Speaking of which, they are terrible at updating their quake.com site as well. Still no Slash player information under champions tab, or the basic mg/sg under weapons etc.
If you put that setting in the game, a lot of people will use it, and those people will not see the beautiful skins you paid for. :D
If not put forceenemymodel var in QC, a lot of people will not play QC
I think the majority of people who care about forcing enemy models will play this game just because it is called Quake.
I think you'll find that the group of people who care about cosmetics is much bigger than that gameplay-focused group you're talking about. That's why every game is now making money out of some sort of microtransaction-based scheme or another.
I don't like it much either, but that's the way it is.
It's not just about selling the game and getting that one-off payment like it used to be. They want to keep selling things to the players of a game for as long as they are playing, by turning the game into a storefront because they realized they have a captive audience who they can always be tempting by dangling shiny things in front of them. :D
I think ppl want more to win( and cheat for win) than make cosmetics.
Thats why in QL players try to choose thin models(easy to hide and avoid shots). Nobody will play sorlag, becouse difficult to hide(tail).
Some model colors will merge with the map background. Not profitable to play with bright colors on dark map => you cosmetics must be dark. But if your enemy has dark cosmetics and you not. You
will often loose. And you will whine.
Quake not a game even (QC), like Sims, and a group of players who will buy cosmetics much smaller than "balance whiners"
From what we have seen on the market up to this point:
OW is closest thing to Q:C regarding skins and how they could treat them, yet OW doesn't have any skins trade built in system. It doesn't seem like Q:C would to for now.
OW has a completely different visual scheme which provides them with an opportunity to utilize different skins for any character while retaining visibility.
The only other FPS using skins would be CS:GO. They have a trading system and a clear visual scheme too and they did not put in CT/T player skins. I think they didn't want to lower the visibility standard and what they set up with current player skins which are adjusted to the competitive standard they currently use.
The point is that player skins are a spectator feature, not competitive player feature and could be treated as such.
The player outline solution may counter it but with how visually busy quake is it could make people stop playing is normal skins are used.
No one is going to be spectating the vast majority of players who care about this sort of thing, especially with matchmaking forming the teams for us. So yeah, it is an in-game feature. If anything, it will be the competitive mode that has these things disabled somehow.
I'd be quite happy to have brightskins, but it doesn't look like that is the sort of thing id is going for so far.
They tried outlines in Reflex and it was awful, didn't help visibility at all, so they just went with brightskins in the end (or something close to it).
id's solution seems to be putting red triangles above players' heads... so far this game looks like a total visual clusterfuck
Huh, yes, this hasn't changed my opinion one bit. In fact I found this comforting.
I'm very curious what it is you think this quake needed to be in order to be successful. I think you should tell us all right now. Might have a laugh or two.
Why would you think I wouldn't know shit about what a quake game would need? You just say this because i'm not praising the game that you want to succeed so bad. I want it too but i'm being realistic here.
I'll buy it and play it, but will this game be popular for years to come?
I hope I'm wrong and this game will become bigger than Overwatch.
Just please don't make the same "mistake" as in Quake 4.
The sounds should be SHORT, sweet, without added starting delay, without echo. This is what had the most impact while i was modifying the quake 4 sounds. I cut some sounds to 1/4 of their original length (example the RL explosion) and removed the starting delay.
This is very important to be able to position the sound in a 4v4 or 5v5 where being able to still hear the footsteps of the opponent behind the corner (while being in a battle is very important).
Every sound should not fill the whole frequency spectrum (Quake 4 sound were like that also).
A good example is the plasma gun in Quake 3. Very short and has a very distinctive frequency range compared to the other weapons.
in game I thought the sounds were more subdued than this trailer. I understand what you mean about their full spectrum, different envelopes and decays etc. and maybe it won't matter- Just remembered thinking the game was quieter than I thought it might be
All you people whining can suck a brick. This is a new game, things are going to be different. Suck it up and play, or don't. I don't care. I'm going to have fun playing a new quake game for the first time in 10 years. Y'all can go play CPMA with 4 other people for be rest of your life.
I hope enemy model pointer will be changed. Red point on his head will confuse me so many times, I mean I will see only opponents leg from long distance. I will be confused whether to shot or no. Enemy models should be marked as in Overwatch + you need to make option what color enemy model will be.
Please remember that so far the only people who play the game in promo videos are noobs from id and rusty zero4 who probably forgot everything from quake and just enjoys his huge pay check and eats donuts all day long. Imagine if sponge and syncerror made a cpma video, you'd think cpma is some retarded +back sloth simulator with alwayswalk on.
It takes a very long time to get rusty in something like quake (decades) and a very short time to be at least decent again (at 70-80% of previous/top skill level once achieved). Zero4 was in the top4 at Quakecon half a year ago so there is no way he can be rusty, other blokes sure, but then again ... there is no such thing as getting rusty in FPS games if you have ever played them for a significant amount of time.
Yeah sounds are annoying.
I find that ambient (?) sound too distracting. I would prolly get a headache after an hour of play time :)
Sound distance seems a lot larger than in previous quake series.. you can hear shots fired from quite far away.
The sound design is very unlikely to change later and so I think it's important to mention this. The following sounds occupy the same upper-mid/high frequency range AND have a consistent timbre making them nearly impossible to distinguish between.
In a game where sound plays a crucial role this is pure fucking madness. To make matters worse, the long decay times and _constant_ high-end reverb means everything is blurred together.
These sounds will be heard A LOT (team modes are the focus right?), they need to be quick, distinct and non-fatiguing. In q3 no matter which sounds are playing simultanously, they're recognisable without thinking, this is how it should be and even the q3/cpm clones did this right!
The muffling of distant sounds (0:22) and random attenuation (on hurt/on death/teleports etc) should be configurable by cvar, since they offer absolutely nothing. Finally, no quad noise(?)
It will be super funny if the game fails because this awful sound system.
Fix IT now, guys on this thread already mentioned everything needed to be done, xgo and one anonymus with details.
And my biggest WTF was no quad dmg sound? Really?
What were you thinkin....or right, you didn't
I just replayed few times, so....the sounds - lines are TOO LONG
Enemy team has the quad...
When enemy is shooting with quad there is no additional quad sound (mentioned above already) - this is super terrible
The enviroments and enemys in some areas are too "blunt" like part of the enviroment, which means only thing you will aim is red indicator not focusing on enemy model as it should be. indicators all time on teammates is fine....
Sound again....like everyone said before, railgun-rocket dont feel like railgun and rocket since there is no ooomph to the weapon sounds.
Sounds are queued ? 4 seconds after the quad pickup and already a frag down the line I hear, air rocket, quad dmg? Really ? wtf ? maybe I'm missing something
Also this character talking, instead you listen to the enviroment and whats happening to your surrounding you are listening to yourself and not hearing enemy footsteps, jumppad sounds ect. ect.
It's simple:
Enemy Quad
Quad Dmg
Team Quad
extra buzz or something
lower some sounds, increase others, its simple as that.....in q3-ql, when someone has good headphones and listens to sounds really good, they are all positional and ppl mark you as a cheater which in fact is skill by itself. Removing the sound relateable skill with too much constant noise is reciepe for disaster.
Detailed analysis:
spawn: instantly you see the location of the quad...this is arbitrary and unnecessary - learn the map
first quad fight - only thing i heard here is some grunting, shotgun blast, quad dmg, no footsteps, no jumps, no nothing else...awful
second spawn: you are spawned and instantly your character starts talking...is this a spiderman comic book or what?
jumppad on the rail, if you replay few times, those jumppads are so freakin silent, there is no way that you could hear someone going up from a fair distance like it was in q3/ql (maybe good maybe bad...but again sound plays important role and this is too silent)
After which there are direct rocket hits - but direct rocket is not distingushable at all, again doubt it you would hear the direct hit sound in this soundfest madness if you send "random/prediction" rocket to a certain location and leaving
After that enemy quad kill you get a summary of stats which disappear and stay on screen for 4seconds...jesus...score plum is enough, you already see you killed an enemy, it is showned at the upper left corner, middle of the screen .... why so many of the same information.... in programming this is called redundancy and it should not happen
you fragged "enemy name"
2nd place on the score board and how many points
summary score
summary xp
medal
kill
medal
why THE F*** so many information during an fast paced arena shooter ? is this rpg ? if I want extra information Ill just press tab like in any other game and any previous quake's....
and this queue of medal kill medal, it can be done in far less distracting matter...either just showing the badges in queue or showing it somewhere else....or not showing it at all since it's redundant information
Rail sound again ....i'm tryin to listen but there is no buzzing of the railgun on the standby or am I deaf ?
Because on the bridge fight, you can't hear sorlag walking behind you, or ANY footsteps during the whole match (or am I deaf again?) and without rail buzz how can you hear for example someone camping on the rail, or just standing there if there is not this sound que? Terrible
Again light armor bridge fight, you can hear one rocket hit, after that you can hear/get very little of information, there is enemy grunting but it doesn't represent enemy's health status from their "hurting sounds" since there are 2 splash rocket dmg (which you can clearly SEE but you can't HEAR the splash dmg, or enemys "hurting") awful again
And last fight?
only thing i heard was rocket being fired from "your character", midAir badge sound, without hearing actually direct rocket hit, there were 3 enemies wearing slipers so they came from promode, and their weapons also muffled because there are ninja hitmans wearing slipers....
Sound is killing the game alltogether....now imagine all this chaos plus discord/teamspeak during an actual clan war.....my ears are bleeding....
You're not accounting of fov, and axis positioning. In your video it doesn't even look that bad, with a few axis corrections they'll probably be about the same.
I've been playing csgo for 2 years now and I still can't call this shit fast paced. Here's hoping it's just zero4 being a vq3fag or pov being fixed to 90 cause I was actually looking forward to this game.
The sound design is indeed muddy but what struck me the most is how little perceptible panning there is - they might as well have recorded this in mono.
So as expected, one more quake with near useless sound :|
Wow, this game is so noob friendly that zero4's team really has to struggle with sponge's team, hehehehehe.
And I really like how the red enemy indicators go full retard at 0:56.
If you look frame by frame it still appears that the rocket starts from within the player. And it also has a strange path that the rocket projectile takes.
Please PLEASE PLEASE! listen to people about sound.... Quake 4 was so bad because of the whole sound issues, I felt tortured trying to compete just because of this.
I saw the video on another site, without description, and was wondering "hey, this guy is not too shabby" :)
Was quite a blast to the past seeing this. Thinking about looking into it, but hey, 1. Quake was perfected with Q3/OSP at the version where jump height was not yet fixed to too high a value (where players began to dodge rockets by jumping instead of strafing, which turned everything to shit) and before cl_maxfps 125 and CPM made aiming so lag-free and perfect that everyone could hit something with shaft and rail, 2. you cannot bring back old times.
Glad to watch some demos / streams though if this game turns out to be good.
Speaking of hitting every rail and all shaft, given that every champion does the same damage with the same weapons, it is going to be interesting to see what kind of accuracies people get against opponents with hitboxes the size of a barn, who are also the same champions that move the slowest.
I'm guessing we're gonna at least need a tank champion to get more armor out of an armor pickup.
turnoff speech
turnoff red square when damaged
fov
drawgun 0
g_gunz gunx guny
scalegun for make it smaller
forceenemymodel
brightskins
cant see +zoom ability?
may be player camera little higher than in QL
too much health, what about duel?