Koko Ricky Posted January 10, 2017 This is actually something that's a problem in basically every FPS ever: Unexpectedly backing into a wall or an object (such as a barrel) and not realizing it, which can sometimes cost you your life. I imagine that in the near future, when it becomes possible for your entire body to respond to haptic feedback, you'll feel a slight push against your back when this happens. I think this would greatly improve immersion and navigation. 0 Share this post Link to post
Sick Bow Posted January 10, 2017 GoatLord said:This is actually something that's a problem in basically every FPS ever: Unexpectedly backing into a wall or an object (such as a barrel) and not realizing it, which can sometimes cost you your life. I imagine that in the near future, when it becomes possible for your entire body to respond to haptic feedback, you'll feel a slight push against your back when this happens. I think this would greatly improve immersion and navigation. Even bigger problem is falling off ledges. I do this shit in Doom all the time, and it can be a big problem. My own fault, though. 0 Share this post Link to post
baja blast rd. Posted January 17, 2017 Ultra-slow unmarked floor popup traps where it's exceptionally likely that you'll trigger them and your natural forward motion will get you infinitely height blocked by the monsters before you are even aware they exist. O_o 0 Share this post Link to post
scifista42 Posted January 17, 2017 ^ Those are the exact reason why I started liking instant monster pop-ups despite initially not being a fan of them. Instant pop-ups look unnatural, but are practical. 0 Share this post Link to post
Maes Posted January 17, 2017 rdwpa said:Ultra-slow unmarked floor popup traps where it's exceptionally likely that you'll trigger them and your natural forward motion will get you infinitely height blocked by the monsters before you are even aware they exist. O_o This same problem sometimes allows you to evade (or mess with) cage fight traps, by either barely avoiding or getting caught in dropping/raising bars/blocks/doors etc. It's easier to escape slowly raising than lowering stuff BTW 0 Share this post Link to post
VGA Posted January 18, 2017 rdwpa said:infinitely height blocked Weaksauce source port user, tsk tsk. :D 0 Share this post Link to post
Ichor Posted January 18, 2017 scifista42 said:^ Those are the exact reason why I started liking instant monster pop-ups despite initially not being a fan of them. Instant pop-ups look unnatural, but are practical. If only map29 used this instead of the slow rising platform. Sure, that cyberdemon would still be easily avoided once you knew what would happen, but on the first time you play the map and see that cyberdemon suddenly appear out of nowhere without the teleport effect would make you panic and probably back off the stairs and into the liquid below. Of course, id likely didn't know that effect even existed when they made the map, but still... 0 Share this post Link to post
Cruduxy Pegg Posted January 18, 2017 Forgot the mappack's name but it had a lot of lava. Twist? Lava is the only thing that isn't a damaging floor, Fucking irritating. 0 Share this post Link to post
baja blast rd. Posted January 20, 2017 Just played a map with friction that slows you down to ~10% of your full speed. That. 0 Share this post Link to post
Memfis Posted January 22, 2017 Traps where an arch-vile spawns and can immediately see and attack you. I usually can react quick enough and hide but it still leaves a bad taste in my mouth. Like "ugh, it doesn't get cheaper than this". Happens somewhat often in Eternal's wads for example (I was playing Map03 of Liberty right now). 0 Share this post Link to post
40oz Posted January 22, 2017 GoatLord said:This is actually something that's a problem in basically every FPS ever: Unexpectedly backing into a wall or an object (such as a barrel) and not realizing it, which can sometimes cost you your life. I imagine that in the near future, when it becomes possible for your entire body to respond to haptic feedback, you'll feel a slight push against your back when this happens. I think this would greatly improve immersion and navigation. Yeah that's an interesting observation. I always have that problem with more modern games that have furniture and other clutter laying around like trash cans, tables, crates and cars and stuff. I wonder how that can be mitigated? I like the way Doomguy in Doom2016 can vault over stuff and grapple on ledges and things. Games really shouldn't make anything besides completely upward facing walls stop the player (and even those should maybe have some sort of elastic collision if you're not facing them) and any clutter on the ground should maybe simply slow you down for time it takes to vault over it. Straight denial of momentum is lame though. rdwpa said:Just played a map with friction that slows you down to ~10% of your full speed. That. Yeah boom mapsets with "slow water" fucking blow. That's something I definitely cant make a positive excuse for. 0 Share this post Link to post
RestlessRodent Posted January 23, 2017 Very long lifts which take about a 10 seconds to lower to the bottom, with the 3 second wait, followed by 10 seconds of waiting to go back to the top. 0 Share this post Link to post
Cynicism Posted February 3, 2017 Arch-viles in Doom 2 they are such a frustrating enemy to deal with and are the largest cause of my deaths in Doom 2 plus traps involving them are the worst. 0 Share this post Link to post
Memfis Posted February 3, 2017 When you find a secret and it's a chainsaw. 0 Share this post Link to post
BigDickBzzrak Posted February 4, 2017 Memfis said:When you find a secret and it's a chainsaw. When you find a secret and it's 4 armour bonuses. *cough* nuclear *cough* plant *cough* 0 Share this post Link to post
Soundblock Posted February 4, 2017 The pistol's muzzle flash overlapping crosshair's field of view. 0 Share this post Link to post
roadworx Posted February 4, 2017 bzzrak said:When you find a secret and it's 4 armour bonuses. *cough* nuclear *cough* plant *cough* when a secret has to be found in order to progress the level *cough* mt.erebus *cough* 1 Share this post Link to post
joe-ilya Posted February 5, 2017 roadworx said:when a secret has to be found in order to progress the level *cough* mt.erebus *cough* When a secret has absolutely nothing in it. *cough* habitat *cough* 1 Share this post Link to post
BigDickBzzrak Posted February 5, 2017 joe-ilya said:When a secret has absolutely nothing in it. *cough* habitat *cough* When a secret traps you with 4 Barons. *cough* hell *cough* beneath *cough* 1 Share this post Link to post
Voros Posted February 5, 2017 When you're forced to meet a Revenant right in front of you with very little space to initiate evasive actions *cough* The Plutonia Experiment map01 *cough* 0 Share this post Link to post
baja blast rd. Posted February 5, 2017 When a secret is full of dust and other respiratory irritants. *cough* *cough* *cough* *cough* 4 Share this post Link to post
Koko Ricky Posted February 5, 2017 40oz said:Yeah that's an interesting observation. I always have that problem with more modern games that have furniture and other clutter laying around like trash cans, tables, crates and cars and stuff. I wonder how that can be mitigated? I like the way Doomguy in Doom2016 can vault over stuff and grapple on ledges and things. Games really shouldn't make anything besides completely upward facing walls stop the player (and even those should maybe have some sort of elastic collision if you're not facing them) and any clutter on the ground should maybe simply slow you down for time it takes to vault over it. Straight denial of momentum is lame though. I think it would be nice if physics simulations got better and the character simply knocked these things over, and you would hear very distinct sounds when you bumped into them. Some of these things will probably be too heavy to knock down, or you're not supposed to because it's important scenery, but I dunno. 0 Share this post Link to post
grommile Posted February 5, 2017 Plenty of games already do make things like trash cans and chairs and tables climbable or knockable-over, because game devs love showing off their shiny new physics modelling. There is, of course, the computational tradeoff: the more of the level you can do that to, the worse your framerate gets. 0 Share this post Link to post
Voros Posted February 5, 2017 GoatLord said:I think it would be nice if physics simulations got better and the character simply knocked these things over, and you would hear very distinct sounds when you bumped into them. Some of these things will probably be too heavy to knock down, or you're not supposed to because it's important scenery, but I dunno. It's not that hard for programmers to implement some code that plays a sound everytime the player collides with an in game object. And let's not forget that usually these furniture and stuff are usually part of the game world, not seperate entities. This is done so that performance is good. Edit: ninja'd I guess. 0 Share this post Link to post
joe-ilya Posted February 5, 2017 rdwpa said:When a secret is full of dust and other respiratory irritants. *cough* *cough* *cough* *cough* Hahaha... I get it. 0 Share this post Link to post
Aquanet Posted February 7, 2017 When I swagger into a vanilla Doom 2 level like I own this shit, trip a trap and end up jawbone-against-floor. I guess that's my own fault. 1 Share this post Link to post
Spectre01 Posted February 7, 2017 When the mouse precision is crap while demo recording without the -longtics command. Bouncing off walls in GLBoom+. 0 Share this post Link to post
Maes Posted February 7, 2017 Being able to pick Soulspheres and Megaspheres even if you have 200% health/armor. Forced weapon change due to picking one up, forcing you to factor weapon pickup avoidance into your DM strategy. ZDaemon has recently fixed these, as there are new flags that prevent them from happening, should the server admin choose so. 0 Share this post Link to post
scifista42 Posted February 7, 2017 Maes said:Forced weapon change due to picking one up, forcing you to factor weapon pickup avoidance into your DM strategy. ZDaemon has recently fixed these, as there are new flags that prevent them from happening, should the server admin choose so. In ZDoom, this option is part of the player setup, so that (presumably) every player can set his own preferred behavior for himself only. Not sure why ZDaemon doesn't have that option. 0 Share this post Link to post
Maes Posted February 7, 2017 scifista42 said:In ZDoom, this option is part of the player setup, so that (presumably) every player can set his own preferred behavior for himself only. Not sure why ZDaemon doesn't have that option. I guess because of fairness/sportsmanship and common rules in a multiplayer environment. Sure, when player single player off-line you can go wild with fully disabled autoaim, jumping, turbo boost and crouching, but on-line it's a different story. Either everybody has the same exact "advanced" settings, or everybody is bound to plain old vanilla rules. Pitting players with so blatantly asymmetrically handicaps or aids against each other should never be allowed, unless it's part of an agreement. 0 Share this post Link to post