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Topic Starter Topic: Am I the only one who's truly not impressed?

Evil Jedi
Evil Jedi
Joined: 22 Sep 2000
Posts: 12029
PostPosted: 10-18-2005 09:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


No mean to flame or troll, I love quake 3, I love the fast paced and fluid action of it, however this just feels like Doom 3 to me. I enjoyed the single player, (played about 4 hours straight of it) before I tested the mp, but something in the MP is lacking. I can't seem to put my finger on it, but it just feels lacking. Maybe I expected it to be bascially q3 over again? (obviously that wouldn't work from a sales perspective) but ya. I'm just not feeling it.

yet............ It may grow on me.



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OUR HERO
OUR HERO
Joined: 23 May 1973
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PostPosted: 10-18-2005 10:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's probably just the amount you have played so far. In my opinion it's very similar to Quake III. Just somewhat faster overall, and obviously quite a lot better looking.




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The Illuminated
The Illuminated
Joined: 15 Mar 2005
Posts: 1623
PostPosted: 10-18-2005 11:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thoughts from Python - ripped from ocql website
Multiplayer...where to start.

Tournament mode - only played a few minutes but there doesn't seem to be an arena style area (ala ra3 1v1) if you lose or are a spectator.
There also seems to be a bug where if a player leaves nothing gets reformated for that spot in which that player left. Like I said, was there in tourney mode for a short time.

Rocket Launcher - perhaps my most loved weapon in quake3, is now literally ruined..in some respects. There is a delay between pressing down the button and the rocket firing (ala quake2/ut) and i could probably throw a football faster then a rocket coming out of the rocket launcher. Rocket speed I'd say is somewhere between quake2 and quake3 rocket, but somewhat in the quake2 area. The blast radius is also small, rocket jump angles that i could perform in quake3 just can't be done in quake4. Also I doubt you'll see many bouncy fights (ala quake3) as there doesn't seem to be much push.

Machine gun - Somewhat similiar to the quake4 mg - although I think it only does 5 damage ..didn't really check this to be sure but that's what i noticed when i had 4 health and died and my hud displayed -1 health. MG zoom is like furiously clicking in diablo2 except with some accuracy and it felt like I was doing more damage with it.

Shotgun - Felt like the quake3 shotgun, but with a wider spread. Good for people who can't use the shotty in quake3 (puts hand up)

Nailgun - start up is the same as the quake2 chaingun - takes a long time to whirl up but it seems to do 25 damage or somewhere near those lines for each bullet - this gun with quad eats the enemy up.

Hyperblaster - basically the quake3 plasma gun without having any testicles - excuse me while I throw a bunch of toilet rolls at you that do some damage. Didn't like this gun much, yet somehow I did kill a few people with it.

Railgun - Quake2 railgun - delay between click and slug firing. delay seems to be similiar to quake2 rail aswell.

Grenade Launcher - "save me i'm almost dead" weapon. You can barely see the grenades that are fired from it and it seems to do alot of damage.

Lightning gun - It felt like the UT lightning gun - it is has a shorter range then the quake3 lg and doesn't have push back. the lg impact is also on the cursor aswell, not lagged.

Dark Matter - didn't see it this gun.

Zoom function - for some reason the zoom sensitivity doesn't go down when you zoom in. Imagine changing to cg_fov 45 but not changing sensitivity, thats kinda what its like.

q3dm17 remake - quake2 rockets just dont work on this map.

q2dm1 remake - didn't play it because there wasn't anyone dueling..

One of the most annoying things I found was the player models, freaking firetruck. The models almost camouflage into the walls and are not large (ie keel size or anything to that extent). To get a rough idea of what its like, get sarge (default sarge model) and put him into q3tourney2 next to the teleporter, and there you have it quake4 models but the quake4 models have a small spot of orange or green on them. Could have honestly added more colour to them so that they can be easily recognisable. I had teamates shooting me constantly as they thought i was the enemy, until they see the little circle above my head.

Quake4 ctf in general - Caps seemed to be going at an extremely quick rate - either because no one can aim that well, or because people are just able to pick up strafe jumping quick. or something.

Quake4 Arena ctf - this needs some work - there are 4 power ups for each team - doubler (double damage) - Guard (first pick up goes 200/200 - then it only regens health) - Scout (run like forest gump yet somehow shoot twice as fast as anyone else - can't pick up armour but can pick up mega/small health) and Ammo regen - regenerates ammo to the minimum pickup (ie 10 rockets for rl) and allows you to shoot faster. You can't drop the power ups aswell, and if you die they spawn back in their original place - this mod needs some work I think.

Weapon models in the game (not the hud type model) are actually small, they're the same size as the grenade launcher in quake3. Hard to distinguish the difference between some weapons unless you know what is is before hand.

Aiming in general seems to be harder aswell but i'm sure this will pick up later anyway.

Weapon switching - slower then quake3. meep meep.

It seems like I'm pretty much bagging the game for everything its worth, yet for some reason I kept playing it and playing it. It seemed like the game wasn't finish in some respects and I've got a feeling we'll see a patch being released soonish aswell.

I actually enjoyed playing quake4 ctf, even though I didn't have binds and it was freaking 8v8. I didn't bother playing team dm as it would have been the same as playing free for all without shooting 3 other guys and also without binds (ugh).

In a way, Quake4 feels like quake2 mixed into doom3, with some extra weapons and I guess this is probably what Raven are after, seeing as this is a Quake2 sequel after all.



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Gibblet
Gibblet
Joined: 18 Oct 2005
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PostPosted: 10-18-2005 11:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Oh noes no rocket spam no mor3? MY uber 1337 zkillz r gone!
:p
IF Quake 4's multiplayer would meet EVERYONES EXPECTATIONS, it wouldn't be a game. You are talking about something with fast but slow rockets, something with 1 vs 1 but with tournament mode, with all the maps ever created by humans installed on the retail. Get a grip ^.^



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NOT OK
NOT OK
Joined: 03 Aug 2003
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PostPosted: 10-19-2005 12:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


The rockets are the same.



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Elite
Elite
Joined: 28 Jun 2000
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PostPosted: 10-19-2005 12:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


Most of the stuff hes bitching about will probably be worked on in some way or other by OSP if they decide to go with it.

If not OSP then someone else.

He's pretty much comparing a game out of the box to a modded game hes used to playing for 5 years, as i think are a lot of people to be honest.




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social engineer
social engineer
Joined: 13 Oct 2001
Posts: 30226
PostPosted: 10-19-2005 02:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Lenard wrote:
The rockets are the same.


then someone's wrong here.




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The Afflicted
The Afflicted
Joined: 18 Oct 2005
Posts: 519
PostPosted: 10-19-2005 02:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


+JuggerNaut+ wrote:
Lenard wrote:
The rockets are the same.


then someone's wrong here.


To me it seems like they are the same speed (or really close) but they don't spawn out in front of you like they do in q3 for ping prediction reasons. Does that seem like what you guys are sensing?

I haven't played q3 in years so I could be wrong.




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
Posts: 1530
PostPosted: 10-19-2005 03:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


MidnightQ4 wrote:
To me it seems like they are the same speed (or really close) but they don't spawn out in front of you like they do in q3 for ping prediction reasons. Does that seem like what you guys are sensing?

I haven't played q3 in years so I could be wrong.
From the "Q4 is gonna rock" thread :icon10:
rgoer wrote:
the rockets are the exact same speed as quake 3

the math is the same

it's an optical illusion if they look slower to you
I think you must be right MidnightQ4.




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Grunt
Grunt
Joined: 19 Oct 2005
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PostPosted: 10-19-2005 06:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


A lot of people said the same thing when Quake 3 first came out. :p

It's a whole new game. Adapt!




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no u
no u
Joined: 01 Jan 2000
Posts: 3567
PostPosted: 10-19-2005 10:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Mogul wrote:
It's probably just the amount you have played so far. In my opinion it's very similar to Quake III. Just somewhat faster overall, and obviously quite a lot better looking.

Hm I felt it was a little slower than q3, maybe about 90% as fast.




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Timed Out
Timed Out
Joined: 02 Aug 2000
Posts: 38064
PostPosted: 10-19-2005 10:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Feels like the sounds for weapon fire and impact are generated server-side... so like when you fire a gun you have to wait 100ms to hear the shot.

In Q3 the weapon fire and impact was client side, I think.

This is my guess at what the oddness is.



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social engineer
social engineer
Joined: 13 Oct 2001
Posts: 30226
PostPosted: 10-19-2005 10:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oeloe wrote:
MidnightQ4 wrote:
To me it seems like they are the same speed (or really close) but they don't spawn out in front of you like they do in q3 for ping prediction reasons. Does that seem like what you guys are sensing?

I haven't played q3 in years so I could be wrong.
From the "Q4 is gonna rock" thread :icon10:
rgoer wrote:
the rockets are the exact same speed as quake 3

the math is the same

it's an optical illusion if they look slower to you
I think you must be right MidnightQ4.


proof. thx. this "python" character obviously doens't know squat.




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Jesus of Suburbia
Jesus of Suburbia
Joined: 14 Jan 2001
Posts: 12713
PostPosted: 10-19-2005 10:50 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Note that the "optical illusion" could be due to having not changed your FoV yet. Bigger FoV makes things look smaller and faster.




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straight at you
straight at you
Joined: 18 Dec 2000
Posts: 27931
PostPosted: 10-19-2005 10:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


It could also be how fast the rocket appears onscreen after firing. Some people say there is a delay after pulling the trigger, which Q3 didn't have.




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Immortal
Immortal
Joined: 01 Mar 2000
Posts: 2047
PostPosted: 10-19-2005 12:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


feels just like quake 2 multi to me, with q3 jump pads and quake 1 speed. i think it's just hard going back to the quake 2 style after getting so used to q3 and loving on it for so long, but i have fond, fond memories (gogo nostalgia) of quake 2, so i think it may pan out well in the long run.

anyway, this board was always full of ra haters, but that's where i spent over 80% of my time on q3, and i fully look forward to someone making it (ra4/osp area mode whatever) for q4, with some nice huge maps. it's gunna be a blast. the maps that shipped with q4 for multi are what kinda kill it for me, just too dark/small imo for more than about 4 people. even the edge remake..wheres the water area?! ;( sniffle.

still really diggin on the potential i see in it.




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*Cunted*
*Cunted*
Joined: 08 Jul 2005
Posts: 288
PostPosted: 10-19-2005 01:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


S@M wrote:
One of the most annoying things I found was the player models, freaking firetruck. The models almost camouflage into the walls and are not large (ie keel size or anything to that extent). To get a rough idea of what its like, get sarge (default sarge model) and put him into q3tourney2 next to the teleporter, and there you have it quake4 models but the quake4 models have a small spot of orange or green on them. Could have honestly added more colour to them so that they can be easily recognisable. I had teamates shooting me constantly as they thought i was the enemy, until they see the little circle above my head.
.

:puke:
Dude you gotta be kidding me...the skins are so bright there no way you can miss. I guess thats what happens when you try to turn stuff down in Q4...this Doom3 engine when cranked to Ultra High Quality lights everything up bigtime!



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