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Similar mice to abyssus? (51 comments)
Posted by ddk @ 06:38 CDT, 8 May 2015 - iMsg
Hey guys!

I'm looking to replace my abyssus as it's on its last legs. I wonder if anyone has any idea for something with a similar shape that has a decent sensor etc?

Cheers! <3
19979 Hits
I am the boshy (33 comments)
Posted by ddk @ 11:31 CDT, 18 June 2014 - iMsg
I finally did it, took less than two weeks but the game is over! Solgryn is dead.

Rest in shitty oaty pieces.
10419 Hits
I KILLED SONIC HAHAHAH (40 comments)
Posted by ddk @ 22:29 CDT, 8 June 2014 - iMsg
13174 Hits
purgatory tdm question answered (1 comment)
Posted by ddk @ 08:25 CDT, 6 June 2014 - iMsg
Hey doods,

"fazztouchedme" from my twitch chat asked me a couple questions about purgatory, what I presumed to be a basic question about purgatory but also TDM, so here are some musings more of you may enjoy cut from the stream: https://www.youtube.com/watch?v=x2jGIeczZRk

In case you've missed it, I've been streaming quite a bit lately and for those interested in any duel or tdm action which features on my stream often enough, you can head over to twitch.tv/dadoka.
3909 Hits
Streaming / Vods (9 comments)
Posted by ddk @ 20:58 CDT, 20 May 2014 - iMsg
Hey guys,

Some of you may have or may not have noticed I started streaming a bit for some fun. Well it has been fun. I plan to at least get one stream in with Quake per week for those who enjoy it, and the vods of any particularly cool matches or fun ones will go up on my youtube chan for those who missed the stream.

I'll put them up on this playlist: https://www.youtube.com/watch?v=Ap9P5aRMegM&a...p8faVEIbN3

Enjoy, time to sleep. Natti!
Edited by ddk at 20:59 CDT, 20 May 2014 - 3598 Hits
QuakeLive warmup challenge thingy!! (51 comments)
Posted by ddk @ 08:38 CDT, 6 May 2014 - iMsg
Hey guys,

Perhaps some of you recall me mentioning this on various Sunday Cups, but even if not, I've made a lil video telling you how to try out my aim challenge. It was a bit of a self-competition warm up game I used to play to get myself feeling loose before I'd embark on duels or tdm and I think some of you may like it too. It's also pretty good focus practice I'd say.

Anyway, check it out here
17300 Hits
CS:GO Content by ddk (5 comments)
Posted by ddk @ 10:22 CDT, 14 March 2014 - iMsg
So many of you may be aware that I also cast CS and have a history there. Recently in my spare time I was developing a lil analysis series for the CS, I thought perhaps some of you might be interested despite this being primarily a Quake portal:

CS:GO Pro Plays Ep #1 - The Pilot
CS:GO Pro Plays Ep #2 - NiP's standard outside rush on de_train
CS:GO Pro Plays Ep #3 - fnatic's A fake on de_inferno
CS:GO Pro Plays Ep #4 - Virtus.Pro's flawless A rush on de_inferno
Edited by ddk at 14:11 CDT, 20 March 2014 - 5171 Hits
a logo (87 comments)
Posted by ddk @ 15:32 CST, 16 February 2014 - iMsg
Hey guys,

As many of you know I'm doing youtube content and so on, I've been hungering for some kind of logo. Now I have pretty poor photoshop skills myself, so I was wondering if there were any kind souls out there who were willing to design something?

I don't wanna be that guy who has no specifications, but, yeah. I'm that guy. I'm looking for something simple that I can use on my youtube videos.

eg:

Kripps
some examples wintastik kindly made me
machinima's simple but hot logo

I can throw in a free quake lessons etc, money perhaps or if you have any other ideas let me know. If anyone is interested let me know, thanks a lot guys! I feel horrible asking for something but I guess it's worth a shot :).

the youtube channel for point of reference
Edited by ddk at 15:44 CST, 16 February 2014 - 36350 Hits
Edited by ddk at 12:09 CDT, 26 May 2014 - 7225 Hits
Looking for demos! (20 comments)
Posted by ddk @ 14:06 CST, 11 January 2014 - iMsg
Hey guys!

If anyone has any awesome runs in either QuakeWorld, Quake 3 (CPMA/OSP etc) or QuakeLive, send me a demo at d.kapadia@faceit.com and if I have the spare time I'll do something similar to this vid at 4K resolution: https://www.youtube.com/watch?v=PADrkFefaTU

Cheers
4986 Hits
FACEIT looking for copyright free music (23 comments)
Posted by ddk @ 12:51 CDT, 10 July 2013 - iMsg
Hey guys,

In our quest to maintain and uphold a professional standard, we are always looking for copyright free music to use for all of our content needs.

If there are any budding producers out there who would like to see their music used in our content, on the stream or otherwise, please let us know. Additionally, if you know some one or place where we can get awesome copyright free music, hook us up.

Cheers.
Edited by ddk at 12:52 CDT, 10 July 2013 - 6441 Hits
ddk starts analysis video series (36 comments)
Posted by ddk @ 05:20 CDT, 27 June 2013 - iMsg
I've just started a new video series called "QuakeLive Plays" which focuses on the analysis of recent games played in the FACEIT Sunday Cups.

If you're interested head on over to the journal post where I'll be adding each new video as they come up.

You can expect content daily unless I am away from the studio for some reason or other, so check back frequently.

I hope you guys enjoy, remember to leave feedback and support me with your subs, views and all that goodness.
Edited by wn at 08:48 CDT, 27 June 2013 - 7976 Hits
Edited by ddk at 20:25 CDT, 12 May 2014 - 38673 Hits
Content madness! (14 comments)
Posted by ddk @ 07:29 CDT, 6 June 2013 - iMsg
Hey guys!

So I'm sure most of you are familiar with me through FACEIT.tv these days, but I'm starting to spam out the content once again on my other channels, but FACEIT related things take priority. I just wanted to give an update as to what I'm doing in the esports world so if anyone is interested they can check it out.

At the moment, I'm still uploading QuakeWorld 4v4 videos onto my channel, I have people who keep a closer eye than I can on the scene and send me demos for this.

As far as other content for my youtube goes, if you have anything at all you think I could do a commentary on or that would be cool, then link me and I'll check it out and see if I can put something together.

As far as streaming goes, I've started to stream some now. I felt like it would be interesting to get back to Masters in StarCraft 2: HOTS and document the journey live with my stream. I was dying to play a game I feel rewarded in (unlike the moba's although they are fun) and to improve again. I haven't played 1v1 in SC2 for 1.5 years or something like that, so I'm pretty rusty, although my mechanics aren't too bad. A common question seems to be: why no quake? Well at the moment I don't have a 120hz monitor on this setup, it's possible I can achieve this in the future and if it does I will definitely make efforts to get the quake happen on stream :).

On my wordpress I'll be writing articles that are related to the stuff I'm doing, whether it be casting, gaming or life related etc- the standard blog bollocks ;).

If I go live in the future, I'll tweet it, same goes for new videos and articles.

I know he's somewhat of a touchy subject on esreality, but I'd like to thank ZeRoQL for all the awesome work he's done for FACEIT.tv and for his help to improve the quality of my content generally, whether it be making graphics or transitions or otherwise, mad props go to him.

As far as the most recent content goes, I just uploaded an awesome QuakeWorld match. I actually messed up, in the future the audio will be studio quality and there won't be background music :P.

Anyway, I guess that's all from me. I feel a bit shameless making a journal to plug myself but there it is anyway, I guess that's what the journal entry is for.

See you on the weekend on FACEIT.tv :P

EDIT: I registered the domain name www.dankapadia.com and have forwarded my blog to there. Any new content that goes up on my youtube will appear there as well with a write-up of some kind. Just to let anyone interested know. Woohoo! Shameless plugging \o/
Edited by ddk at 08:07 CDT, 14 June 2013 - 5815 Hits
QW CPM and QL content going up on my YT (87 comments)
Posted by ddk @ 06:16 CDT, 21 July 2012 - iMsg
Hi guys,

Just wanted to let people know if they want to check out some qw/cpm/ql commentaries, I've started filling up my youtube channel with them :).

I'm going to finish uploading the finals of the last QW EQL today at some point and hopefully drop a cpm 1v1 in there as well. The QL content I'll add in will most likely be analytical TDM type stuff where I try to review practice of ek or the uk team.

Pretty new to this so they probably sound horrible :D hope you guys enjoy though, all questions/suggestions welcome!


***edit*** If anyone has any requests they'd like to see within the current criteria for content, let me know! actually fuck the criteria, it'd be interesting to hear all suggestions, who knows anything can happen :D.
Edited by ddk at 04:02 CDT, 22 July 2012 - 29593 Hits
cherubim -vs- LLL (45 comments)
Posted by ddk @ 16:18 CDT, 20 September 2009 - iMsg


0 1 2 3 4 5 6 7 8 9 10
Rating: 5.6 (21 votes)
Gametype: Team Game
Map: N/A
Mod: Team Death Match
Viewpoint: multiple
How to play back QL demos

>> 71612-chvslll.rar <<
(5761KB, 856 DLs)

The long over-due final of the clanbase featured cup: quakelive tdm. The first "serious" tdm tournament in quakelive, although at about the quarter way point rule-sets changed as we gained the ability to join "pro servers" which had "pro settings" - 30weapon respawn and so on. This perhaps influenced the prestige and the seriousness clans took towards the league, matches becoming hard to schedule - who knows.

Then for some unknown reason there was a 2 month break between the semis and the finals; I guess that could have been down to quakecon. Either way it is now finished and I hope there are many more tdm leagues and tournaments to come, it is just a shame we could not get a hold of anyone to do any streaming or shoutcasting - we tried!


The first map as chosen by ch was dm6

The second map as chosen by LLL was dm14


The lineup for ch was:

United Kingdom deus, Sweden fox, Sweden zyv and Austria noctis.

The lineup for LLL was:

Belgium impulse, Belgium dem0n, Belgium VeRTeX Netherlands draven and Netherlands forever



note: the demo with "2" in the filename is the second map (dm14), sorry I forgot to rename them before uploading :).

Edited by ddk at 06:30 CDT, 21 September 2009 - 15823 Hits
The downward spiral (208 comments)
Posted by ddk @ 12:40 CDT, 22 July 2009 - iMsg
Introduction
Quakeworld and Starcraft are two games which have many things in common. They are both old games, the start of a dynasties, that perhaps unknown at their creation would span decades.

Starcraft itself has been patched to what some would claim to be perfection. It grips the concepts of real time strategy in a relentless manner. From its economy, its ability to create localised imbalance, unit power (dark templar anyone?), utilisation of geographical advantages - the list goes on but the gist is that the game has too many things going on at once, for any human to be near perfection. As such it is diverse and creates excitement as it evolves with time and constant discovery.

Quakeworld itself, is not as complicated but it does possess some similar qualities. The weapon and armour system is extremely unorthodox when compared with other FPS games in the last 6 years; with the exception of CPMA CPM which tried to replicate its success. Due to the extremely powerful weapons Shaft and RL, elements of control become extremely important - some would call this imbalance. So to me the perspective of "balance" could be somewhat subjective.

Given that I am playing QL TDM it would only make sense that this post is going to be about how QL, and perhaps almost every game in the FPS and RTS genre since the QW and SC has taken this spiraling journey downwards;with notable exceptions along the way such as q3 duel.

How xerp impacted the meta-game
As meta-game is a more famliar term to SC players; it is, factors that affect the game, be it a rule set or the psychology between players.

Since the xerp controversy - what some would say was an ill-considered mod switch forced by CPL from OSP to CPMA. We see the problem with xerp is that, it alters the weapon balance which has a negative knock on effect on the Q3 dynamics. Now, if you were to ask me why this alteration could be a bad thing, as many people did, using the argument "this is how it was supposed to be". We begin to see that the change was indeed a negative one, having drastic consequences on the meta game in vq3 Duel and TDM.

[note: the point of this article is largely to assess the current state of team death match. duel is not my concern in this write up, although I will mention it to give the reader a more overall picture of my points.]

It changed the weapon balance which had a massive knock on effect to the dynamics in general. For example, if you were to imagine a see-saw with a fat guy on one end wearing a shirt that says "aim" and a guy half the weight of the fat guy on the other end wearing a shirt saying "brain", this was the immediate affect that xerp had.

The meta game in TDM shifted enormously, it no longer became an economic use of time to play for items and areas to give you the advantage to grab the Quad. As previously, controlling items and weapons was actually important. I will try to avoid a large amount of detail, we can always delve into TDM mechanics in the comments. Although, do not misunderstand me here, I am not saying that 100% mg cess was the proven tactic for every map post-xerp. But because it was now so easy to hit MG, it became feasible for players to all use their new 40-45% MG statistic to overwhelm teams. This in the long-term did gain them control of items and areas but it was not as influential to the overall game outcome as it was pre-xerp.

Aim vs Brain and an initial SC comparison
It is like that initial comparison with aim vs brain. If aim is 75%, and brain is 25%; all areas of the TDM meta game associated with brain, (timing items, coordinating the team towards area control for item control, positional advantages, quad setups, general awareness) become 25% LESS effective or efficient than it was previously, assuming we start at an ideal position which is a balance of 50% 50%. This is a very simple break down, it is of course more complex but this helps to illustrate just how the fundamental shift has a massive effect on diminishing the tactical depth of the game mode.

Now, it becomes interesting because, it is down to the map itself, to dictate what skills are biased. This is one reason why Starcraft is so far ahead of every other competitive game according to United States of America Nick “Tasteless” Plott (GOM.tv English SC commentator in Seoul), “Starcraft has had over 250 maps used in competitive play”. Well, in Starcraft, something they have done to help evolve this meta-game is to add things like: stacked temples which need splash damage to take out, minerals to mine out to gain access to another area, or minerals that can have units glitched through to access areas of strategic importance etc. These are just some of the ways maps in Starcraft have evolved.

Can we create a direct comparison between Starcraft and Quake 3? Let us break it down once again.

Starcraft has THREE races, which are all essentially unique in their own way, having their own particular strengths and weaknesses. Whether these weaknesses are mobility, or whether these strengths are air superiority as a couple examples, the map is what allows those strengths to be strong, or those strengths to be more ineffective. This serves to continually develop the meta game. Although Starcraft is strategically more complicated than Quake 3, the same shifts in meta game apply to make a good map pool where the goal is to showcase the most skilled player in all fields. DM14 proposes a bias towards teamplay and area control – as we have discussed these are areas of Brain. Where-as, DM6 because it is an open map where areas are hard to form solid control due to the railgun and many other factors, has more bias on the Aim.

[note: this isn't black and white. Aim and Brain although they have separate characteristics are very intertwined, and that is what the next part is about]

Aim takes on much less of an importance, BUT this changes based upon the weapon balance. If we go back to our Aim and Brain percentages, xerp altered the aiming dynamic of the lightning gun, a tier 3 weapon. It changed from a predictive weapon where it was usable in distinct scenarios, to a weapon that was point and click. As such it then became the weapon of choice for a vast majority of scenarios as opposed to the limited amount before. Now, if you think about this from the brain perspective, if you as a player have a very good aim with the lightning gun (osp style lg), then your ability to deal damage which is a characteristic of the Aim category is high – BUT if you are not smart (this is typical to duel) then you are not able to maximise the potential of your aim. If the LG deals 100dps and you are hitting a guy for 1 second (fake figures to help my example remain simple), then with appropriate Brain use, the damage done is raised to 150 – Why? Maybe your positioning is so superior that you get an extra 0.5 seconds of hitting time. However, if you imagine the OSP LG again, the brain player will have to be even smarter to setup that extra damage as the shaft is only usable in more distinct situations. Okay, so now we see the intertwined nature of Aim and Brain categories as far as the meta game is concerned.

The first problem. Weapon balance and Maps.
So what really is the problem currently? The first problem is that, we lack decent maps which understand these fundamentals when they are in the designing process. The second problem which is of more importance is that, the weapon balance and aiming dynamics do not allow for as much brain usage as raw aim usage. As this is hard to explain, let me use this as an example:

Currently,
- The Lightning Gun in QL deals 5-6-7 damage and is a tier3 weapon.

- The Shotgun deals a lot more damage than it used to because of its fixed spread (but they didn't consider lowering the damage for some reason when making this change) – this is also a tier 3 weapon.

- The Plasma gun, with the juicy netcode has the highest dps of any weapon and as such, is a tier 3 weapon despite being hard to use.

- The Railgun, instant hit long range, sometimes unpunishable 80dmg weapon – tier 3.

- The Rocket Launcher has a faster projectile speed so its much easier to hit, and then easier to hit again with the netcode. Not to mention that the splash damage is broken, and can completely eliminate positional advantages (dm6 bridge/RA battle). Although, this could be an interesting game play mechanic in the future, right now with everything else as it is, it is just a messy dynamic.

So we have the LG, SG, RL, RG, all tier3 weapons. None of them stand out as particularly devastating, so what does this mean? Tactically, weapons play less of a role UNLESS the map designers make large open rooms and exploit the strength of a particular weapon. But, with the railgun and machine gun, large open rooms are generally terrible ideas in Quake 3 like games.

My second thought here is, let us say that you are duelling in Quake Live, and you are fighting a mid-range battle against a guy with a Shaft in hand (for an example of what mid range is, let us say the distance is from the bottom of the DM6 jumpad to the LG doorway entering the MH room). Okay, now that is in your mind, on mid-range, the railgun, shotgun, rocket launcher and lightning gun all do essentially the EXACT same thing – with the exception of the LG which pushes you, but if the weapon respawn was 15 on dm6 then LG-less battles could occur more frequently (by shaftless I mean one player without one). This means that the tactical possibilities are narrowed because you are able to fight with 3-4 weapons there on equal terms. In OSP that situation only has a couple options, you pull out the railgun and get lucky as they bounce you around with rockets or lock shaft onto you, or you use shaft if you have one or DO NOT fight there – but they have probably denied it from you unless you picked it up earlier. This eliminates a Brain element of the meta game known as control – OK I have just stolen control and picked up RA, missed you with the first rocket, but you can near instantly fight me again and kill me because you have a selection of 4 weapons to get lucky with.

So this is where the column gets to the point where I get to talk about what I really need to talk about. Weapon balance.

Weapon balance is a fundamental part of the game play, it is something that is absolutely essential for a mapper to know, to create a good map. As we discussed previously, it is the maps which drive a constantly evolving meta game as seen in Starcraft. It is new maps which enable teams which are smart, to defeat teams which just know the map through a ridiculous amount of repetition and raw aim. Aim is a skill learned with repetition, that anyone can achieve just through playing. Where-as, to improve your brain game, you truly have to be goal orientated and constantly thinking to become better in that area. So we can see there is a massive bias here for sheer repetition, and not for goal orientated, or innovative thinking. Is this what we want our game to be? Because this truly does lower the skill ceiling and skill diversity that makes different players interesting and enjoyable to follow as well as teams.

To achieve this then, a better weapon balance is required to then enable the meta game to be much more expansive. So, I suggest we look at what makes QW TDM so advanced when compared with QL TDM.

Weapon balance with a QW perspective.
Firstly, they have properly tiered weapons. Unlike QL where there are four tier3 weapons, in QW there are not three tiers but, there are two weapons which dominate all others. This puts a much larger emphasis on weapon control. Also because the start weapon is a shotgun which does little damage, unless you are organised and cess with your team on one enemy player at one position – you can not randomly get a kill with it unless you are truly lucky. So unlike QL TDM there is almost no point ever seeking a fight with it unless it is for a team purpose. The armours are much more potent as the RA gives you 200 armour at 80% protection, making any weapon but the highest tiers, the shaft and the RL fairly useless. Where-as, in QL TDM, any weapon is going to hurt you pretty bad if enough shots hit you, notoriously the MG – and here is where some controversy lies. Should a spawn weapon in TDM be so powerful and multi-faceted as far as functionality goes like the MG? If QuakeLive were to adopt this spawn weapon SG idea ala, QW – in my opinion, damaging the standardisation or unspoken rule that the start weapon in every game mode should be the same does not matter AT ALL. As these invisible rules only serve to hurt gameplay. But it would improve the potential of the game so much. Also if we had different modes start you out with a different start weapon because it was more suited in that particular mode, why not? It makes more sense.

So due to QW's massively different tiered weapon system and armour system, tactical and strategical depth follows. We should learn from the successes of the past, instead of ignoring them completely. One argument you may be thinking about here is, what about the one minute quads and the movement differences? Well, essentially I would say that those are fairly trademark things to QW TDM and to copy it entirely would not actually fit. Essentially in TDM, although I do not claim to play QW TDM or understand it on an advanced level, but there is not a massive amount of bunnyhopping as that tends to make for easy kills. Especially when in QW you get the benefit of silent walking.

Food for thought - what we could try.
So we could have an EXPERIMENTAL weapon balance. But armour strength must be considered too.

- The armour system should be altered slightly, or just have the YA give 125 and the RA give 175 in TDM.

- LG should be 8-8-8, but with slightly shorter range. Or re-add the delay?

- SG should be the starting weapon with qw values OR, remain a pickup and have lessened damage. A value of 80-90.

- RL projectile should move slower, but the splash damage be fixed, and the proportional splash damage needs to be osp
style. At the moment if you do not hit them fully you can not do more than 85 or so damage.

- Rail could do with 5 ammo per pickup and 5 ammo per ammo box.

- MG if it remains the start weapon should have the same amount of bullets (50) at 4 damage each. Or another option, to preven the MG from breaking maps with its unlimited distance, is to have a dispersion rate so, afer mid-range it becomes completely inaccurate and you will end up wasting your bullets using it.

- Plasma is fine.

This proposal is by no means a good combination, it is just an example to show that with everything else considered in this article, how balances do need proper consideration to achieve a game that has an ever expanding meta game. No map breakers (like the rail or mg can be sometimes), no weapons like the SG where two spawn on a map and do more damage than a rocket launcher at mid-range as well as being available for pickup in the out of control areas – essentially that is fine, but when they are so strong it is debatable whether it is balanced they are freely availble when you should be struggling to control an area you can instead just run around and get a kill.

Weapon balance theory - we should replicate successful game mechanics where suitable.
The weapons do not have to be tiered like they are in QW to be successful, but the essential thing we must understand is that it is important that the weapon balance supports maps with diversity. So let us have 3-4 tier 3 weapons, but they must have distinct strengths over one another, so that a mapper can successfully incorporate this diversity. SC and QW show us that imbalance does not break a game, which is what people seem to think. One of the correct ways of looking at it is that we learn from SC and QW, is SITUATIONAL imbalance. We need weapon 1 to completely quash weapon 2 and 3 in scenario 1. But in Scenario 2, weapon 1 and 2 become useless and weapon 3 gains sovereignty.

But bearing these new experimental weapon dynamics which I have suggested above, if the railgun only had 5 ammo – then it would not necessarily be efficient to just sit there and fire all the rails. Reason being, the Shaft would be a very strong weapon which we need to control, so instead of a tool for killing and dealing damage randomly across the map, the rail becomes a tool to hold a specific area. So we should goto the RA room and drop the Railgun for our lesser stacked team mate, and drop the shaft for the guy who has all the armour and can take more damage. Where-as, currently in TDM you want to give the Rail to the guy with the most armour because it is usable in every situation, easy to hit and has great dps. If the armour is more potent, it is more important to have, and if people are running around with more armour then certain weapons which are particularly effective at dealing the damage on the map will be required. Now all of a sudden a guy with a rail is not so important because the guy with 175 80% RA can bulldog rush the railer with his shaft. By this I mean, each weapon possesses its own properties, strengths and weaknesses. The shotgun is strong at close range, but weak at far range for example. So why not design maps and have game play which exploits these qualities more? Only then will we start to see the meta-game become more interesting and in-depth.

How QW TDM'rs roll.
In Quakeworld we see a TDM team trying to squash every single potential advantage the enemy team could have, they do this with expert communication through binds mostly. They will try to chase down every enemy player who attempts to run away with an RL to a safer place, so that he cannot establish this advantage. A large criticism was the blind cess that occurs in vq3 tdm that does not take any planning or brain to achieve. But in QW, good players will not blindly swarm an area because when they die and start again they have a weak weapon. But if they all do die and quickly need to re-gain control of an RL to give them something to work with, they will then plan a decisive swarm onto a weapon spawn to gain some advantage.

But what qualities do we want TDM to possess? I was talking to Ireland Stev about QW TDM and asked him about the role of adaptability, “Ability to adapt to any given situation is a good description. As a team you have to create opportunities and then capitalise on them. Good awareness will prevent people from creating them, and good communication will stop them from capitalising further, should they succeed. A good individual player might be able to get himself a weapon and armour, and win any single fight against any member of the opposition, but a good team will then shut him down before he can do anything meaninful afterwards.” I agree that this is what TDM should be about, but right now the maps and weapon balances do not fully facilitate this kind of play. Instead, an individual player can get a lot further than he can in QW TDM.

What skills do we want TDM to truly reflect?
As in my Aim vs Brain comparison, where each possesses certain characteristics, in TDM this Aim vs Brain then becomes, Individual vs Team play – where Aim is an individual players ability to effect the game and Brain ties the importance into the Team aspect of play. Right now I think that QWTDM possesses a MUCH better balance at about 75% Team and 25% Individual, which surely is what a TEAM mode should be about?

This is not to say that I am holding QW TDM as the perfect TDM game, but why should we not try to replicate some of the successes it has had for a strong meta game and a skill ceiling so high it is dizzying.
Then again, notable SC and QW did come out at the same time with similar amounts of players. But compare the player base now, SC has clearly achieved the longevity any competitive game would desire. I am sure there are elements of luck, such as Korea, but perhaps this is better left for another column.

Summary.
To summarise the areas of discussion that I have brought up with some questions:

Is the weapon balance as it is, allowing mappers to create diverse maps that allow the meta-game to evolve giving us question to current strategies and letting us use strategies never seen before?

Is the current TDM dynamic broken and favouring individual play more than team play?

Are id scared to deviate from “safe” options and newbie friendly options? Because despite the fact that many may read this and believe my views to be elitist, they could most certainly be made to work for newbies. All that is required is considered implementation. United Kingdom Tim "ecsplos1v" Scarfe, one of my friends who used to play many years ago at a low level says, “it was the spectator feature on q3 that really got me hooked, seeing the masters play, the social aspect. I liked “hanging around” on the servers doing cool shit.”

If id are to blame, what are they really doing wrong here? In an interview with Executive Vice President of Blizzard, Rob Pardo, he states the following, "One of the ways we do that is that we build for the depth first - for the hardcore first." [...] "Then, what we do gradually once we have that basic game - which is really fun to all of us, because a lot of the people here are pretty hardcore - then we really start trying to make the game more and more accessible." So are id doing it backwards?

Are we, the community, part of the problem – also scared to see change?

I would also like to bring your attention Clanbase promoting repetitive play – this was an article written by Sweden Paladia in 2003, 6 years ago, discussing the maps issue.


In conclusion, I think that the game is too biased upon aim. Whilst there is nothing inherently wrong with aim, it is the fact that weapons are too strong in too many scenarios; more situational imbalance is required. This damages the game play because it means that diversity is not achievable. Secondly, I believe the knock-on effect to be that team play is under-emphasised and that individual play in TDM is more important than it should be. All this together denies potential depth, which lowers the skill ceiling, and stops the ability for the game to evolve.


Thanks for reading, I hope that this helps you to think about the meta-game from a bigger picture.

Thanks to the following for input and proof-reading:

Sweden Paladia, Netherlands fern, Ireland Stev, United States of America hoens, Sweden fooKi,
United Kingdom ix, Sweden fazz, Australia zkyp and Austria noctis.
Edited by ddk at 20:28 CDT, 10 September 2013 - 112068 Hits
starcraft (16 comments)
Posted by ddk @ 08:42 CDT, 15 July 2009 - iMsg
rocks my balls.
7288 Hits
just quake 2 (20 comments)
Posted by ddk @ 09:55 CST, 21 January 2009 - iMsg
http://www.own-age.com/vids/video.aspx?id=2762

i didn't know this movie existed! albeit unfinished. just quake is my favourite movie of all time!

does anyone have a working mirror for just quake 2?
18252 Hits
LSTRO -vs- ManFluff (6 comments)
Posted by ddk @ 08:35 CST, 15 December 2007 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 4 (2 votes)
Gametype: TDM 2v2
Map: N/A
Mod: Challenge ProMode Arena
Viewpoint: MVD
Version info: cpma
How to play back Q3 demos

GGL 2on2 Cup from ages ago ;) not sure when it was exactly. I was looking around my demos and I saw this zip. It's interesting to see how stuff has changed.

LB Final between LSTRO (ddk, tom) and ManFluff (mantra, fluff)

Maps within the zip: ztn3dm1, cpm25, cpm16

close enjoyable games, hf!
2698 Hits
english literature:poetry (59 comments)
Posted by ddk @ 12:12 CDT, 11 June 2006 - iMsg
revising the poetry i've learnt over the past year for eng lit A2 exam and i love this poem, 'ulysses by tennyson'

It little profits that an idle king,
By this still hearth, among these barren crags,
Match'd with an aged wife, I mete and dole
Unequal laws unto a savage race,
That hoard, and sleep, and feed, and know not me.
I cannot rest from travel: I will drink
Life to the lees: All times I have enjoy'd
Greatly, have suffer'd greatly, both with those
That loved me, and alone, on shore, and when
Thro' scudding drifts the rainy Hyades
Vext the dim sea: I am become a name;
For always roaming with a hungry heart
Much have I seen and known; cities of men
And manners, climates, councils, governments,
Myself not least, but honour'd of them all;
And drunk delight of battle with my peers,
Far on the ringing plains of windy Troy.
I am a part of all that I have met;
Yet all experience is an arch wherethro'
Gleams that untravell'd world whose margin fades
For ever and forever when I move.
How dull it is to pause, to make an end,
To rust unburnish'd, not to shine in use!
As tho' to breathe were life! Life piled on life
Were all too little, and of one to me
Little remains: but every hour is saved
From that eternal silence, something more,
A bringer of new things; and vile it were
For some three suns to store and hoard myself,
And this gray spirit yearning in desire
To follow knowledge like a sinking star,
Beyond the utmost bound of human thought.
This is my son, mine own Telemachus,
To whom I leave the sceptre and the isle,--
Well-loved of me, discerning to fulfil
This labour, by slow prudence to make mild
A rugged people, and thro' soft degrees
Subdue them to the useful and the good.
Most blameless is he, centred in the sphere
Of common duties, decent not to fail
In offices of tenderness, and pay
Meet adoration to my household gods,
When I am gone. He works his work, I mine.
There lies the port; the vessel puffs her sail:
There gloom the dark, broad seas. My mariners,
Souls that have toil'd, and wrought, and thought with me--
That ever with a frolic welcome took
The thunder and the sunshine, and opposed
Free hearts, free foreheads--you and I are old;
Old age hath yet his honour and his toil;
Death closes all: but something ere the end,
Some work of noble note, may yet be done,
Not unbecoming men that strove with Gods.
The lights begin to twinkle from the rocks:
The long day wanes: the slow moon climbs: the deep
Moans round with many voices. Come, my friends,
'T is not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
It may be that the gulfs will wash us down:
It may be we shall touch the Happy Isles,
And see the great Achilles, whom we knew.
Tho' much is taken, much abides; and tho'
We are not now that strength which in old days
Moved earth and heaven, that which we are, we are;
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.

it's about how ulysses is bored of ruling his kingdom and feels compelled to travel.

what's your favourate poetry?!?!?!?!
36767 Hits
Dignitas -vs- aAa (No comments)
Posted by ddk @ 10:05 CDT, 6 June 2006 - iMsg
Covlan semi-final

Bloodwork, dignitas map choice. fnatic/purri demonstrates an excellent tdm brain combined with a killer aim.

Team Dignitas Lineup: storm, ddk, r2k and fnatic/purri.
aAa's Lineup: Appleseed, Raoul, winz and forever.
953 Hits
5794 Hits
DC -vs- Ironfist (2 comments)
Posted by ddk @ 16:56 CDT, 19 August 2005 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: - (0 votes)
Gametype: Team Game
Map: N/A
Mod: N/A
Viewpoint: DC.Jay
Version info: 1.32
How to play back Q3 demos


This is a practise TDM game back from 2003 of Demonic Core playing Ironfist.

DC's lineup: Jay (1002), Blokey(Zodd), Yodaz(Gouki) and Dred.
Ironfist's lineup: Anarchy, Mist, Farside and Deus.

ps. I thought i'd post this demo because I doubt many people have already seen it. Plus it's rare you see much from the uk side of q3 lately.

Enjoy
1880 Hits
q3 osp duel (18 comments)
Posted by ddk @ 15:19 CST, 4 February 2005 - iMsg
i've decided to start playing alot more duel again now, so if anyone wants a duel, pm me in #esreality on quakenet. i'm usually some variation of 'rage' so just look for that. i live in the uk and i'm usually hanging out on the stealth server, for those who know the ip and password ;)

thanks

ps. anyone got any good links for a sony vegas studios torrent?
Edited by Rage^ at 02:00 GMT, 5th Feb 2005 - 6893 Hits
Martial Arts (89 comments)
Posted by ddk @ 18:32 CDT, 3 September 2004 - iMsg
Greetings, I'm curious to know whether there are many enthusiastic martial artists amongst ESRs' community.

As martial arts are a hobby of mine, I was going to start up a channel for anyone already doing martial arts, or anyone who want to find out more information perhaps, before they try it for their first time. So, the channel will be named #martial_arts, on Quakenet.

I invite anyone who has some interest in martial arts to join :).

Furthermore, I may as well put some background on the martial arts I've done whilst I'm writing this, kill some more time maybe.

I basically started martial art's at the age of 12, however would've liked to start MUCH earlier, like around 8 or so. I started with Ju-Jitsu which can be quite throw/grapple orientated (from what I can remember). I had to stop though, due to the club shutting down due to insufficient funds. I basically took a break from martial arts until two years ago. I started Lau Gar Kick-boxing, well this was pretty fitness intensive as you could probably guess. It mainly consisted of basic punches/kicks/sparring with gloves. I then went onto do Lau Gar Kung Fu at the same club, was basically some broken down Kung Fu which didn't really appeal to me... It seemed like I was still doing Kickboxing really. Then two friends pointed me out to Shaolin Kung Fu.

Awesome thing Shaolin Kung Fu, it's my kind of "perfect" martial art really. It's logical, in-depth, blends fitness well with technique which kickboxing wasn't doing for me, etc. I could go on about it for a while. But I love the way animal styles are incorporated more heavily into Shaolin as-opposed to some other forms of Kung Fu. Anyways, I'll go out with dropping you guys a URL which has some information about Shaolin written by my Sifu (Master).

Introducing Shaolin Kung Fu

Some History

Information about the 5 animal styles.
Edited by will at 17:34 GMT, 5th Sep 2004 - 35375 Hits
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