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Posted: Sun Nov 13, 2005 2:21 am
by dubz
if they will charge us for an expansion pack im back to q3
Posted: Sun Nov 13, 2005 2:22 am
by jester!
I remember when Epic was releasing stuff for free, id said they wouldnt go that route and we got Team Arena instead...

Posted: Sun Nov 13, 2005 3:16 am
by akiraZ
and sadly that's exactly why there are more unreal players at this stage of the game than quake players.
i can't stand unreal. i can't stand the physics, i don't like the weapons, and i hate most of the maps. but i can still look over at that camp and give epic a big thumbs up for looking out for their players.
Posted: Sun Nov 13, 2005 4:29 am
by D'Artagnan
Agree, Q4 has a long way to go to just get even with Q3 for Multiplayer...
Posted: Sun Nov 13, 2005 5:58 am
by str3nd
I would tell them Quake 4 should be a sequel to Quake 3 in it's CURRENT state, including most OSP functionality, not it's 1999 state.
Right now all it is a pretty 1999 Quake 3 with 1/3 of the maps.....
Posted: Sun Nov 13, 2005 2:09 pm
by JuanSanchez
I reckon (for multiplayer) they should also take the best community maps and include them as extra content in a future point release. This would:
- stimulate the community and encourage more people to make maps
- provide extra content for little or no cost
- allow the maps chosen to be more widely played. Many server admins are reluctant to put custom maps on the rotation.
- be low risk as the maps would have already been extensively playtested.
Personally, I'd guess that an official expansion pack will be single-player focussed (like Doom3 RoE) and charged for. Valve are charging for HL2 Aftermath so I don't see a problem.
However, I'd prefer single player / multiplayer aspects of an expansion pack to be thought of separately. Single-player expansion = paid for. Multi-player expansion = free download for everyone / point release.
Posted: Sun Nov 13, 2005 4:39 pm
by GODLIKE
JuanSanchez wrote:I reckon (for multiplayer) they should also take the best community maps and include them as extra content in a future point release. This would:
- stimulate the community and encourage more people to make maps
- provide extra content for little or no cost
- allow the maps chosen to be more widely played. Many server admins are reluctant to put custom maps on the rotation.
- be low risk as the maps would have already been extensively playtested..
This is actually quite clever. I don't think that id and Raven will release 20 more maps in a PR... Like, maybe 5? but 20 new maps is a lot to ask for free.
Personally:
- Stop PB from crashing the gameserver.
- fix server-side features that don't work, like voteflags and map downloads. Release documentation on making them work, as well.
- Show who's on the server in the game browser, like Doom.
- Make the server logs show in-game events, not just a brief summary of what happened.
- Release a general stability patch; the continual "please reinstall your sound drivers" on the activision support site is driving lots of people insane. It doesn't help, either.
Posted: Sun Nov 13, 2005 5:57 pm
by xchaser
-Remove the side to side bobing server and client, no quake game ever had that.
-Make it so we can chose where we want the hud place right, left or at the bottom.
-more skins like females and male.
-Make a expansion pack with these option and you have a #1 game.
-Listen to us we are the ones playing the game.
Posted: Sun Nov 13, 2005 6:39 pm
by spookmineer
Q3 had bobbing, so did every Q3 engined game, not sure about Q1 and Q2 though. The difference is that bobbing could be removed by changing a cvar client side.
Raven made an expansion pack for EF and did a very nice job, they included 5 custom maps and added 16 of their own. Added 12 new bots/MP skins and 5 gametypes, and new single player missions. Added Jeri Ryan's voice for Seven of Nine.
Posted: Sun Nov 13, 2005 7:17 pm
by jester!
How much did it cost?
Posted: Sun Nov 13, 2005 7:27 pm
by spookmineer
Ì don't remember exactly (this was 4 years ago) but it was cheaper then the original game. If the game was 50, the XP was about 35 I think.
Posted: Mon Nov 14, 2005 2:24 am
by Oeloe
Can't even change r_displayrefresh in MP when doing alt+tab twice.

It's so obvious that they've just thrown the MP features on top of the SP; all of the weapon models and sounds are perfectly fine for an SP game, but they should have been reworked for MP. Standard features like voting and autodownload being broken OOB just makes the game scream for an INSTANT pointrelease. They'd better be working hard on that right now!

Posted: Mon Nov 14, 2005 2:54 am
by NitrousFlare
xchaser wrote:-Remove the side to side bobing server and client, no quake game ever had that.
-Make it so we can chose where we want the hud place right, left or at the bottom.
-more skins like females and male.
-Make a expansion pack with these option and you have a #1 game.
-Listen to us we are the ones playing the game.
i agree, except it should be an update.
Posted: Mon Nov 14, 2005 3:33 pm
by jester!
Eraser wrote:jester! wrote:I remember when Epic was releasing stuff for free, id said they wouldnt go that route and we got Team Arena instead...

Big, big fable.
Yes, Epic released free stuff, but those were a number of community maps, models and mutators thrown together in a single pack. AFAIK the maps weren't even streamlined, edited to optimize performance or to improve gameplay.
id Software, however, released two official mappacks and a custom team for Team Arena, for free. The team was made by id Software themselves and while the mappacks were community maps, id Software worked together with the authors of those maps to improve the maps.
So we got professional quality maps and models from id Software for free while we got amateur quality maps and models from Epic, which could've been gathered togeter by a few visits to planetunreal as well.
Hmm, I didnt know that. After team arena was released I just went and played rocket arena and didnt bother checking any news sites, forums anything...
Posted: Mon Nov 14, 2005 6:17 pm
by Oeloe
jester! wrote:After team arena was released I just went and played rocket arena
That explains the ignorance.

Posted: Mon Nov 14, 2005 6:25 pm
by jester!
Oeloe wrote:jester! wrote:After team arena was released I just went and played rocket arena
That explains the ignorance.

Hey it may not be osp/cpma but it sure beats Team Arena. :icon32:
Posted: Mon Nov 14, 2005 6:41 pm
by Eraser
jester! wrote:Oeloe wrote:jester! wrote:After team arena was released I just went and played rocket arena
That explains the ignorance.

Hey it may not be osp/cpma but it sure beats Team Arena. :icon32:
Hell no, Team Arena is awesome! It's such a shame it bombed
Posted: Mon Nov 14, 2005 7:13 pm
by -]Rx[-Harley
Sorry to veer off the original thread but... Some of the reasons TA bombed were because a)people had to pay for it (I think?) b)people fought/cursed over the power ups and c)the kami. Some people would constantly use the kami and blow up not only themselves but half their own teammates. That's what I remember about TA. I really liked TA until I played 3W... then I couldn't go back to TA; TA seemed too slow.
Posted: Mon Nov 14, 2005 7:29 pm
by o'dium
The reason TA bombed was because it split the community. Thats all. Sure it didn't help that you had to pay for it, it should of been free. But if it was a NEEDED update, that ADDED to VQ3 and not worked as a seperate mod, then it would of been played.
Posted: Tue Nov 15, 2005 1:55 am
by Duhard
Team Arena sucked that's why it sucked..questions?
Posted: Tue Nov 15, 2005 10:08 am
by Oeloe
Duhard wrote:Team Arena sucked that's why it sucked..questions?
Why did it suck?
:icon26:
Posted: Tue Nov 15, 2005 2:58 pm
by CashMoney
Oeloe wrote:Why did it suck?
:icon26:
See Riddla's post above yours

Posted: Tue Nov 15, 2005 3:02 pm
by o'dium
riddla wrote:Class-based CTF never has and never will be any good. i.e. TA powerups *might* be ok if they weren't so horribly un-balancing to gameplay and they dropped where the player died. TA overall was one of the finest examples of unbalanced gameplay ever to exist.
Team Arena discarded so many aspects of what makes a good game of CTF (especially resource control), so it blew my mind to see they hadn't learned that lesson and tried to repackage this same mode in Q4.

Yeah but it had a few good game types

Posted: Tue Nov 15, 2005 11:24 pm
by spookmineer
-]Rx[-Harley wrote:Sorry to veer off the original thread but... Some of the reasons TA bombed were because a)people had to pay for it (I think?) b)people fought/cursed over the power ups and c)the kami. Some people would constantly use the kami and blow up not only themselves but half their own teammates. That's what I remember about TA. I really liked TA until I played 3W... then I couldn't go back to TA; TA seemed too slow.
EF has a CTF powerup known as "detpack" and I think it works about the same way as kami (only difference is that you can place the det by pressing "use" once, and detonate it by pressing "use" a second time - in effect kami if pressed twice in a split sec). The det will kill anyone in a certain radius, team or enemy.
Gameplay has only become more interesting because of this. It never was considered lame and never was banned, it's part of the gameplay. Flag carriers also use it for a huge rocketjump if they have health to spare
What I'm trying to say... not all aspects of TA might be bad. The Team powerups might cause unbalanced gameplay because of the qualities of class, but a kami can be dealt with. Same as someone using quad, haste or mega. In CTF I've grown accustomed to the fact that some maps need pure skill, whether it be aim or speed, and other maps need controlling the items (which is also a skill, and I learnt my lesson by underestimating that tactic

).
Posted: Wed Nov 16, 2005 10:45 am
by Oeloe
spookmineer wrote:In CTF I've grown accustomed to the fact that some maps need pure skill, whether it be aim or speed, and other maps need controlling the items (which is also a skill, and I learnt my lesson by underestimating that tactic

).
'Some' maps don't have enough items to control. They're always taken or put in places that are not useful to control.