passerby
Arcane
- Joined
- Nov 16, 2016
- Messages
- 2,788
They could even leave the games, as they are for normies, just make higher difficulties work differently.
They could even leave the games, as they are for normies, just make higher difficulties work differently.
Eternal already does that by the looks of it. Now each time you find a rune station you can just pick one of nine runes you want, meaning you can get the mid-air control rune starting from level 2 instead of having to wait until halfway into the game.Fix nuDoom:
1) Let enemies attack while awesome buttan takedown is performed.
2) Make enemy drops independent from how they're killed and less than is required to kill them.
If you are super low on health, or ammo enemy drops could be increased just enough to barely keep you going, if you stop being careless.
Make enemy pickup from GKs just be added to your resources instead of throwing rainbow pinata in your face, looks awful.
They could even leave the games, as they are for normies, just make higher difficulties work differently.
Also, get rid of the rune challenges. Imo, they're too gamey and immersion breaking. Keep the rune system, but hide the runes throughout the levels and have them well guarded.
I gotta be honest and say that people speaking out against them mostly come across as having never actually played the game
GKs in DOOM are like pineapple on pizza.
The idea is you gain health in exchange for giving away your control and situational awareness. If you want your free health, you have to earn it. Taking away player control isn't inherently bad and in fact happens all the time in games, like when you switched weapons or reloaded the super shotgun in the original Doom games, meaning you can't just cycle through all of your weapons in two seconds to do ridiculous amounts of damage. Many hack 'n slash games have a recovery period after each attack you can't cancel out of, so you actually have to think about when to use it instead of being able to spam it and then avoid everything through pure reflex.Designing game mechanics differently for separate difficulty modes is work developers stopped doing literally decades ago.
Also I don't think I agree anyway, and wouldn't have wanted that on hard. There's no point designing a system like glory kills... the purpose of which is to refuel you in battle... and then make it prohibitive to do in battle, because you get hurt as much as you heal if not more. Makes zero sense. Either roll with the system or cut it out. The real issue with it is it takes away player control. It should have been a headshot bonus or something, but console analog sticks lol. That's the real issue, but Doom is a fuck lot better than stuff from 10 years before in that regard.
The issue is not enemies giving health in itself, but enemies giving more resources when killed with GK, so the optimal, or even mandatory occasionally way to play, is to perform them as much as possible, instead of just shooting.
As I've mentioned, I've realised that glory kills themselves don't bother me, it's just aesthetics, but what I dislike is the very idea of guaranteed easy replenishment whenever needed.
In classic shooters it made for a very tense downtime exploration, when you barely survived encounter and was hoping to find some pickups before you will get jumped again.
Or for even more tense combat encounters, when you had to enter them very low on resources due to not being effective enough earlier and was forced to play them exceptionally well, while trying to replenish mid fight with limited pickups defended by enemies.
guaranteed easy replenishment whenever needed.
As I've mentioned, I've realised that glory kills themselves don't bother me, it's just aesthetics, but what I dislike is the very idea of guaranteed easy replenishment whenever needed.
In classic shooters it made for a very tense downtime exploration, when you barely survived encounter and was hoping to find some pickups before you will get jumped again.
Or for even more tense combat encounters, when you had to enter them very low on resources due to not being effective enough earlier and was forced to play them exceptionally well, while trying to replenish mid fight with limited pickups defended by enemies.
I wouldn't hold my breath concerning the game's difficulty if Gman is having trouble with it; he's notoriously bad at games.Cyberdemon survived a direct BFG hit @ 10:51, and then kept being a pain in the ass all through the fight. I can say I'm pleased about that. I was worried they'd have turned into too much of a normal enemy since some recent footage from IGN showed 2 cyberdemons in the same fight. Looks like they are genuinely pretty hard.
This game is going to be even shittier than the original nudoom (hard to imagine, I know):
glory kills get you health
flamethrower gets you armor
chainsaw gets you ammo
On the other hand I am worried about all these new safety nets, given how YouTubers can still survive on Nightmare.
Not even a BFG shot killed him, whereas the BFG in nuDoom instakilled everything that wasn't a boss (though it did seem to stun the Archvile for a good while, which sucks).
The BFG is still disgustingly overpowered.