Whats silly is that there is no motivation to keep newer people playing. So they basically just dumbed down their game for people who will only play for a month then leave.
Bethesda's fault; Look at what they did to Fallout and Wolfenstien.
So, if this is true, it's definitely going to fracture the Quake Live community...some people are definitely going to remain insular, go back to CPMA or whatever, if the scene isn't dead.
But hey, maybe if it is true it'll drive people towards actually sticking with Reflex or Toxikk when they come out? Considering Reflex's appeal is almost literally "GUYS WE'RE CPMA WITH BETTER GRAPHICS"...
But hey, maybe if it is true it'll drive people towards actually sticking with Reflex or Toxikk when they come out? Considering Reflex's appeal is almost literally "GUYS WE'RE CPMA WITH BETTER GRAPHICS"...
Shameless plug for #natdm.ql on qnet, a channel for quake live tdm mixes. Really fun so you should play some before the update ruins everything :^)
i'm most upset about these changes because it means that people from the QL community full of negative manners are going to move to CPMA or warsow
fugh
fugh
Is quakelive still gonna be free?
Yeah, I feel like this is an elaborate ruse for people to get mad at ql and just buy quake 3 arena for CPMA. 0_0 Pretty much gonna happen to me
Yeah, I feel like this is an elaborate ruse for people to get mad at ql and just buy quake 3 arena for CPMA. 0_0 Pretty much gonna happen to me
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. -Quake live has a Strafejumping map training in the practice sector and a whole discussion dedicated to it, what's the point of this "change"? Nice trolling
Added new weapon, the Heavy Machinegun -You mean the Chaingun? Oh wait...
When wielding the Gauntlet, ground movement speed is increased 6.25%. -Counter strike Live confirmed
teamfortressTV - The changes will be publicated in Quake Live site, in update section. Not here.
Quake Live rumored gameplay changes - "rumored" That's all.
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. -Quake live has a Strafejumping map training in the practice sector and a whole discussion dedicated to it, what's the point of this "change"? Nice trolling
Added new weapon, the Heavy Machinegun -You mean the Chaingun? Oh wait...
When wielding the Gauntlet, ground movement speed is increased 6.25%. -Counter strike Live confirmed
teamfortressTV - The changes will be publicated in Quake Live site, in update section. Not here.
Quake Live rumored gameplay changes - "rumored" That's all.
kyub1Quake Live rumored gameplay changes - "rumored" That's all.
https://i.imgur.com/5YInj7B.png
BenroadsThe 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.
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. -Quake live has a Strafejumping training with a dedicated map, What's the point of this change?
When wielding the Gauntlet, ground movement speed is increased 6.25%. -CounterStrike: Live confirmed
Added new weapon, the Heavy Machinegun -You mean the Chaingun? Oh wait...
Rocket splash damage 84->100 -That was bad XD
"weapon toggle" to toggle between your Primary and Secondary weapons. -I don't even know what this shit mean.
teamfortressTV -The changes will be publicated only in the update section, Quake live site.
If this is real i'll just quit the game and wait for unreal tournament in 2015. This may become a good "Noob mode" anyway, but not the main mode of the game.
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.[/quote]
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. -Quake live has a Strafejumping training with a dedicated map, What's the point of this change?
When wielding the Gauntlet, ground movement speed is increased 6.25%. -CounterStrike: Live confirmed
Added new weapon, the Heavy Machinegun -You mean the Chaingun? Oh wait...
Rocket splash damage 84->100 -That was bad XD
"weapon toggle" to toggle between your Primary and Secondary weapons. -I don't even know what this shit mean.
teamfortressTV -The changes will be publicated only in the update section, Quake live site.
If this is real i'll just quit the game and wait for unreal tournament in 2015. This may become a good "Noob mode" anyway, but not the main mode of the game.
ok, game design 101 time
what constitutes "good design" changes over time.
another game like quake will almost certainly never be popular again, because the skill gap difference between players is higher than ever and the demographic that plays fps games is spread too thin.
quake live cannot be successful without massive gameplay changes that address this. Whether or not these changes will be good of course is another matter entirely.
what constitutes "good design" changes over time.
another game like quake will almost certainly never be popular again, because the skill gap difference between players is higher than ever and the demographic that plays fps games is spread too thin.
quake live cannot be successful without massive gameplay changes that address this. Whether or not these changes will be good of course is another matter entirely.
Was gonna finally try quake out, now im not so sure anymore...
PRJok, game design 101 time
what constitutes "good design" changes over time.
another game like quake will almost certainly never be popular again, because the skill gap difference between players is higher than ever and the demographic that plays fps games is spread too thin.
quake live cannot be successful without massive gameplay changes that address this. Whether or not these changes will be good of course is another matter entirely.
Quake is an old game, everybody who tries to play it nowadays tries because they heard about how classic FPS were hard. If they streamline it they will just destroy the game, nobody who never heard about it will play it now because it's easier, people with this mindset will complain about the graphics.
what constitutes "good design" changes over time.
another game like quake will almost certainly never be popular again, because the skill gap difference between players is higher than ever and the demographic that plays fps games is spread too thin.
quake live cannot be successful without massive gameplay changes that address this. Whether or not these changes will be good of course is another matter entirely.[/quote]
Quake is an old game, everybody who tries to play it nowadays tries because they heard about how classic FPS were hard. If they streamline it they will just destroy the game, nobody who never heard about it will play it now because it's easier, people with this mindset will complain about the graphics.
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.
classic duel, tdm and ca remains, doubt faceit/dreamhack will use updated ruleset for tournaments (expect quakecon to use updated because id), top-tier and any dueler worth their salt will just play on that. idk it adds a good casual area for the massive influx of shit players that steam will deliver.
I think you'll see a bit of what tf2 competitive has become, casual ruleset for pub games, classic/comp ruleset for duels.
or you know just fix pql to be true cpm then i'll poop rainbows
classic duel, tdm and ca remains, doubt faceit/dreamhack will use updated ruleset for tournaments (expect quakecon to use updated because id), top-tier and any dueler worth their salt will just play on that. idk it adds a good casual area for the massive influx of shit players that steam will deliver.
I think you'll see a bit of what tf2 competitive has become, casual ruleset for pub games, classic/comp ruleset for duels.
or you know just fix pql to be true cpm then i'll poop rainbows
People who don't play the game complaining about the new changes to the game
Medusakyub1Quake Live rumored gameplay changes - "rumored" That's all.
https://i.imgur.com/5YInj7B.png
For those who are unaware, sponge is a beta tester for QuakeLive and an Admin on #Quakelive, a channel I didn't even know I was idling in.
While a lot of these changes are fairly drastic considering how stagnant QuakeLive and other Quake games have been for the past couple of years I can see some of them being a solid improvement. The increased item hitbox size should be nice for people trying to grab weapons, health, and armor whilst jumping around. Speaking of jumping around holding space to continuously jump should make some things a bit easier for new players, I do hope they add a cvar like Warsow did to enable/disable this change as some people will obviously prefer it off. As for the weapon re-balancing I'm not exactly sure how I feel about most of those changes, the respective buffs and nerfs to the Railgun and Lightning gun seemed rather unneeded but could foster better gameplay (probably not though). I think the most strange changes were that of TDM, a mode where weapons respawn slower than armor perhaps they wanted to shift it towards a more accessible "team-ffa" styled mode. Regardless I hope QuakeLive has a good launch on steam and gathers a decent amount of new players.
https://i.imgur.com/5YInj7B.png[/quote]
For those who are unaware, sponge is a beta tester for QuakeLive and an Admin on #Quakelive, a channel I didn't even know I was idling in.
While a lot of these changes are fairly drastic considering how stagnant QuakeLive and other Quake games have been for the past couple of years I can see some of them being a solid improvement. The increased item hitbox size should be nice for people trying to grab weapons, health, and armor whilst jumping around. Speaking of jumping around holding space to continuously jump should make some things a bit easier for new players, I do hope they add a cvar like Warsow did to enable/disable this change as some people will obviously prefer it off. As for the weapon re-balancing I'm not exactly sure how I feel about most of those changes, the respective buffs and nerfs to the Railgun and Lightning gun seemed rather unneeded but could foster better gameplay (probably not though). I think the most strange changes were that of TDM, a mode where weapons respawn slower than armor perhaps they wanted to shift it towards a more accessible "team-ffa" styled mode. Regardless I hope QuakeLive has a good launch on steam and gathers a decent amount of new players.
bscPeople who don't play the game complaining about the new changes to the game
Do you need to play a game to realize removing a key part of it is potentially really bad?
Do you need to play a game to realize removing a key part of it is potentially really bad?
cafebscPeople who don't play the game complaining about the new changes to the gameDo you need to play a game to realize removing a key part of it is potentially really bad?
lol
Do you need to play a game to realize removing a key part of it is potentially really bad?[/quote]
lol
goombaBethesda's fault; Look at what they did to Fallout and Wolfenstien.
but Fallout 3 and NV are fucking amazing.
And whats your deal with wolfenstein? TNO is a serious contender for GOTY.
but Fallout 3 and NV are fucking amazing.
And whats your deal with wolfenstein? TNO is a serious contender for GOTY.
You just called Fallout 3 "fucking amazing"
You have never played a decent RPG in your life.
You have never played a decent RPG in your life.
goombaYou just called Fallout 3 "fucking amazing"
You have never played a decent RPG in your life.
???
You have never played a decent RPG in your life.[/quote]
???
CTF, the one place where loadouts make perfect sense, doesn't have them
gg
gg
Benroadshttp://www.quakelive.com/#!news/site_news/37858
So this is real life now.
So this is real life now.
bethesda games are really good if you pretend all the npcs are actually cyborgs trying their best to impersonate human beings but failing miserably because they do not understand body language or emotion
Let's be real. These changes don't even make the game more casual than tf2. The devs seem to think it makes the game fun, so its at least worth a try.
Couldn't one just put
bind w "+forward; jump" ? Then you'd never have to hit spacebar and just hold down w.
bind w "+forward; jump" ? Then you'd never have to hit spacebar and just hold down w.
It'd be easier to swallow if the new mode somehow eased new players into the real one, but it doesn't.
Call it Classic, and new players will think it's obsolete.
A different, easier, and less effective movement system that doesn't exist in the real game.
An ezmode weapon that doesn't exist in the real game.
etc etc
Actual Quake players will be marginalized and scoffed at by new ones for 'hating new things' and 'can't handle the real game,' if there is ever even a wave of new players.
Call it Classic, and new players will think it's obsolete.
A different, easier, and less effective movement system that doesn't exist in the real game.
An ezmode weapon that doesn't exist in the real game.
etc etc
Actual Quake players will be marginalized and scoffed at by new ones for 'hating new things' and 'can't handle the real game,' if there is ever even a wave of new players.