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Won't happen and you can keep crying about it.
Hopefully, the transition has already taken place so positive momentum can begin.
Edit: just thinking about what they could possibly do with Quake fills me with excitement. A mix of high-tech and magic/medieval weaponry? All the different dimensions, each with an unique look. MC Escher style arenas? Arenas where you can walk on walls and ceiling? Melee weapons, a rudimentary melee system with block and parry, maybe even replacing Glory Kills? One can dream.
have you ever thought about voicing your concerns on the official doom eternal discord server where ID employees actually read posts about the game? instead of this dead, bait and troll-ridden forum in which there hasnt been a single constructive thread since 2021
100% sure you'd get banned/ridiculed there for saying stuff like this pretty much instantly.
On topic - I think whatever IP they go with, be it Quake or Doom (which have been basically interchangeable in my mind after Quake 2 introduced the Strogg) I'd like to see them expand Melee Combat a bit and make glory kills more of an attack than an animation.
Or that you can perform different kinds of Glory Kills that allow you to pull parts of the demon off and use them to stun other demons, maybe cool stuff like that.
I just think about a close range SSG blast quickswapped to an Axe/armblade/punch that can be further canceled into another attack. Things that can push the close range aggression up without needing to rely on the shield so much. While I love blood punch for this it's an absolutely broken tool and once you master it it's kinda silly how insane you become in Melee range. Maybe make more options instead of a "one size fits all" tactic.
The Melee weapon has mods that alter the way it works etc.
I'd also like to see higher demon density, and I'd like there to be an official randomizer and the ability to remove tokens within the official game. Molders have achieved this to provide longevity but I'd like to see official content that allows almost unlimited difficulty scaling for official content.
Faster base speed would be good too, something closer to Quake 2 speed.
What I would would to see in the next game is:
Prey (2006) levels... fully utilizing 6 degrees of level movement.
Levels where you are walking on the inside of a sphere.
The grav walks in every level.
Levels with gravity switches.
Levels where you can walk from floor to wall to ceiling.
All still with the monkey bars and jump pads to also transition you between any surface.
That room with the mini planetoid, but have it be multiple planets rotating around like a solar system. Maybe you're jumping down and back out during the battles from big to small.
While I sympathize a bit, a large part of the unspoken beef a lot of players have (that they'll never freely admit) is that Doom Eternal kicked their ass and they couldn't handle it/rise to the occasion.
I think they could have it both ways though. I think they could give you most/all of your tools and just make the beginning of the game easier, then offer a retuning of this "tutorial" phases that makes it more badass, without it being a difficulty setting. That way you have options to ease players but also can make the content valuable for people who can destroy ♥♥♥♥.
One of the absolute worst parts of Doom Eternal IMO are the first 3 levels. It truly puts its worst foot forward and if they do anything they should try to solve for that. Exultia is infamous because of it.
Things like the Pit, Deag's narrative, and several of the arenas are really imposing and masterfully done. Aesthetically it's one of the most badass levels in the game. The traversal and progression really feels like you're battling your way through a trap.
It's frustrating because it represents a massive cliff in terms of a difficulty spike. For a lot of people that's a fun challenge - but lots of egos will think otherwise.
Conversely once you've mastered the game it's easy as hell and relatively boring aside from the set pieces. Even the ML isn't enough.
So I just stand by the point that the first 3-4 levels of the game are in an awkward no-man's land in this game. They are generally hated by one-and-done casual players and not particularly interesting for experienced players aside from possibly aesthetic appeal.
As for gameplay, I’m not super high skill but on my UNM it certainly felt like a milestone every time I finished it. What comes next is inevitably easier until Gladiator and the last two levels. I never felt like I’m on autopilot there, unlike in HoE. Funny thing, I don’t think I ever died in Pit, maybe once, but I was always vary if the really big arena immediately before it. That one killed me so often. I love the manc fight where you get the RL, and the whiplash fight, it’s so nice. If you think CB is too easy, what do you think about levels like SGN and AC and MC? Sure they’re pretty and offer more options, but they’re even more braindead if you have any experience with the game. Arc Compex has like 1 fight where you have to think for a bit and it’s the Berserk fight and all you have to think of is “are whiplashes here yet?”