D4D - Announcement in 1st post (Jan 4th 2017)

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-Ghost-
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Re: D4D - Released! (Poll added. We need feeback! )

Post by -Ghost- »

Yeah, you're probably going to have to part from Doom 4's balance and try and make your mod have its own, since Doom 4 wasn't really that balanced to begin with.
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bigboss96
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Re: D4D - Released! (Poll added. We need feeback! )

Post by bigboss96 »

Thanks for the new update DBT. The Lost Souls are not a nightmare anymore.

About the SSG. I only buy the piercing shots upgrade, so I can't tell if the weapon is overpowered when fully upgraded. Maybe it's a bad idea, but if you think it's the most OP weapon you can create two ways of using it like the other weapons have. In one you have high firepower and low firerate and in the other low firepower and high firerate. With this you can change its functionality depending on the situation without being overpowered. It would make it a more balanced weapon in my opinion.
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Rustygold
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Rustygold »

This goes to Almonds* "sorry don't know how to directly reply lmao"
If you can't find a way to work around It just make a version that doesn't have the MP weapons. I mean I can't be the only one who's chi Is fucked when I gotta keep searching through weapons I won't use.
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RikohZX
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Re: D4D - Released! (Poll added. We need feeback! )

Post by RikohZX »

-Ghost- wrote:Yeah, you're probably going to have to part from Doom 4's balance and try and make your mod have its own, since Doom 4 wasn't really that balanced to begin with.
I wouldn't say that it wasn't balanced. It's more like almost all of the primary guns (except the Plasma Rifle, which is only useful against certain enemies without its mods, and the Pistol, which is only good for free sniping on weak to mid mobs) essentially were too balanced with the Super Shotgun being the main exception. Some weapons were better for certain enemy types, but overall the weapon mods were what stole the show and truly made each weapon shine individually. The Super Shotgun stands out because it has no mods to switch due to just being straight core upgrades, and even the base weapon is already damn effective; a maxed Super Shotgun in Doom 4 was a monster perfect for all close-range encounters, trumping out the Combat Shotgun (even the Charged Burst) in raw damage output, and with Double Trouble in D4D, a liberal amount of shell spam can kill just about anything in seconds. Only the bosses last a little longer - and only a little. It's not that all of the balancing was shit, it's that the Super Shotgun was made even better because Id revered it a wee bit too much.

It's probably why Double Trouble was an upgrade I was iffy about. It's literally doubling up the most powerful standard weapon and can gore entire crowds of enemies effortlessly for only 4 shells, something even the Explosive Shot at 2 shells for the Combat Shotgun has trouble doing due to the finickiness of explosives. The only downside is having to get close and thus put yourself at risk to the more aggressive enemies, but the average Doom player already knows how to deal with that by now.
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Doomguy5th
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Doomguy5th »

I say reduce the damage, and for the ammo, resort to 20 shells IF there is a way so that when you collect one backpack, your ammo amount for your shells would increase by 10, and it would keep on increasing every time you collected a backpack, but it gets capped at 100, which means when your max ammo amount for shells gets to 100 and you pick up a backpack, it no longer increases (and there probably is a way, I think PillowBlaster did something similar with Russian Overkill?). Kinda like argent energy ammo cap upgrades, but a TAD bit more extended.

Other than that, maybe nerf the pinkies and summoners? I don't remember summoners doing arch-vile like attacks at you, I do remember them throwing fireballs at you (that's mainly what I'm looking at. The teleporting of the summoner can be nerfed by a TEEEEEEEEEEEENY bit, but from what I am experiencing, it seems pretty accurate to Doom IV's summoner overall).

I would also:
Spoiler: Stuff
That's just my 2 cents for now...
Last edited by Doomguy5th on Mon Jul 25, 2016 10:28 pm, edited 1 time in total.
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-Ghost-
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Re: D4D - Released! (Poll added. We need feeback! )

Post by -Ghost- »

I'd be happy with backpacks being swapped out for permenant HP/armor/ammo cap upgrades. I think that'd hold up well over the course of a megawad too, since we'd still be able to get a good stockpile of ammo, but not quickly.
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DBThanatos
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Re: D4D - Released! (Poll added. We need feeback! )

Post by DBThanatos »

Sangelothi wrote:I think the normal shotgun is what needs nerfing, even in Doom 4, the shotgun is still powerful enough that it can be used over the super shotgun no problem, especially with the burst shot. In D4D though, it just falls short in general, so of course the super shotgun will be preferred.
I think you meant "buff" rather than nerfing. However, have you tried the burst shot in D4D? It's waaay stronger than regular shotgun shots, that times 3
lizardcommando wrote:I found two bugs in the latest version.

Holding down the fire button for the rocket launcher while it is in its firing animation will make the animation stay on a single frame while firing rockets.

Dying while using the chaingun will have the Doomguy stand still instead of playing the death animation.
I think that's a returning bug. Will look into it.
-Ghost- wrote:To be honest, I'd say buff the other guns before nerfing the SSG. Doom 4 had some balance issues as well, where you end up using the same few guns unless you're going out of your way to switch a lot. Can you increase weapon swap speed? I think that'd encourage combo-ing more, since as of now you're better off just using one weapon per enemy.
Like i mentioned a few pages back, i think what you mean there is to be able to cancel the "reload" of the weapons. AKA, switch away as soon as you fire. I have conflicting feelings about it. Because that's one way to completely skip the penalty of "reloading time" of a weapon. I do see your point about "might as well keep using the same weapon"
blackfish wrote:Bug: In the new version I can't seem to get an upgrade without the game crashing when I select a weapon in the upgrade menu.
I cant seem to reproduce. Are you using zdoom, gzdoom, gzdoom softare render, voxels on or off? I ask these because we have had reports about the thing crashing with software render with voxels on.


Re SSG nerf: Thanks for the opinions, will leave the poll open for a bit longer to get all the opinions I can about this, although it's becoming clear which option seems to be the most agreen on (which is casually, the one I think would work best too)

@Doomguy5th: About your suggestions, did you download the jul 25th version? that one does already what you mentioned about the quakes and all, See the previous page where I posted the changelog
-Ghost- wrote:I'd be happy with backpacks being swapped out for permenant HP/armor/ammo cap upgrades. I think that'd hold up well over the course of a megawad too, since we'd still be able to get a good stockpile of ammo, but not quickly.
That's a bigger feature that will not be added in bugfixing patches. We might indeed add this feature, just dont expect it to drop anytime soon, until we do a "new features" release, whenever that is
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Doomguy5th
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Doomguy5th »

DBThanatos wrote:@Doomguy5th: About your suggestions, did you download the jul 25th version? that one does already what you mentioned about the quakes and all, See the previous page where I posted the changelog
Oh! I will check it out then!

EDIT: Holding down my "Primary Fire" key with the rocket launcher does this:

I should also mention the same thing happens even with both of the Rocket Launcher attachments on.
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lizardcommando
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Re: D4D - Released! (Poll added. We need feeback! )

Post by lizardcommando »

I already reported that rocket launcher bug, Doomguy5th. Although, i had no idea it did with all the rocket launcher attachments.
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Gorec
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Gorec »

ssg is too powerful because it deals almost 300 damage so i can kill medium sized monster in two shots (except baron, sexyman and archi-vile)
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Gorec
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Gorec »

i dont see anything with the rocket launcher what is it?
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lizardcommando
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Re: D4D - Released! (Poll added. We need feeback! )

Post by lizardcommando »

Gorec wrote:i dont see anything with the rocket launcher what is it?
Holding down the fire button for the rocket launcher while it is in its firing animation will make the animation stay on a single frame while firing rockets.
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Gorec
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Post by Gorec »

oh okay
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Captain J
 
 
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Captain J »

Also editing your post for additional words would be appreciated!
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Prologue-9
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Prologue-9 »

I'd recommend adding more flair to the Micro Missile explosions and giving them a louder noise, as it stands there's hardly any feedback from using them. Also, maybe you could up their damage some and make the bottomless a later upgrade you have to purchase?
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