
What's broken about Quake 4?
-
- Posts: 1328
- Joined: Sat Nov 05, 2005 1:00 am
What's broken about Quake 4?
I noticed that I can get easier frags with a railgun in Quake 4 than in Quake 3 and that the player height has increased, but what's all the fucking fuss about? Can someone elaborate the problems with Quake 4 and why so few play it? 

Joking aside, I don't have the energy or time to post all the bugs and problems with the current point release. Quite frankly it depresses me thinking about the current state of quake. Do a search on google and I'm sure you will hit a thread or 2 explaining it all. Last 1 I saw at esreality.com was about 25 pages long.
Edit: Heres 1 to get you started....
http://www.esreality.com/?a=post&id=1018375
Edit: Heres 1 to get you started....
http://www.esreality.com/?a=post&id=1018375
[color=Green]I Root 4 Chaos ![/color]
Re: What's broken about Quake 4?
No, you're right. It's not that bad. People are just whiny. The current beta patch kinda broke some things (sniper's rail aim), but mostly the game feels good... I just wish the missing/late sounds bug would get itself resolved.I cant spell u wrote:I noticed that I can get easier frags with a railgun in Quake 4 than in Quake 3 and that the player height has increased, but what's all the fucking fuss about? Can someone elaborate the problems with Quake 4 and why so few play it?
1. The game scales very poorly out of the box to older hardware. Yet 2 mod teams can and have fixed it very very quickly and I read in like 40 lines of code?
2. The netcode is poor.
3. The sound coding is poor.
4. The rail gun is easier to hit with, I dont care if its due to hitbox, rail projectile hit box, movement speed, acceleration, whatever, it is. And ppl who say its because we have just gotten better are saddly deluding themselves.
5. Simple things like LG length, SG spread, and so on are off.
6. The default maps where horrendous before being tweaked by the community. Why? Because the devs believed that making it easier for ppl to get frags due to a critical lack of armour on the maps would increase fun. Instead it became instagib and negated any kind of depth that quake has had for years.
7. Autodownload and so on issues.
8. Finally that brings us to the most damaging issue. The player base is tiny. Due to the above issues, and the fact that the game came with 1v1, FFA, TDM, CTF, and nothing new, next to no new players got into the game. Quake DM is a niche now anyway in the face of CS/BF2/CoD and so on, and to release such an unpolished game was MP suicide imo. The player base was always going to be small compared to the big 'real' shooters, but it didnt have to be as pathetic as it was a month ago, I dont know how it is now, ive stopped playing since it was easier to find an RA3 game then it was a Q4 game. While some may say ppl are just whiney, others say there are standards that should be attainable on a AAA title as Q4 should have been. /shrug
Will or has the patch fixed these issues, honestly with the new dude id has (Syncherror?) they probably will, the guy is doing a great PR job for id and is honestly working with and in touch with the community, so n1 id, theres a reason your one of the only companies I buy software from.
However for me its probably to little to late, I will wait for Quake Wars, or if RA4 gets big get into that again, but otherwise there are other games out there that are infinitly easier to get into that have a thriving player base.
2. The netcode is poor.
3. The sound coding is poor.
4. The rail gun is easier to hit with, I dont care if its due to hitbox, rail projectile hit box, movement speed, acceleration, whatever, it is. And ppl who say its because we have just gotten better are saddly deluding themselves.
5. Simple things like LG length, SG spread, and so on are off.
6. The default maps where horrendous before being tweaked by the community. Why? Because the devs believed that making it easier for ppl to get frags due to a critical lack of armour on the maps would increase fun. Instead it became instagib and negated any kind of depth that quake has had for years.
7. Autodownload and so on issues.
8. Finally that brings us to the most damaging issue. The player base is tiny. Due to the above issues, and the fact that the game came with 1v1, FFA, TDM, CTF, and nothing new, next to no new players got into the game. Quake DM is a niche now anyway in the face of CS/BF2/CoD and so on, and to release such an unpolished game was MP suicide imo. The player base was always going to be small compared to the big 'real' shooters, but it didnt have to be as pathetic as it was a month ago, I dont know how it is now, ive stopped playing since it was easier to find an RA3 game then it was a Q4 game. While some may say ppl are just whiney, others say there are standards that should be attainable on a AAA title as Q4 should have been. /shrug
Will or has the patch fixed these issues, honestly with the new dude id has (Syncherror?) they probably will, the guy is doing a great PR job for id and is honestly working with and in touch with the community, so n1 id, theres a reason your one of the only companies I buy software from.

However for me its probably to little to late, I will wait for Quake Wars, or if RA4 gets big get into that again, but otherwise there are other games out there that are infinitly easier to get into that have a thriving player base.
Really? Because hitscan weapons (MG/SG/LG/RG) never were projectiles. They're instant hit weapons, remember. They wouldn't require a hit box, just a simple calculation of the server whether your crosshair was on target when you shot. Perhaps they made the chance of a positive hit being detected bigger somehow, because of the alleged performance problems on lower end systems... :icon29:jester! wrote:You know what i mean.
It doesnt seem to be a pixel, it seems like the core or beam, or whatever the hell you want to call it has a width that isnt pinpoint anymore. Same with the rocket, it hits corners when it should fly past them and stuff like that...
Yeah projectile was a poor word choice. What I was trying to get at was that the chance of hitting has increased, and if we are to believe its not the player hitbox, then its the weapon 'hitbox' or calculations, whatever.Oeloe wrote:Really? Because hitscan weapons (MG/SG/LG/RG) never were projectiles. They're instant hit weapons, remember. They wouldn't require a hit box, just a simple calculation of the server whether your crosshair was on target when you shot. Perhaps they made the chance of a positive hit being detected bigger somehow, because of the alleged performance problems on lower end systems... :icon29:jester! wrote:You know what i mean.
It doesnt seem to be a pixel, it seems like the core or beam, or whatever the hell you want to call it has a width that isnt pinpoint anymore. Same with the rocket, it hits corners when it should fly past them and stuff like that...
