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  • #46
    I see it like, QuakeLive is just a bundled free version of Quake3; a 10 year old game for the next gen. Not too much was changed for QL in terms of gfx. But the whole package is easy to install, easy to find a game, and subsequently active.

    For Quake one, to be "interest", you must obviously be meaning the multiplayer aspect.
    I cant see how "interest" relates from player to player beyond, sharing tips and tricks on how to play certain maps. The last game i bought and finished for singleplayer was HL2, But im not now going to join a forum and go there every day to answer questions about how i played the game to its end.

    The gfx level of Quake 1 should remain low-poly. Thats just the genre. The textures should have a pixel-art-esque look to them. We have all that, even to an extent to offer a free version. We just need a project to tie it all together. Doesnt have to be a BIG project. It could be a simple mod ran on FTE/DP with automap downloading and an enhanced protocol with lag compensation. Stats tracking, and an in-game server browser.

    Bottom line players like to see something different, then show their friends, and then try to win.
    Three successful points for any game to have replayability
    1> Looks cool - sparks interest
    2> Fun - keeps them interested
    3> Sense of accomplishment. - fuels competition.

    i guess,
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #47
      Quakeone.com could make a steam group and try to invite people/get events going. Steam may be one of few ways to get people playing online.

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      • #48
        I haven't read all pages, so I don't know if it's already mentioned, but I think the Quake and QuakeWorld scene need to merge as one (which isn't gonna happen, I know). The cool oldschool RuneQuake stuff should be implemented (if it isn't already) in QW and the NetQuake scene needs to finally smarten the fuck up and move on to the much better netcode (QW) which is how Carmack intended it to be anyway with the QW release.

        As long as the scene of Q1 players is split up, it's a lost cause for NetQuake (basicly USA). I'd love to play RuneQuake but wich so much lag, even on Euro servers, it's just unacceptable and it's certainly unplayable to play on USA servers for me.

        Of course there should be an option in the client to turn of the 'new' movement for SP, but for multiplayer it just adds a dimension to the game and I really don't understand why people wouldn't welcome that. It's so much fun to race around. Brightskins need to be supported as well, basicly just everything that is already in QW and the NetQuake stuff should be implemented into QuakeWorld. People would have to work together I guess to make that happen. {edit}I could live without brightskins to be honest{/edit}

        The lag in NetQuake would simply be unacceptable to any newcomer, coming from newer games, so that Steam idea is simply never gonna work in my opinion. It's just too bad 'cause there's some really fun stuff in NetQuake, incl. the CO-OP stuff, which I've played a bit too, until I decided that, because of the lag and almost no players, I will never play Quake multiplayer ever again.
        Last edited by megalodon; 09-03-2011, 02:14 PM.

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        • #49
          Originally posted by megalodon View Post
          I haven't read all pages, so I don't know if it's already mentioned, but I think the Quake and QuakeWorld scene need to merge as one (which isn't gonna happen, I know). The cool oldschool RuneQuake stuff should be implemented (if it isn't already) in QW and the NetQuake scene needs to finally smarten the fuck up and move on to the much better netcode (QW) which is how Carmack intended it to be anyway with the QW release.

          As long as the scene of Q1 players is split up, it's a lost cause for NetQuake (basicly USA). I'd love to play RuneQuake but wich so much lag, even on Euro servers, it's just unacceptable and it's certainly unplayable to play on USA servers for me.

          Of course there should be an option in the client to turn of the 'new' movement for SP, but for multiplayer it just adds a dimension to the game and I really don't understand why people wouldn't welcome that. It's so much fun to race around. Brightskins need to be supported as well, basicly just everything that is already in QW and the NetQuake stuff should be implemented into QuakeWorld. People would have to work together I guess to make that happen. {edit}I could live without brightskins to be honest{/edit}

          The lag in NetQuake would simply be unacceptable to any newcomer, coming from newer games, so that Steam idea is simply never gonna work in my opinion. It's just too bad 'cause there's some really fun stuff in NetQuake, incl. the CO-OP stuff, which I've played a bit too, until I decided that, because of the lag and almost no players, I will never play Quake multiplayer ever again.


          hehehe, what lag? I mean,when narrowband was the path of most quake gamers,yea. QuakeWorld was the answer to HPB vs LPB. It however wasn't the answer to everything Quake related.... I never bothered with QW then,I won't bother with it now. Nothing against QW, I just think fruits it offered are a bit rotten now. I don't see any type problem with latency now days, occasionally ISP's get congested and our connections get flaky but I haven't had a lag issue for over 10+ years now. so, I poise again...


          what lag?
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #50
            When Carmack created the protocol for QuakeWorld he underestimated the changes the prediction code would make the physics. Or, he at least didnt baseline the physics to equal what was the same as single player physics in netQuake. So, now 15 years later the exploits in the QuakeWorld are a part of the game. I have heard many net quake players bitch about QW and the physics. Yet, most of those players cant even strafe bunny hop from rl to Quad on DM2, so its only a lack of how to they dont like. The dislike I have for QW is how all nades, and players etc seem to dynamically shift around in a non fluid motion. ezQuake etc have compensations but imho playing netQuake at 12-20ms ping looks a hell of a lot more fluid than QuakeWorld. Also in QW if I shoot a rocket at someone how is 20 feet in mid air, the rocket seems to connect to them a lot easier. IMHO the server has predicted the distance from me to my opponent, calculated the speed of the rocket, trace the aim and determine a hit, and the actual rocket going through the air is sped up just to illustrate me shooting the rocket. But, actually i dont think it even does it that well. I think it just traces a line from when i press fire out and see what it hits. Making the RL a semi-trace hit gun, much like the SG. Either way, DP could be used to bridge the gap for NQ->QW gameplay. If there was a way to have netQuake clients and QW clients connected on the same server and just NOT predicting the netQuake players if they cant use the extended protocol. European clients would mostly benifit playing on US servers and vice versa
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #51
              That hit-prediction is precisely why I detested QW. Leading your aim [VERSUS] Your opponents ability to dodge, and in theoritcal real life ,you could see a "Rocket" coming at you,and move out of its way.

              It is completely ludacris that just because you aim a Rocket,which entails 1)aim 2)shoot directly at a enemy thats moving/strafing, that because you "fired" when I was "in your crosshairs" means you deserve some sort of free-cookie, because I may have been there in your crosshair,but I didn't plan on "sitting there" waiting for a Rocket to arrive, and make love to me. Thats just plain silly... , although I believe in the end I could dominate with the way QW is setup,if I actually played it. (DM3,of course)

              RocketLauncer = RailGunish
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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              • #52
                But but but if your ping is so low there is no lag in NQ then surely there is no noticable prediction in QW either!??!?!??!!!!
                Quake 1 Singleplayer Maps and Mods

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                • #53
                  How about I'll play QuakeWorld today and report back

                  /blows dust off of QW client
                  Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                  • #54
                    Imagine you only know how to ride a bicycle. Then imagine, being forced to attempt ride a Unicycle.....

                    The only thing I can say is , I'll stick to NetQuake


                    PS:Vegeta, OOF
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #55
                      If the prediction stuff is so bad, why do the newer games use it? And if that is the case and people are used to THAT, then why you think they'd ever settle for a lesser experience (from their perspective), just because the game looks retro? In QL I could play with high ping but it's less noticeable. Same thing with RTCW, which I tried recently. Even with ping 140, it's still way more playable then NetQuake. And I also remember playing QW with ping 90 on a Russian server better then I could experience Netquake with similar or lower ping.

                      Anyway... I don't really care at this point about either NQ or QW, multiplayer-wise. I think competition (any kind) brings out the worst in me, certainly when I lose because I'm tired and forget item timings and therefore get owned by some guy I could normally beat... I think there's more important stuff that I need to focus on in my life, like having peace of mind, being free from anger/hateful feelings, etc. I think there's truth in the theory that there might indeed be some kind of decisive time we are living in, spiritually speaking (evolution-wise), and that the thoughts, the conscience of all humans combined will decide whether it's gonna be good or bad. Call me a nutjob

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                      • #56
                        I dunno. They should quit using it. That's one of the main reasons I love netquake to this day. All the newer games look slick, but they play like quakeworld and I really hate them for it. They have an unnatural feel to them which I can't get used to. Often, the prediction is glitchy and annoying - at least when you have a terrible ping in quake, things just move a bit slower instead of totally glitching out.

                        Perhaps they should start releasing engines with the ability to turn it on or off. That way, if you have a decent ping, you can turn it off and still have the 'feel' of netquake.

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                        • #57
                          I'm not bashing prediction protocols. I played on DarkPlaces's protocol 7 on Nexiuz (now called Xonotic) at > 150ms ping and it was very fluid. The game was coded well enough to compensate for all the latency.

                          To garner more interest in Quake one, at the minimum would be to offer a single download with everything a player would need to jump right on a server and start playing.

                          in addition,

                          A simple installer that would walk the user through a configuration step.

                          A protocol that would handle latency in a modern way.

                          An additional media pak that would make it all shiny.

                          Maybe some day...

                          Megalodon, is right in one way, it's just a game, dont lose sleep over it.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #58
                            R00k,
                            I will have to concede that Nexuiz is pretty awesome. I played that nonstop for a period of several months before coming back to Quake this year (Feb). It doesn't feel *quite* as artificial as a lot of the other games.. CTF in Nexuiz is pretty tight too..

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                            • #59
                              Originally posted by megalodon View Post

                              anyway... I don't really care at this point about either nq or qw, multiplayer-wise. I think competition (any kind) brings out the worst in me, certainly when i lose because i'm tired and forget item timings and therefore get owned by some guy i could normally beat... I think there's more important stuff that i need to focus on in my life, like having peace of mind, being free from anger/hateful feelings, etc. I think there's truth in the theory that there might indeed be some kind of decisive time we are living in, spiritually speaking (evolution-wise), and that the thoughts, the conscience of all humans combined will decide whether it's gonna be good or bad. Call me a nutjob

                              rq

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                              • #60
                                I was never a fan of QW.. I don't like the way it plays it has an awkward feel to it when you move around.. it's like the game is always compensating for your movements or something along those lines..

                                The bunny hopping just didn't feel authentic.. it felt like the game was helping me jump around quicker because even on normal jumps it has a much higher ticrate or what not.. I can see why Q3 players liked it since it's so similar in some ways but I fully agree with Mindz.. it takes a lot more skill to predict where a guy is going to go and shooting him than having your rocket hit him because he was in your crosshair.. it makes the game more challenging that way and I'm more appreciative of the nice midair shots or prediction shots I see in NQ than in other games..

                                I was never a fan of Qlive as I've stated here before.. it's far too gimmicky and the game is so reliant on having a good railgun that if you put a few good players in a match and you watch all of them it's kind of hard to separate their own styles.. in NQ I can tell right away who's who based on how they play because everyone is unique in the way they move and shoot.. in Qlive player A looks like player B to me.. that's not to say there isn't a difference in skill between players.. there is a big gap between the great guys in Qlive and the average/shit ones.. but I've seen guys pick up some great hardware for their PCs and dominate the game quickly and they weren't good at Quake/FPS games in the first place.. NQ in comparison has such a big learning curve that it takes YEARS to master it.. I didn't become even above average at Quake until about 2004-2005.. in Qlive within my first week I was already able to score within the top few K/D ratios on pub servers.. (granted I had the experience from NQ).. but it felt really generic and I felt like I was facing the same people over and over again because going from one server to the next you couldn't tell the difference between guys skill wise..

                                just my two cents..

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