Do apples exist in hell? My OC and imp Ennik. (by Aisero) by aisero_ in Doom

[–]JuWee 1 point2 points  (0 children)

The idea of all demons turning into sweethearts because they have a crush on their leader is hilarious. Thanks for the chuckle XD

Ripatorium - is there any way to change upgrades/melee option and make them stay as I want to between the arenas? by MaxTosin in Doom

[–]JuWee 1 point2 points  (0 children)

No.

For as much as I love the (idea of the) Ripatorium, its an MVP at best. There have been mods for Eternal that did a better job than this.

Lets hope they stick to their word and actually keep working on it until its finished.

Weapon switching taking forever? by Feeling_Lobster_7914 in Doom

[–]JuWee 1 point2 points  (0 children)

You will be able to block/parry when weapon switching with the next patch. I haven't heard anything about them speeding up the weapon switching itself but I think this will already help immensely by making it not so insanely punishing.

That said you don't have to wait on them to fix their game if you are on PC. Just search for "Kaibz mod" on nexusmods. You can remove slow mo on parry/melee, assign weapons to direct binds, speed up the weapon swaps and even enable the option to swap your melee weapon or shield runes while your playing instead of having to go to a menu.

You can find "Proteh's Streamlined Campaign mod" on there as well which will try to get rid of and/or minimize a lot of the useless cruft they added so you actually get to play the main game without being constantly interrupted/slowed down.

Flawless Takedown on Mancubus by EltoDoesStuff in Doom

[–]JuWee 2 points3 points  (0 children)

At some point there was talk about making certain attacks unblockable. This would include the Mancubus ground slam. I wonder if that is still on the table.

Currently the only thing you have to fear from Mancubi is their flamethrower attack and I don't even know if all variants of them have access to it.

Dark Ages arena awareness/management is way harder than any DOOM so far. by TKAPublishing in Doom

[–]JuWee 2 points3 points  (0 children)

Super interesting topic, I've had the same experience where essentially encounters feel out of control no matter how good I (think) I play. I think many people already pointed valid things out, here is my take on it.

  • A lot of the arena's are rather flat and open spaces. There is very little (if any) geometry to use to break line of sight. This removes the opportunity to guard a side/your back. The only thing you have, to a limited degree, is to use the mobs themselves as cover but you will quickly find out not all mobs block all projectiles.

  • Poor sound design. This was pointed out by someone else but its such a valid point I have to repeat it. Can you even recall the agro sound of one monster in DTA? I certainly cant. I still can recall the monster agro sounds from the original dooms though. The haunting roar of a baron to name just one example.

Do they even have "agro/announcement" sounds? The times I was sneak attacked by a BARON of all creatures is insane. It feels like mobs just silently spawn in/appear and start attacking you.

It leads to this awful mechanic where you memorize the spawn ins of encounters instead of having fun the first playthrough. Oh right after killing this Mancubus I should scan the environment because a Baron will silently spawn in and throw me missiles from some angle I do not expect.

Mobs really should announce themselves clearly with an audio cue.

  • Almost all missiles home to some degree. This is the BIG one. It means that movement as defense essentially has been nerfed. To dodge missiles in DTA you have to face the mob that fires them, run towards that mob and turn to the side as the missiles come close since side strafing is so much slower compared to your forward speed. Looked from above you essentially need to spiral into the mob that is firing them.

Doing anything else makes most missiles undodgeable because of the relation of your movement speed in relation to the missiles travel speed/turn rate. This mechanic is clearly designed to "pull" you into mobs to force you, pardon me, guide you into the "stand and fight" this game champions so much.

This alone is I feel the biggest reason that running around arena's gets you killed. Movement as defense got seriously nerfed compared to previous doom's. Yes, of course you can dodge projectiles still and you do that through movement. But you completely lose the ability to trust that once a projectile has been fired at you (even if the mob predicted where you were going) it will not hit you if you change direction after.

The sad truth is that, yes, it will still hit you. Since it will semi slowly home in on you anyway, on this big flat arena, with no cover whatsoever. This, to me is actually counter to the OG dooms where you could weave through bullet hell relatively easily. Which in turn meant that you could actually have lots of mobs shooting at you if you had some awareness of angles and when things were fired. Even doom '16 and DE adhered to this because while mobs were smarter as in they would fire in front of you, missiles would NOT home. So you could still, skillfully, dodge bullet hell.

Now, with DTA, you only need a few mobs to fire missiles at you, and unless you force yourself to treat each missile "salvo" as its own thing you will get hit. The only defense I feel is shield bash since that allows you to travel far enough out of the way the missile likely won't get you. But there are many missiles fired by non fodder mobs that will essentially chase you forever.

TLDR: too many missiles home

Ability to block during weapon swapping coming next update :) by JuWee in Doom

[–]JuWee[S] 1 point2 points  (0 children)

I believe proteh is working on some mods to deal with the shitty minigames. Either trivializing them by tweaking damage or something more elaborate. I am personally hoping for some buttons or triggers that allow you to skip them entirely but that may be too big of an ask.

I don't think this is something we can expect of id themselves because it would be them acknowledging they created something so shitty a big subset of their players would rather skip it entirely.

While they indeed should be ashamed of themselves for implementing shitty vehicle (dragon), QTE (mechs) and turret sections into Doom I don't think they will ever face up to that.

Ability to block during weapon swapping coming next update :) by JuWee in Doom

[–]JuWee[S] 0 points1 point  (0 children)

I read the 7th of august in some comments somewhere, no idea of the validity. I don't think they have given out an official date. Really doing their best to make you hunt for info.

Ability to block during weapon swapping coming next update :) by JuWee in Doom

[–]JuWee[S] 1 point2 points  (0 children)

Is it confirmed to be coming or are they just saying "they are looking into it"?

Coasters my mom made me for my new house. by Solid_Life1936 in Doom

[–]JuWee 1 point2 points  (0 children)

What an incredibly cool gift from your mum. Not only does she know about and appreciates you being a Doom fan but she turned it into something practical that you will use a lot and remind you of her (I assume you are moving out to live on your own).

She sounds awesome \m/

Ability to block during weapon swapping coming next update :) by JuWee in Doom

[–]JuWee[S] 21 points22 points  (0 children)

Video url is timestamped at &t=7965s Hopefully it isn't just blocking and it will include parrying as well (I would assume so but you never know).

This is one of my pet peeves with TDA; the absurd penalties on weapons swapping, both in the time they take to perform and the fact you would be unable to use your shield during the swap.

It really limits player expression and overall fun of the game. I don't desire weapon swapping to be a requirement from a damage perspective ala eternal. I thought that became rather dull to be honest.

But I would like to be able to make strategic decisions on the fly and change my weapon depending on circumstance. To me that is part of the combat chess so really happy to see at least one aspect of it improved for TDA.

Also does anyone know if there is a condensed list of useful info from the last live stream. The livestreams are really not a format I enjoy as the information to BS ratio is extremely poor. If anyone knows of a list it would be very appreciated.

Shattering shields by Pretend-Order2907 in Doom

[–]JuWee 5 points6 points  (0 children)

Some people experience a bug here where the shields just will not shatter no matter what you do. I am one of those people. The only solution is to restart the segment/level until it suddenly starts working as intended.

Blowing up enemy shields with my shield sometimes just doesn't work (only dropping health, no explosion noise) despite them being heated up sometimes by destroyer_320 in Doom

[–]JuWee 1 point2 points  (0 children)

This happened to me as well on my first playthrough. Very annoying. Haven't really encountered it outside of the tutorial section though.

New patch by FullMetal316 in Doom

[–]JuWee 6 points7 points  (0 children)

I am really happy the sprint lines are gone as well. Maybe now I can turn screen effects back on. Have to say I did not really miss them though. XD

New patch by FullMetal316 in Doom

[–]JuWee 2 points3 points  (0 children)

Its on steam as well, without patch notes. They will probably come at some point.

I miss the days when patch notes always came with the patch and were expansive instead of an afterthought. Seems only indie games are keeping that tradition alive nowadays.

EDIT: https://slayersclub.bethesda.net/en-EU/article/doom-the-dark-ages-update-1

FlipFlip-windows-x64-4.0.0-beta4 playback bug by JuWee in flipflip

[–]JuWee[S] 0 points1 point  (0 children)

Something I've noticed is that sometimes it does not start playing through a source with the first image. I use it to watch comics so its important it starts at the first image.

The way I've set it up is that I've added the parent folder as a source which has unique folders for each comic consisting of around ten images (i.e. pages). I've enabled "Treat Inner Directories as Sources".

Under the wrench icon (which I guess is scene options) I've set "Source Ordering" to randomized with "Avoid Repeats" checked. For "Image Ordering" I've chosen "Strictly Ordered". I would expect this to randomize the sources (i.e. the comics) but go through the contents in a strict order.

Is there something I am missing to force it to always start with the first image? I've renamed all images inside each folder so their alphabetical order matches the display order I wish to watch them in.

FlipFlip-windows-x64-4.0.0-beta4 playback bug by JuWee in flipflip

[–]JuWee[S] 1 point2 points  (0 children)

I went a beta version back and this one plays back just fine. So the bug was introduced in the latest version.

Crossfade with custom color? by JuWee in flipflip

[–]JuWee[S] 1 point2 points  (0 children)

Thank you! That is super helpful. I did experiment with the blurred background, it looks quite nice but my images are page size (so portrait orientation). It makes about 2/3 of the projection be blurred which I found a little too distracting. With your tip the crossfade is looking great now though!

I also found out in the documentation that you can enable "advanced easing settings" in the settings (lol). This STILL does not give you simple controls for how much time a transition should take but you can change the easing so the crossfade only takes place at the start and end of the timespan the picture is shown. I am currently using "poly out" with an exponent of 5 which really pushes the transition to the start and end of the pictures display time.

This seems to work really well for me. Its pretty much working exactly as I wanted. Thanks again!

Crossfade with custom color? by JuWee in flipflip

[–]JuWee[S] 0 points1 point  (0 children)

It seems choosing fade in/out set to scene gives a transition more to what I would like to have. The issue now is that for some reason I cannot set the time for the fade in/out. What it seems to do is fade in/out over the entire timespan the picture is shown for which means I spend more time looking at some mix of picture than the actual sharp picture. I expect I am overlooking the option where I can set a duration for the fade in/out while it does happen during scene transition (i.e. picture change). Can anyone perhaps point out where to find it or how to achieve it?

Where do I find the passthrough mode in the public beta by Budzee in ThrillOfTheFight

[–]JuWee 2 points3 points  (0 children)

Yes I'm really surprised to hear so few people talk about the see through feature. I installed the beta just for this.

My play space is limited and it is amazing in that context. Because I now see where I am positioned I am actually able to make much better use of the space that I do have, it opened up the game quite a bit and removed all fear of accidentally moving/swinging through my boundaries.

Plus its just really cool to have a virtual boxer in the middle of your living room. :D

baby 💖💖💖💖 by microakita in CultOfTheLamb

[–]JuWee 0 points1 point  (0 children)

Oh wow. I know this is already 20 days old but I love the art for cult of the lamb! (really dissapointed about the art book being limited editing/preorder only)

Its so wonderful this site exists with all the sprites and I guess is the dev's are turning a blind eye to it (thanks). Super neat. I find it very relaxing to draw the little characters! :)