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they probably messed up remaking quake or thought it was out right bs the way it was supposed to work
they accidentally made pinkies in doom not be as fast as they should be on what was it nightmare or ultraviolence? in a certain port, that was just them messing up, so it might be the same case here.
In original quake monsters in nightmare regularly go into turret mode due to the fire rate increase and it's actively easier to avoid damage from them. They'll also get stuck on terrain more easily on original nightmare due to the increased move speed.
Nightmare wasn't harder unless you sucked at the game.
And, seriously, your "Make quake like borderlands!" idea is as terrible now as it was last time you posted it.
Borderlands isn't the same sub-genre so it's not the same intent.
I disagree. Making monster harder-easier is just changing the stats, the variables value in programming sense and not the mechanic is more like a patch than remake. A remake would change some mechanic and (trying to)improve the visual to an extend. A good example of this would be RE2 remake with the shift from fixed camera towards over shoulder camera, which changed the player's mechanic from tank control to third person shooter. On Dead Space Remake, they changed the monster to have a peeling system, because of that they slowed the necromorph(which's why I hate that remake) over the faster necromorph from the original, changing the monster's mechanic. Alone in the dark(2024) can also be categorized as remake.
For Quake Nightmare mistake, I would rather have a solution that someone else have in mind(I forgot the name) than make everything harder without considering the aspect of balancing(unless there's someone crazy enough to pull it off, which there will be). Perhaps what they should do is to keep both Kex Nightmare and the Original Nightmare difficulty. They can name it Nightmare for Kex version and Nightmare+ for the original version, since the original NG monsters have faster fire rate but stays like turret, while Kex NG makes the monster able to stay mobile at cost of your halved base health. And if keeping the difficulty is impossible because there's only one Nightmare diff gate, maybe the dev can put it on console, where only people who knows it can play it. Let's just say it's a far more secret difficulty.
Borderlands and Quake is two different type of game. Quake is a boomer shooter(idk what else to call it) and Borderlands is RPG-FPS, the balancing is different.
And I agree with this. I'm already not interested when a game stray too much from the original core gameplay and feel(Looking at Doom 3 and Quake 4, tho I own Doom 3 and haven't play it). Anyway, not interested doesn't mean it's bad, just not my thing.
Quake is somewhat like borderlands in Quake Champions, as in you earn cool skins and what not.
But the difference is borderlands has monster mode, its more earning via playing against monsters. With monsters it creates a story and games with stories and world to experience the story in, usually do good.
Quake1, monsters all these maps, could totally make a world and make it come to life, connect all these levels together somehow.
Quake already has that castle, city, worldlike vibe.
Just remember, if you thinking you only play because multiplayer.
Most of this game is catered to monsters, yet there is still multiplayer, so just because more content with monsters does not mean the multiplayer goes away.
I already know some old servers they have a DnD like mod, keep playing on the server and unlock more abilities. Thats the beauty of Quake its not just one dimensional, it can be much more than one mode and thats it.
Quake 1 unlike Quake Champions, Quake 1 is diverse in what you can do, QC, multiplayer serious only play. Honestly Quake 1 did much better in its day and age then QC back in its day and age.
Your idea is bad.
Oh, and also, I don't really like the idea of quake having the same system as borderlands, I don't know why? Its just feels.. Not Quake for me. Also we're straying from the talks of Quake difficulty to Skins, which I think is not related
It's not quake. It never was.
Just because I enjoy tough games on rare occasions doesn't mean I want every thing to be Dark Souls or Eldin Ring. Sometimes I just want the vibe.
While low on health
But full health, he grapples you and starts revving his chainsaw on you.
Maybe when he's aggro'ed or senses you, he gets quad for 5 seconds. So for 5 seconds you have to avoid being grappled and getting chainsawed.
More feared than the fiend this way.
Those Elden Ring Dark Soul games, are pretty tough in their own way as in you dodgeroll. Quake doesn't have that. But those games don't have a real grappling hook, and thats a lot more you can do with grappling hook.
But yes keep easy. But also realize this game was when people were learning about AWSD movement, learning how to use mouse in video games, learning about monster mechanics.
A lot of older or even younger people already good with keyboard mouse, already know basic monster mechanics. Already know ways to cheese games.
Hence they make games tougher.
There is a fine balance between game being cheese tougher (as in you start with 50 health and capped/handicap rather than making monsters tougher without bloating their hp) and tougher. And enjoyable yet difficult vs unenjoyable and difficult. A lot of balancing acts to play.
Got to say Quake did really good in all these balancing acts.
Yeah, I agree. Make a game's difficulty organically difficult and not just spongie.
But all I'm saying is, let easy mode still be easy mode. :P Don't go making easy mode harder. More dynamic and interesting? Yes, sure. But still keep easy mode there as an option.
I'll play nightmare mode like I do now: on days off of work when I wanna go all out. But on work days when I'm tired and just wanna blow off steam, that's what easy mode is for. Let us cheese easy mode, that's what its there for. :P