#466 posted by Killes on 2014/06/21 14:18:05
I don't think tech is at all barrier here to a proper new iteration of Doom.
Carmack would be a total waste on the project, he is simply not needed there. He is not the embodiment of the spirit of Doom either, at all.
If Doom3 is anything to go by I think Carmack should be kept as far away as possible from the project.
As Fifth says - it needs people who understand what Doom is, how it plays, why it is what it is.
Eg JP Breton and other talented fans of the original who actually still play the game to this day for their personal enjoyment.
#467 posted by Spiney on 2014/06/21 15:54:27
NPC interaction? For what?
Well, you'd need some people to save Earth for don't you?
Might as well put them in the world for story sake.
NPCs In Doom?
#468 posted by Spirit on 2014/06/21 16:10:57
DOOM
#469 posted by killpixel on 2014/06/21 18:19:11
What Doom4 ought to have is a solid, meandering story with plenty of exposition (scripted events and cut scenes), lots of exploration, a loot system, a gun crafting system and plenty of NPCs for story and to be part of your team to help you complete your objective.
Since you'd have a team, death is unnecessary and can be side stepped by having them revive you when you become too fatigued and collapse.
Clunky medpaks should be replaced with regenerating health (which you can upgrade via perks). Also, there should only be one or two ammo types that work with all guns. An emphasis on melee would be nice too.
The whole "space demons" thing is pretty cliched and silly. A few ultra-realistic, ultra-probable things should be thrown into the mix, like small, middle eastern, pseudo-military sects that utterly threaten the safety and security of the entire rest of the world.
Something like that is really what D00M4, not only needs, but deserves.
I hope they don't mess it up.
I Hope
#470 posted by ijed on 2014/06/21 18:41:51
Perks == Microtransactions!
#471 posted by Spiney on 2014/06/21 21:28:27
NPCs In Doom?
Heh. You mean like in Doom 3?
#472 posted by Rick on 2014/06/21 21:53:50
KillPixel, seriously?
Very little of #469 reminds me of Doom. Team? Crafting? Regenerating health? "small, middle eastern, pseudo-military sects"?
Seems more like some weird mixture of Fallout and Call of Duty to me. Not that it would be bad maybe, just not Doom.
#469 was obvious satire.
#471 is serious, which is even worse.
Grim Serious
#474 posted by ijed on 2014/06/22 00:55:18
#475 posted by [Kona] on 2014/06/22 13:52:31
I actually quite like regenerating health with upgrade perks :P Otherwise I tend to horde health packs far too much. I guess health that can't be carried is the answer there.
Regenerating health is a really poor system IMO as it fosters very boring "hide and regen" gameplay seen in a lot of games that also combine with high damage hitscan enemies.
The oldschool way of doing things encourages you to actively run and gun which is far more FUN. That's the key word here. If you want to be lazy about health then a better method to regenerating health would be carryable med-packs like Duke 3D.
Bad-mood-and-too-tired Serious Actually
#477 posted by Spiney on 2014/06/22 22:24:55
Health: I think regen and packs both suck, it's just that packs suck less...
Running low on health can give you the adrenaline rush thing of trying to stay alive while frantically searching for a healthpack. Regen just makes it a game of retreating back into a corner and twiddling your thumbs. Problem with packs is backtracking for health, wich is perhaps even more boring.
Health
#478 posted by killpixel on 2014/06/22 23:25:39
regen is terrible, health as an inventory item can add strategy, DN3D did it well.
But yeah, health pick ups are best for arcade shooters.
Unreal 1
Would have been more interesting if all the medkits were Nali Seeds, I think.
#480 posted by [Kona] on 2014/06/23 09:49:38
"Regenerating health is a really poor system IMO as it fosters very boring "hide and regen" gameplay seen in a lot of games that also combine with high damage hitscan enemies. The oldschool way of doing things encourages you to actively run and gun which is far more FUN."
One could argue the complete opposite here. Regen puts you often dangerously close to death and you have to frantically get out of danger to recover. The 2-3 secs of waiting is boring, but the rush is that you came so close to death. The oldschool way does the opposite. It's not run and gun because you know if you get hit and damaged, you won't be getting that health back (unless there's a health pack around), so you end up playing more carefully.
Regen health promotes more action in the gameplay than the old school methods. The problem is combat is much slower these days.
Vampirism!
#481 posted by ijed on 2014/06/23 14:59:53
Vampirism
#482 posted by Spiney on 2014/06/23 20:48:09
Is that a SP mod yet? Should be.
#483 posted by Spiney on 2014/06/23 20:49:35
Also I always kind of liked Halo's hybrid system (only played the first one). But don't think that would work for every kind of fps.
Yes Ijed...
#484 posted by distrans on 2014/06/24 05:12:24
...I thought it was a great aspect of The Masquerade. Might be difficult to implement in a different genre though ?
#485 posted by JneeraZ on 2014/06/24 13:20:53
There is a lot of truth in what Kona said. For instance, in Gears I would often take chances in combat simply because I knew that if it didn't work out, I could take cover somewhere and regen a little. If I was on a finite amount of health, I'd be a lot more careful.
I don't think either system is perfect BUT I don't think regen is as flawed as people want to make it out to be. If the player can simply run away and hide and heal up then maybe the problem is in the AI and/or the level design - not the health system.
Playerd Also Have To Take Some Responsibility For How They Play
#486 posted by nitin on 2014/06/24 14:35:19
In both health systems being discussed, you can choose to be more of an adrenalin player or play the run and wait game. Sure different health systems may nudge different people into one of those two styles but at the end of the day its upto the player how they want to play the game and how much they want to enjoy it.
Score Vampirism
#487 posted by ijed on 2014/06/24 14:53:51
I implemented this in one top down shooter but in a way I hadn't seen before.
Basically, scoring recovered your health, and the scoring system awarded you more points (more health recovered) the better you did.
I was trying to solve the 'run and hide' gameplay which is a risk in the timed health regeneration system.
The idea was to encourage risky but good play.
Everything else in the game was based on making the player more aggressive as well - camera angles, damage of melee vs ranged attacks and a special leap attack to replace the standard grenade / rocket.
Unfortunately it seems a lot of the players struggled to realise the score vampirism because we had a very poor interface and I ran out of time to have a crack at improving it myself.
The 'health pack' was a group of refugees who got cheered and got beamed up when you collected them, awarding 5000 points.
#488 posted by Killes on 2014/06/28 12:39:04
What was said before about play style being defined by player and level design and not health packs vs regen makes sense, I agree.
For me though, and I don't know if this goes for anyone else, health packs provide a more "survivalist" vibe which fits in better with the stranded marine blasting his way desperately through hell's hordes. That survivalist vibe comes from health pack collection being a better analogue to actual survival - acquiring vital resource to make it as you go.
Magical 20-200 second health bar autorefills kill the (I'm not sure how to define this) vibe/suspension of disbelief for me. Or maybe in more words kill the analogy of the game to an arcade game version of "reality" - which is a concept I believe games from Doom's era worked from as inspiration/starting point in their gameplay design not having had much to base themselves on game wise prior to their creation.
/rant/ These days I feel games base off other games in an attempt to improve on previous formula, which works great plenty of times but also slowly leads to a loss of perspective, to more and more abstract gameplay styles in the service/hope of "this game is so much better than the previous one because its improved guys, even if it did not need any improving!"
You can make better than previous with the exact same ingredients, don't need new ones automatically to achieve this. This goes de facto for a million subsets of art and entertainment, why not games more? Its a pissing contest most of the time. /rant/
#489 posted by JneeraZ on 2014/06/28 12:54:18
It's a balancing act that developers constantly walk.
If you don't change anything, you get slammed for same-old, same-old.
If you change things, you get slammed for killing the franchise and forgetting what make the original so great.
There's a sweet spot but it's actually pretty hard to get right.
#490 posted by anonymous user on 2014/06/28 19:56:13
Killes, there was nothing broken or improvable about healthpacks. They reinvented the wheel to make fps easier on a joypad.
I would have liked Rage a lot if it wasn't for the absolutely tension-killing fact of just having to stop a while to recover health... and the resurrection mechanics.
Kona:
"Regen health promotes more action in the gameplay than the old school methods. The problem is combat is much slower these days. "
mmmh.... actually if a game had a constant onslaught of aggressive enemies coming for you (ie not enemy soldiers constantly taking cover) it would make for some very hectic gameplay, forcing you to kill enemies as soon as possible to have enough time to recover your health. But obviously health regen is part of a bigger problem, the let make fpses as easy as possible with the joypad school of design
(another variation would be to have a thrill seeking protagonist with health slowly crawling to 1 unless you keep killing, with health regen speed based on how much damage you are delivering)
but yeah the point to me is that health kit was an already perfect system
|