I wouldn't say people in general dislike warsow. Game is another variation of CPM and that's a really small market. Even if you managed to get all CPM variation players to play the same game, it would still amount to daily 200 player peak max
Pretty much what Meph1stoo said. Nobody really hates it, but simply play other things. You can make similar observations for unpopular game modes in Quake.
the essential differences (obviously) are that it has ALL of the following features:
- strafejumping
- aircontrole/bunyhoping
instant weaponswitches (until here the list also accounts for cpma)
- walljump and dash! [dash = a short (=flat) jump towards any direction. it will boost ur speed to 450 ups or something or maintain it if it is higher already (it transforms your momentum into the desired direction).]
i'll give some reasons which u probably weren't looking for, because they are rather implicit (often not directly what haters will give you as their reason but rather what made them come to their conclusion.) those reasons are interrelated.
- afps people's gamestyles, hence skillsets and preferences were shaped by q3. people aren't really very motivated to change or question their oppinions, attitudes and behaviours, and there is something psychologists call "self serving bias". easier to stick with what you're good at already, what is accepted by your contacts, and what doesn't cause u lot of efforts. easier and it doesn't challenge ur self worth and social belonging. i feel like this doesn't cover the whole above statement yet so i'll repeat and leave further explanations up to u for now at least): afps people's gamestyles, hence skillsets and preferences were shaped by q3.
- they don't like/enjoy (racey) movement per se a lot. warsows movement is the most agile one of the whole genre (allthough one could debate, because cpma has emphasis on stairjumps). from a technical point of view it wouldn't be missleading to see q3 (and even cpma) movement as restricted version of wsw one. hard to believe the in-techniques-and-possibilities-restricted version is more fun for a unbiased mind. if somebody really likes to move around cpm and warsow are totally epic and have a big plus over q3/ql.
- there is no status to gain in warsow. that is because of the historically smaller and non professional playerbase (->less competitive). and because of the relatively low credit that is commonly given to the game/s playerbase by quakers as result of things like the self serving bias. as a result, if u are a quaker or member of the quake community, there even is status and/or even self worth to win or strengthen by (publicly) puting quake above warsow. so a little disrespect and bashing doesn't harm, unless u're a warsowian :(
Agree with most of this, apart from what I gather as insinuation that wsw is better option.
I chose, what you call, a “in-techniques-and-possibilities-restricted version” because I think it offers a better ratio of skill and strategy in game. Aircontrol and insta weaposwitch from my point of view removes too much from a game.
That being, said I can watch and enjoy wsw/reflex/cpma/etc games and respect the skill shown there. But after a while I get bored with so much emphasis on “fighting skill” aspect of the game.
This all only covers why so little players switch from other afps (which is a small pool of players by itself). Reason it doesn’t gather new players to the genre is because there is nothing compelling for newbs (no marketing, no features..) and they cannot appreciate the skill cap.
didn't intend to claim it was a better game, sry if it came across like that. who am i to judge. (well it is the better ctf game - u heard it here first bitches. guess i am the fucking judge! :D )
that "enjoy the restricted version more" part was refering to moving ingame per se, not it's consequences for the "meta" or the pace of fights. i accept that ppl prefer games with less emphasis on fighting and more (or at least other) strategic gameplay of course. people are different! just wanted to point out this preference for vq3 gameplay (and appreciation of its meta/balance of actions) is often the result of having gotten a quak3r beforehand.
the game is dead, its development is dead. the community is alive for some reason but it is too small to be active. that's why i don't suggest you to waste your time on it.
the only game that can give some hope to quaker is QuakeChampions.
Warsow just went through the same that has happened to all indie Quake clones so far. People just didn't like it enough to play it for more than 10 minutes, then the devs quit once they realized it's fruitless to support a playerbase of 50 people total.
Alike all "Arena FPS games" being developed at the time, Warsow lacked substance. The game had only one novel aspect (dash double jumps) and all the rest was a copycat seen a thousand times already. Same weapons, similar gameplay, movement and pace, all the while having less content and less players than Quake games. No wonder Warsow and the rest were fun for only 10 minutes at best and no wonder why people preferred to play the original Quakes. For example Urban Terror lasted for so long because it had actual new content and originality; something unique and fresh instead of being an indie spin off.
In addition to that, Warsow had a specific issue as well which is that the project never was coherent. Since the very beginning (0.12 to 0.2 I believe) that the devs were already changing the gameplay and the maps structure. Warsow never had a goal or a plan, and without a plan progress cannot be substantial. Reflex has a clear goal so the game is getting closer to it and improving on every patch, no matter it isn't s novel goal, but Warsow went through so many revamps that nothing was ever finished. The last version of the game is arguably worse than the very first one from a decade ago.
And I'm not sure if that's true. QL development lasted from 2007 (2006?) until 2015. On its last year there were major improvements, unlike Warsow that progress got stuck in the 1.00 patch and many would say (myself included in the previous post) that 0.12 Warsow was better than the current version.
- Crazy fast movement but the pace of the duel can be fast or slow depending on the players and the map
- Movement is rewarding but punishable
- Maps feel large and player models feel small (unlike reflex which can sometimes feel like a knife fight in a phone booth)
- Weapons have low ammo on pickup which puts emphasis on ammo management
- This also means people use secondary weapons much more and secondary weapons are much stronger
- Powerups at the start of the duel dont spawn for 15 seconds which creates an interesting start of the game and means players dont just get the major item they are nearest to
- Tons of unique duel maps. Very rarely do people play quake ports on pub servers from my experience
Its a good game and I like it a lot. Its a shame it wont make it to steam.
i used to play and enjoy warsow a lot, even more than q3 at some point.
but imho they made to much changes over the years, and I don't like the weapons balance, too much gimmicks when it comes to dmg/knockback etc.
they could have just copy/pasted CPM's weapons settings and alterate it a bit just like reflex devs did it with their game.
now the weapons def is a mess, i mean, why does the rl do 80-85dmgs per hit, the rail 75dmgs etc, they balanced the weapons as if they were some starcraft units lol. I mean you don't balance the weapons by adding or removing 5 dmgs per hit, just look at quakelive, the weapons balance is perfect and very simple, i mean, rl does 100dmg per hit, rail 80dmg, gl 100dmg for a full hit, shotgun 100dmg if all the bullets are hitting, i mean, it's very simple and it works perfectly.
tbh that patch had like the best weapon balance in the history of wsw, you had to adapt to control not only armor and hp but also ammo, was really fun. Then it went to shit =o
indeed ... what really set it apart for me was the strong ammo and the movment (ceiling acceleration jumps yay!). the idea of lasso shaft and stake eb for weak ammo was also good. With every patch it got more like q3 to the point where it wasn't interesting anymore. The thing that kept going the longest was/is this bomb mode which never really interested me but i guess it kept up so long because it is unique and not just some clone.
I really hated the sounds, I'm attracted to Quakeworld and Quake 3 the most because there is a lot of umph to the game whenever you fire a rocket or you shaft someone hard, you can feel how powerful the weapons are. In Warsow, I feel like whenever I direct hit someone with a rocket I've basically just slapped them with my pillow. I can get over the looks of the game, I don't care if it's pigs shooting pigs, I don't care if it has Cel-shading or outlines, I don't care if it isn't as gritty as Quake one, or if it's generic futuristica like Toxikk, but I can't get over how a game sounds. It's one of the reasons that I adore Painkiller so much. I also refuse to replace sounds because it's a tedious process that I'll have to re-do every time I reinstall the game.
With regards to serious gamemodes like duel, I really really don't like warsow's armor system.
For those that don't know, warsow's armor system has greens, yellows and reds. Greens are 50, yellows are 75, and reds are 100 points of armor. You have the same dmg absorption rate among all of these armors, namely 2/3, like QL (unlike cpm/qw, where the type of armor you picked up last determines the dmg absorption rate). But you also have caps on how much ap an armor gives you when you pick it up (similar to non-MH health bubbles in QL). A green puts you up to 100 points max, yellow to 125, and red to 150. If you're at 100AP cause you just picked up two greens (or a ya and a green), picking up a red only gives you 50 points. Yes, the max amount of armor you can have by picking up normal armors is 150.
The really tiny differences between the amount of AP armors give you and the stupidly low caps really weaken the importance of armors, and make a red about as strong as a green. Writing this down just made me realize that actually the MH is much more important than the sodding armors, cause it will very probably almost always give you 100hp. MH works like in CPM, it gives you 100hp, caps out at 200, and respawn countdown of 20seconds starts once the person who got it last is back to 100hp (e.g. if he was 1hp when he picked it up, the next MH respawns in 20 seconds). Meaning it's almost impossible to time the sodding thing. Not a reliable ressource.
So, overall, item control has less of an impact, cause the items (or at least the armors) are relatively weak. Well if you minimize the impact something is having, you increase the impact something else is having. It's not very hard to see what that is in case of warsow. It's combat. You can pickup all the stack you want, a good fighter will be better than you. Namely, a good railer will be better than you, cause the rail is by far the strongest gun in the game (compared to other games in the subgenre). For those that don't know, rockets in warsow do 75dmg max. LG does 6.75 dmg per cell. A rail does 75dmg. Shotgun does 100dmg for a full hit, actually being a better close range weapon than the RL, if you're decent at using it. GL does 65 for a full hit.
Oh yeah, some braindamaged monkey also thought it was a good idea to give RL something like 100% selfdamage, making sure only complete idiots would use it in close range battles, you know, the area where it's supposed to shine.
And the movement feels inconsistent and finicky compared to cpm, though it's still great. But what exactly is the justification for not allowing dash as often as you want? Stupid.
Best pickup game mode and best Clan Arena though. FFA is also great. Though again, what's with the idiocy of enabling Friendly Fire and selfdamage in bomb? It's a casual gamemode ffs.
With the exception of gamefeel (where I think it's inferior to cpm), everything else around the game is pretty great and better than cpm. Client, customization, hud system, performance, how it works with my operating system, and more.
watching lo pacman armors and mh against every other player in the world, sometimes with 200 ping against japanese players like nasa, is a fond thing to remember. turning around after he tried to take up ql and beating him was even better.