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The future of DE modding


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2 hours ago, Kute said:

So why didn't they have traditional deathmatch?

 

After the negative reception to Doom 2016's multiplayer for "not being Doom / being too generic" (among other issues), especially in the context of the much more favorably received campaign - id Software decided to aim for Doom Eternal's multiplayer to be "more Doom" and "more unique". So they took the gameplay loop of the campaign (Slayer vs demons with a gameplay focus on resource management and fast-paced combat) and made that the basis for the multiplayer - so the result is the 2v1 Battlemode and the absence of traditional Deathmatch. When asked why there was no Deathmatch pre-launch, id Software said in interviews that they wanted to make something different in the multiplayer market. They also said that Doom Eternal wasn't designed or balanced with Deathmatch in mind, particularly they believed that the fast-paced nature of the game would mean the player with better reaction skills would always dominate.

 

Another point to consider is that Doom 2016's Multiplayer (and SnapMap) were made in partnerships with other studios. With Doom Eternal however, they decided to tackle the multiplayer in-house - so it's likely why Battlemode is much smaller-scaled than Doom 2016's multiplayer was and why they simply couldn't add additional gameplay modes. And based on game director's Hugo Martin design philosophy, it seems they wanted to stick with their guns and commit to what they developed with Battlemode, rather than trying to pivot partway through due to demand.

 

It'll be interesting to see what id Software does for their next game in regards to multiplayer. Personally, I'm exhausted of the controversies and issues associated with newer Doom games' multiplayer modes - especially how they seemingly commit to multiplayer but not other modes (dropping SnapMap for Doom Eternal or focusing most of 2016's post-launch support on multiplayer updates rather than fan-demand for singleplayer DLCs). Although I imagine if id Software does make a new Quake game, they could advertise it with "true traditional Deathmatch" since that's what Quake has been associated with and they've already tried two different multiplayer spins with Doom - so it might be a chance to go for something more classic inspired.

 

TL;DR - (1) Doom 2016 multiplayer was criticized for being too generic, (2) Doom Eternal wasn't balanced with multiplayer in mind, (3) Doom Eternal's multiplayer was developed in-house, and (4) they wanted to commit to making Battlemode succeed rather than trying to pivot with traditional Deathmatch

Edited by AtimZarr1

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1 hour ago, AtimZarr1 said:

Although I imagine if id Software does make a new Quake game, they could advertise it with "true traditional Deathmatch" since that's what Quake has been associated with and they've already tried two different multiplayer spins with Doom - so it might be a chance to go for something more classic inspired.

I wonder if the existence of the latest Quake Champions game would prevent that, as to not cannibalise their own market, feel repetitive or saw its playerbase as a benchmark.

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55 minutes ago, Kute said:

So why didn't they have traditional deathmatch? I know it's not a big deal and PVP isn't the focus of modern doom games, but I wouldn't think it'd be that difficult to find an acceptable % damage nerf to make for reasonably playable matches, just to have it?

It's a mix of both the reception 2016 MP had and probably lore reasons of "there is only one Slayer".

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4 hours ago, Chezza said:

I wonder if the existence of the latest Quake Champions game would prevent that, as to not cannibalise their own market, feel repetitive or saw its playerbase as a benchmark.

I thought they had already abandoned QC, though.

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12 hours ago, VanaheimRanger said:

I thought they had already abandoned QC, though.


It had another season pass recently and they’re in the middle of another “pro league”.

 

So…”Some” activity!

 

16 hours ago, Chezza said:

I wonder if the existence of the latest Quake Champions game would prevent that, as to not cannibalise their own market, feel repetitive or saw its playerbase as a benchmark.


Could it go either way? If the glass is half-full and the game is doing well, I imagine they wouldn’t want to take away more potential QC players and customers. Half-empty approach would be using the lack of interest as a reason not to develop towards traditional FPS PVP.

 

That said, I’ve been noticing that “slayer vs slayer” deathmatch mod gaining some traction and it’s like watching an Armored Core duel. Very intriguing.

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Also, a bit of a realization: if map making ever becomes a thing, maybe that's how people can appreciate the platforming more.

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  • 6 months later...

I might be forgetting or overlooking some examples but: how far has weapon modding gone besides model swaps?

Like weapons with new functions and roles.

 

Because with enemies, i've seen people trying to make new enemy types, even if they seem to struggle with some limitations or get carried away with unique weaknesses/strengths. (which can come off as expanding on what some people were mixed on from TAG1/2)

 

Because i wondered if it's possible to give the player a Grenade Launcher that leans towards Quake's or a Lightning Gun.

The player's shoulder frag grenades don't explode when they hit enemies, so i wonder if someone thought of changing that.

And as for a Lighting Gun, it'd be like rearranging a laser beam or some existing laser that you'd see as a level hazard.

Basically, some frankenstein-ish methods based on things that exist somewhere in the game.

 

Though the frag grenade not exploding when hitting enemies is also because its grenades can still slap enemies before exploding.

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On 4/1/2022 at 5:36 AM, VanaheimRanger said:

I thought they had already abandoned QC, though.

No, not abandoned the game still being updated they add in this updates new cosmetics like weapon skin in this year they add as skins granade launchers from q2, q3 and from q4 for tri-bolt, will appear new maps also in this year realesed map called "crucible" in this winter, next year will be tdm map styled  Egypt and sand kinda like environment ,it's new environment for the game this  map  probably realesed in spring or summer also go bugfixes in small updates in public-test-server and then a  then put into the game itself.

Edited by Wad overdose

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