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Een vertaalprobleem melden
https://m.youtube.com/watch?v=cPtGjdiZgmM
I am a casual player. I don't consider myself a super "hardcore" gamer.
Here's an 8 minute video of myself playing at a level thats pretty normal for anyone who plays enough to master the game.
Unless you can explain how everything I'm doing is the "rigid," specific way to play this game, where I use specific weapons in specific ways, consider it evidence disproving your OP hypothesis:
https://steamcommunity.com/sharedfiles/filedetails/?id=2922683264
Also, try weapon switching in 2016, particularly with explosive round and stun grenade, along with some of the more powerful weapons. 2016 breaks immediately when you do things like this. It breaks when you throw everything you have at it.
On the other hand, Eternal is made for that kind of gameplay. 2016 hands you power, Eternal makes you earn it. Those who refuse to earn, complain.
Edit: you know what- that last paragraph is wrong. Both games hand you power, and in reality they're both similar in design. The notion that they're "so very different" is never something I've agreed with.
The difference is that when Eternal hands you power it makes it valuable. It forces you to embrace it and see how far you can go with it and to truly learn how to wield it. There are no shortcuts, and when you master the game that's not important because you don't need them anymore anyways.
But I think it's the "eternal forces you to embrace it" that people have difficulty with.
It's like owning a helicopter vs having a career as a helicopter pilot. In this case, the "flying a helicopter" is a metaphor for pushing the weapon combo system to do well. If you just own a helicopter, you can fly as much or as little as you want. If you wanna fly poorly or recklessly, that's up to you, but you're never gonna punish yourself for your own recklessness as long as you didn't crash and die when doing so. It's just a hobby you do for fun. But if you're a pilot, you suddenly have the expectation to do very well and understand every concept of the machine you're using or face the threat of being reprimanded or even losing your job for not doing well enough. In most cases, people will find the former more enjoyable than the latter. That doesn't mean that being a pilot sucks by default, but rather that they expect compensation in the form of a pay check in exchange for the stresses they go through.
Some people may very well feel rewarded and happy for mastering the combat cycle, in this case, these "pilots" have a job that is it's own reward and that's a wonderful feeling that is more than likely why so many people are so devoted to the game in the first place. The joy of success is their paycheck, but that feeling, that rewarding sense of gratification for completing it, is NOT universal.
Some people will just straight up not find it fun to play a game that has so many expectations placed on them. In fact, in the modern day and age, most people won't, because not everyone has the time or drive to practice a system enough to get good at it. And even if they did, that doesn't mean they'll enjoy it once they get there. It is completely possible to be very good at a game, and simply not enjoy it because it doesn't let you do what you want. These people kept pushing themselves trying to find that "rewarding feeling" when they succeeded, but even when they're sitting at the end of a completed ultra nightmare run, doesn't mean they'll look back at it fondly. Hell, some people might even resent it for making them go through all that trouble in the first place. And then again, you have the ones that are just not very good at games and are perfectly content being sub par and not wanting to improve.
You might call them lazy or ignorant, and you wouldn't be wrong in doing so, but that doesn't mean they're being dishonest when they say they're not having fun playing the game. And they do end up making a majority of the play base that have already complained about the system in the past.
I'm not trying to justify any positions for or against the game, I'm merely trying to understand why they exist.
...It's time to accept that the reason people like the OP have been able to articulate "the same points for three years" is because they are the literal failing of DOOM:Eternal. That's pretty clear, by now.
The creative direction of this game went too far, and crippled the product.
Micromanagement is at the heart of that issue -- as are attempts to have people watch gameplay to pick it apart over how, exactly, it falls within the restrictive paradigm of DOOM:Eternal's failed "combat loop".
Bad direction is why D:E was a flop with most legacy fans, and didn't catch on with general audiences, either.
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In eternal you spend more time waiting for cooldowns and trying to get any ammo you can of the fodder instead of killing demons.