The Simple Questions Thread

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Trance
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Re: The Simple Questions Thread

Post by Trance »

FishyClockwork wrote:How many of you absolutely hate (strongly) dislike enemies which can only be killed by a specific weapon(s) or will only die if you inflict a massive amount of damage in a single blow (eg. Quake's zombies)?
There are only a handful of game mechanics I'll give a flat "no" to, because in nearly all cases it's down to how the game designer chose to use that mechanic. Having an enemy impervious to certain types of weapons can break up the routine a player might have settled into, using their favorite weapon to deal with all situations, perhaps even defeat a cheesy strategy they might have been using up until that point. It might be used to pressure players to stay on the move.

Imagine a zombie-like enemy type infesting an abandoned temple that shrugs off blunt force trauma, blades, and bullets, only reacting to some ancient magical weapon rumored to reside in the core of the temple's underground complex. The acquisition of that weapon becomes the goal, navigating the temple becomes the challenge, and it's all down to deft maneuvering and a constant, perhaps uncomfortable pace as the player negotiates the twists, turns, and pitfalls of the old structure, harassed and pursued the whole way by the as-yet unkillable horde within. The mechanic keeps the player moving toward their goal and doesn't let them relax until they get what they came for. There are dozens of ways you can keep the interplay between that mechanic and the environment interesting. It serves as a vital component of the experience of that level.

It needs to serve a purpose, as most game mechanics must. If semi-invulnerable enemies don't switch up the experience in some way, they probably weren't worth putting in.
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Enjay
 
 
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Re: The Simple Questions Thread

Post by Enjay »

The problem with such scenarios is that, once you have the ancient magical weapon, that's all you can use against the particular foes. i.e. it's even more restrictive because you have to use that weapon and no other. I mean, sure, the weapon is often satisfying to use and it can be great to finally be able to take the fight to the previously impervious enemies and get some payback but... I dunno, it's usually just a bit meh! in the games where I've seen such things done.

The Quake zombies do just about get away with it for the reasons already stated in the thread but it is "just about" IMO and not a "yeah, that's great", for me anyway.
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Trance
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Re: The Simple Questions Thread

Post by Trance »

Well if the designer suddenly turns off their brain after the temple level and gives no thought to what happens next, then yeah, it can end up being unimpressive. But just as there are dozens of ways to intertwine semi-invulnerable enemies and environmental challenges, so there are many approaches one can take to break the monotony once you've got the tool for dealing with those enemies. Story, level design, enemy distribution, or limitations placed on the weapon's use can all contribute to keeping things interesting.

There are certainly wrong ways to use the semi-invulnerable enemies mechanic, and I'm sure we've all seen bad to mediocre examples of its use. But it just needs people to work it into a game skillfully.
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cambertian
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Re: The Simple Questions Thread

Post by cambertian »

FishyClockwork wrote:(I hope I'm posting in the right thread.)

How many of you absolutely hate (strongly) dislike enemies which can only be killed by a specific weapon(s) or will only die if you inflict a massive amount of damage in a single blow (eg. Quake's zombies)?
Zombies I can give a pass on; it gives you incentive to gib your foes instead of it being purely visual. (That's also why I have an affinity for Quake 2 - enemies can still shoot for a brief moment after they get knocked down.)
The other one is definitely a sin in my book though, as it discourages the use of certain weapons.
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Re: The Simple Questions Thread

Post by Enjay »

Trance wrote:There are certainly wrong ways to use the semi-invulnerable enemies mechanic, and I'm sure we've all seen bad to mediocre examples of its use. But it just needs people to work it into a game skillfully.
And to be fair, that basic principle applies in almost every gaming situation (and in the wider world too). A feature used well is good, even if it's an apparently bad/dodgy/mediocre feature on the face of it. Equally a feature used badly is bad, even if the feature itself is potentially good.
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Fishytza
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Re: The Simple Questions Thread

Post by Fishytza »

Thanks for your inputs.

Now what about foes that can steal and use your own weapons against you? (Like the gremlin from Quake 1's Scourge of Armagon.)

Or enemies which are only vulnerable under certain conditions? (Like the phantasm from Blood 1 which you can only kill if it gets too close. And Hexen's Heresiarch which can have finite invincibility. Kinda dislike the Heresiarch myself tbh.)

EDIT: Actually, the phantasm is vulnerable whenever it attacks and I vaguely remember it having a ranged attack as well. It's been a while... >.<
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isaacpop23
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Re: The Simple Questions Thread

Post by isaacpop23 »

I don't mind it for the most part, so long as they do two things right.
1) Don't make it on 90% of the time.
1b) If it is infinite, make the way to take it down easily done and readily available. (Spiral Knight's Snarbolax is a good example of doing this well.)
2) Make it blatantly evident when it's down.

Heresiarch is a pain to deal with because he fails the second point, and slightly the first point. And it's not just invincibility, it's also projectile reflection. He's not pleasant to deal with.
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Re: The Simple Questions Thread

Post by Reactor »

This phenomenon could be witnessed far before the age of computer games - remember the vampires and werewolves? According to most stories and legends, they're impervious to damage, not even a nuke attack could reduce'em to a smoking crater. No, Sir - you shall require silver! A pistol with silver slugs or a silver dagger. Holy water, sunshine and a stake driven thru their heart may also do the "fandango", but your average firearm won't even scratch their hide. And I never found this to be overly too troublesome :)

There are also certain weapons which simply can not affect certain enemies. Poison weaponry, for instance, can damage and kill infantry with ease, but are dramatically useless against machines. EMP-based stuff, on the other hand, will only damage machines, and leaves infantry unharmed...unless they have a pacemaker (Quake 4) :D

Even Duke Nukem 3D had weapons which were useless against certain enemies (most notably the Shrinker and the Freezethrower). So what...I used something else, and problem solved!
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Re: The Simple Questions Thread

Post by Henix_Aurorus »

This is actually right along the lines of something I've been curious about myself.

What are the opinions on, not necessarily making certain enemies invulnerable to all but a few weapons, but rather making some enemies weak to some weapons and resistant to others, in a fairly predictable fashion? I've been working on something with a fairly basic setup for such a task- a small handful of base damage types with fairly obvious uses. Plasma and fire work better against smaller, weaker opponents; armor-piercing and ripping weapons work better against 'armored' enemies (basically anything with significant metal parts, weapons notwithstanding); anti-air missiles work better against... literally everything airborne, etc. Fairly easy to tell what is going to work against what at a glance, and plenty of options in all categories.
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Zeberpal
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Re: The Simple Questions Thread

Post by Zeberpal »

Spoiler:
Okay, here is the real off-topic question:

I don't live in US, so I don't really know how to describe this.
1) How do you call a synthetic T-shirt with air holes in it?
2) How do you call a T-shirt with widen arm part? Is it a baseball jersey?

This one on image I would call "that hip-hop like baseball jersey t-shirt", however is there a special name for it? I want to model a character of this type, but I want to look for more variations of this particular kind of t-shirt :?
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Trance
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Re: The Simple Questions Thread

Post by Trance »

That shirt is done up in the style of a football jersey, but football jerseys aren't always manufactured with that grid of holes. I'm not sure if there's some official subgroup of football jerseys that always match the properties you're looking for. I have a feeling that image search is as good as you'll get.
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Rachael
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Re: The Simple Questions Thread

Post by Rachael »

Personally I just call one a "jersey" but apparently that's not technically correct. The correct term for them apparently is simply "polyester". Beyond that, I don't really know much about it because I don't really pay attention to sports - and that's where they are used, the most.

I do know, however, that the holes do serve a specific purpose - it's to allow sweat from the body to evaporate easier.
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Zeberpal
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Re: The Simple Questions Thread

Post by Zeberpal »

Thank you Trance and Rachel. I managed to google it as "NFL jerseys" and yes it is pretty close to that look. At least I see where do seams go/
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Reactor
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Re: The Simple Questions Thread

Post by Reactor »

Weapon-related question. I'm pretty stomped on this one.

What kind of ammunition a Sonic Oscillator uses? I shall need two names: a small and a large quantity. And yes, cells are already taken, and "ammo" just sounds cheap. If you have any good suggestions, do not hold them back!
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cambertian
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Re: The Simple Questions Thread

Post by cambertian »

Is (or was) there a source port that softened the harsh sector lighting that Doom's known for? Something like Quake and how it bilinearly filters shadows?
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