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Mojo homeless and drunk in NYC (2 comments)
Posted by moto1 @ 05:01 CDT, 17 September 2014 - iMsg
1249 Hits
Why put QL on steam after destroying it? (44 comments)
Posted by moto1 @ 09:26 CDT, 13 September 2014 - iMsg
The steam release sounded cool in the beginning, but if you consider how the QL updates have been going it's kind of a joke

To me the whole concept of QL is "if you like Quake 3, play Quake Live", it has updates and support and more features than Q3. For casual players that's fine, but what would casuals think now?

In two months they added loadouts, changed how FFA is played, remove maps, completely change the voice over, no blood still, a new crappy weapon and new ammo boxes.

Why would a casual play a botched/screwed up version of Quake 3? They do all this work and prep for a Steam release, yet in two months they completely changed the direction and roots of Quake Live. Why do that before a release to a giant audience? Wouldn't you want some form of consistency like they had before? Two months ago a casual could play QL and be fine, but now with loadouts and a changed announcer, what nostalgia is there to appreciate? It's not the Quake they used to play, it's some updated-crappy-new version that isn't what they played before at all.

:(
10092 Hits
Quake Live Updates (4 comments)
Posted by moto1 @ 08:43 CDT, 12 September 2014 - iMsg
Edited by moto1 at 08:46 CDT, 12 September 2014 - 2461 Hits
Wickland Beta (57 comments)
Posted by moto1 @ 22:11 CDT, 30 August 2014 - iMsg
http://madramsoftware.com/wickland/game-guide/



Wickland is a competitive, first person, dueling game and the goal is very simple, kill your opponent. Both players start as human characters with the ability to morph into other beast characters that are scattered around the map. The beasts are unique, which means that once a beast has been taken by a player, it will not respawn until the beast has been killed. When a beast is killed however, it will respawn after 15 seconds at the same location where it was first picked up. Other types of items are also available and placed strategically around the map. Potions restore your health while armor restore your armor value, with armor absorbing 80% of all incoming damage. Potions will respawn every 35 seconds, while armor will respawn every 25 seconds. Armor and potions are very important resources to help players succeed in defeating their opponents; therefore, learning how to time and fight for items are important skills to master!

It also contains a walljumping movement system, allowing you to gain speed by walljumping, and keep that speed by continuing to jump.

A great ability that all characters have access to is the ability to wall jump. Wall jumping is simple to execute but difficult to master. Simply jump towards a wall at a slight angle, while holding down any directional key, and hit jump again as you touch the wall. Player will gain a temporary boost in speed when executing a wall jump. To maintain this speed boost, quickly jump again upon landing. This skill is vital in chasing or retreating from opponents, and if done right, a player can quickly traverse the whole map within seconds.

All the weapons are similar to Quake ones, with different melee attack speeds and damages. The change in the weapon system allows for a lot of differences
you can now have a weapon that your opponent cannot.
Suddenly armor becomes a decision, your health is the same between all beasts, but your armor is specific to each beast. Your Sorcerer can have 50 armor while your Assassin can have 100.
If you're about to get hit by something, you can switch to a weaker beast to take the damage on a less needed weapon, saving more armor for a better weapon.
You do see a big blood explosion when someones beast dies, so you know when one is killed
Since the game ends when a players health is 0, games can last two minutes or ten minutes, or longer.

It's a free download right now, it's Greenlit on steam so we can see what happens.

it's pretty fun and enjoyable, their ideas for how duel should be in their game is interesting too, they talk about how they want it to represent more of a dojo, giving more of a community feel to the game.

http://madramsoftware.com/wickland/duel-design-philosophy/

To ease new players into this competitive mindset, we are experimenting ideas where players need to feel that they are part of a team, a clan, or a club that is similar to a Kendo club, where the members involved belong under the same dojo, under the same “sensei”. When it comes to competing, the dojo will organize line-ups such that the students who fight each other are somewhat equal in skill, and overall, as a team, tries to win the competition as each member tries their best to score in their own individual 1 on 1 matches. This “common” goal, or team-oriented achievement can make the game a much more social experience that can help bring in new players to enjoy 1 on 1 game type that they may otherwise not. This is a very interesting dynamic that isn’t incorporated in competitive FPS games, and it is much more interesting for our small team to explore than to simply add game modes from existing games. There are many things we can learn from traditional 1 on 1 sports, and the worst thing to do for our game is to look at the other FPS games out there, and become a copy cat by simply cloning modes that have been done to death before.
Edited by moto1 at 22:12 CDT, 30 August 2014 - 10590 Hits
What mode should rank a DM player? (29 comments)
Posted by moto1 @ 13:45 CDT, 23 July 2014 - iMsg
bear with me here

a new deathmatch game needs a ranked mode, something players can queue into and play matches that adjust their player rating. CS:GO has it, League of Legends has it. Ranked modes give players an idea of their skill and gives them an inventive to improve and get better and play with people in their skill level.

QL never had a proper ranking system. It had tiers, which had no depth and was different for each mode. there was no universal rating system other than ELO, but it's not native to QL so only a small percentage of players are even aware of it.

Here's the issue: Every popular game right now has ONE ranked mode. CS has your typical 5v5 mode, LoL has their 5v5 mode, basically every game has ONE mode.

This is where Quake would have issues, most people here would want a CTF, TDM, and Duel ranked mode, but how does that properly measure a players skill? Realistically a lot of players suck at duel and they would rather play a team mode, so there would be players with multiple rankings. For example a TDM player would likely be playing a lot of TDM and have a high rating in that matchmaking, making the CTF and duel a useless measure of skill. In addition, his TDM ranking wouldn't gauge his skill very well, a TDM player can suck at duel and CTF. Three separate ranks too also makes each one worth less individually. You would have players that would ignore a TDM ranking just by bias alone.

What if the one ranked mode was FFA? There needs to be one mode to measure a players skill and to give people fun matches in their skill level. You can't make that mode duel, so many players don't like it and rather frag in a huge mess of players. You can't make that mode TDM or CTF because it's too mode specific, a good flag runner could get a decent CTF ELO but that shouldn't be the measure of his skill. We need ONE rating system for a player

FFA seems to be a mode that would be welcoming to a lot of players (who doesn't fucking love some FFA sometimes), and would give people a proper deathmatch mode. Players want fast reckless fun in a DM game, creating a ranked mode out of duel, ctf or tdm would alienate a huge majority of casual players who would try a ranked mode.

FFA RANKED, the only way
2301 Hits
ID Tech 5 hard-coded 60fps cap (46 comments)
Posted by moto1 @ 00:54 CDT, 11 June 2014 - iMsg
So after seeing the DOOM trailer I was thinking about the new Wolfenstein and Rage and wondered if they had any FPS cap issues like Quake 4 did. Turns out both games have a hard coded 60fps. Don't know if this is news for most people or not

regardless, DOOM will likely have a 60fps cap hard-coded into it. I have a 120hz monitor and this really disappoints me. 60fps games just suck, it sucks to play 60hz and it sucks to see 60fps on 120hz.

to me it doesn't even matter how good the game is, it's going to feel just fucking horrible and look horrible (frame rate wise). I was hoping the game could be a fun deathmatch game, I don't care about netcode and all that crap anymore. I just want to have fun, but if it's 60fps, fuck.
7212 Hits
thoughts on Dirty Bomb? (44 comments)
Posted by moto1 @ 09:21 CDT, 1 June 2014 - iMsg
anyone here play it? what's your thoughts?

personally it feels pretty meh. I tried to get into it and like it but at the end of the day it's just another game with cod-like weapons, m4 and aks with ADS. honestly it doesn't matter if you add things like wall jumping, yeah it's cool but it still feels so boring to shoot anything. feels like that's all fps has been the past X years, just aim down sight stuff.

the class stuff is cool, makes it work like LoL more so they can sell characters and release new ones all the time.
6151 Hits
DOOM 4 MP contracted out? (61 comments)
Posted by moto1 @ 22:28 CDT, 18 May 2014 - iMsg
saw this little tidbit. not saying this is 100% true, but it's interesting.

The non-stop attrition: When all of the teams merged together to create the "new" Doom team 2 years ago, there was around 140+ developers to make the game. Now, there is only around 50. The non-stop attrition has gotten so bad, that they had to contract outside the company for the multiplayer portion of the game, and we have contractors doing a bulk of our art work.

http://www.glassdoor.com/Reviews/Employee-Rev...012058.htm

HMMM, SOUND FAMILIAR? (quake 4)
9105 Hits
North American Quakers what do you play? (74 comments)
Posted by moto1 @ 22:48 CDT, 31 March 2014 - iMsg
it's no secret quake and similar games are dead here. barely any qw servers, only a few baseq3 servers, ONE cpma server, one ffa q4 server. pickups are DEAD. ql is mostly ca, duel is dead, tdm is dead, ctf is the same people and borderline dead

yes there's some activity, but it's depressing compared to europe.

what are you guys playing? what fills your time now? what's fun for you?
18471 Hits
who's down for Quake 4 NA CTF? (32 comments)
Posted by moto1 @ 01:24 CDT, 16 March 2014 - iMsg
I remember playing lots of Q4 CTF pickups for north america and that shit was hella fun. the scene was decently active for pickups and I want to bring that back

so who's down for some Quake 4 NA ctf? would you be interested if a irc channel was started with a bot? looking to see who would be interested before I spend the money on a good server.

is 90fps the cap for ctf or can 125fps be possible? iirc 125fps was for duel only
9787 Hits
What keeps you watching a QL stream? (60 comments)
Posted by moto1 @ 21:29 CST, 12 February 2014 - iMsg
skill? viewer interaction? what makes you keep watching a Quake stream? what do you like to see on a Quake stream?

(this is not for tournament streams, but for player streams)
Edited by moto1 at 05:07 CST, 13 February 2014 - 11345 Hits
Who's going to QCON? (60 comments)
Posted by moto1 @ 21:39 CST, 4 February 2014 - iMsg
so who's going?

the list:
booboy


maybe:
Vig1lante
wormed
jigglywiggly
naper
apparition
Edited by moto1 at 13:31 CST, 10 February 2014 - 17947 Hits
Cooller interview - translation? (14 comments)
Posted by moto1 @ 03:34 CST, 4 February 2014 - iMsg
Was this ever translated?

http://www.youtube.com/watch?v=myN79TC2GRc
3126 Hits
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