Doom 4 multiplayer gameplay loosely captured from Quakecon 2015
48 replies, posted
[QUOTE=kweh;48284752]Who cares
thats like, a nitpicky thing[/QUOTE]
No it's literally the cornerstone of the multiplayer component which in Doom 1 and 2 was so good people are still playing it right now
[editline]24th July 2015[/editline]
[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]
Trying new things by borrowing the loadout system from nearly every fucking multiplayer game released since Call of Duty 4.
Yeah, not seeing that one.
The concept of it having loadouts absolutely kills it for me. I want to play DOOM, not CoD.
I want to be able to hold all of the weapons and go berserk. If you can do it in the SP campaign, why can't you do it in MP? At least maintain some consistency.
They even have evidence that loadouts aren't exactly a good idea. The Quake Live community is still really divided since loadouts were introduced to it. Surely they would know that doing such a thing with DOOM would result in the exact same thing.
Maybe it's for balancing reasons, but the MP being unbalanced is what made DOOM and DOOM 2 MP so fun. Besides, it's not like it's impossible to balance having access to multiple weapons in an MP setting. Just look at any UT that isn't UT3.
Honestly all it takes is a Classic Team Deathmatch with weapon selecting and setups throughout the maps.
It wouldn't be hard to do technically speaking.
I got to see when I went to Quakecon, it looks ok.
It's as fast as it can get while still making it playable for console controllers
[QUOTE=meppers;48287114]I got to see when I went to Quakecon, it looks ok.
It's as fast as it can get while still making it playable for console controllers[/QUOTE]
I think the last thing anybody wants to hear when talking about DOOM is "yeah we had to slow it down so it'd be more playable on consoles, no hard feelings"
[QUOTE=Simplemac3;48287265]I think the last thing anybody wants to hear when talking about DOOM is "yeah we had to slow it down so it'd be more playable on consoles, no hard feelings"[/QUOTE]
all the doom computers had both kb+m and controllers
This been reuploaded anywhere yet?
[QUOTE=RichyZ;48288128]youd be dumb to think that 20 years of game design was all good
see: microtransactions, fast regenerating health, linearity to a point to where a level can almost be summed up as a straight line
also the execution animations in 4 look really awful for pacing[/QUOTE]
yeah, if you want a violent and visceral game, having constant cinematic execution animations is a really terrible way to do it, it's like the easy way out
If you want a player to really go full MAN AND A HALF modo the action should NEVER be stopping during a fight sequence or at the very least have animations be few and far between and [I]very[/I] swift, like a neck snap or a quick punch
I still don't think anyone understands the point of the animations. They're there if YOU NEED HEALTH OR AMMO, you're not meant to do it literally every enemy you see like they show in the demos.
And before you say 'but it breaks the pacing', getting low on health and ammo in Doom 1 AND 2 means you have to slow WAAAAY the fuck down so you don't mess up.
[QUOTE=RichyZ;48288827]and if you're playing on a difficulty that matters, you're going to be using those animations every chance you get
[/QUOTE]
tell me more about your experience with this game and how long you have played it
[QUOTE=RichyZ;48288827]and if you're playing on a difficulty that matters, you're going to be using those animations every chance you get[/QUOTE]
or, you know, dodge fucking enemies? that's why you have a double jump and can go reasonably fast.
Well they're proven to drop supplies if killed regularly, the 'glory kill' executions are basically just finishing off a near-dead enemy with brutality for an assured bonus reward.
My brother went to QuakeCon and was one of the people who got selected to play.
He plays a lot of CS:GO, and he said it was pretty cool, but didn't go into much detail and spent most of the time complaining to me about how bad his team was :v:
[QUOTE=Fish_poke;48288818]I still don't think anyone understands the point of the animations. They're there if YOU NEED HEALTH OR AMMO, you're not meant to do it literally every enemy you see like they show in the demos.
And before you say 'but it breaks the pacing', getting low on health and ammo in Doom 1 AND 2 means you have to slow WAAAAY the fuck down so you don't mess up.[/QUOTE]
This bothers me the most.
Why aren't there any ammo or health packs lying on the ground? You are completely skipping over an important element of map balancing and just being lazy with the formula if you bind health and ammo to enemy deaths.
Extremely interesting map balance has been completely based on where health and ammo lies on the map in the past. It actually makes the game have a fucking sense of trial and error, which is what more games should have.
The press conference at quakecon was just PR babbling. They just repeated the same stuff they've been saying in interviews since E3
However in the questions round they did confirm more advanced mod tools will be available and that loadouts are here to stay.
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