oh I am hoping for more SP gameplay how the beta come's out
Well it looks like Doom.
This is better than the E3 singleplayer footage by far. That footage was just awful, and in general Doom 3 just looks so fucking generic anymore. Anything that made Doom special has been copied and used 100 times now.
[QUOTE=BananaFoam;48281012]Well it looks like Doom.
This is better than the E3 singleplayer footage by far. That footage was just awful, and in general Doom 3 just looks so fucking generic anymore. Anything that made Doom special has been copied and used 100 times now.[/QUOTE]
Looks nothing like doom, it's just people moving slowly and spamming RPGS
It looks like Quake Live if you took away the bunnyhopping. Double-jumps are there for mobility but really it just seems.. so average. Especially with it taking three rockets to kill someone. Even moreso, there's loadouts; you choose two starting weapons and a special item (like grenades or a teleporter akin to the Translocater in Unreal), but while the idea seems to stem from Quake Live, it seems you can spawn with a Rocket Launcher and a Plasma Rifle if you really wanted. No weapon pick-ups besides specific ones that are more like a power-up due to limited ammunition, things like Quad Damage (no Berserk Packs apparently), and other details.
You could probably call the demons something else and no one would mistake you for thinking it's a distant sequel to Quake 2/4.
Definitely pretty Quake-esque, but looks entertaining enough. Quake is about as straight a shooting game as you can get, so having the classic FPS have Quake-style MP should be expected.
Dunno what else people were expecting from it. Class-based FPS MOBA? It's Doom. It's gonna be a multiplayer shooter where you shoot things.
There'll still be people complaining about how slow it is
[QUOTE=redBadger;48281266]There'll still be people complaining about how slow it is[/QUOTE]
People will complain about this no matter what because it isn't a pixel perfect remake of the first doom. It looks great, people need to shut up and accept the kind of change that 20 years of game design improvement has brought.
Reminds me a lot of Quake 2.
[QUOTE=Starlight 456;48281335]People will complain about this no matter what because it isn't a pixel perfect remake of the first doom. It looks great, people need to shut up and accept the kind of change that 20 years of game design improvement has brought.[/QUOTE]
I can perfectly accept change, it just looks bland and without much character of its own.
I really think it should be a tad bit faster.
[QUOTE=Starlight 456;48281335]People will complain about this no matter what because it isn't a pixel perfect remake of the first doom. It looks great, people need to shut up and accept the kind of change that 20 years of game design improvement has brought.[/QUOTE]
Not liking the 'improvements' is a valid opinion. Telling people to shut up doesn't refute their point.
[QUOTE=redBadger;48281266]There'll still be people complaining about how slow it is[/QUOTE]
Yep. It still looks slow to me. Sure, the movement looks okay when people are actually moving at full speed. But the speed of the gameplay still looks slow.
It's taking multiple rockets to kill and people are spending a lot of time out of combat. A significant portion of the video is walking around. Maybe it plays better than it looks. Right now it looks like a AA studio's take on Quake to me.
Why even have Loadouts
That's not what people play Doom for
If you replayed doom 1 you'd also understand that it's not a very fast game unless you're skilled
[QUOTE=Starlight 456;48281335]People will complain about this no matter what because it isn't a pixel perfect remake of the first doom. It looks great, people need to shut up and accept the kind of change that 20 years of game design improvement has brought.[/QUOTE]
Improved design uses the word improvement, and that has yet to be shown to be true.
[QUOTE=redBadger;48281750]If you replayed doom 1 you'd also understand that it's not a very fast game unless you're skilled[/QUOTE]
I'm also pretty sure Doom 1 relied a lot on planning and strategy so you'd be able to take efficient routes without getting blown to smithereens, because all the weapons in the map weren't immediately given to you via a loadout system with no ground pickups.
Doom 1 was also slow originally because people played without a mouse and the turnspeed was atrocious so it felt a lot heavier than originally intended. Nowadays Ultraviolence is considered the difficulty everyone should play in and the game goes at breakneck speeds thanks to mouse control and the framerate unlock that comes with source ports like GZDoom, but since that's become the standard going back to the original stupidly slow Doom (which was slow by mistake) would be retarded.
[QUOTE=redBadger;48281750]If you replayed doom 1 you'd also understand that it's not a very fast game unless you're skilled[/QUOTE]
You'd also understand that Doom's multiplayer is very fast. Full stop.
Even if you play in DOSBox with none of the changes you'd find in a source port, it's faster than this.
Doom multiplayer was fast because usually the maps were tight, compact pathways, halls and open rooms, and everything killed you quickly. One head-on rocket basically means you're fucked without max health and megaarmor, and there's probably two more headed your way. If a player manages to dance close enough to you in a fight with a well-aimed Super Shotgun blast, you're probably going down. It's like a bunch of motorcyclists ballad-jousting with rockets and shotguns.
When all the players have a set speed rate to the point that supposedly bunnyhopping like Quake 3 doesn't work, and it takes several rockets to kill someone, it just seems to lose a lot of that speedy impact, you know? It's not all about running fast, intensity and pace can also be chalked up to 'a fast game,' but this doesn't really seem it. We'll personally find out more once the beta comes out though.
[QUOTE=Starlight 456;48281335]People will complain about this no matter what because it isn't a pixel perfect remake of the first doom. It looks great, people need to shut up and accept the kind of change that 20 years of game design improvement has brought.[/QUOTE]
I wouldn't exactly call it improvements tbh.
Visually, I hope it's just the effect from filming with a camera, but all the visual clutter like bloom, overdone glaring dynamic lights and explosions make it look like ass, at least in this footage.
Compare this to the ROTT remake and you'll also notice that it's really slow. It could be much faster, but as it stands, the multiplayer looks like a strange inbetween of ROTT and Halo.
[QUOTE=RikohZX;48281944]Doom multiplayer was fast because usually the maps were tight, compact pathways, halls and open rooms, and everything killed you quickly. One head-on rocket basically means you're fucked without max health and megaarmor, and there's probably two more headed your way. If a player manages to dance close enough to you in a fight with a well-aimed Super Shotgun blast, you're probably going down. It's like a bunch of motorcyclists ballad-jousting with rockets and shotguns.
When all the players have a set speed rate to the point that supposedly bunnyhopping like Quake 3 doesn't work, and it takes several rockets to kill someone, it just seems to lose a lot of that speedy impact, you know? It's not all about running fast, intensity and pace can also be chalked up to 'a fast game,' but this doesn't really seem it. We'll personally find out more once the beta comes out though.[/QUOTE]
What I'm worried about is that having a Loadout system usually means stricter weapon balance. Since you can't find weapons on the ground and you're instead given the weapons from the start, the multiplayer stops being about picking up the tactical advantage by grabbing certain weapons first and getting to higher ground, which is integral to the fun of Doom and Quake's multiplayer modes.
[QUOTE=Ganerumo;48281981]What I'm worried about is that having a Loadout system usually means stricter weapon balance. Since you can't find weapons on the ground and you're instead given the weapons from the start, the multiplayer stops being about picking up the tactical advantage by grabbing certain weapons first and getting to higher ground, which is integral to the fun of Doom and Quake's multiplayer modes.[/QUOTE]
Yeah, it seems with the damage sponge-ness and the 'spawn with favored weapons in your loadouts', it's basically situational preference and comes down more to who gets the drop on who with the more situation-efficient weapon. Without the regenerating health/shields of Halo and pickups for those being in the map, that varies it up alongside the power-ups, but it seems a lot like it's basically going to be running and jumping around holding the fire button down once you've got someone in your sights.
[QUOTE=Ganerumo;48281981]What I'm worried about is that having a Loadout system usually means stricter weapon balance. Since you can't find weapons on the ground and you're instead given the weapons from the start, the multiplayer stops being about picking up the tactical advantage by grabbing certain weapons first and getting to higher ground, which is integral to the fun of Doom and Quake's multiplayer modes.[/QUOTE]
It's integral to the fun of [I]old[/I] Doom and Quake's MP modes. It's clear that by now, they're trying new things, and I'm glad for it. Remaking the old stuff isn't advancement, it's stagnation.
Why are they not flying 200km/h while bunny/rocket jumping?
[QUOTE=redBadger;48281750]If you replayed doom 1 you'd also understand that it's not a very fast game unless you're skilled[/QUOTE]
There isn't a machine in the game that speeds up your movement speed depending on your skill level, forcing players to be this slow (which I can assume is the always running speed) just makes it worse for the fans of the original games.
I'm sure they'll be able to fix it with mods, like every Bethesda game, but I'm bummed the default game looks so damn generic and bland.
Also I've yet to hear a legitimate argument as to why it shouldn't be faster, people just spam the dumb rating and never bother saying shit.
[QUOTE=Starlight 456;48282223]It's integral to the fun of [I]old[/I] Doom and Quake's MP modes. It's clear that by now, they're trying new things, and I'm glad for it. Remaking the old stuff isn't advancement, it's stagnation.[/QUOTE]
They've already tried something new. We got Doom 3 and Rage.
It's not like the market is over saturated with Doom-esque games right now. Why would it be so wrong to expect a game to build off what it had before?
[QUOTE=Starlight 456;48282223]It's integral to the fun of [I]old[/I] Doom and Quake's MP modes. It's clear that by now, they're trying new things, and I'm glad for it. Remaking the old stuff isn't advancement, it's stagnation.[/QUOTE]
There's room for Doom to advance while remaining Doom. Seems that Painkiller is more of a Doom sequel than Doom 3/4 are.
Considering Doomguy seems to be wearing more advanced armor it would have made sense if you were able to sprint super fast and literally rev up your punches so you can jab through demons bare handed.
Instead we get moderately fast speed with rather flaccid executions that get old fast.
even doom was slow because many didn't use always run.
[QUOTE=Ganerumo;48281981]What I'm worried about is that having a Loadout system usually means stricter weapon balance. Since you can't find weapons on the ground and you're instead given the weapons from the start, the multiplayer stops being about picking up the tactical advantage by grabbing certain weapons first and getting to higher ground, which is integral to the fun of Doom and Quake's multiplayer modes.[/QUOTE]
Isn't the loadout system basically the same thing they added to Quake live last year? Looks like that was the testing grounds for Doom's multiplayer
still miss how scary doom 3 was when it came out. Damn near shat my pants half the time
[QUOTE=Ganerumo;48281744]Why even have Loadouts
That's not what people play Doom for[/QUOTE]
Who cares
thats like, a nitpicky thing
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