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Quake Live rumored gameplay changes
posted in Other Games
1
#1
0 Frags +
The next update will include a large number of gameplay changes, all of which are slated to be released prior to our Steam release. The vast majority of changes are being encapsulated within the new default ruleset, while the legacy style of play will remain available in a "classic" ruleset available via Create Match.

The goal of this release is to bring the game up to shape and slightly modernize some aspects to make the game more accessible, friendly, and enjoyable to new comers.

New Default Gameplay Ruleset

Players may now hold jump to continuously jump.
The minimum allowed time between jumps has been increased from 50ms to 100ms.
Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
When wielding the Gauntlet, ground movement speed is increased 6.25%.
Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
Added the command "weapon toggle" to toggle between your Primary and Secondary weapons.
Unified weapon respawn time to 5 seconds across all gamemodes.
Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
Reduced ammo respawn time from 40 seconds to 10 seconds.
Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit. Respawn timers blink once per second, and display one "pie piece" for every 5 seconds that has elapsed.
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
Power-up spawn indicators now appear when a power-up has spawned in the arena.
Enabled self-kills with an additional 1 second respawn penalty.
Railgun damage 80->90
Rocket splash damage 84->100
Gauntlet damage 50->75

Weapon Changes

Added new weapon, the Heavy Machinegun to act as a viable primary infinite range hitscan weapon with some but minor spread.
Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.

Public FFA Settings

New ruleset in full effect

Public Duel Settings

New ruleset in full effect

Public TDM Settings

New ruleset in full effect
Friendly-Fire disabled.
Power-up drops enabled.
Fraglimit 150
Timelimit 15
Teamsize 5 (no callvoting teamsize).

Public CA Settings

New ruleset enabled without loadouts (new physics, but 'all' weapons - classic ca + hmg)
Round Limit 7
Teamsize 5 (no callvoting teamsize).

Public CTF Settings

New ruleset enabled without loadouts (new physics, mg starter, in-world item timers, etc)
Timelimit 15
Teamsize 5 (no callvoting teamsize).

Public FT Settings

New ruleset in full effect
Timelimit 15
Teamsize 5 (no callvoting teamsize).

Public DOM Settings

New ruleset in full effect
Weapons drop for additional weapons.
Self damage enabled.
Timelimit 15
Teamsize 5 (no callvoting teamsize).

Public AD Settings

New ruleset in full effect
Weapons drop for additional weapons.
Timelimit 15
Teamsize 5 (no callvoting teamsize).

General Game Changes

Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
Reduced the default amount of player movement bobbing.
Reduced the default amount of damage kick movement.
By default, don't show weapons you don't have in inventory on your weaponbar.
By default, bob major items when simpleitems are enabled.
Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
Bots now randomly select loadouts, when applicable.
Greatly reduced multiple pickups prediction errors.
Removed the option to move to FreeCam while dead in elimination based gametypes.

Create Match Features

Now support custom values of starting ammo in AD, CA, DOM, and RR.
Added optional Double Jump physics player movement mechanic.* (*Not yet actually on Create Match UI.)

Arena Changes

Removed Team Arena Runes from all maps.

http://www.duelcraft.net/2014/08/08/quake-live-work-in-progress-update-leaked/
http://www.reddit.com/r/QuakeLive/comments/2cxrjh/new_ql_wip_patch_notes_next_step_on_destroying/
http://www.playmorepromode.org/

Stuff linked to me in IRC, SyncError has been talking about some gameplay overhauls for QuakeLive for some time. Currently they are all just rumors but some of these changes don't see too unlikely (Jumping over health/armour/weapons) but the "loadout" concept seems really far fetched unless they plan on implementing a NTF-esque gamemode. Some of the other changes do seem kind of interesting such as the weapon damage re-balancing since LG is currently so dominant in QL duel right now.

[quote]The next update will include a large number of gameplay changes, all of which are slated to be released prior to our Steam release. The vast majority of changes are being encapsulated within the new default ruleset, while the legacy style of play will remain available in a "classic" ruleset available via Create Match.

The goal of this release is to bring the game up to shape and slightly modernize some aspects to make the game more accessible, friendly, and enjoyable to new comers.

New Default Gameplay Ruleset

Players may now hold jump to continuously jump.
The minimum allowed time between jumps has been increased from 50ms to 100ms.
Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
When wielding the Gauntlet, ground movement speed is increased 6.25%.
Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
Added the command "weapon toggle" to toggle between your Primary and Secondary weapons.
Unified weapon respawn time to 5 seconds across all gamemodes.
Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
Reduced ammo respawn time from 40 seconds to 10 seconds.
Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit. Respawn timers blink once per second, and display one "pie piece" for every 5 seconds that has elapsed.
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
Power-up spawn indicators now appear when a power-up has spawned in the arena.
Enabled self-kills with an additional 1 second respawn penalty.
Railgun damage 80->90
Rocket splash damage 84->100
Gauntlet damage 50->75


Weapon Changes

Added new weapon, the Heavy Machinegun to act as a viable primary infinite range hitscan weapon with some but minor spread.
Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.


Public FFA Settings

New ruleset in full effect


Public Duel Settings

New ruleset in full effect


Public TDM Settings

New ruleset in full effect
Friendly-Fire disabled.
Power-up drops enabled.
Fraglimit 150
Timelimit 15
Teamsize 5 (no callvoting teamsize).


Public CA Settings

New ruleset enabled without loadouts (new physics, but 'all' weapons - classic ca + hmg)
Round Limit 7
Teamsize 5 (no callvoting teamsize).


Public CTF Settings

New ruleset enabled without loadouts (new physics, mg starter, in-world item timers, etc)
Timelimit 15
Teamsize 5 (no callvoting teamsize).


Public FT Settings

New ruleset in full effect
Timelimit 15
Teamsize 5 (no callvoting teamsize).


Public DOM Settings

New ruleset in full effect
Weapons drop for additional weapons.
Self damage enabled.
Timelimit 15
Teamsize 5 (no callvoting teamsize).


Public AD Settings

New ruleset in full effect
Weapons drop for additional weapons.
Timelimit 15
Teamsize 5 (no callvoting teamsize).


General Game Changes

Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
Reduced the default amount of player movement bobbing.
Reduced the default amount of damage kick movement.
By default, don't show weapons you don't have in inventory on your weaponbar.
By default, bob major items when simpleitems are enabled.
Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
Bots now randomly select loadouts, when applicable.
Greatly reduced multiple pickups prediction errors.
Removed the option to move to FreeCam while dead in elimination based gametypes.


Create Match Features

Now support custom values of starting ammo in AD, CA, DOM, and RR.
Added optional Double Jump physics player movement mechanic.* (*Not yet actually on Create Match UI.)


Arena Changes

Removed Team Arena Runes from all maps.[/quote]

http://www.duelcraft.net/2014/08/08/quake-live-work-in-progress-update-leaked/
http://www.reddit.com/r/QuakeLive/comments/2cxrjh/new_ql_wip_patch_notes_next_step_on_destroying/
http://www.playmorepromode.org/

Stuff linked to me in IRC, SyncError has been talking about some gameplay overhauls for QuakeLive for some time. Currently they are all just rumors but some of these changes don't see too unlikely (Jumping over health/armour/weapons) but the "loadout" concept seems really far fetched unless they plan on implementing a NTF-esque gamemode. Some of the other changes do seem kind of interesting such as the weapon damage re-balancing since LG is currently so dominant in QL duel right now.
2
#2
24 Frags +

Call of Quake: Live Duty

Really though, these changes seem pretty odd. Going to alienate the only people that are still playing the game.

Call of Quake: Live Duty

Really though, these changes seem pretty odd. Going to alienate the only people that are still playing the game.
3
#3
11 Frags +

why

why
4
#4
18 Frags +

is this a joke
cause its not april 1st

is this a joke
cause its not april 1st
5
#5
12 Frags +

hoping this is just an elaborate ruse

hoping this is just an elaborate ruse
6
#6
23 Frags +

lol

lol
7
#7
-10 Frags +

this cant be real

this cant be real
8
#8
5 Frags +

When they go to steam they have to make it more player friendly.

Plus lets be real they are not doing well as it is right now. The game is not popular

When they go to steam they have to make it more player friendly.

Plus lets be real they are not doing well as it is right now. The game is not popular
9
#9
36 Frags +

This can't be real

EDIT: haha goat you should have capitalized the T now I get all the +frags

This can't be real

EDIT: haha goat you should have capitalized the T now I get all the +frags
10
#10
-1 Frags +

Added new weapon, the Heavy Machinegun

Added new weapon, the Heavy Machinegun
11
#11
5 Frags +

this is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.

this is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.
12
#12
15 Frags +
flamethis is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.

What if they just got a not retarded pay model and invested some resources into developing a matchmaking system like they should have from the beginning

[quote=flame]this is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.[/quote]
What if they just got a not retarded pay model and invested some resources into developing a matchmaking system like they should have from the beginning
13
#13
3 Frags +
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.

please christ almighty

speculating on anything else is pretty useless at this point

but to be honest some drastic steps need to be taken for this game to go anywhere; if id is scared of "alienating" veterans as Kairu says quake will continue to stagnate

[quote]Items have taller pickup collision boxes, so that players will not miss items as they jump over them.[/quote]

please christ almighty

speculating on anything else is pretty useless at this point

but to be honest some drastic steps need to be taken for this game to go anywhere; if id is scared of "alienating" veterans as Kairu says quake will continue to stagnate
14
#14
-7 Frags +

"loadouts" Is this call of duty?

"loadouts" Is this call of duty?
15
#15
3 Frags +
Allealflamethis is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.What if they just got a not retarded pay model and invested some resources into developing a matchmaking system like they should have from the beginning

Its not that simple. The problem with quake isn't fully the subscription model for an ancient looking shooter, its the fact that if you can't already aim and move well you get stomped.

You can make the argument that 'that's true for every game' but it's especially true in quake live. Learning movement mechanics in that game are much more difficult for people who have never done it before, and there's no real functional ranking system viable for the way the game plays.

They needed a way to get more people to play it more than 1 time. This is them trying to do that. Once they get an established player base, maybe we'll see some more money pumped into it.

id isn't exactly rolling in the dough right now. They need a cheap way to get more players to play. Making it easy and on steam is a start.

[quote=Alleal][quote=flame]this is a pretty radical shift if its real. Props to them for such a ballsy move. Desperate times call for desperate measures.[/quote]
What if they just got a not retarded pay model and invested some resources into developing a matchmaking system like they should have from the beginning[/quote]

Its not that simple. The problem with quake isn't fully the subscription model for an ancient looking shooter, its the fact that if you can't already aim and move well you get stomped.

You can make the argument that 'that's true for every game' but it's especially true in quake live. Learning movement mechanics in that game are much more difficult for people who have never done it before, and there's no real functional ranking system viable for the way the game plays.

They needed a way to get more people to play it more than 1 time. This is them trying to do that. Once they get an established player base, maybe we'll see some more money pumped into it.

id isn't exactly rolling in the dough right now. They need a cheap way to get more players to play. Making it easy and on steam is a start.
16
#16
0 Frags +
danaItems have taller pickup collision boxes, so that players will not miss items as they jump over them.
please christ almighty

speculating on anything else is pretty useless at this point

but to be honest some drastic steps need to be taken for this game to go anywhere; if id is scared of "alienating" veterans as Kairu says quake will continue to stagnate

Correct me if I'm wrong, but isn't comp. Quake only active in the highest levels right now? I think they're just cutting their losses in order to get a bigger casual playerbase and hopefully stay alive as an eSport by making it a bit more starter-friendly.

Edit: Wrong quote

[quote=dana][quote]Items have taller pickup collision boxes, so that players will not miss items as they jump over them.[/quote]

please christ almighty

speculating on anything else is pretty useless at this point

but to be honest some drastic steps need to be taken for this game to go anywhere; if id is scared of "alienating" veterans as Kairu says quake will continue to stagnate[/quote]

Correct me if I'm wrong, but isn't comp. Quake only active in the highest levels right now? I think they're just cutting their losses in order to get a bigger casual playerbase and hopefully stay alive as an eSport by making it a bit more starter-friendly.

Edit: Wrong quote
17
#17
3 Frags +
LONEzR"loadouts" Is this call of duty?

Since when did loadouts make a game call of duty?

I don't agree with the changes. But having loadouts isn't a strictly cod feature.
The game this forum is based off of, has a feature called "Loadouts"

Also, from what i read the new ruleset is only present for default servers, pro subs can host their own server with the original ruleset.

[quote=LONEzR]"loadouts" Is this call of duty?[/quote]
Since when did loadouts make a game call of duty?

I don't agree with the changes. But having loadouts isn't a strictly cod feature.
The game this forum is based off of, has a feature called "Loadouts"

Also, from what i read the new ruleset is only present for default servers, pro subs can host their own server with the original ruleset.
18
#18
5 Frags +

I don't even know this game anymore. This somewhat goes against Quake everything stood for in FPS.

I don't even know this game anymore. This somewhat goes against Quake everything stood for in FPS.
19
#19
0 Frags +
flame
Its not that simple. The problem with quake isn't fully the subscription model for an ancient looking shooter, its the fact that if you can't already aim and move well you get stomped.

You can make the argument that 'that's true for every game' but it's especially true in quake live. Learning movement mechanics in that game are much more difficult for people who have never done it before, and there's no real functional ranking system viable for the way the game plays.

They needed a way to get more people to play it more than 1 time. This is them trying to do that. Once they get an established player base, maybe we'll see some more money pumped into it.

id isn't exactly rolling in the dough right now. They need a cheap way to get more players to play. Making it easy and on steam is a start.

I understand the reasoning behind it but it sure feels like selling out big time to me. They're compromising their image as the hardcore arena shooter they marketed their games on, like with Quake 3. The patch notes read like a parody of itself. I know that the skill disparity in the game is its biggest obstacle to reaching new players, but I think if id worked on fostering a community within the game that it could, in time, support itself by educating its own members. Removing the arbitrary barriers of entry, like the pay model and the terrible UI for finding games would give them time to focus on the actual barriers within the game itself. From a financial perspective I understand the move, but I don't really think there's any way to maintain Quake's prestige after this.

[quote=flame]

Its not that simple. The problem with quake isn't fully the subscription model for an ancient looking shooter, its the fact that if you can't already aim and move well you get stomped.

You can make the argument that 'that's true for every game' but it's especially true in quake live. Learning movement mechanics in that game are much more difficult for people who have never done it before, and there's no real functional ranking system viable for the way the game plays.

They needed a way to get more people to play it more than 1 time. This is them trying to do that. Once they get an established player base, maybe we'll see some more money pumped into it.

id isn't exactly rolling in the dough right now. They need a cheap way to get more players to play. Making it easy and on steam is a start.[/quote]

I understand the reasoning behind it but it sure feels like selling out big time to me. They're compromising their image as the hardcore arena shooter they marketed their games on, like with Quake 3. The patch notes read like a parody of itself. I know that the skill disparity in the game is its biggest obstacle to reaching new players, but I think if id worked on fostering a community within the game that it could, in time, support itself by educating its own members. Removing the arbitrary barriers of entry, like the pay model and the terrible UI for finding games would give them time to focus on the actual barriers within the game itself. From a financial perspective I understand the move, but I don't really think there's any way to maintain Quake's prestige after this.
20
#20
2 Frags +

Their image/prestige is dying though.

I'm not saying what theyre doing isn't completely insane, I'm just saying its pretty justifiable.

Their image/prestige is dying though.

I'm not saying what theyre doing isn't completely insane, I'm just saying its pretty justifiable.
21
#21
2 Frags +

i just want people to like real esports :(

i just want people to like real esports :(
22
#22
7 Frags +

Ironically, these training wheels changes might make me finally pick up this game. I've found it incredibly obtuse to learn in the past.

Ironically, these training wheels changes might make me finally pick up this game. I've found it incredibly obtuse to learn in the past.
23
#23
3 Frags +
OrangecakeCorrect me if I'm wrong, but isn't comp. Quake only active in the highest levels right now?

Based on my experience, absolutely. I've been playing duels regularly (low tier, I'm bad) and I have yet to play the same person twice. No newbie duelers seems to be sticking with the game at all. On the other hand, 9 out of 10 people I play seem to be veterans with at least a few years experience, who are "slumming" and joining lower skill servers. The excuse is always the same: "But there's nobody else to play."

This results in a situation where the scene is very "top heavy" I guess? Where most people are quite experienced and for one reason or another always play newbies, so none of the newbies stick around because, let's face it, repeatedly losing 25 to -2 aint too enjoyable.

What I'm saying is the only way to fix that is to do something extreme. Call it selling out, call it what you will, it's the only solution. Just based on my limited experience.

[quote=Orangecake]Correct me if I'm wrong, but isn't comp. Quake only active in the highest levels right now?[/quote]

Based on my experience, absolutely. I've been playing duels regularly (low tier, I'm bad) and I have yet to play the same person twice. No newbie duelers seems to be sticking with the game at all. On the other hand, 9 out of 10 people I play seem to be veterans with at least a few years experience, who are "slumming" and joining lower skill servers. The excuse is always the same: "But there's nobody else to play."

This results in a situation where the scene is very "top heavy" I guess? Where most people are quite experienced and for one reason or another always play newbies, so none of the newbies stick around because, let's face it, repeatedly losing 25 to -2 aint too enjoyable.

What I'm saying is the only way to fix that is to do something extreme. Call it selling out, call it what you will, it's the only solution. Just based on my limited experience.
24
#24
10 Frags +

can they remove the paymodel and allow us to change the map? rofl

can they remove the paymodel and allow us to change the map? rofl
25
#25
2 Frags +
Alleali just want people to like real esports :(

This so much, StarCraft, Quake, CS, Dota, and some fighting games. When will we reach the dream?

[quote=Alleal]i just want people to like real esports :([/quote]
This so much, StarCraft, Quake, CS, Dota, and some fighting games. When will we reach the dream?
26
#26
4 Frags +
MagikarpAlleali just want people to like real esports :(This so much, StarCraft, Quake, CS, Dota, and some fighting games. When will we reach the dream?

Don't have any sources off-hand, but TF2 is increasing in popularity by a hell of a lot every month. With ESPN looking at eSports (Dota, Call of Duty, but hopefully more in the future), and our LANs just getting bigger and bigger (i52 hype!), we're definitely heading in the right direction.

Biggest part of it all for me is that it's all our community doing it. Dota, CS:GO, etc. all have some major support for them coming from devs and other sponsors, but TF2 is pretty much all us, and it's incredible how well we're doing considering that.

[quote=Magikarp][quote=Alleal]i just want people to like real esports :([/quote]
This so much, StarCraft, Quake, CS, Dota, and some fighting games. When will we reach the dream?[/quote]

Don't have any sources off-hand, but TF2 is increasing in popularity by a hell of a lot every month. With ESPN looking at eSports (Dota, Call of Duty, but hopefully more in the future), and our LANs just getting bigger and bigger (i52 hype!), we're definitely heading in the right direction.

Biggest part of it all for me is that it's all our community doing it. Dota, CS:GO, etc. all have some major support for them coming from devs and other sponsors, but TF2 is pretty much all us, and it's incredible how well we're doing considering that.
27
#27
10 Frags +

buffing rails and rockets and nerfing LG.... not cool

buffing rails and rockets and nerfing LG.... not cool
28
#28
0 Frags +

at least they're not nerfing everything
I want to see ql being popular but I don't know if adding loadouts will help.

at least they're not nerfing everything
I want to see ql being popular but I don't know if adding loadouts will help.
29
#29
0 Frags +

Not sure how some of the buffs, nerfs, additions (heavy machinegun???), and changes in general will help the game on its release towards the Steam platform, but nevertheless, interesting attention from id I guess.

Hopefully there is more to explain, and later accompany, all this if it does go through as rumored. It's a pretty big shift in direction, and even so questionable in regards to whether it will even work with "newer players"...

Not sure how some of the buffs, nerfs, additions (heavy machinegun???), and changes in general will help the game on its release towards the Steam platform, but nevertheless, interesting attention from id I guess.

Hopefully there is more to explain, and later accompany, all this if it does go through as rumored. It's a pretty big shift in direction, and even so questionable in regards to whether it will even work with "newer players"...
30
#30
3 Frags +

Wow... These are some pretty drastic changes.

Well, if it doesn't work, there'll always be CPM!

Wow... These are some pretty drastic changes.

Well, if it doesn't work, there'll always be CPM!
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