I get not reading the tutorial because you're cocky from playing 2016, but what are they really supposed to do about that?
Again, it's one line of text at the bottom of a pop up that precedes a playable demonstration of how the chainsaw worked in the old game.I get not reading the tutorial because you're cocky from playing 2016, but what are they really supposed to do about that?
A lot of people can't be a very small minority. The chainsaw refill is not that important to the game's progression.When so many people have had issues with this, maybe it's a hint it's the game that's doing something not quite right.
I agree it could've been designed better. Again, the chainsaw refill isn't too imporant to play the game on "Hurt Me Plenty". Even if you miss the text, and really run out of ammo, it auto changes to the chainsaw. There are a lot of pick ups throughout the game too. Even more once you unlock shooting barrels for ammo when that's unlocked.Not having played Eternal but having finished Doom 2016, I have to agree with the OP that the tutorial for the chainsaw should have been designed way better. What's basically explained there is that the chainsaw works the same as in Doom 2016. From the gameplay portion of that tutorial, nothing brings into play the autorefill feature at all... just a single line at the end of the explanation that isnt even highlighted in any way is not good enough.
Early stages in Eternal is the weakest from gameplay standpoint.You're not the only person who felt that way. The game is good, but incredibly unintuitive for the first couple hours
You force players into tutorials and get branded as handholding. You don't explain anything like Souls games and you get them too. You just can't please everyone. I do agree Eternal's explanation isn't the best way, it's fine and straight to the point if you read for 10-15 seconds when they pop up.
In my opinion, the online mode is far worse explained, even with all the demon tutorials.
Yeah. I think that coupled with the bigger focus on story almost killed my interest in the game completely if I'm honest. They took two really big risks there in making the learning curve for the combat almost vertical and vomiting lore so early on.I agree it could've been designed better. Again, the chainsaw refill isn't too imporant to play the game on "Hurt Me Plenty". Even if you miss the text, and really run out of ammo, it auto changes to the chainsaw. There are a lot of pick ups throughout the game too. Even more once you unlock shooting barrels for ammo when that's unlocked.
Early stages in Eternal is the weakest from gameplay standpoint.
I agree it could've been designed better. Again, the chainsaw refill isn't too imporant to play the game on "Hurt Me Plenty". Even if you miss the text, and really run out of ammo, it auto changes to the chainsaw. There are a lot of pick ups throughout the game too. Even more once you unlock shooting barrels for ammo when that's unlocked.
This.
I think more than the mechanics themselves, it takes players longer to really use them more than what the devs would've liked the players to do. It's really amazing once the groove is on, but until the groove is on, it can be an issue in its own way.I mean, thats how Game Design works, you gotta find the right balance for the mechanics, content, and game feel you're trying to implement. In general Dark Souls does everything it needs to perfectly. Sometimes it is best to get out of the players way and let gameplay be the instructor and that method fits perfectly with what the Souls games are trying to achieve. You just need different strategies for different games.
Doom Eternal style tutorials are just the kind that players black out during and mash through so they can get them out of the way so they can keep playing and it combines poorly with a mechanic that runs counter to how it worked in the previous game and general video game weapon ammo/fuel patterns that we've been learning in shooters for years. I also think because of how limited ammo is in Eternal is, it further disincentives players from using the chainsaw before they fully understand the regenerating fuel because they're pushed into an ammo conservation mindset to begin with.
Its funny too because Doom 2016/Eternal both do this "push special button to refill bar" mechanic with Glory Kills for health and it confuses much fewer people because its completely disassociated from normal FPS weapons/mechanics. Doom Eternals implementation of the ammo regeneration part of its gameplay loop is just clumsy.
I don't think it fails at it, it's just not optimal. Your second paragraph makes sense. Another extra 5-10 seconds wouldn't have messed with anything since it's literally the start of the game.I am not doubting that, but the point is that the tutorial is failing at trying to explain the mechanics behind that weapon making you believe it works the same as in the previous game.
Having four enemies instead of three and showing a new text message saying that in this new game the refill is a thing, before being given the option to finish the four enemy, would have solved the problem for example.
Sure, but it's your perception and expectation that's not right. Devs can't be forced into one single thing if they don't want to. Ninja Gaiden to Ninja Gaiden 3 Razor's Edge all feel the same with very different mechanics. You'll be dying a lot if you expect defensive approach like NG1 will get you anywhere in NG2 or NG3RE.I kind of get where OP is coming from.
It's sort of like getting the Master Sword in Zelda for NES and it shoots a beam, getting it in Zelda 2 and it shoots a beam, getting it in LttP for SNES and it shoots a beam, but all of a sudden in Zelda OoT for the N64 there is no beam. It's assumed sequel knowledge. It would be like a DMC game not having Stinger when you do the Hold forward + Attack button.
Following everything pre-release makes a difference. I went in full blind without seeing anything. No trailer, nothing. The only mechanic I missed a little was the Meathook. I was mad I didn't know about it a bit sooner lolI was on the games wavelength from the very beginning, but I'd been following all the prerelease stuff closely, so I knew exactly what they were doing with the combat loop.
There's no doubt that Doom Eternal asks a lot from the player, but once you get it down, the combat is absolutely sublime. Eternal will almost certainly be my game of the year, and I feel it's one of the best shooters ever created.
When so many people have had issues with this, maybe it's a hint it's the game that's doing something not quite right.
So you say the core loop is poorly explained but concede that you didn't bother reading the tutorial because you didn't think you needed the explanation?
Or maybe the vast majority did understand and a small percentage didn't.
Fucking thank you. When did player error become developer error? This entire thread is basically "lazy dumb devs" thinly disguised as a discussion over "gameplay loop"You know, most people would chalk this down to "lol my bad, I must have missed that in tutorial" instead of trying to make this about how the game devs didn't arrange words to make reading easier for you and that's bad game design.
I was on the games wavelength from the very beginning, but I'd been following all the prerelease stuff closely, so I knew exactly what they were doing with the combat loop.
There's no doubt that Doom Eternal asks a lot from the player, but once you get it down, the combat is absolutely sublime. Eternal will almost certainly be my game of the year, and I feel it's one of the best shooters ever created.
Doom 2016 is serious sam, doom eternal is quake 3 arenaDoom 2016 is closer to the bobbing and weaving through hoards of enemies/projectiles that the classic games had. Eternal has a stronger focus on micro management, quick reflexes and sharp shooting weak points. Depending on what type of player you are will likely influence which you prefer. I liked 2016 better, not only for the gameplay but also art style, lore and level design.
Could they have? Sure.Again, it's one line of text at the bottom of a pop up that precedes a playable demonstration of how the chainsaw worked in the old game.
People really can't see how they could make that clearer lol?
Since the solution could be simple, they should've done it better for the small percentage that didn't understand it.
(Also, we don't really have the numbers, so we don't know what the percentage is)
No one is saying "lazy dumb devs". All I'm saying is that for such a key change to a mechanic in a game, surely they could've come up with a more engaging way for the player to learn about this change than one single line of text at the bottom of a text box with no narration in a tutorial that drags you out of the game, and the proceeds to give you a playable tutorial which explicitly omits the single new feature to the chainsaw mechanic, and is never mentioned again until you happen to run out of fuel completely, at which point it is clearly obvious that it refills one single pip. I'm not asking for a 30 minute handhold tutorial because I skipped a single line of text, I'm just asking for the 10 second forced tutorial to actually demonstrate what it's a tutorial for properly.Fucking thank you. When did player error become developer error? This entire thread is basically "lazy dumb devs" thinly disguised as a discussion over "gameplay loop"
All they needed to do was give you a pip, have you chainsaw an enemy, and then have it quickly refill and chainsaw a second enemy. That makes it glaringly obvious that it refills when empty, and also demonstrates how the chainsaw gives you ammo.Could they have? Sure.
Should they have? I dunno, I don't think it was some glaring omission. I personally don't think it's too much to ask for somebody to read a text prompt.
Hell I feel like it should also be noticeable to anyone actually playing the game while paying attention if they ever run out of fuel.
You know what's odd? They give a full tutorial on demon controls when you go into Battle Mode. Literally start with walking from point to point, so I'm really confused what happened for single player tutorial.No one is saying "lazy dumb devs". All I'm saying is that for such a key change to a mechanic in a game, surely they could've come up with a more engaging way for the player to learn about this change than one single line of text at the bottom of a text box with no narration in a tutorial that drags you out of the game, and the proceeds to give you a playable tutorial which explicitly omits the single new feature to the chainsaw mechanic, and is never mentioned again until you happen to run out of fuel completely, at which point it is clearly obvious that it refills one single pip. I'm not asking for a 30 minute handhold tutorial because I skipped a single line of text, I'm just asking for the 10 second forced tutorial to actually demonstrate what it's a tutorial for properly.
All they needed to do was give you a pip, have you chainsaw an enemy, and then have it quickly refill and chainsaw a second enemy. That makes it glaringly obvious that it refills when empty, and also demonstrates how the chainsaw gives you ammo.
Like I've said, and no one is arguing about, it's noticeable as anything when you run out of fuel, but I was playing cautiously thanks to how the chainsaw worked on 2016, i.e. no refill on empty, so I only ran out for the first time mid way through Arc Complex, which is like 6 levels in, at which point I went "oh, I guess it recharges" before coming into this thread and being insulted by people repeatedly.
The whole game is basically juggling cooldowns. It gets way easier when you start to understand how quickly the flamethrower refills and how much survivability it gives you. Don't be afraid to use it on a single enemy. It's back up in no time. Get all that armor all the time.
Lol I had no idea it auto refills. Definitely remember spending some time aimlessly looking around for more fuel in Eternal.
Extremely disappointing sequel OP, I agree. Managing cool downs is just plain annoying. Then you add the platforming garbage and it just slows down the pacing entirely.
Want it to play like Doom 2016? The solution is to turn the difficulty to easiest, use WeMod for unlimited jumps, and keep a hot key ready with WeMod to refill ammo when needed.
Last post since people are just agenda posting in the thread. The Op didn't say anything you are agreeing with. The OP said
"Needless to say, now that I understand that the chainsaw autorefills the game is AWESOME.".
The OP issue is that he missed the tutorial explaining the mechanic. YOUR issue is COMPLETELY different. And its fine for you to have that issue. But your post is completely missing the point of the thread to try to make another point. Which ALOT of people are doing.
The unintuitive mechanic of partially refilling your chainsaw along with the low-effort "tutorial" that made Doom Eternal's combat loop hard to get your head around was compounded by a greater sin IMO: the game pops up quite a lot of tutorials in the same fashion in a row. You're thrown tonnes of information that you're expected to memorise, and for returning players what on the surface looks like a "I know this, duh" it gets buried under the new mechanics like the flame thrower of the 'blood punch'.
Within the first 5 mins the game pauses and instructs you a new enemy you're about to come across along with it's weak spot. Can you blame your players for mashing "A" after such ridiculous barriers between the "way you have to play" and the buyer who has been stopped for the fifth time from shooting demons with a shotgun?
Really hope they "fix" Doom Eternal next time around so it's less mobile-gamey / "correct way to play" and more fun.
It's nowhere near as bad as a mobile game lol.The unintuitive mechanic of partially refilling your chainsaw along with the low-effort "tutorial" that made Doom Eternal's combat loop hard to get your head around was compounded by a greater sin IMO: the game pops up quite a lot of tutorials in the same fashion in a row. You're thrown tonnes of information that you're expected to memorise, and for returning players what on the surface looks like a "I know this, duh" it gets buried under the new mechanics like the flame thrower of the 'blood punch'.
Within the first 5 mins the game pauses and instructs you a new enemy you're about to come across along with it's weak spot. Can you blame your players for mashing "A" after such ridiculous barriers between the "way you have to play" and the buyer who has been stopped for the fifth time from shooting demons with a shotgun?
Really hope they "fix" Doom Eternal next time around so it's less mobile-gamey / "correct way to play" and more fun.
What???Ah yes the tool you use in 2016 for ammo strange people don't use it for that here then complain
Even if you miss something else in the tutorial, it's clear in the UI at all times.
Oh im low on ammo better not waste my tool for ammo!What???
Everyone knows it gives you ammo- no one is confused by that. The tutorial has you kill 3 enemies with it, who each drop ammo, which is as it was on 2016.
The game literally teleports you to a virtual arena to explain you how the chainsaw works. How do you miss this? (timestamped)
They just trickled some of the nightmare elements down to the other difficulties and sped things up. Enemies in 2016 were handled better by specific weapons there too it jut rarely mattered outside nightmareI loved Doom 2016.. and regret spending money on Eternal. I don't know why they turned it into a puzzle/rhythm game, but that's what it feels like to me.
Most things have an audio clip too, which helps. Things like the dash cooldown are noticeable outside combat, same with leaving a fight with grenade or flame belch on cooldown.Just want to comment here about this in isolation (not saying anything about the broader arguments) - I think that something being in the UI in doom eternal doesn't make it super clear necessarily because your attention is demanded by so many things in the environment just to stay alive. It took me till a long way through the game to feel confident enough to glance down at specific parts of the UI regularly.
I'd liken it to when you're learning to drive and how it can take a while before you're confident enough as a driver to glance down at the things on your dash during maneuvers or when traveling at high speeds.
You're saying people can't read, yet you read my post and that's the conclusion you came to?Oh im low on ammo better not waste my tool for ammo!
Yeah no it's not the game's fault people cant read or have hoarding mentalities for stuff they shouldn't
Oh, I'm interestedThere's a mod that makes the chainsaw give you more ammo so I plan to give the game another go.