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Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game?

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Old 01-01-2017, 08:36 AM   #1741   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I don't remember they saying it was good either, though. Also I still haven't played it, because back then when I tried its demo, I didn't like it that much, and it also installed a virus on my PC, so I had been avoiding that game for a while. But I seen some videos.
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Old 01-01-2017, 09:37 AM   #1742   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

First Sam 4 idea of 2017

(I know I've had this idea before, but I'm altering it) Since we have an XL2 Lasergun, how about a stronger alternative? Maybe a railgun called the XR-14 Railgun or something like that.
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Old 01-01-2017, 07:01 PM   #1743   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I have suggested a rail gun as well but I see it as a higher tier sniper rifle instead of a higher tier laser gun. It does something like 4 times more damage than a sniper rifle but needs to charge before each shot.
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Old 01-01-2017, 10:16 PM   #1744   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

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Originally Posted by PootisMayo View Post
First Sam 4 idea of 2017

(I know I've had this idea before, but I'm altering it) Since we have an XL2 Lasergun, how about a stronger alternative? Maybe a railgun called the XR-14 Railgun or something like that.
If only we have a gun that uses Cells like the Lasergun, but shoots beams instead. Hmmmmmm............
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Old 01-02-2017, 03:06 AM   #1745   Add To Ignore List  
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I have suggested a rail gun as well but I see it as a higher tier sniper rifle instead of a higher tier laser gun. It does something like 4 times more damage than a sniper rifle but needs to charge before each shot.
The way I see it it can have different implementations. I can see it working as a top-tier sniper with scope, but I also love the Quake 2 implementation of a super-charged penetrating laser shot without scope, used for either killing a lot of infantry or hitting a tough bastard hard.
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Old 01-02-2017, 05:14 PM   #1746   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I guess you could just no scope if you want to use it Quake 2 style. Perhaps there shouldn't be a damage reduction for no scoping with it like there is for the sniper rifle. It would kind of be like the scoped devastator, which obviously does the same amount of damage when you don't zoom.
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Old 01-03-2017, 05:16 AM   #1747   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

It could be like the Classic sniper: Shooting unzoomed penetrates enemies and requires no charging (for maybe a bit less damage), while shooting scoped will require you to hold down the trigger but only hits one target for more damage.
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Old 01-03-2017, 12:50 PM   #1748   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I'm sure someone already said that, but arachnoids should shoot bullets that act like the lasers bio-mechs use.
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Old 01-03-2017, 04:49 PM   #1749   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I'm in the "change/remove all hit scan enemies" boat.
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Old 01-06-2017, 04:08 PM   #1750   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Just a couple of cents to add to my previous idea of different voices for multiplayer, just think of it... Elohim announcer. Behold, child, for thou who fragged you will perish!
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Old 01-06-2017, 04:37 PM   #1751   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I'd pay for that as DLC.
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Old 01-07-2017, 07:31 PM   #1752   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Serious Sam voice DLC worked for Talos, so why not the opposite way.
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Old 01-07-2017, 11:09 PM   #1753   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Since I saw that BFE Enhanced had more enemy variation (Highlander Reptiloids, Lava Golems etc.) and certain weapons, ammo pickups, health and armor pickups being more common, How about Serious Sam 4 tries to have some more of that? I thought it would be nice.
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Old 01-08-2017, 05:28 PM   #1754   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Having played through TFE/TSE and BFE over christmas I have to say one of my top "ideas" is a focus on better weapon balance. Particularly in TFE once you have the minigun or lasergun you don't really need anything else outside of the occasional cannon. This is at least true for serious difficulty were they (sadly) double the ammunition you can carry.

Same goes for TSE. While the sniper/flamer stays very useful and fun (but not really needed outside of lack of minigun or laser) the tommy and shotguns falls completely to the wayside unless you want to do the kleer-dance for good sport.

BFE is actually much better here. Almost all guns, including the handgun and assault rifle, stays relevant and needed throughout the game. The only exception being the single-shotty which get outclassed fast. I actually found myself switching weapons much more in combat and also felt it was more necessary, which I find fun. I have to say (heresy I know) that BFE is mechanically the superior Sam game when it comes to weapon feel and balance. However there is one big problem with BFE and that is the Devestator - it is completely overpowered being some kind of enemy piercing merger of the sniper and the rocket launcher, while still being able to carry double the ammunition you can for the rocket launcher! It completely overshadows all other weapons and make even large enemies feel like something mundane you can pick off one by one at range for the entire game (I much prefer running against the horde with C4 or Rockets in hand to take on those Khnums, or waste precious cannonballs)

/Rant over, sorry

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Old 01-09-2017, 10:15 AM   #1755   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
While the sniper/flamer stays very useful and fun (but not really needed outside of lack of minigun or laser) the tommy and shotguns falls completely to the wayside unless you want to do the kleer-dance for good sport.
That's by design, there are more and less powerful weapons in this game. Minigun has exactly double the firepower of Tommygun on purpose.
I read one review of BFE where author claimed that's actually a great design that your weaponry gets significantly upgraded over time.
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Old 01-09-2017, 05:08 PM   #1756   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by GepardenK
However there is one big problem with BFE and that is the Devestator - it is completely overpowered being some kind of enemy piercing merger of the sniper and the rocket launcher, while still being able to carry double the ammunition you can for the rocket launcher!
NOOOO !!!!!!

I like the Devastator the way it is! Even I don't use it much (and don't use the Rocket Launcher much either), I don't recall having much Devastator ammunition laying around. With the Rocket Launcher, the Khnum can dodge.

Was there Devastator available in Jewel of the Nile?

Again, I don't remember, but I think SS did had "hand grenade" (not referring to Grenade Launcher). Those would be one of most effective?

I wish I could play some of the SS series, but I got one "family" PC and it's a drag PC. It's been a while to remember stuff.
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Old 01-10-2017, 06:12 AM   #1757   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Actually, the Minigun having double the firepower than the tommygun is a bug in SSHD that by accident became design in SS3.
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Old 01-11-2017, 05:46 AM   #1758   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I think it's not so bad since now you cannot use the pain animation on kamikazes with minigun, you straight up kill them with one shot. It gives you another reason to switch to the rifle (accuracy being the primary reason).
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Old 01-12-2017, 05:14 AM   #1759   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Except the Minigun is accurate like a sniper rifle, while the AR is not. You need to aim with it, and even that's not pixel perfect accurate like the Minigun.
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Old 01-19-2017, 12:04 PM   #1760   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Solais View Post
Except the Minigun is accurate like a sniper rifle, while the AR is not. You need to aim with it, and even that's not pixel perfect accurate like the Minigun.
You are not 100% correct but I'm still surprised how accurate is the minigun.

From the left:
machine gun, machine gun with zoom, minigun
http://imgur.com/a/evg0j
First pic was taken in single player second was in versus. In the versus I might have been a little bit a bit closer to the wall but the spray pattern of the machinegun is even more spread out (I think it is so because there is no reloading in versus).

I also tested the Classics, HD and Revolution but no pics.
In all of them the accuracy of the tommygun and minigun seemed the same. And I think that all of them were less accurate than SS3 minigun.
However there is one exception, the tommygun was clearly more accurate than the minigun but only in versus of The First Encounter Classic.
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Old 01-20-2017, 03:53 AM   #1761   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Hmm weird. The minigun was always supposed to be really accurate, that's how it was designed. For some reason.
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Old 01-20-2017, 05:40 AM   #1762   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Will SS4 offer more realistic model destruction? I mean when Crysis came out in 2007 I stay next to a tree and started to hit it with bare fists. The tree broke in the spot where I hit it. Then I started to hit the already broken tree in another random spot and after several hits it broke in this spot too! It's kinda real-time destruction.

SS3's destruction on the other hand - everything looks somehow "prebaked" (I'm not sure if this term is proper to use for animations).
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Old 01-20-2017, 09:17 AM   #1763   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I think the architecture destruction in Sam3 was pretty badass, though my standards aren't really high I suppose. Crysis 1 was way ahead of its time.
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Old 01-20-2017, 09:52 AM   #1764   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Well, in Sam 3 most of the destructions are containing a lot of particle effects. But that's mostly for walls, statues and columns. Barrels and metal desks are undestroyable and have only two states - one before hit and one after hit, and there is no matter where you hit it - always distorts in one and same spot, and the object itself in undestroyable after that.

Simillar for columns, trees, walls, statues and other destroyable stuff - no matter where you hit it, it follows it's own destruction sequence /or depending on the damage taken - the cannon can obliterate everything with 1 shot, but the other destructive weapons are required 3-4 shots to destry an object and yet - the object won't be damaged in the hit spot, but will follow own destruction animation sequence (columns are destroyed from top to bottom in three hits, some in 4, statues always first lose it's head, etc.).
Also the destruction itself looks like there are no physics involved - the particles from the destryed object always fall the same way. Things like the explosion power, direction of the hit - they don't affect the fall of the parts and particles after explosion.

Also parts and particles from destroyed object does not have collision or if they have - it's turned off.

I guess real-time destruction with full-on physics will make the system requirements higher and the cooperative - more laggy.
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Old 01-20-2017, 11:24 AM   #1765   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Serious Sam(BG)
Well, in Sam 3 most of the destructions are containing a lot of particle effects.
Damn, you reminded me how I hate particle effects in SS3. They're freaking everywhere and you can't see shit.

In fact, what I would really appreciate a lot is an improved and enhanced enemies' dismemberment system, as well as different kinds of death/wound animations. It was painful to watch how gnaars gibbed into two equal parts of flesh when they got chainsawed in SSHD. Also, I kind of miss how Kleers had two different death animations in SS1 Classic depending on the damage you deal 'em. Not only it'd be great to be able to shoot different parts of enemies with them still being able to move and attack the player, but also have different types of physical body reaction depending on the place you shoot an enemy. For example, when you shoot at rocketer's left shoulder, he moves his torso to the left side, right shoulder - moves to the right, left leg - he falls at the left side e.t.c.
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Old 01-20-2017, 12:28 PM   #1766   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Yeah, there are a bit too much particle effects in SS3, but hell - when a kamikaze explodes and make a fog of particle effects, and there are more kamikazes pouring through that fog - now that was spectacular as hell!
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Old 01-20-2017, 03:23 PM   #1767   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

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Originally Posted by FreekNik View Post
In fact, what I would really appreciate a lot is an improved and enhanced enemies' dismemberment system, as well as different kinds of death/wound animations. It was painful to watch how gnaars gibbed into two equal parts of flesh when they got chainsawed in SSHD. Also, I kind of miss how Kleers had two different death animations in SS1 Classic depending on the damage you deal 'em. Not only it'd be great to be able to shoot different parts of enemies with them still being able to move and attack the player, but also have different types of physical body reaction depending on the place you shoot an enemy. For example, when you shoot at rocketer's left shoulder, he moves his torso to the left side, right shoulder - moves to the right, left leg - he falls at the left side e.t.c.
The animation department can be improved in future Croteam games. The animations that are there are top notch, but there's not enough of them. Variety is the spice of life, and like you said, different animations definitely help to make a believable enemy. Hell, Harpies haven't had a non-gib death in almost 15 years. Croteam knows how to make a great game, but they could do more in the attention to detail department.

Something that really irked me in Serious Sam HD, Croteam cut a lot of corners: Zumb'uls suddenly use the player's weapons instead of unique ones, Gnaars have 'standard' biped animations instead of the animal like movement and some enemies use "standard def" textures. It's things like that that make me appreciate the Classics more.
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Old 01-20-2017, 03:42 PM   #1768   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I'm pretty sure the Zumbuls are using unique weapons (unless you're talking about the color of their rockets), but what REALLY irks me about SSHD is how things like Zorg having their gun models changed despite already having a HD version of their classic ones as seen in the motherload (oh, and the new sounds too). They are all a lot less colorful and a lot more lifeless than their SS1 counterpart. Sucks that the Zorg Commander's gun gets reused for SS3 Rocketeers.

They should've just HD-fy the Xbox version's stuff.
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Old 01-21-2017, 05:55 PM   #1769   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I'm not sure if this is the right place to submit engine improvement ideas, but I'm going to do it here.

I suggest making shadows more natural by making them more blurry as they get further away from the object that casts it. For example, if Sam is further away from the ground, the shadow will be more blurry than when he is standing on it, or, for example (if you want static objects), the part of the shadow that is casted by leaves will be more blurry than the part which the trunk casts. This would help Serious Engine look more realistic.

Also, it would be nice if in CT games you had an option to remap analog sticks on a controller (both DirectInput and XInput) like you can keys on the keyboard (SS2 did it right). (I have an issue in SS3 and Talos: on my DirectInput controller everything works except turning left/right, but it's not that important since I rarely use that controller.)

Btw please excuse my english, I'm not really that fluent at it.

EDIT: I forgot to mention the crazy gravity from the classics. I absolutely loved it and would like it back.

Last edited by CppToast; 01-21-2017 at 06:27 PM. Reason: Making the post a bit better.
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Old 01-22-2017, 03:16 AM   #1770   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

But shadows to get more blurry when you're far from them. That's a feature that's been in the engine since SSHD.

As for crazy gravity, that's one feature that will likely never come back; it would need a complete engine rewrite, which will never happen.
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