DOOM Eternal

DOOM Eternal

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Gokai Red Apr 18, 2020 @ 11:08pm
Is there any way not to play in toddler mode?
I noticed the game has adaptive difficulty and becomes easier if you die during the same encounter a few times, which is really ♥♥♥♥♥♥♥ stupid. If I wanted to be a ♥♥♥♥♥ and give up, I'd use the stupid armor thing. I really hate that they do this. How exactly are you supposed to get better if they just remove enemies and make encounters easier the instant you have a little bit of trouble with one? I'm playing on hard mode, and they are even doing it on this. I can understand doing it on easy, and maybe even normal, but this is just dumb.
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Showing 31-45 of 230 comments
Sabaithal Apr 21, 2020 @ 8:44pm 
I think Doom Eternal does have adaptive difficulty...but it might work both ways.

I don't have a link to this, but I remember someone doing a test involving an archvile. They ignored the archvile and kept killing everything on the map intentionally. For an hour. After that, it started spawning in marauders, repeatedly. I don't remember what the final count was, but he was fighting at least 3 at once before he died.
Salamand3r- Apr 22, 2020 @ 4:41am 
Originally posted by Sabaithal:
I think Doom Eternal does have adaptive difficulty...but it might work both ways.

I don't have a link to this, but I remember someone doing a test involving an archvile. They ignored the archvile and kept killing everything on the map intentionally. For an hour. After that, it started spawning in marauders, repeatedly. I don't remember what the final count was, but he was fighting at least 3 at once before he died.

I don't think that would count as adaptive difficulty, it's just a function to make the Archvile spawn harder mobs the longer you leave it alive. Assuming it's even the case, I haven't seen the video.

I guess technically that might qualify, but it's more a specific function of that enemy than an overall difficulty.
Pnume Apr 22, 2020 @ 5:05am 
The game doesn't have adaptive difficulty. It has a lot of bugs though. Many time I saw some big demons die by themselves for no reason.
LordShoe Apr 22, 2020 @ 7:20am 
Originally posted by Sabaithal:
I think Doom Eternal does have adaptive difficulty...but it might work both ways.

I don't have a link to this, but I remember someone doing a test involving an archvile. They ignored the archvile and kept killing everything on the map intentionally. For an hour. After that, it started spawning in marauders, repeatedly. I don't remember what the final count was, but he was fighting at least 3 at once before he died.


I died probably 10 times at the first archvile encounter in i think it was... taras nabad? No cheats, hurt me plenty.

on the like 3rd or 4th death he spawned in mauraders.

that was the only time I've ever seen him spawn in mauraders.

and yes I was running around like a madman extending my life for as long as I could when he spawned them in. it was less than an hour, closer to 4-5 minutes.

man some adaptive difficulty would have been nice! instead he got harder.


also later on I spent like half an hour at the archvile with cheats on to farm weapon masteries and he never spawned in any mauraders
thebiomage Apr 22, 2020 @ 7:27am 
There is a very specific doom hunter in one of the slayer gates (I think it is the 4th or the 5th gate) that always seems to disappear on its own for some reason. Apart from that I've never witnessed any reduction in the number of enemies.
Kaiser Ducky Apr 22, 2020 @ 9:49am 
There is no adaptive difficulty. I've never seen even a glimpse of this. Hell, my first playthough (UV) I died like 50 times on Final Sin in that room that spawns a Marauder at the end of the encounter. It wasn't the Marauder causing me grief per say, it was because I didn't stock up on armor, health, or ammo before the checkpoint. So I had no armor, about 40 health, and most of my ammo was low. I tried different approaches, kept getting ♥♥♥♥♥♥. Never once were the demons weaker or slower, and every time I returned to that room, the exact same amount of demons were present.

There were also a few other parts that caused me a lot of pain, and same deal. Never once did I see any of this adaptive difficulty.
Omega (M) Apr 22, 2020 @ 10:09am 
Originally posted by eb:
Do you have any proof of this? It's the first time I heard of something like that and if I had to guess you're just full of ♥♥♥♥.
Geezus man, he's just making an observation that may or may not be correct. No need to assume one is "full of ♥♥♥♥" when possibly stating something maybe wrong or right. Go play some more DE or whatever else you pour your anger into and not drop it on undeserving people here.
Originally posted by Omega (M):
Originally posted by eb:
Do you have any proof of this? It's the first time I heard of something like that and if I had to guess you're just full of ♥♥♥♥.
Geezus man, he's just making an observation that may or may not be correct. No need to assume one is "full of ♥♥♥♥" when possibly stating something maybe wrong or right. Go play some more DE or whatever else you pour your anger into and not drop it on undeserving people here.

Its not an observation if you are raging about it when it doesnt even exist and the majority of the community knows it doesnt.

OP even attacked people to scream they are stupid and its real.

OP kinda deserved to be called out heavily honestly.
Last edited by (N☆G) Jackal ★JJ★; Apr 22, 2020 @ 10:12am
Grampire Apr 22, 2020 @ 10:18am 
I keep hearing this but I dont think its true.

I'm doing a nightmare run where I restart the mission if I die once. When that happens and I get to the encounter I died at, its frequently the case that a slight change in tactics (stay at range initially and soften with ballista/cannon/rockets, focus down certain demons in a different order, change movement etc.) makes difficult encounters feel exponentially easier. And I'm not noticing less demons each time.

So if this is a thing, shouldnt be hard to prove. Just load up an encounter, count heavy+ demons, die a bunch of times toward the end of it and see I'd the number fluctuates. Keep in mind any encounter with an Archvile wont yield usable results.
Broadsword Apr 22, 2020 @ 10:20am 
Load Checkpoint (via the pause menu) is treated differently than death.

There are a few places where you can see that dying and loading a checkpoint a few times results in the encounter changing. The first time you encounter the Marauder while on the level where you're supposed to get the Crucible is a great example:

Pay attention to the Cacodemon and note that it will swap sides if you keep dying and then loading the checkpoint, as opposed to pausing and loading a checkpoint.

Originally posted by (N☆G) Jackal ★JJ★:
Originally posted by Omega (M):
Geezus man, he's just making an observation that may or may not be correct. No need to assume one is "full of ♥♥♥♥" when possibly stating something maybe wrong or right. Go play some more DE or whatever else you pour your anger into and not drop it on undeserving people here.

Its not an observation if you are raging about it when it doesnt even exist and the majority of the community knows it doesnt.

OP even attacked people to scream they are stupid and its real.

OP kinda deserved to be called out heavily honestly.

Actually if you pay attention, someone said he was 'full of ♥♥♥♥' and that's when he responded. You know, golden rule?

I guess maybe we should be calling you something for not following along and making him out to say ♥♥♥♥ he didn't?
Last edited by Broadsword; Apr 22, 2020 @ 10:29am
Andy Jacko Apr 22, 2020 @ 10:29am 
I have used archville to farm for challenges and weapon masteries...the longer you keep it alive the bigger the enemies it summons...wouldn't say its adaptive...just following a logical order of sending you demons you can deal with...
Broadsword Apr 22, 2020 @ 10:33am 
The Devil May Cry series, Monster Hunter, and actually Activision recently filed a patent about wanting to use this.

If you don't know what to look for, yeah, I guess it's hard to see, but if you know what you're looking for (for example, in DMC and MH, the enemies use attacks or extent attack patterns that you won't see unless you're on ye olde "Level Die") and then there's this one game called God Hand that actually brings that to the forefront.
Grampire Apr 22, 2020 @ 10:42am 
Thinking about it, the game does use slotting to determine how the demons attack, and that's been something id has been very candid about.

The fact they do this means it will be really, really hard to determine if the game is increasingly holding back based on your performance. Even if the number/placement of demons is the same, there may be something keeping them from attacking as frequently and that will be very, very difficult to discern without actually reviewing the code.
Salamand3r- Apr 22, 2020 @ 10:44am 
Originally posted by Grampire:
Thinking about it, the game does use slotting to determine how the demons attack, and that's been something id has been very candid about.

The fact they do this means it will be really, really hard to determine if the game is increasingly holding back based on your performance. Even if the number/placement of demons is the same, there may be something keeping them from attacking as frequently and that will be very, very difficult to discern without actually reviewing the code.

There's always that one imp standing somewhere and not doing anything for the whole arena...

Thing is, I don't really think any single enemy type is hard in Eternal - it's only combinations that are hard, and only certain ones at that, due to the way both their AI and abilities interact.

The only hard Marauder fights, for instance, are the ones with a ton of laser/flamer zombies triggering his shield and the dog constantly. Any other fodder types are fine, just those two interact in a way that makes him a pain.

It's the same for the rest - neither mankies or prowlers are a challenge, even combined with most other mobs, but fill a map with both (looking at you, Slayer Gate #2) and it becomes massively more difficult.

Since fodder outside of the initial spawn in most cases are relative RNG, the difficulty of a given fight can be significantly impacted by random chance.
Last edited by Salamand3r-; Apr 22, 2020 @ 10:47am
Kaiser Ducky Apr 22, 2020 @ 10:45am 
Originally posted by Broadsword:
Load Checkpoint (via the pause menu) is treated differently than death.

There are a few places where you can see that dying and loading a checkpoint a few times results in the encounter changing. The first time you encounter the Marauder while on the level where you're supposed to get the Crucible is a great example:

Pay attention to the Cacodemon and note that it will swap sides if you keep dying and then loading the checkpoint, as opposed to pausing and loading a checkpoint.
Enemy placement isn't an example of adaptive difficulty though. In fact, I would argue that if anything, that makes it slightly harder. It prevents you from memorizing enemy placement in order to breeze through an encounter.

But yes. Another example is the Cultist Base. Just as you enter the building you get your SSG in, there's a Cacodemon in a little room with a small puzzle to get an extra life. He usually seems to spawn on the left side, but if you reload your checkpoint enough times, he'll sometimes spawn on the right side.
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Date Posted: Apr 18, 2020 @ 11:08pm
Posts: 230