#1474 posted by mankrip on 2016/04/03 17:51:43
These maps lack any real pinch points because there's nothing of value to pick up. Ammo is generic, health is generic, and armor is health. It makes it interesting because you'll fight everywhere, but boring because there's no place to attract to
So this is what they mean by "combat, combat, combat"? Some of these design choices will likely spread to the SP campaign then.
 E-werd
The platform/pit atrium in the hell map has a bad ass 4-charge super gun. Having this choke point adds huge gameplay value to that area. Proper risk/reward stuff.
I don't get how you can have 2 decades of video game content with innovative gameplay foundations and then just straight up ignore it for design choices that the community vehemently detests!
 Kinn
#1476 posted by scar3crow on 2016/04/03 20:24:18
Who are you speaking of? It seems everyone wants a game they can enjoy. Sure, much of what they enjoy may be aligned with older mechanical design, but no period is golden, and this period isn't inherently horrible either - though I do think it has fewer great games.
From what I can see, they're just aping the weakest points of the period. They're not progressing, they're imitating. Loadouts aren't inherently bad, but you need to do them thoughtfully. Same goes for most other mechanics - my issue with most modern games isn't a line by line of mechanics, but the combination of them, and the implementations therein.
I'm not expecting a sequel to Doom 2, or a sequel to Doom 3 - but I did hope for something a little more thought out. I wasn't a huge fan of Doom 3, but it didn't make me go "Oh, they've been playing " [x/y/z]. Personally I think a game which acknowledged what is done right in Doom, Halo, and CoD alike could be at least decent - but I'm not seeing an acknowledgement of what they did. Just tickboxes being filled.
#1477 posted by killpixel on 2016/04/03 21:22:56
I agree with fifth on the points he raised. I'd like to add my my thoughts on the beta as well.
GAMEPLAY
speed - yes, it's certainly slower than games of yore and other arena shooters like UT. However, I think the speed is appropriate for the game's scale, though it could stand to be a bit faster. I think when we say we want the "speed of doom" we're thinking of it in an abstract way without considering all the other things in doom that made it work. Spaces in doom 1/2 are typically medium to large with simple detail, enemies are easily readable (even a distance or during hectic combat) and each have a very unique visual identity. Everything was simply bigger and bulkier which greatly lessened the negative effects of fast player movement.
instead of putting all mobility into raw speed they added double jump and mantling, which I think is a good move and I like. Currently, the FOV causes mantling to be somewhat disorienting. I think the movement in general will feel much better and be perceived as faster when they implement a proper FOV...
*must refrain from enraged FOV rant, must refrain...*
glory kills - I use them a lot, and because of that I killed a lot when sitting through the kill animation. Glory kill animations are simply too long in a multiplayer context. Cut the time in half and make them more fluid.
melee - melee could be expanded a bit and should be separate from glory kills. I think Halo did melee well, you can assassinate someone by hitting them in the back. I would love to see this in doom, this mechanic would fit well with the current map/combat design.
grenades - love using nades, perhaps having an upgrade or hack module allowing you to carry 1 additional nade (so a total of 2) would be great. Give us more grenade variations like sticky nades, freeze nades, various utility nades, etc.
AESTHETICS
visuals - whenever I look at doom the word "safe" keeps coming to mind. The design is just so safe, and because of that it really lacks any character whatsoever. It's clear the art was created by skilled people, but the art direction is so bland. Much of the assets seem like they came from various online asset stores.
sound - the sound in general is very flat. Volumes and EQs need to be adjusted. They may sound good on their own, but in the mix they just get buried and mask each other.
pickup colors - blue health, green armor, etc. Kind of counterintuitive, but considering the color palette of the levels I'm not sure they really had a choice. It gets the job done, I think.
I have quite a few other nitpicks, especially in the UI department. But these are the main things I think that need to be addressed.
that being said, I'm enjoying the game, even more so than the current UT. I just hope they fix some things.
#1478 posted by mankrip on 2016/04/05 01:42:55
2016 "Doom: Fight Like Hell" trailer with E1M1 music:
https://youtu.be/AG_Sgx74r24
A bit repetitive, but the mood is good.
#1479 posted by negke on 2016/04/05 08:12:07
At least they don't fake the run speed in the trailer.
#1480 posted by Killes on 2016/04/07 09:21:35
You can have a season pass to my fist up your arse!
My god, they're really putting the turd-cherry on top of the cake now.
 Yeah,
#1481 posted by Shambler on 2016/04/07 11:42:15
Kinda with the dribbling rant-factory that is killes on that one.
I don't even get DLCs and season passes. WTF happened to good old mission packs??
#1482 posted by killpixel on 2016/04/08 22:23:30
#1483 posted by Kinn on 2016/04/08 22:30:48
"Graphics API: High"
lol. I don't think the person who made those fake settings knows what "API" means.
 Yeah
#1484 posted by killpixel on 2016/04/08 22:39:01
I thought that was strange. there is a discussion about that in this thread.
 Well.
#1485 posted by Shambler on 2016/04/09 11:15:13
Apart from that particular aspect, I can't see anything wrong with those screenies???
#1486 posted by mh on 2016/04/09 12:37:24
Colorblind mode (sorry, "COLORBLIND MODE") "low" rather than "off"? Some options in all-caps, some not. It's either very early placeholder work or a fake.
 Certainly A Fake
#1487 posted by JPL on 2016/04/09 19:42:55
I can't believe they can do a so shitty Graphic Setting Window...come on...
#1488 posted by killpixel on 2016/04/13 22:19:01
 #1488
What software is the artist using in that video?
#1490 posted by killpixel on 2016/04/13 22:45:41
Photoshop CS6
 Thanks :)
#1492 posted by Rick on 2016/04/14 02:21:09
So, did they invent the term "reverse sleeve" just for Doom 4?
I'd never heard it before and googling pretty much only gave references to Doom 4.
#1493 posted by Kinn on 2016/04/14 03:03:43
So, did they invent the term "reverse sleeve" just for Doom 4?
Nah, it's just a perineum away from the "wizard's sleeve".
#1494 posted by Joel B on 2016/04/14 05:09:16
Not invented for Doom 4. I remember Bioshock Infinite doing something similar, and I'm sure it wasn't new then either.
#1495 posted by Rick on 2016/04/14 07:18:29
Ah, okay. Finally got some results googling:
game reverse sleeve -doom
Mostly just for console games these days I guess. I have very few PC games in packaging that could do that.
 @Kinn
#1496 posted by mh on 2016/04/14 12:47:40
Nah, it's just a perineum away from the "wizard's sleeve".
You've been reading Roger Mellie! :)
 Omgfov
#1497 posted by Vondur on 2016/04/15 07:16:31
it's returned and it's 110 max omg
 It Is All Fun And Games Until You Actually Try It
You need to gain XP to level up to unlock LG... At the same time XP could be raised by, uhm, existing.
0 frags, 8 deaths in first match...
1270 XP! Holy crap, now that's some quality instant gratification for you.
It is not a game, it is a shame 8(
Oh and For some reason FOV 110 feels like 90.
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