that glory kills aren't mandatory, that they're something you can opt in to if you need or want to, but otherwise can quite happily ignore, and build up a case against them from there. Because otherwise you're just undermining yourself and looking quite silly as a result.
I Dunno
#1320 posted by ijed on 2016/02/22 15:35:37
It makes it easy to choose which posts to disregard.
Ok, It Looks Like This Discussion Has Derailed Slightly
#1321 posted by killpixel on 2016/02/22 17:07:11
This is my attempt to clarify my thoughts.
Here is Stratton and co. discussing glory kills. It is clear that the use of this mechanic is not mandatory, but is strongly encouraged and reinforced though the games design. If we review the E3 gameplay footage we will see that health comes exclusively from enemy drops. There are no health pickups to be found throughout the levels.
Before panties get twisted let me say this: I believe this game will be fun. However, I have concerns that it won't be challenging enough due to health on demand.
It appears, from what we've seen, that glory kills are easy enough to execute that they could be exploited to keep ones health topped off. If it turns out that this is the case, this virtually eliminates the threat of death and lessens the overall challenge of the game. Some people feel that games that are not challenging enough are not as fun or rewarding as more challenging games. This is a valid opinion.
As I said earlier, it's too soon to tell.
|