Cantleylads
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There'd be riots if the IP which invented deathmatch, didn't have some kind of deathmatch. I agree with you, though. Not that I'd be interested in co-op but I think that'd probably be better. That's I think they should do. What I'd like is some traditional deathmatch (within reason for a triple A release). Sentinel on Sentinel PvP, in which the single handed weapons to the Slayer become two handed weapons to regular Sentinels. I mean, since there's no Quake Champions on console. A classic fight over armour, weapons and power-ups. A deathmatch that requires a full weapon wheel. Something a little more accessible as not to cannibalise Quake Champions on PC.
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What do you want id to do next after Eternal?
Cantleylads replied to Captain Keen's topic in Doom Eternal
I could imagine that being a controversial addition. -
Yeah, I'm under no impression that this is an engine limitation but just a design choice, so that things don't become completely chaotic.
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Interesting! Thanks for sharing. Demons hanging around waiting for their turn is something that already happens in nu-DOOM. I find this is the most apparent in the very last wave of Doom Eternal's Horde Mode. There's a lot of demons doing nothing because the game seems to be pushed to it's limit of how many demon actions are permitted at once.
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Then I guess nothing? I highlighted the XSS because it's the budget friendly, lowest spec targeted platform.
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I wonder how the game will handle players attempting to breeze past everything? I wonder how idTech 7 will handle large amounts of enemies accumulated over time? Seeing some seemingly dormant demons in the background throughout the trailer, it seems like they'll only become active when the player is nearby? If that's the case, will they persue the player continuously? How much of the bestiary will have faster movement than the player? I just couldn't imagine say, the XSS handling dozens upon dozens of imps being corralled around these open environments without issues.
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If the back of my head had never been to Beamish then I'd probably be Vernon Kaye, mate - Sonic & Knuckles & Kane & Lynch: Dead Mates
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I appreciate the perspective but personally, I only switched to controllers for gaming due to an injury, otherwise I'd still be on keyboard and mouse. Even if gyro was a viable option in my case, I would still prefer thumbsticks. Gyro reminds me of using a mouse at an inappropriately high mouse sensitivity, where you're needlessly trading in precision. I know some people get over this hurdle by also using the thumbsticks in conjunction with a little gyro. I don't know, more power to them. I have seen players play relatively well on Quake Live with gyro, so I can't knock it too much.
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That's a good point and thanks for mentioning it! There's been plenty of times where I have read about forced mouse acceleration and many other issues when dealing with PC ports, so I can definitely attest to what you're saying. I'm an ex-PC player (due to a chronic hand injury) so I am wholly grateful to see 90's or even 90's style FPS get controller support these days and come to consoles to begin with. However, I don't see how a thumbstick deadzone reduction slider should take away precision rather enhance it, as it would in any other FPS. Fortunately, Quake works pretty well with a controller (outside of a crossplay multiplayer setting) due to the fact that it's enemy and projectile hitboxes are of course very forgiving. It's a surpringly comfortable fit. I'd like to mention the opposite side of the coin: when PC-centric projects are ported to console with poor controller support, devs and fans alike can very quick to brush any controller criticisms as mere "limitations of a gamepad", which is exactly the kind of thing you'd expect from people who've never had any reason to play FPS with controllers. Of course, they're inherently limited but to settle for suboptimal control as a result is just tragic and does these amazing games a disservice. I think the launch of Quake Remastered is a prime example of this. Fortunately, the patch was a huge improvement, remaining deadzone issue aside. I just hope that if there is ever a similar port for Quake 3, with crossplay and all (as unlikely as that feels), that this area will see improvement, because ham fisted aim assist isn't gonna help much in a game like that. Players will need to be able to make micro-adjustments whilst aiming with their thumbs. Then again, what do I know? I'm just another ignorant user venting a little.
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The only major gripe I have with this port is how the thumbstick deadzone slider apparently works. When you lower the deadzone to allow for precision aiming and strafe jumping - you somehow lose precision as the moment you pass the reduced deadzone, your camera control is immediately ramped up. So paradoxically, you're better off with the default large, clunky deadzone. Most console FPS give extra control and precision when a deadzone reduction slider is offered. Ideally, you're looking for as much control as possible before your controller's drift manifests in-game. I use a lower sensitivity, yet I still find this to be a problem. It'll be much more amplified for those who prefer a higher sensitivity. I think the average user circumvents this issue I experience, by using the default, very low thumbstick sensitivity, combined with the very strong aim assist. These only mask the problem, however.
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I'm playing Quake Remaster on XSX with an LG C3 and unlike Quake 2 or any other game, the picture is unpleasantly blurry when in motion. The game looks fine if the camera is still, even when there's enemy movement. I figure there's no solution for this? Here's some more info about my setup: TV is set to game mode without any motion interpolation or any post processing effects. The TV is pretty new and doesn't show any excessive blurring on any other application. XSX is @ 4K 120Hz w/ VRR (turning VRR off didn't help) Quake graphics settings have motion blur and depth of field disabled. Tinkering with any other in-game display settings hasn't resolved the issue. Not expecting a solution but I was wondering more if anybody else has experienced the same issue?
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Thank you very much for your extremely perceptive insight.
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Was dlc 2 for Doom eternal really that bad?
Cantleylads replied to nathanB404's topic in Doom Eternal
[Copied and pasted from a similar thread] I feel as though the pacing and difficulty got mixed up in TAG2. Whilst I at least understand the decision to tone down the difficulty from TAG1, the way I would have hoped they'd have pursued this would have been to maintain a higher level of engagement through persistent but relatively low challenge. Both the ARC Complex and Cultist Base ML's spring to mind - neither are soul crushingly difficult but both require a higher level of player engagement than a typical base campaign mission. A more frequent but less gruelling challenge may have made it far less controversial of a DLC. I mean, it sounds (going from the pre-release conversations in the Bethesda streams with Hugo and Josh) and even looks like the maps were originally designed with high capacity demon encounters. It seems as though it was decided that this approach was too exhausting for the general audience, which is fine, but that's where the lower intensity approach would come in. There doesn't need to be incidental double Armored Barons and Tyrants everywhere, but at least some more mid tier heavies to keep us more occupied, more often? What we got was so much open spaces with minimal demons, very frequently. A fully upgraded Slayer can easily manage more standard heavy demons with enough familiarity of gameplay mechanics, you know what I mean? Equipment cycling in DLC2 should probably be an expectation by this stage of a playthrough. I guess this is a long winded way of saying that a few more heavy demons outside of the main arenas, with perhaps a couple of extra compensatory BFG Cells and other pickups would have gone a long way. To have more demons to cycle the sentinel hammer with would have been a net positive IMO. Great to encourage (or even mandate) it's use, whilst adding more meat to those who don't need it, regardless of difficulty. Of course, all of this got addressed in subtle ways in update 6.66, I just wish there was a fair bit more, especially in Immora. Speaking of which, in Immora, there's a double Pain Elemental fight with many shotgun shells and Stone Imps? As well as the Mancubus and Hell Knights in the area before? I think we needed much more moments like this sprinkled throughout almost every area of each level. As it stands, the pace breakers feel unwarranted because the general engagement is already low outside of the main arena fights. For context, I am a base campaign UN player but not exceptionally skilled, I'm also a console scrub. -
I feel as though the pacing and difficulty got mixed up in TAG2. Whilst I at least understand the decision to tone down the difficulty from TAG1, the way I would have hoped they'd have pursued this would have been to maintain a higher level of engagement through persistent but relatively low challenge. Both the ARC Complex and Cultist Base ML's spring to mind - neither are soul crushingly difficult but both require a higher level of player engagement than a typical base campaign mission. A more frequent but less gruelling challenge may have made it far less controversial of a DLC. I mean, it sounds (going from the pre-release conversations in the Bethesda streams with Hugo and Josh) and even looks like the maps were originally designed with high capacity demon encounters. It seems as though it was decided that this approach was too exhausting for the general audience, which is fine, but that's where the lower intensity approach would come in. There doesn't need to be incidental double Armored Barons and Tyrants everywhere, but at least some more mid tier heavies to keep us more occupied, more often? What we got was so much open spaces with minimal demons, very frequently. A fully upgraded Slayer can easily manage more standard heavy demons with enough familiarity of gameplay mechanics, you know what I mean? Equipment cycling in DLC2 should probably be an expectation by this stage of a playthrough. I guess this is a long winded way of saying that a few more heavy demons outside of the main arenas, with perhaps a couple of extra compensatory BFG Cells and other pickups would have gone a long way. To have more demons to cycle the sentinel hammer with would have been a net positive IMO. Great to encourage (or even mandate) it's use, whilst adding more meat to those who don't need it, regardless of difficulty. Of course, all of this got addressed in subtle ways in update 6.66, I just wish there was a fair bit more, especially in Immora. Speaking of which, in Immora, there's a double Pain Elemental fight with many shotgun shells and Stone Imps? As well as the Mancubus and Hell Knights in the area before? I think we needed much more moments like this sprinkled throughout almost every area of each level. As it stands, the pace breakers feel unwarranted because the general engagement is already low outside of the main arena fights. For context, I am a base campaign UN player but not exceptionally skilled, I'm also a console scrub.
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Good for you. Also, you're not treading on anybody's shoes by enjoying a YT channel, so don't worry. You're good.