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DOOM Eternal - the sequel to the 2016 reboot - now with The Ancient Gods DLC

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,586
A "pro" at play:



And yet he keeps getting his ass kicked, which baffles me as i'm not seeing how this game is in any way harder than Doom 2016. If this guy is a pro, wtf am i?
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,606
Location
Bulgaria
fantadomat Is the "Dumbfuck!" tag there because you play Call of Doodie campaign on easy and never pass the tutorial?
Can't remember why,i believe that i butthurt infi or some other power and got it in the first week or two. You could tag infi if you are really that curious about it. Also i don't play call of kruno,that is for casualtards. I prefer Brutal Doom,hexen,heretic,old duke etc etc.

ur mom lul
ur mom
or ur gay-xer da
 
Joined
Mar 18, 2009
Messages
7,667
There's a great rune that refills your dash when you glory kill, so if you stagger a big demon far away you can dash in, kill it and get health, and dash backwards back to where you were.

That's a suit upgrade, not a rune. And yes, these upgrades in "Funamentals" section must be grabbed first. The rune that pisses me off is "Faster Glory Kills", because it shouldn't have been a rune but a default mode for GKs. Fuckers making me waste a rune slot on this shit.
Still having fun with the game but so many little annoying things in it. Those purple floors can go fuck themselves too, who the hell thought that was a fun thing to include? I guess proper intelligently designed games with strong unifying vision are completely thing of the past, nowadays it's just about weighing whether the games gives me more fun than it pisses me off when deciding what to play.
 
Last edited:

A horse of course

Guest
A "pro" at play:



And yet he keeps getting his ass kicked, which baffles me as i'm not seeing how this game is in any way harder than Doom 2016. If this guy is a pro, wtf am i?


Why does he stick his stupid faggot face in both his channel pic AND the video itself? Why do these people think anyone wants to look at their disgusting mugs?
 

Generic-Giant-Spider

Guest
Why does he stick his stupid faggot face in both his channel pic AND the video itself? Why do these people think anyone wants to look at their disgusting mugs?

I despise it when they put their fucking webcam up to take up valuable screen real estate. And it's always fun when they stop and constantly ask their gay chat, "Where should I put the camera? Is this a good place?" Like, hey queer, maybe turn the camera off. Can someone more in tune with the LGBTQ community tell me why this is some standard thing? It was already a dark age when it became a struggle to find gameplay videos without someone with a speech impediment failing at being a comedian, now we have to stare at the damn dweebs.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
I like the game more than this dude, and think it's "okay" at this point, but he nails the issues with the game right here:

Entire combat loop: I am all for changing the combat a bit, but Eternal's combat is overdesigned and bloated with pointless mechanics that nobody asked for:
- Why add dashes? Nobody asked for them. What's worse, in order to balance things out, they reduced the player's movement speed. What was the point then? Also, they are on a cooldown.
- They added a super powerful Blood Punch, but nerfed the regular punch so much that it barely does any damage. Also, it's on a cooldown (i.e. to be precise, it requires 2 Glory Kills to fill).
- Flame Belch's (or Flame Puff as it should be called) one and only reason for existing is giving you Armor. The fire does not have any other effect on the enemies: they do not panic, they do not receive any debuff. I don't think they even receive any damage and if they do, it is so marginal, that it makes absolutely no difference. And it's on a cooldown.
- Ice Bomb. An actually cool addition. Pun intended. On a cooldown.
- Frag Grenade. Better than the one in Doom 2016, especially after upgrades. On a cooldown.
- Chainsaw is now required to spam, in order not to run dry after firing your gun a couple of times: this is due to the fact that bigger enemies (anything that is not pure cannon fodder) are much more spongy than in Doom 2016 and you can carry even less ammo than in that game. In Doom 2016 I used it more as a f*ck-this-demon-in-particular button and the ammo was a bonus. Here, you very rarely have the opportunity to do so, since you have to use it constantly to replenish ammo, which in turn causes you not to have enough fuel for the larger demons. Also, guess what: it recharges one pip of fuel i.e. it's on a cooldown.

See a pattern here? In order to be effective, you need to manage 6 (!) cooldowns as if it's an MMO. Doom 2016 had only one, since all the equipment items shared their cooldown.
Now, the entire combat cycle can be summed up like this:
1. Shoot at non cannon fodder demons
2. Run out of ammo after a minute
3. Run around looking for cannon fodder enemies, which die to a strong fart
4. Set them on fire, maybe freeze them (when desperate for health), chainsaw them
5. If you get damaged badly, skip to step 3.
Rinse and repeat. Add some Glory Kills during this cycle.

The combat loop changes a bit when the Marauder comes along:
1. Shoot at non cannon fodder demons while avoiding the Marauder
2. Run out of ammo after a minute while avoiding the Marauder
3. Run around looking for cannon fodder enemies while avoiding the Marauder
4. Set them on fire, maybe freeze them (when desperate for health), chainsaw them while avoiding the Marauder
5. If you get damaged badly, skip to step 3, while avoiding the Marauder
6. Once everything is dead aside from the Marauder, focus on him
7. Change your entire behavior that this, and the previous game, have taught you, by standing still and looking for a slight opening when the Marauder's eyes glow green, because this is a 1v1 fighting game now for some reason
8. Repeat step 7 until either of you is dead

Marauder's design is puzzling to me. As mentioned above, in order for you to be effective against him, you need to do everything opposite to what this series has taught you. Mind you, I'm not talking about the difficulty here: once you discover that you can use a quick SSG-Ballista-SSG combo on him, he stops being so intimidating. It's just he brings the entire pacing of the game to a screeching halt, more so than the platforming sections. You can't stay at long range because he throws axe slashes at you. You can't stay at close range because he shoots the SSG at you. You can't stay at midrange, the one designed to be his weakness, because he may still frigging use his ranged axe or SSG or spam you with wolves for no bloody reason. Oh, and you can't use any Super Weapon against him (unless you are lucky and he spazzes out), because people would just blow him away with a BFG, and rightly so. The designer's wanted to create a cool, challenging enemy, instead they created a personification of everything I dislike in this game. And therein lies the problem.

The fundamental issue with this game is the fact that it forces you play in a specific way. Previous games gave you the tools and said "go and have fun!". All guns were, more or less, effective. Yes, this ended up with a lot of people cheesing their way with the SSG and Gauss Cannon, but why prevent them from doing so? If they have fun doing it, why stop them? The devs wanted to prevent this behavior and changed their philosophy to "play exactly like we tell you to play or die". There is no experimentation, no fun discovery. You are literally told what to do against each enemy in a small tutorial screen. And if you fail to adhere to these instructions? Well, this is the reason that the bigger enemies are so damn bullet spongy when not fighting them the 'correct' way.
 

Curratum

Guest
I could almost agree that the game is fun when someone like shroud plays it. However, even on that level, I still find the dance of Doom 2 more entertaining and engaging.

Also, fuck spending 10 minutes in the same smallish room, killing the same 10 enemies that respawn.
 

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
Well I was under the impression at least. His aim is simply too erratic and sluggish, and maybe that's just my imagination but I think I heard the distinguishing "clicks" controller triggers produce. Some people in the chat were referring to it too. In any case I have never seen anyone playing a fps so badly, it was actually painful to watch.

If he used a controller it would explain it. I mean, this is Romero:



He is no pro material but certainly competent enough.


Yeah, but Quake was good.
 

Generic-Giant-Spider

Guest
Does Romero stream often? Better yet, is his wife involved with the stream at all?

I'd love to troll and ask Brenda when SHAKER is coming out.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,586
Removed from inventory so i can laugh at you plebs. 120-144 FPS with everything maxed out at 1440p. Not bad, considering Kingdom Come drops to 40 fps in towns lmao.

Apparently, unlike the first one there's no arcade mode so now i have to play the actual campaign to see the game what the shit is this. I just wanted to jump into some later levels to check out the clusterfuck.

So now there's no death animations and the chainsaw is just like a take down, there's no actual weapon, you press c and it goes.

(BTW, in case any of you still haven't done it, add +com_skipIntroVideo "1" to the shortcut before you go nuclear at having to see that intro shit every single time you start the game).
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,586
Lmao, the audio is just as shit as Doom 2016. This surround garbage is the bane of my existence. Couple of days ago i removed a better rip of Conan the Destroyer since the one i had was abysmal (it's a shit movie but hey, grew up watching this garbage so sometimes i re-watch it) and the new rip had this surround audio track that made everything harder to hear, while the old shit 700mb rip of the movie had perfectly intelligible audio. I just don't understand how normies think this shit is an improvement.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,586
I like the game more than this dude, and think it's "okay" at this point, but he nails the issues with the game right here:

Entire combat loop: I am all for changing the combat a bit, but Eternal's combat is overdesigned and bloated with pointless mechanics that nobody asked for:
- Why add dashes? Nobody asked for them. What's worse, in order to balance things out, they reduced the player's movement speed. What was the point then? Also, they are on a cooldown.
- They added a super powerful Blood Punch, but nerfed the regular punch so much that it barely does any damage. Also, it's on a cooldown (i.e. to be precise, it requires 2 Glory Kills to fill).
- Flame Belch's (or Flame Puff as it should be called) one and only reason for existing is giving you Armor. The fire does not have any other effect on the enemies: they do not panic, they do not receive any debuff. I don't think they even receive any damage and if they do, it is so marginal, that it makes absolutely no difference. And it's on a cooldown.
- Ice Bomb. An actually cool addition. Pun intended. On a cooldown.
- Frag Grenade. Better than the one in Doom 2016, especially after upgrades. On a cooldown.
- Chainsaw is now required to spam, in order not to run dry after firing your gun a couple of times: this is due to the fact that bigger enemies (anything that is not pure cannon fodder) are much more spongy than in Doom 2016 and you can carry even less ammo than in that game. In Doom 2016 I used it more as a f*ck-this-demon-in-particular button and the ammo was a bonus. Here, you very rarely have the opportunity to do so, since you have to use it constantly to replenish ammo, which in turn causes you not to have enough fuel for the larger demons. Also, guess what: it recharges one pip of fuel i.e. it's on a cooldown.

See a pattern here? In order to be effective, you need to manage 6 (!) cooldowns as if it's an MMO. Doom 2016 had only one, since all the equipment items shared their cooldown.
Now, the entire combat cycle can be summed up like this:
1. Shoot at non cannon fodder demons
2. Run out of ammo after a minute
3. Run around looking for cannon fodder enemies, which die to a strong fart
4. Set them on fire, maybe freeze them (when desperate for health), chainsaw them
5. If you get damaged badly, skip to step 3.
Rinse and repeat. Add some Glory Kills during this cycle.

The combat loop changes a bit when the Marauder comes along:
1. Shoot at non cannon fodder demons while avoiding the Marauder
2. Run out of ammo after a minute while avoiding the Marauder
3. Run around looking for cannon fodder enemies while avoiding the Marauder
4. Set them on fire, maybe freeze them (when desperate for health), chainsaw them while avoiding the Marauder
5. If you get damaged badly, skip to step 3, while avoiding the Marauder
6. Once everything is dead aside from the Marauder, focus on him
7. Change your entire behavior that this, and the previous game, have taught you, by standing still and looking for a slight opening when the Marauder's eyes glow green, because this is a 1v1 fighting game now for some reason
8. Repeat step 7 until either of you is dead

Marauder's design is puzzling to me. As mentioned above, in order for you to be effective against him, you need to do everything opposite to what this series has taught you. Mind you, I'm not talking about the difficulty here: once you discover that you can use a quick SSG-Ballista-SSG combo on him, he stops being so intimidating. It's just he brings the entire pacing of the game to a screeching halt, more so than the platforming sections. You can't stay at long range because he throws axe slashes at you. You can't stay at close range because he shoots the SSG at you. You can't stay at midrange, the one designed to be his weakness, because he may still frigging use his ranged axe or SSG or spam you with wolves for no bloody reason. Oh, and you can't use any Super Weapon against him (unless you are lucky and he spazzes out), because people would just blow him away with a BFG, and rightly so. The designer's wanted to create a cool, challenging enemy, instead they created a personification of everything I dislike in this game. And therein lies the problem.

The fundamental issue with this game is the fact that it forces you play in a specific way. Previous games gave you the tools and said "go and have fun!". All guns were, more or less, effective. Yes, this ended up with a lot of people cheesing their way with the SSG and Gauss Cannon, but why prevent them from doing so? If they have fun doing it, why stop them? The devs wanted to prevent this behavior and changed their philosophy to "play exactly like we tell you to play or die". There is no experimentation, no fun discovery. You are literally told what to do against each enemy in a small tutorial screen. And if you fail to adhere to these instructions? Well, this is the reason that the bigger enemies are so damn bullet spongy when not fighting them the 'correct' way.

Check out the other negative reviews they all go into this much detail as well. On one hand i'm kinda impressed that in the age we live in they actually took an interest in designing the game a certain specific way instead of just phoning in whatever shit is trendy right now, but their design choices are really bizzare.

If i had to take a guess i would say the critical praise they got with the 2016 game actually convinced them they were game design masterminds, because if there is a word i would describe this game is excessive self-indulgence.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
Ah yes, who could've thought that it would happen:

mainly 5-20 minutes, I typed out some of the more relevant parts
It was really boring. But nobody really said that or acknowledged it. I remember telling Marty "nobody is playing the game, and I don't want to play the game, and you don't want to play the game"
Meathook, dash, every ability we gave to the player completely broke the game, in that, nothing could touch you. You could just meathook around and dash, the AI just looked slow. The racecar got faster but the track stayed the same size. It just made it too easy. So we had to make the racetrack, the chessboard a bit more sophisticated, a bit more agressive, a little bit more challenging to keep up with the racecar we had build. [...] The truth is when we showed it at quakecon, that was me playing [...] It was all a lie. I was playing in a way that meant to make it look cool and I was weapon switching and all these things, but the whole time I was like "The game needs to make you play this way". [...] But the way I really needed to play was to just walk up to everybody and point blank them with a double barrel shotgun.

There were some shortcomings with DOOM 2016 when we are being honest with ourselves [...] Even that Polygon footage, the thing is thats just a player playing the game. If that footage doesn't look great whose fault is that? Is that their fault or our fault? How come that that person was able to succeed playing that way, like with one gun and missing 80% of the time? The game should have killed that person. What we kinda noticed was that, if you were a skilled FPS player and you picked up DOOM 2016, you naturally fell into what we call the fun zone. You would be weapon switching, moving, glory killing and managing resources and doing all these things and it feels good. If you were not that good at FPS, there were too many unplanned for exploits [...] for example super shotgun, that was kinda the solution to everything. [...] So we really went through to shore that up, to hold the player accountable, to not let them out of the funzone. The fun zone is managing resources, its doing all these different things, thinking constantly, its using the right tools for the job, diving into progression, what you will see: shooting weakpoints, all these different things. And when they don't play that way, we kill them, pretty much
 

A horse of course

Guest
Ah yes, who could've thought that it would happen:

mainly 5-20 minutes, I typed out some of the more relevant parts
It was really boring. But nobody really said that or acknowledged it. I remember telling Marty "nobody is playing the game, and I don't want to play the game, and you don't want to play the game"
Meathook, dash, every ability we gave to the player completely broke the game, in that, nothing could touch you. You could just meathook around and dash, the AI just looked slow. The racecar got faster but the track stayed the same size. It just made it too easy. So we had to make the racetrack, the chessboard a bit more sophisticated, a bit more agressive, a little bit more challenging to keep up with the racecar we had build. [...] The truth is when we showed it at quakecon, that was me playing [...] It was all a lie. I was playing in a way that meant to make it look cool and I was weapon switching and all these things, but the whole time I was like "The game needs to make you play this way". [...] But the way I really needed to play was to just walk up to everybody and point blank them with a double barrel shotgun.

There were some shortcomings with DOOM 2016 when we are being honest with ourselves [...] Even that Polygon footage, the thing is thats just a player playing the game. If that footage doesn't look great whose fault is that? Is that their fault or our fault? How come that that person was able to succeed playing that way, like with one gun and missing 80% of the time? The game should have killed that person. What we kinda noticed was that, if you were a skilled FPS player and you picked up DOOM 2016, you naturally fell into what we call the fun zone. You would be weapon switching, moving, glory killing and managing resources and doing all these things and it feels good. If you were not that good at FPS, there were too many unplanned for exploits [...] for example super shotgun, that was kinda the solution to everything. [...] So we really went through to shore that up, to hold the player accountable, to not let them out of the funzone. The fun zone is managing resources, its doing all these different things, thinking constantly, its using the right tools for the job, diving into progression, what you will see: shooting weakpoints, all these different things. And when they don't play that way, we kill them, pretty much

I keep hearing words like "puzzle" and "chessboard" repeated by the devs and pet shills. Really drives home the problem with their design philosophy.
 

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
iu

iu

iu



Another example of why the original Doom was amazing and BethesDoom is shit.
 

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