They wanted to try and teach people to fly around like they were Devil May Crying instead, trying to think more about what they were doing. The team watched people playing the game not very well, or repetitively using boring but unintendedly effective tactics, and having a bad time(the Polygon vidoeo comes to mind). People would go through Doom 2016 shotgun only, and feel like it got fairly samey or uninteresting. I listened to that podcast too, and in the interest of tl dr, the main thing they were focusing on according to the director was teaching the players to use all their tools. Good stuff, if you like that kind of thing. Mostly you don’t need to watch, though he also goes on adventures across the gameworld. He also streams it on Twitch and puts the videos on YT. A large hall, an audience, a series of slides. I’m not into MMOs, but one of the top-tier Tolkien experts, Corey Olsen, teaches classes on Tolkien from *within* LOTRO. I hope he never decides to work on an open-world game, or else it may suddenly change. Maybe your strategy is, to him, incorrect. Even if I *do* play the standard way, it’s nice to have the option of doing something different. He was adamant that there was only one way to play DE, and if you vary from that you’ll have a shit time. I don’t know if you listen to the Noclip podcast, but a Doom Eternal dev was on a few weeks ago. *Everyone* is using large amounts of bandwidth. ![]() ![]() My guess, after your discussion, all over. It took ten minutes to DL this ep where usually it’s under half that, and I’d been wondering where the problem lay. Similarly movement was the best defense since most enemies used melee or projectiles and hitscanners were pretty weak, except those goddamn chaingunners. I think this is actually not too far from the design principles of OG Doom, which similarly had less of a focus on pinpoint shooting than one might expect, the shotguns had a wide area of effect, the rocket launcher and BFG had big blast radius and the Chaingun and Plasma rifle let you lay down tons of bullets and projectiles so individual misses counted a lot less. Its an early game rough spot that dries up as you go on, usually ammo wasn’t a major deal as I neared the end of the game on UV, one or two chainsaws would sort you out through a whole fight in addition to the pickups scattered around the place, the difficulty came from avoiding damage and sorting out enemy prioritization since the game is deliberately less interested in accurate shooting compared to the rest of the FPS genre and more interested in pacing, player movement and on the fly decision making wrt killing and weakening problematic enemies and managing resources. The Ammo problem is overstated, significantly, the issue is that you need to upgrade into higher ammo counts with the sentinel crystals, and find a wider range of weapons that use all of the available ammo types.
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