DOOM: The Dark Ages

DOOM: The Dark Ages

Statistiche:
what do you want from this game?
i start: (skip the paragraph if you want and watch the list)
this game made me worry for real watching the trailer... this game it seems to flat at least from the first trailer, i hope this game have going to have a more 2026 style of jumping, eternal platforming is a bit too easy and automatic, i hope they will return with 2016 style of jumping... or if there isn't platforming then im probably not gonna survive the monotony of just shooting without any gameplay change for hours... and the atmosphere, i will be happy if the game will be more slow like 2016 to immerse more into the atmosphere and the universe of the game...

i think it's gonna be fun, i want:
- platforming to be like 2016 and eternal fuses together (and i want it to be there, the platforming)
- to be long
- to not be too monotonous with gameplay
- to have a better focus on atmosphere and immersion
- to have new things... this is doom in setting in 400-1400 so i want it to really be creative...
- and at last to have bosses a bit more like 2016 than eternal... but more hard and complicated than 2016

what do you guys want from this game... and not what you expect, what you really want...
so what fo you hope the game is gonna be?
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I want for Hugo to make a fun, high skill game that forces you to think and be creative

No FPS gives you the same rush, puts you into the same flow state, as having mastery over the systems in Doom Eternal does, and Im sad that the complainers never got to experience that
Just fun gameplay. I honestly have no expectations on any specifics, I trust Hugo and Co. and hope they get creative and that DA does it's own thing, whatever that thing may be.
Ultima modifica da Zapmaster; 19 ago 2024, ore 21:06
i will wait for the second trailer and see how the game really is...
I trust Hugo with gameplay, I hope he doesn’t have too much interference. The one thing I’d really like is seeing more variety in locations. I know Hugo said in some interview they’ll have “the most variety in locations in any Doom game”, but I’ll trust it when I see it.
I want to have the ability to play full coop campaign multiplayer like the originals.
I wouldn't mind if it failed and everyone still left at id were horribly embarrassed, tbh, but barring that, I want a game basically just like Doom/Doom 2 but with 2025-quality graphics and assets and jumping, i.e. highly moddable with co-op and deathmatch, no Bethesda.net crap or asymmetric multiplayer or hipster archvile skins or whatever, no tweety bird stun animations, no skittles, no rock paper scissors monsters, no hallway levels, no incomprehensible heel-face turns like Hayden did or bizarre anachronisms like the icon of sin coming back but also being fought for the first time but also saying it remembers you (?), no references to Doom 64 just because Hugo was a console kid, no duuga da duuga da duuga djent breakbeat zoomer music, no cooldowns or 3 different kinds of melee weapons, just only 1 kind of imp please not 6 or 7 like there's been since Doom 3, no references to the terrible Doom comic like it's something we remember fondly, no Fortress of Solitude and no weirdly mixed versions of Commander Keen songs which in turn were just Yes songs, just a regular id game with interesting level design where you don't move like a fridge or play tag with enemies or John Goodman or any of that.
Grampire (Bandito) 22 ago 2024, ore 13:29 
^So engine aside you want a game that could've been designed in 1994.

Considering we already have a game from 1994 that's still receiving lots of attention - and via NuDoom receiving more new faces giving it even more more attention - why?

I guess strap in and get ready to be disappointed?
Messaggio originale di ULTRA:
I wouldn't mind if it failed and everyone still left at id were horribly embarrassed, tbh, but barring that, I want a game basically just like Doom/Doom 2 but with 2025-quality graphics and assets and jumping, i.e. highly moddable with co-op and deathmatch, no Bethesda.net crap or asymmetric multiplayer or hipster archvile skins or whatever, no tweety bird stun animations, no skittles, no rock paper scissors monsters, no hallway levels, no incomprehensible heel-face turns like Hayden did or bizarre anachronisms like the icon of sin coming back but also being fought for the first time but also saying it remembers you (?), no references to Doom 64 just because Hugo was a console kid, no duuga da duuga da duuga djent breakbeat zoomer music, no cooldowns or 3 different kinds of melee weapons, just only 1 kind of imp please not 6 or 7 like there's been since Doom 3, no references to the terrible Doom comic like it's something we remember fondly, no Fortress of Solitude and no weirdly mixed versions of Commander Keen songs which in turn were just Yes songs, just a regular id game with interesting level design where you don't move like a fridge or play tag with enemies or John Goodman or any of that.
It’s called “GZDoom”.
Personally I just want a proper balance between the shooting and character-action mechanics. If I just want to use the guns I shouldn't have to use the glory kills/chainsaw or blood punch to break even, especially for health and ammo pickups.

Same with constantly having to switch weapons to properly deal with certain enemies: The amount of times I had to use the rifle's sniper feature just because an Arachnotron or Mancubus enters the room got annoying very quickly. Even boss enemies like Archviles and Tyrants just let me use any weapon when fighting them. If anything those enemies should require special treatment during the fights, not some random low-level gunners that can appear as early as the first level in the game.
Messaggio originale di Neon Triangle:
The amount of times I had to use the rifle's sniper feature just because an Arachnotron or Mancubus enters the room got annoying very quickly.
You can break weak points with almost any weapon - shoot them and they’ll glow red, meaning they take damage; if you want to break them instantly, you can use Ballista primary fire, Sticky Bomb, Heat Blast or Blood Punch. But, most importantly, you don’t even need to break them. Arachnotron dies to two SSG blasts on the face and gets staggered by a single Lock On Burst. Mancubus dies to a Lock-On Burst + one Ballista shot. They also die in seconds to strong DPS weapons like Chaingun: https://youtu.be/mADckH08X0M?si=BHTB3EjdAKt1Xg5Z
I have to say, if I thought using Precision Bolt to break weakpoints is a necessity, I would probably hate this game! But as it stands, it’s my favorite FPS since the first Far Cry.
Ultima modifica da Sar; 22 ago 2024, ore 18:24
Messaggio originale di Sar:
You can break weak points with almost any weapon - shoot them and they’ll glow red, meaning they take damage; if you want to break them instantly, you can use Ballista primary fire, Sticky Bomb, Heat Blast or Blood Punch.

Most of those things don't exist in the early game, so I was pretty much just stuck with the rifle's sniper mode to break those weak points. And even when you get the good weapons it's not worth wasting ammo on those enemies: Even in the DLC it was just better to snipe them than waste rockets or ballista shots, so I could save that ammo for all the Barons and Tyrants those maps throw at you.

I get what they were doing, but it felt like a chore to have to switch to certain weapons just to shut down the spam. All I'm saying is that they need a better balance of that mechanic, if they plan to bring it back, because early game Doom Eternal was a pain until I had more than one tool to debuff the enemies that honestly had no business being that tanky.
Grampire (Bandito) 22 ago 2024, ore 22:04 
Messaggio originale di Neon Triangle:
Messaggio originale di Sar:
You can break weak points with almost any weapon - shoot them and they’ll glow red, meaning they take damage; if you want to break them instantly, you can use Ballista primary fire, Sticky Bomb, Heat Blast or Blood Punch.

Most of those things don't exist in the early game, so I was pretty much just stuck with the rifle's sniper mode to break those weak points. And even when you get the good weapons it's not worth wasting ammo on those enemies: Even in the DLC it was just better to snipe them than waste rockets or ballista shots, so I could save that ammo for all the Barons and Tyrants those maps throw at you.

I get what they were doing, but it felt like a chore to have to switch to certain weapons just to shut down the spam. All I'm saying is that they need a better balance of that mechanic, if they plan to bring it back, because early game Doom Eternal was a pain until I had more than one tool to debuff the enemies that honestly had no business being that tanky.

Hard, hard disagree.

The method they implemented weakpoints was fantastic. The first and second gun you start the game with works very well on almost all of them and it allows you to fight "tankier" stuff pretty much immediately. Let's them emphasize key mechanics and provides good challenge right away.

TDA can be whatever it wants to be, but I want weakpoints back. They are flavorful, give you choices, and reward skill. All upside.
Ultima modifica da Grampire; 22 ago 2024, ore 22:04
Messaggio originale di Grampire:
Hard, hard disagree.

The method they implemented weakpoints was fantastic. The first and second gun you start the game with works very well on almost all of them and it allows you to fight "tankier" stuff pretty much immediately. Let's them emphasize key mechanics and provides good challenge right away.

I just remember getting stomped by Arachnotrons early just because they spam too much until you break their cannons, but whatever. As I said, once the ball got rolling the game got better, but that early game was very rough for me for some reason.

On a side note, as dumb as this may sound to some people, I had absolutely no problem using the auto shotgun on the Doom Hunters. It was one of the few cases where I never felt frustrated with the weakpoint system, unlike with Arachnotrons and Mancubi. The weapon switching still rubs me the wrong way though, it just doesn't feel like Doom to me for some reason.
^Full auto is one of my favorite mods, and it absolutely shreds Arachnotrons on level 1 with or without the weakpoint.

Stickies are probably a better pick for your first mod, but full auto helps with several of the heavies you encounter before getting the SSG.
Messaggio originale di Neon Triangle:
Messaggio originale di Sar:
You can break weak points with almost any weapon - shoot them and they’ll glow red, meaning they take damage; if you want to break them instantly, you can use Ballista primary fire, Sticky Bomb, Heat Blast or Blood Punch.

Most of those things don't exist in the early game, so I was pretty much just stuck with the rifle's sniper mode to break those weak points. And even when you get the good weapons it's not worth wasting ammo on those enemies: Even in the DLC it was just better to snipe them than waste rockets or ballista shots, so I could save that ammo for all the Barons and Tyrants those maps throw at you.
Yeah, in early game you don’t have that choice. But later, you do. Ammo isn’t a problem because you have the chainsaw. And in TAG2 you have the hammer.

Look, I’m not the best player, but I’ve beaten this game on Ultra-Nightmare, and I didn’t do that by “saving ammo”. You’re artificially limiting yourself and your fun. The game isn’t at fault here.
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Data di pubblicazione: 19 ago 2024, ore 12:52
Messaggi: 42