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re: Doom Eternal Official Thread
Posted on 3/20/20 at 10:02 pm to Gnar Cat21
Posted on 3/20/20 at 10:02 pm to Gnar Cat21
I bought this on PS4 because the PC requirements were just hilarious.
That said, it's about as fun on a gamepad as I thought it'd be. That being neigh unplayable.
Also, the ammo system in this game is beyond asinine.
This is wolfenstein 2 all over again
That said, it's about as fun on a gamepad as I thought it'd be. That being neigh unplayable.
Also, the ammo system in this game is beyond asinine.
This is wolfenstein 2 all over again
This post was edited on 3/20/20 at 10:03 pm
Posted on 3/20/20 at 10:49 pm to Gnar Cat21
I'm playing on Ultra-Violent and can't decide if I should continue this route or not. Couldn't beat the first Slayer Gate but I also only tried it once and wanted to keep progressing through the level and not try that over and over. I am on the Arctic Citadel level and getting through it okay.. I think I will continue with it. Just takes a few tries at certain spots to beat (so far).
Posted on 3/20/20 at 11:41 pm to SCgamecock2988
Hm...I suck a lot at these jump dash sections.
Posted on 3/21/20 at 1:36 am to BulldogXero
quote:
Also, the ammo system in this game is beyond asinine.
You can dislike it if you want to, but it's not oversight on their part, it was a very purposeful design decision.
It's designed to get you to use the chainsaw. You have three main resources to manage (health, armor, and ammo) and there is a harvesting mechanic in place for each of them (glory kills, flamethrower, chainsaw). Keeping up with these three resources while simultaneously fighting is part of what makes the combat fun IMO. Otherwise it would just be "run around and shoot stuff" like most other generic FPS.
This post was edited on 3/21/20 at 5:03 pm
Posted on 3/21/20 at 1:38 am to SCgamecock2988
quote:
Couldn't beat the first Slayer Gate
These are designed to be super challenging, to the point there is a prompt letting you know you may have to come back later when you have more upgrades. So no shame in circling back to them.
Posted on 3/21/20 at 9:41 am to PEPE
Game is so god damn awesome, just a total masterpiece so far. Only complaint is that there’s so many damn secrets in the game I feel like I’m spending more time exploring than I am ripping and a tearing.
Posted on 3/21/20 at 11:09 am to PEPE
quote:
It's designed to get you to use the chainsaw. You have three main resources to manage (health, armor, and ammo) and there is a harvesting mechanic in place for each of them (glory kills, flamethrower, chainsaw). Keeping up with these three resources will simultaneously fighting is part of what makes the combat fun IMO. Otherwise it would just be "run around and shoot stuff" like most other generic FPS.
ya know, like Doom
Posted on 3/21/20 at 1:58 pm to PEPE
From everything I've experienced, it seems like the Id team accomplished all of their design goals. More intensive resource management, the "combat puzzle," trying to get players in the fun zone by forcing them into weapon switching , more lore, more variety to mix up the pacing...
...but Hugo said himself that getting players to play a certain way (and like it) is a huge gamble for them. I just got to the Super Gore Nest and I LOVE all the changes, but it seems like the gamble isn't paying off for most of the playerbase. Lots of people crying on reddit. That's got to be an absolute kick in the nuts for the dev team. Nothing worse than being confident and and self-assured in your strategy and execution, but not sticking the landing in terms of consumer expectations and desires. Seems like lots of people do indeed want to just run around and super shotgun everything. Damn.
...but Hugo said himself that getting players to play a certain way (and like it) is a huge gamble for them. I just got to the Super Gore Nest and I LOVE all the changes, but it seems like the gamble isn't paying off for most of the playerbase. Lots of people crying on reddit. That's got to be an absolute kick in the nuts for the dev team. Nothing worse than being confident and and self-assured in your strategy and execution, but not sticking the landing in terms of consumer expectations and desires. Seems like lots of people do indeed want to just run around and super shotgun everything. Damn.
Posted on 3/21/20 at 2:21 pm to Big_Slim
quote:
Only complaint is that there’s so many damn secrets in the game I feel like I’m spending more time exploring than I am ripping and a tearing.
That brings me to one minor complaint I have. They aren't really even secrets anymore, the minimap is way OP, it essentially reveals the location of everything. There's almost no discovery or exploration. It's clear they wanted everyone to find everything pretty easily.
Which is fine I guess, this isn't Dark Souls after all. I'm a player who enjoys legit secrets and finding hidden things, but this is a FPS and the combat is clearly what they wanted the game to be about.
Posted on 3/21/20 at 2:32 pm to Carson123987
quote:
From everything I've experienced, it seems like the Id team accomplished all of their design goals. More intensive resource management, the "combat puzzle," trying to get players in the fun zone by forcing them into weapon switching , more lore, more variety to mix up the pacing...
...but Hugo said himself that getting players to play a certain way (and like it) is a huge gamble for them. I just got to the Super Gore Nest and I LOVE all the changes, but it seems like the gamble isn't paying off for most of the playerbase. Lots of people crying on reddit. That's got to be an absolute kick in the nuts for the dev team. Nothing worse than being confident and and self-assured in your strategy and execution, but not sticking the landing in terms of consumer expectations and desires. Seems like lots of people do indeed want to just run around and super shotgun everything. Damn.
It feels like it's designed by people who had a lot of self loathing for the work they did on Doom 2016 and set about to fix things that weren't broken.
Doom is not about resource management and enemy weakpoints (most of which are a pain to hit when not using mouse/keyboard) nor is it about having to complete video gamey jump puzzles every 5 minutes.
It's basically you have a gun and now go shoot the demons. Use the bigger guns to kill the bigger demons. Doom 2016 was masterful in this simplicity. Instead of giving us more of the same but bigger/better, they re-tooled elements that didn't need to be re-tooled and threw a bunch of stuff at the wall to see what stuck.
Posted on 3/21/20 at 2:51 pm to BulldogXero
The reason why Doom 16 was successful is because it was back to basics. I will reserve judgment until I get further along but some of the platforming, lore, and weak point based gameplay may be unnecessary over complication
Posted on 3/21/20 at 2:56 pm to BulldogXero
quote:
you have a gun and now go shoot the demons. Use the bigger guns to kill the bigger demons. Doom 2016 was masterful in this simplicity.
it got stale and wore out its welcome in the end. it was a common complaint from people online and Id took notice.
people like different shite, that's all it boils down to. I'm loving it. Playing on UV and it is the most engaging shooter I've played in a long time. you can't just run around and mindlessly super shotgun everything - it's intense and requires you to plan and use all the tools at your disposal.
I was a bit hesitant after the first mission or two, but once it all clicked . The platforming sections are so quick and easy that I just can't understand why people are crying about them.
The one big complaint I agree with is the In Media Res start. I'm guessing they're gonna use the 2 DLC episodes to bridge the gap between 2016 and Eternal. Oh well
Posted on 3/21/20 at 2:59 pm to BulldogXero
This is valid criticism, I guess I personally don't find the combat all that much different this time around. Feels like incremental change rather than revolutionary.
The thing that is least "Doom-like" for me is just the tone of environments and layout of the levels. I like the industrial/military vibe the series has traditionally had and D16 had that for most levels, especially early on.
The thing that is least "Doom-like" for me is just the tone of environments and layout of the levels. I like the industrial/military vibe the series has traditionally had and D16 had that for most levels, especially early on.
Posted on 3/21/20 at 3:07 pm to PEPE
The platforming and RPG elements are beginning to grow on me. It doesn't "feel" like DOOM in an atmospheric sense or during most of the combat. However, when things become chaotic it becomes DOOM.
This post was edited on 3/21/20 at 3:11 pm
Posted on 3/21/20 at 3:47 pm to Carson123987
quote:
it was a common complaint from people online
It was definitely not a "common" complaint
Posted on 3/21/20 at 5:21 pm to MF Doom
Is there a way to just return to the fortress of Doom from the game?
Posted on 3/21/20 at 7:27 pm to MF Doom
quote:
It was definitely not a "common" complaint
It was common enough for Hugo to mention it in an interview when he was discussing 2016’s shortcomings . He prowled every forum and took notes of all the feedback, and determined that they had to shake up the environments and approach towards combat to keep things fresh.
It’s got to be killing them right now to read the feedback on reddit that it’s not similar enough to 2016
ETA: y’all watch this from 13:00 to 23:00. He’s the creative director. Sums up their design process and, even if y’all totally disagree, at least you’ll have some insight into why they made the changes that they did. He calls it a gamble at the end. Paid off for people like me, but it upset a lot of others.
Critical acclaim is nigh universal, but lots of 2016 fans aren’t happy
This post was edited on 3/21/20 at 7:40 pm
Posted on 3/21/20 at 7:38 pm to Carson123987
I really don’t get the complaints. The big battles have my palms sweating but it doesn’t overly frustrate me. I’m playing on UV and as long as you keep moving and using the flame belch and chainsaw (glorify kills are a given) you will survive with minimal deaths.
I guess I just don’t get most of the complaints - it’s really not that much different that 2016. Yes, now you have to look for specific weak points in enemies unlike 2016 where you could just shotgun everything in the head, but I’m digging that change. Other than that it’s really a lot like 2016. Keep moving. Use the chainsaw for ammo if you run out, use the flame belch for armor (if you need it, I haven’t even needed to use it that much) and again... keep moving.
I also love the added lore in this one. Not sure what people were expecting. Literally the same game?
I guess I just don’t get most of the complaints - it’s really not that much different that 2016. Yes, now you have to look for specific weak points in enemies unlike 2016 where you could just shotgun everything in the head, but I’m digging that change. Other than that it’s really a lot like 2016. Keep moving. Use the chainsaw for ammo if you run out, use the flame belch for armor (if you need it, I haven’t even needed to use it that much) and again... keep moving.
I also love the added lore in this one. Not sure what people were expecting. Literally the same game?
This post was edited on 3/21/20 at 7:40 pm
Posted on 3/21/20 at 7:43 pm to Gnar Cat21
I totally agree, man. I’m with you on all points.
People like different things though, and that’s why they have chocolate, vanilla, and strawberry
Saw a guy on gamefaqs that was mad bc he just enjoyed turning his brain off in 2016 and blasting everything with the shotgun and the Gauss. He didn’t enjoy how engaged you have to be to succeed in Eternal. I can’t fathom his point of view, but it is what it is. Different strokes
People like different things though, and that’s why they have chocolate, vanilla, and strawberry
Saw a guy on gamefaqs that was mad bc he just enjoyed turning his brain off in 2016 and blasting everything with the shotgun and the Gauss. He didn’t enjoy how engaged you have to be to succeed in Eternal. I can’t fathom his point of view, but it is what it is. Different strokes
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