The vortex of whinage
The vortex of whinage
It's amazing to see how these forums have ended up in this downward spiral of negativity about Quake 4. It's like people that whine pull people with a positive frame of mind into this negative frame of mind.
In the first week or maybe two after it's release most people seemed pretty positive about the game, even the MP. Then all the tweaking started, the loudmouths shouted how Q4MP was shit because it can't be tweaked, and suddenly nearly everyone is talking about how Quake 4 is shit.
Why?
I find that, compared to most games, Quake 4 is a masterpiece. Even the SP is quite enjoyable IMO. MP is just a blast to play and who gives a fuck that the weapon models are a tad big, there's no brightskins, that performance on my 2,5 year old PC isn't exactly something to be excited about (altho I expected worse performance).
Whenever I grab that flag (er... hologram) and speed out of the enemy base, strafejumping my way back home, hitting jumppads just feeling that railgun slug whizz past my head, seeing an enemy that's in my way explode in chunks of gib and blood after my rocket connects with his body and hitting the home spot hard and hearing that victory sound, I feel the same rush as I did in Quake 3, and that's what it's about.
In the first week or maybe two after it's release most people seemed pretty positive about the game, even the MP. Then all the tweaking started, the loudmouths shouted how Q4MP was shit because it can't be tweaked, and suddenly nearly everyone is talking about how Quake 4 is shit.
Why?
I find that, compared to most games, Quake 4 is a masterpiece. Even the SP is quite enjoyable IMO. MP is just a blast to play and who gives a fuck that the weapon models are a tad big, there's no brightskins, that performance on my 2,5 year old PC isn't exactly something to be excited about (altho I expected worse performance).
Whenever I grab that flag (er... hologram) and speed out of the enemy base, strafejumping my way back home, hitting jumppads just feeling that railgun slug whizz past my head, seeing an enemy that's in my way explode in chunks of gib and blood after my rocket connects with his body and hitting the home spot hard and hearing that victory sound, I feel the same rush as I did in Quake 3, and that's what it's about.
Well, i agree that the same elements are present in Q4 that give you that rush when you play Q3, but overall there are just some significant things that really make me feel like i can breathe again when i play Q3 after an hour of Q4 MP. Q4 is just hard on the eyes and the brain: relatively low FPS (35-60 here) + bad visibility and discernability of player and weapon models. I'm just having a hard time to follow the action - actually seeing whether my rocket or nade is dead on or is gonna miss is much harder in Q4 and the player models blend in MUCH more with the background of course.
I'm not talking config tweaks differences here btw; i played some Q3 FT with picmip 0 and vertexlight 0 (as always) with red and blue Keel models and the Q3 weapons and it was just a breeze - so much easier on the eyes. :lub:
Fixes and modding are needed badly. It's just true that out the box, Q4 has some (mainly visual) weaknesses that Q3 didn't have. The absence of good models is reason enough to whine loudly imho. (I'm not having trouble at all with discerning the team colors in Q4 CTF btw. It's just the visibility of the player and weapon models (and rocket/nades) in general that's poor.)
For some reason though, i feel that Q4 has plenty of potential to become a great game. Maybe it's the new community (that will grow as more people have hardware that can run it properly) and the additions to the physics that open up some possibilities that i only used to have in CPMA. The feeling of most of the weapons seems pretty perfect to me (except too strong MG and shotty is a bit weird). Rocket jumps are just as easy as in Q3. What i don't like about the physics though is that it feels somwhat like you're carrying a heavy backpack. I guess it's the jump/land sounds and the screen movements that contribute to that feeling, but i don't like it.
I'm not talking config tweaks differences here btw; i played some Q3 FT with picmip 0 and vertexlight 0 (as always) with red and blue Keel models and the Q3 weapons and it was just a breeze - so much easier on the eyes. :lub:
Fixes and modding are needed badly. It's just true that out the box, Q4 has some (mainly visual) weaknesses that Q3 didn't have. The absence of good models is reason enough to whine loudly imho. (I'm not having trouble at all with discerning the team colors in Q4 CTF btw. It's just the visibility of the player and weapon models (and rocket/nades) in general that's poor.)
For some reason though, i feel that Q4 has plenty of potential to become a great game. Maybe it's the new community (that will grow as more people have hardware that can run it properly) and the additions to the physics that open up some possibilities that i only used to have in CPMA. The feeling of most of the weapons seems pretty perfect to me (except too strong MG and shotty is a bit weird). Rocket jumps are just as easy as in Q3. What i don't like about the physics though is that it feels somwhat like you're carrying a heavy backpack. I guess it's the jump/land sounds and the screen movements that contribute to that feeling, but i don't like it.
Last edited by Oeloe on Fri Nov 04, 2005 9:04 am, edited 1 time in total.
:icon14:riddla wrote:Regardless, I'll enjoy it for what its worth now and remain patient until there's an official response in the way of a patch/SDK/etc.
I agree they must have done a rush job to finish it. Weird though that they left out game content that was in the version played at Quakecon (some skins and a teleporter model). One of the few things i'm quite disappointed about is that the bigger DM and CTF maps are just terribly boxy and everything looks alike (no recognizable areas that make it easy to learn the map layout). Other than that i'm just looking forward to what's coming for Q4 from the developers and the community.
Sure, but OTOH they had a perfectly polished Q3 as a starting point for the MP. It's a new engine (kind of) and new game code with new bugs of course. They also obiously tried to put popular features of comp. mods in Q4, like a ready command, weapon stats and other good things.Eraser wrote:Well yes I admit Q4 is far from perfect, but I feel many people are having very harsh criticism on the game based on their experiences with a perfectly polished Quake 3.
More fundamental things are lacking though. Not being able to see which weapon model is which from a distance doesn't help gameplay, just to name something. Nothing wrong with giving Q4 a new visual style, but that shouldn't go at the cost of MP gameplay. It probably boils down to the MP looking too much like the SP. They didn't make MP different enough from SP to make it as playable as Q3.
Not to be nitpicking, but that one example is one of the arguments I don't really understand. Once you've played a map a couple of times you know the weapon layout, so it's not really nescessary to clearly distinguish them.Oeloe wrote:More fundamental things are lacking though. Not being able to see which weapon model is which from a distance doesn't help gameplay, just to name something.
It appears a lot of the "problems" people are having are retarded to begin with. Your just all moaning because it doesn't contain "X" feature from pro mode or cpma or whatever, like brightskins, or little sounds to tell you when to shoot a player, or built-in autobots.
Just play the damn game, get some skill back, and get used to it. Its not supposed to be Quake 3, but following in its footsteps.
Just play the damn game, get some skill back, and get used to it. Its not supposed to be Quake 3, but following in its footsteps.
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Re: The vortex of whinage
Eraser wrote:It's amazing to see how these forums have ended up in this downward spiral of negativity about Quake 4. It's like people that whine pull people with a positive frame of mind into this negative frame of mind.
In the first week or maybe two after it's release most people seemed pretty positive about the game, even the MP. Then all the tweaking started, the loudmouths shouted how Q4MP was shit because it can't be tweaked, and suddenly nearly everyone is talking about how Quake 4 is shit.
Why?
I find that, compared to most games, Quake 4 is a masterpiece. Even the SP is quite enjoyable IMO. MP is just a blast to play and who gives a fuck that the weapon models are a tad big, there's no brightskins, that performance on my 2,5 year old PC isn't exactly something to be excited about (altho I expected worse performance).
Whenever I grab that flag (er... hologram) and speed out of the enemy base, strafejumping my way back home, hitting jumppads just feeling that railgun slug whizz past my head, seeing an enemy that's in my way explode in chunks of gib and blood after my rocket connects with his body and hitting the home spot hard and hearing that victory sound, I feel the same rush as I did in Quake 3, and that's what it's about.
lol no flames, geoff
jellus?
Re: The vortex of whinage
pervert! (Eraser wrote:Whenever I grab that flag (er... hologram) and speed out of the enemy base, strafejumping my way back home, hitting jumppads just feeling that railgun slug whizz past my head, seeing an enemy that's in my way explode in chunks of gib and blood after my rocket connects with his body and hitting the home spot hard and hearing that victory sound

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Of all the bitch fests I've read, there is only 1 single item which I think has merit. Most of the griping is because their own system is old, or the game isn't close enough like their preferred game of choice, etc.
If you accept that new games means advances and changes, then the only real gripe which holds up is that the CTF/team skins do not have enough differentiation.
If you accept that new games means advances and changes, then the only real gripe which holds up is that the CTF/team skins do not have enough differentiation.
*shrug ill play whenever..Eraser wrote:What I need is opponents to play against. Those opponents put down the game by the masses because they adopt their "Mr. Negativity" friend's opinion on the game.hate wrote:if you like it
good for you
go play it
no one's telling you you're wrong for liking it
Ive basicly shelved it till the patch, but i have no problem poping in for a few games with the Q3W guys

[size=75][i]I once had a glass of milk.
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
I agree with oeloes comments, that essentially Q4 is hard work due to lack of clear visibility. On the other hand, I feel somewhat of a moaner because there are so many players out there that don't have a problem with the game at default everything. They do very well at it. Then again, most of that is probably down to framerate. I came second in a DM game this evening, and tbh, it was because the framerate started to get worse and worse during the game that I couldn't tell wtf was going on. That however is simply down to my pc.
As far as rocket jumps, there's a delay with that, and it's the same sort of time delay as there is when switching weapons. I know that everyone has the same weapon switch time so it shouldn't matter, but there have been times when a split second faster weapon change would have made the difference between me getting fragged or the other player.
As far as rocket jumps, there's a delay with that, and it's the same sort of time delay as there is when switching weapons. I know that everyone has the same weapon switch time so it shouldn't matter, but there have been times when a split second faster weapon change would have made the difference between me getting fragged or the other player.