Why doesn't this game ever lock you into an arena or something? It will often place a bunch of enemies in dangerous places, but more often than not I can just backpedal to the entrance of the room to avoid line of sight with all enemies, and safely take all enemies out one by one.
The whole game is full of encounters which are ruined because I can retreat behind a corner and safely bottleneck everything to death. It's so fucking boring and passive. The game should actually cut off my route of escape for once and force me to fight enemies head-on.
>nudoom is shit, it's shit because of arenas >dusk is shit, it's shit because no arenas what do you people even want
Zachary Morris
Because it's as you say, boring and passive. Nobody fucking wants to play that way and nobody will except to prove a point or if they're actively looking to not have fun with a game they purchased. Not everything in games need to be forced, some playstyles are just boring and it's safe to assume almost nobody will play games that way. Besides that you can also do this type of shit with tons of other classic shooters.
Landon Lewis
>he's trying to get a DUSK thread going about the gameplay instead of developer drama Everybody point at OP and laugh
>Why doesn't this game ever lock you into an arena or something? Thank god for that. It's the closest we have to an actual old-skool fps and not the arena abominations since designers are too dumb to think about enemy placements and rather just throw everything in one room and call it a day.
Christopher Gutierrez
>actively playing in a way you find unfun >dont give yourself a challenge >complain anyways kys
Nathaniel Powell
>Why doesn't this game ever lock you into an arena or something? It does that a few times, particularly the teleporter segment in episode 1, you could also argue that the latter farm stage during night is one big arena, as are Erebus Reactor and the second to last level of episode 3, in fact Erebus is just two big arenas.
Carson Price
What dramma?
Kevin Bennett
The game offers me no incentive to play aggressively, that's the problem. If the game is more fun when played a certain way, then the game should push you into playing that way instead of allowing me to play like a bitch and still not die. I can and have played more aggressively, but I basically have to pretend that all these glaring flaws in the levels do not exist, and just because I'm willing to LARP an additional difficulty setting doesn't mean everyone else is, so I'll have to deal with others bitching that it encourages you to play like a bitch?
You know Vanquish lets you do all this cool shit and people still play it like a boring cover shooter? It's because while it allows you to be cuhrazy, it doesn't incentivize you at all, so the casual opinion goes like this: youtu.be/L_UaQ0xmWNY?t=4m20s
Again, it's the developer's job to encourage more fun ways of playing, which is completely missing when you suddenly surround me with enemies everywhere, except I can backpedal into the arena entrance and shoot all enemies one by one without being surrounded and without being challenged.
Jordan Sanchez
Because locking the player in every room is gay. If you don't want to play like a bitch, don't play like a bitch. If you can't help it, I guess you're a natural bitch.
William Rivera
>It's the closest we have to an actual old-skool fps and not the arena abominations since designers are too dumb to think about enemy placements and rather just throw everything in one room and call it a day. Your clever enemy placements mean jack shit if I can just do this youtu.be/VA2SB-YVVjY?t=3m46s
Liam Lee
devs being SJWs, the usual
Logan Cooper
A problem with those levels is that they're too open, which combined with your overpowered bhopping and no hitscan enemies means you can skeet past everything without anything hindering or hitting you ever, making it too easy (except for the last level because it's so full of enemies). That's why DUSK should've softly locked you in in tight quarters more often so you can't circlestrafe everything to death. Or at least use the homing fireball wizards and scarecrows more often.
Jayden Rivera
Why not save yourself the trouble and just do pacifist runs of the game instead at that point?
Dominic Diaz
Except Vanquish does incentivize it in the most explicit way possible, with scoring rewards, and retards still play it like a cover shooter. The "problem" with Vanquish is that it doesn't hold the players hand and lets them discover things vital to going fast on their own, and most modern players being braindead fags didn't see this. Dusk doesn't have this, its extremely intuitive, youre super fast and mobile by default and the game constantly hypes you up into going fast and rewards bhopping. Manual saves means theres no punishment for taking risks either. Almost nobody plays it defensively besides when they have to because theyre low on HP or what have you. Playing aggressively is its own reward honestly because its fun, practically every action game and shooter can be played passively in one way or another, it doesn't matter.
Hudson Barnes
I've just realized that because each level had to be doable for pacifist runs that they made levels intentionally easier and less restrictive so pacifists can run past all enemies
Chase Phillips
Arenas have always been shit when applied to every fucking fight in a game. It's what you do when you don't have the talent to integrate combat into the general design of the levels.
Nathaniel Foster
the correct way to do this: >wake up enemies >stand your ground, be in greater danger but have access to medikits, ammo, and other items >or fall back and camp, which works for a while until you run out of ammo, in which case you have to break through the enemy mob you gathered to look for more ammo
Isaac Lee
What do you mean? That if someone knows the level by heart he can find all the secrets? When he knows where the enemies are to avoid them and prepare for the firefight? Did you even watch the video at all?
Ryan Brooks
No. Look how enemy closets appear to both his left and right when he triggers the switch at the end. Now you have an encounter where you have to deal with being shot at from two sides which requires a lot more effort and skill to survive, but instead he just retreats to the arena entrance where he can position all enemies in front of him instead of being surrounded and easily take them all out one by one. If the door behind him locked, he'd be put in a tight situation and be forced to play more aggressively in order to not get overwhelmed, but because it didn't he can trivialize everything like that.
Easton Cruz
Strafejumping like a madman is actually the optimal way to play Dusk, you increase the likelihood of getting cornered and hit by sticking to the default movespeed and you reduce the effectiveness of your explosive and penetrating weapons by engaging everything separately, herding is critical for ammo conservation and also to get the most out of powerups.
If you're adopting a defensive playstyle in this game then you genuinely don't understand its mechanics.
Because hes playing on duskmare intruder where cheesy strategies are the name of the game due to their consistency and seeing as how much risk engaging directly would have. If not this strat hed do something else thats similar believe me.
Luke Davis
Did the devs say if they were planning on making more levels for this?
Cooper Ramirez
>Why because that's the doom/quake i.e gold standard of fps design >It's so fucking boring and passive. you are boring and passive. >You know Vanquish lets you do all this cool shit and people still play it like a boring cover shooter exactly
Asher Sanchez
They're releasing a full SDK sometime this year or early next year, David Syzmanski has started working on a new game and also got promoted to creative director of New Blood.
There probably won't be any more in-house content for Dusk but Trenchbroom is their official level editor so virtually every Quake map could be ported to it.
Lincoln Allen
They're putting out a new game, it's in early access right now.
Logan Nguyen
Nice.
Logan Cox
>except Vanquish does incentivize it in the most explicit way possible >scoring rewards Nigga please, nobody cares about scoring in Vanquish because nobody knows what your score in Vanquish even means without some rank or standard to compare it with, unlike the letter rankings at the end of each stage in virtually every other Platinum game which clearly tell you whether you've done a good job or not. If Vanquish had letter rankings, then players would come to realize that their braindead whackamole playstyle is indeed braindead. But this is allowed to persist because players are allowed to play with a whackamole playstyle and survive, so obviously they must be doing something right, especially on higher difficulties where staying outside of cover you will die under three seconds.
>Playing aggressively is its own reward honestly because its fun While I agree with this, problem is that not everyone will get this, and that the devs should at the very least push people into playing aggressively, like nuDoom did by giving you health when you kill enemies, otherwise you get people bitching here like in the Vanquish threads that the game is boring because the game doesn't ever give them any reason to change up their playstyle.
But I don't think there's a single soul here who thinks that the game on Cero Miedo is anything but still easy Of course you can play like a total hotshot when your margin of error is so wide amd you can get away with getting hit so often, if anything it's the lack of a difficulty setting inbetween duskmare and Cero Miedo that's missing
Jose Hill
>Why doesn't this game ever lock you into an arena or something? It will often place a bunch of enemies in dangerous places, but more often than not I can just backpedal to the entrance of the room to avoid line of sight with all enemies, and safely take all enemies out one by one.
This is what classic shooters have mostly done since the start because it's the smart thing to do unless the AI is smart enough to follow you into a choke.
This is why locking you into a room with a bunch of enemies in it is a good idea, because in a game all about resource management, it's the only way to actually force the player to think on their feet and play aggressively.
"they should work enemies into the level design arenas are lame" is a literal meme people force solely because it was how the old games work. Every retro shooter I've played, Quake 2, RCTW, Doom 1+2, Marathon, almost every single one of them encourages a sedentary, safe playstyle because half of the metagame is carefully managing your resources and it's always safer to filter enemies through so you can think about what to use over barging in and trying to play action hero and near-guaranteeing losing a bit of health and ammo by sheer misfortune.
The best moments in all of these games are the points where the game defies that design and for whatever reason forces you to dodge fire and fight the enemy in number head-on.
I'd argue Vanquish punishes you far less for playing aggressively than classic shooters though. In a single aggressive slo-mo slide in Vanquish you can probably wipe out most of the enemies in line of sight, and if you do take some bad shots, THEN you can go cover shooter until you're back on your feet, and ammo is never so much of a commodity that you're going to fuck yourself over for wasting a rocket or something.
a lot of classic shooters won't a hesitate to fuck you over if you miss just a bit too much with a power weapon or take too much damage before the point where you're literally guaranteed to take damage, which makes playing aggressively and risking that all the less incentivized.
Jace Price
The post is arguing "there's nothing wrong with arenas and they incentivize the aggression classic shooters claim to," why are you surprised?
Camden Peterson
That's what they're going for. Supposed to use it to make action movie scenes and shit with a record function.
Josiah Lee
>*smart enough to NOT follow you into a choke
Joseph Fisher
>levels look kinda simple and short Up until (i think) may Maximum Action was the work of just one guy before partnering with New Blood so it's still pretty barebones, design-wise it's meant to be more of a hotline miami score attack style of game so I wouldn't expect sprawling levels out of it.
Dusk is getting it's own mod tools though.
Owen Rodriguez
It is less punishing because of the lack of long-term resource management, sure, but at the same time the regenerating health and forgiving ammo supply creates too strong of a safety net for players who aren't willing to go balls to the walls with the rocket boosting so they'll spend a lot of time behind cover, and because enemies don't nearly as aggressively discourage hiding behind cover as much as they should by spamming nades more frequently or firing projectiles that can penetrate cover, so players don't feel as threatened sitting behind cover as they continue to play whackamole unfettered.
That's why I would love to see more mechanics in shooters like these in the vein of nuDoom where being aggressive gives you material rewards. A more implicit one is the charge attack from DUSK's sword which can oneshot most enemies with zero ammo cost, but you have to get close to be able to hit with it, and you need to have 100HP or more to be able to use the charge attack in the first place, so if you learn to get hit less you can use this powerful weapon more frequently.
Brandon Williams
Are you talking about Vanquish? That game is built with scoring in mind, not only do you have things like melee kills giving more pts but the most obvious thing is meeting time bonuses for missions which disincentivize the use of cover, and your cover usage % is displayed at the end of the game in addition to that. It's very explicit. The problem with Vanquish isn't that, as I said. For a start you have the marketing which gives people the wrong idea but also mechanics like boost-dodging which is absolutely VITAL for going fast and surviving especially on god hard is obscured from the player. It's a matter of how the game is presented, rather than its mechanics.
Though as I said not all actions need to be forced or incentivized with extrinsic rewards, some things in games are simply fun to do for their own sake, playing aggressively being probably the best example of such.