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This.
Games like doom very much needed that autoaim for enemies on higher ground and stuff
Yup, and the low AF draw distance, you can see enemies coming a mile off in modern source ports
One thing I didn't realise that this game supports headshots... no wonder the wepons felt a bit underpowered. Well, shame on me:) Now I suppose the game will be even easier. This game wil need more difficulty modes:)
I'm so in love with this game.
I'll agree here. As much as I'm enjoying the game, I was pretty bewildered to realize that after 40 minutes of gameplay I had only just completed the very first mission.
I'm not some noob either, I've completed Duke Nukem 3d, Doom, and Wolfenstein multiple times. It almost seems like the first level is 2 or 3 levels glued together.
Back in the day memory limitations would have forced you to split them up but now It's just a design choice, and I'm not sure you guys made the right one. Lead the player in slowly. Doom's E1M1 was tiny, but it left you wanting more. After finishing the first level of Ion Maiden I just felt like I wanted a break.
I had no issues with ammo quantity whatsoever. On any difficulty, to be honest. I don't know, try to aim more precisely or just be more stingy for what it's worth.
The level design shows its strength with non linear paths and branching ways, that's for sure, but it doesn't seem to be a starting point from the full game. With Early Access devs clearly wanted to show that they stick with old way of doing level design. You can't do that with straightforward first maps where you basically go from A to B. Besides, I think, as a level design goes, you should create those first simple maps in the last cycles of development process, where you as a map creator already have learned all the tricks of your game, you know what kind of first effect you are going for, what first impression you want to provide, first maps are basically a showcase of your game as a whole. And _that_ takes a lot of mastership, one simply cannot gain such skills early in development process.
Mouse lagging issues are legit and that's what EA is for. Sooner or later it'll be fixed for you.
And at last, when you mention that other game Dusk, that's when every complain of yours became clear to me. I don't know why you guys show up here everytime just to mention Dusk. If you like it that much that's cool and I'm glad for you, but to me that's kind of a shameless plug type of behaviour, if you know what I mean. Both games have very different approach to design and quality, so... I don't really think you can put them side by side and compare.
A preview campaign is designed to show you a more condensed version of the game so it already starts midgame instead of slowly introducing enemies and weapons and it becomes a bonus mission for the owners of the registered game. The best example I cant think of from back then would be "Half Life: Uplink".
Hmmm, they could have the lower difficulty settings include relatively few enemies, but have the higher, especially highest difficulty settings make even the very first map filled with enemies for a challenge. (You know how when you get good at an arcade-type game it sucks having to play through the first few boring, way-too-easy levels everytime you start playing?)
The very first time I played Ion Maiden I ran out of ammo, but then I got used to the weapons, got used to looking for ammo sort of hidden behind stuff, and then it really wasn't a problem. I realized I never even used (or needed to use due to low other ammo) weapon 4 until the boss. What's it called, the SMG kind of weapon. It feels a bit underwhelming to me for some reason.