I'm spending a few months in Moscow and would like to play some quake while I'm here. Anybody got recommendations for somewhere I can go to get in the zone and play for hours at a time? The internet at the place I'm living is not usable, unfortunately.
Basic need is somewhere with good, reliable internet and space (a desk or similar) for my laptop and mousepad, but anything on top is a plus. It's a big city -- there must be something good I'm missing out on.
1. Unnecessary loud echo and ambience, overwhelm every other sounds
2. Weapon sounds have no punch, make them sound very weak
3. Lot of low pitch and high pitch sound effects, sometimes they're too high or too low, never "just enough"
Overall, the sound system feels overwhelmed (and weird), each of them try to fight the others, turn out to be a bunch of noises
You can compare with the UT4's to know what i mean, cleaner and more powerfull
Edited by Teen Queen at 17:32 BST, 25 April 2017 - 382 Hits
Russian YouTube channel C-c-combo Breaker! has released a full ~13-minute Duel between id Software's John "ZeRo4" Hill and Adam "SyncError" Pyle featuring the previously mentioned three-champion per player, round-based format.
Edited by Nukm at 13:29 BST, 26 April 2017 - 3484 Hits
if ID software had a allowence form bethesda for crossover char's (i don't want to violate my NDA by saing they do), who do u want to see?
the guy from skyrim would be cool. he could shot arrows at people's knees to make them slow down lol and then you could hear slasher or anarchy say smth like "i used to be a champion liek u until i got a arrow on my knee"
or maybe u could have fall out boy, and he shots a nuke or an get into the fall out boy armor to fight??
also in quake 3 areans u can play at james carmike and tom willit...maybe in quake chamipons u can play as stinkhair or johnathon "zero4" window.
Edited by qmau at 20:20 BST, 24 April 2017 - 738 Hits
i originally posted in the admin forums that i'd like to buy a full copy of quake champions for a user who submits the highest ranked (by popularity) QC related original content (ie news, column, article, journal, or qualifying parent forum post [such as creative image, song, etc.]). admins are sadly unresponsive, and so i take this question to you, the peons. the people.
i don't know if it will be possible to preorder or gift QC yet, and i don't know what the full price of the game will be, but i would love to give some productive esr user a copy (or cash to match the cost of the game [up to $75 or so, i'm incredibly poor and this will affect my family budget]). from what i can tell, it will be possible to order a copy of the game with all heroes available.
anybody interested? anybody have some other idea that would be more fun for esr?
some other ideas that might be fun for this competition:
1. original qc hero designs
2. insult thread (most +'d insult wins)
3. candidate thread (users suggest who to win, and other users vote. candidate with most +'s wins)
Edited by qmau at 19:14 BST, 24 April 2017 - 269 Hits
I've decided to actually make use of my YouTube channel to upload the grand finals from every 125fps cup that I cover. The season finals are next week (30th) starting 16BST/11EST/18MSK on http://twitch.tv/justnvc If you enjoy the weekly coverage and would like to support the channel you can subscribe to my Twitch channel for emotes and stuff. I otherwise stream every day from 18GMT.
I've been quite preoccupied with this issue for a while now, especially in light of QC's beta and upcoming release. I believe this is a matter closely related to my continuing to take an interest and occasionally play Quake titles (QL, CPM). To be honest I don’t really understand fully what makes the Quake titles great, and so I can only begin to describe it. One fundamental thing that has attracted me to Quake titles all along is their enshrinement before all else of the player's skill and understanding. Everything else about the game pales in comparison - the textures, sound effects, characters, memories of 90s LAN parties (which I never attended) all fade into a dull nostalgic tableau which is essentially meaningless to me. Quake is all about what the player(s) can do in an environment that demands their full physical and mental involvement. Through demonstration of skill and understanding, players express themselves and make stylistic impressions upon both spectators and other players alike – that’s when it becomes artful. Two major elements of QC bother me a great deal because they de-emphasise that focus on player skill and understanding.
Firstly, QC over-emphasises elements peripheral to the core gameplay. By that I mean things like the game’s ‘characters’, its aesthetic tone, sound effects, game announcer et al. I also refer to the in-game currency and the ability to use real money to buy in-game peripherals such as skins. None of this stuff is actually part of the game itself, but I don’t think it can be regarded as entirely separate.
There seems to be a consensus among gamers that because Valve ‘saved’ CSGO by selling practically useless ingame items, this is now required by prospective multiplayer titles in order to help attract players. I understand that commercial aspects such as this are a necessary factor to a title’s success, but I’m sceptical as to whether or not in-game purchasing and trading of items, and the development of an entire betting scene is actually entirely necessary. I actually think that in-game items can help a bit but they won’t fundamentally affect the popularity of a game or make it sustainable in the long run. Hats and other items in TF2 might have kept the playerbase around for a couple of extra years but I do not think that it saved the game by any means. They certainly haven’t saved TF2 from the derision felt by many of its players after the addition of hats. There’s a lot to talk about here and I don’t really have time to go into it.
Secondly and of greatest importance, the introduction of player classes. Before I go on I will point out my definition of classes – this means that players in a given mode choose from categories containing which grant different player attributes (speed, health, armour, guns, special abilities etc). I think everybody who has played any Quake title even half-seriously is sceptical of the merits of this introduction of classes. Yet even from people who are sceptical of or even basically disagree with their inclusion I have seen the following arguments in favour of their inclusion:
1. Quake Live is old, let’s have something new for the sake of it (this line of argument tends not to detail what should be added/removed)
2. The modern gamer is basically childish and stupid, and will be attracted by animated and voice-acted characters that they somehow identify with. This line of argument tends to assume that the addition of characters should be embedded in the core gameplay as player classes.
3. Player classes are the new norm (usually in passing reference to Overwatch and MOBAs, but rarely to TF2 and its predecessors).
4. Player classes make the game more accessible.
5. Player special abilities make the game more accessible.
I don’t think I need to spend too much time pointing out the flaws in the above lines of argument, but I will
contest them briefly.
1. You cannot argue with substance that an old style of gameplay is inherently bad. At the same time, an old game can be encased within a new shell – you can update the graphics, sounds and add the support expected of a modern competitive platform, thus refreshing the old game for a new era and audience. Furthermore if so many new players have never played Quake, how exactly is the game ‘old’ to them?
2. I agree that the casual crowd is not that smart, but my view is that one should never assume an audience’s ignorance or stupidity. Basically I don’t care about Slash or Anarki or whatever but I am concerned with the assumption that the focus on characters must naturally translate into the inclusion of character classes in the actual game. Why can’t the company just hire a team of writers and artists, make a great cast of characters, while not fundamentally changing the core gameplay? Why does the company assume that these two things go hand in hand? If Tim Willits announced that the company had statistical information that showed players are more likely to play the game if they see fun, attractive characters, I would be partly appeased, but I don’t even see a rational basis for this choice other than the fact that other titles have succeeded while doing this.
3. Player classes are not new – see QWTF. See DOTA. This isn’t some dramatic new craze and it doesn’t have to be inherent to team modes, or 1v1 for that matter.
4. Basically I am open to the idea of player classes if we are presented with a mode in which they are found to be balanced. However it’s worth mentioning – especially when it comes to 1v1 – that a huge part of the value of Quake has always been the idea of parity and equal opportunity between players. Randomised spawns aside, this equality is a crucial part of Quake’s emphasis on player skill and understanding. This is largely due to the absence of class differences allowing the player to leave a greater stylistic mark on the game – the game isn’t about what class the player chose, but about what the player did differently to their opponent given the same opportunity as them.
5. Similar to the above, we are yet to see an iteration of player abilities that isn’t imbalanced. I’m open to the idea player abilities, if such abilities could be obtained more rarely, and ideally through control of the map or certain positions rather than just spawning with them.
While mindful of my seeming to some readers stubborn and jaded, I have to reiterate the fact that this company is basically dumbing down the Quake formula in a bid to popularise the newer title. This doesn’t stop others from developing and playing other Quake-style shooters, but it is a shame because the Quake IP still retains some prestige over others. But why is it necessary, and what for? Is Quake valuable simply as a label and an icon, or is Quake valuable because of what it represents, that is what I mentioned before – the pure emphasis on player skill and understanding? If this company chooses to sell Quake as a label, regardless of the actual game inside the box, will it really attract an ideal playerbase necessary for the sustainability of a competitive platform? And even if the game is truly popular, will the game ever have the glory of a game such as chess (to which Quake has been cutely compared). Machiavelli said that princes who commit criminal acts can achieve power, but never glory. But surely that’s too harsh a comparison for Id Software and its holding companies. Underlying this discussion is also the idea that a good game is more important than a popular game. I actually don’t care about esports if I’m able to play a great game regularly, nor do I care about it if the game being played is basically rubbish.
Hello. A month ago I bought a Logitech G900 in a trust worthy gaming shop I always buy gaming stuff in. But I didn't like it somehow mainy because of the weird sensor, don't really know if it's defected or anything but when I went down to checking serial numbers on the box and the mouse they didn't match (last 3-4 characters). So, today I went to this shop explaining the problem on what they said that it's all good as it's a common case when it comes to Logitech peripherie (a manager presented me another unboxed G900 and serial number there didn't match as well). He also said that if I wish I can send it on warranty diagnostic but before this I wanted to talk to community.
So do any of the Logitech owners here have this serial number issue too? And how does a G900 fare for you guys? Do you find its sensor weird too by any chance?
Bracket http://125fps.challonge.com/sundaycup77 When: 23 Apr 2017, 17:00 BST MapPool: Sinister, Furious Heights, Aerowalk, Cure, LostWorld, Bloodrun and Silence Mapchoice - drop first. Cointoss loser starts drop. PrizePool: 1000RUB+500RUB and season points for top-8; <TBA> for season final Rules:Full Double Elimination, Winner Bracket: BO1 till the semifinal, BO3 WB semi, WB final and Grandfinal (two BO3 if it will be needed); Low Bracket: BO1 all matches (including LB final).
This is it guys. Quake will come back to life after the release of QC. I can't wait for this literally. I been waiting for years for a game this solid. not even Overwatch had it. Russians are geniuses. The game feels 100% made in Russia.
This game should be called Quake Reborn as the birth of quake champions.
I've never felt like I'm actually on drugs before. This is the only game that has successfully achieved that.
Following on from the humble events TimConLan 1 and TimConLan 2 which featured a grand total of 5 players each, TimCon 3: A LAN, hosted by Horizon E-Sports Café in Liverpool, drew to a close last weekend. 20+ people attended from around the UK and Europe (Big shoutouts to aesick and Mek for driving 1790 miles to be there).
Day 1 was Warsow, a game not too familiar with a lot of the attendees, but a favorite for a few. Lots of QL players joined in to play too and unsurprisingly, STINKLIKESOCK, an old Warsow player, took home the gold after handily beating xijjik in the grand final.
Day 2 was Reflex day, a game much more familiar to a lot of people there. tfC was the favorite in this one. A young player who started his Arena FPS career with Reflex and who had barely touched Warsow or QL. Again the QL players got themselves set up in Reflex, took their time learning the movement, the maps and the jumps while the Reflex familiars got to playing right away.
Amazingly NerVzzz, a QL player, managed to pick up the game on the day and get himself to the semis. The grand final was between STINKLIKESOCK once more and tfC, the favorite to win. tfC did indeed win with a convincing 3-1 but STINK didn't make it easy for him.
Finally Day 3 was QuakeLive. The game the majority of the players had the most familiarity with. The TimConLan 1 and 2 players were put to shame, all going out in the group stages. To nobodys shock, both STINK and NerVzzz went right through the groups without dropping a game and indeed didn't drop one until they met each other in the finals.
At this point it was tense. We all gathered in the downstairs lounge area to watch it on the big screen and left the players on the top floor to play their game in peace. STINK was wandering around pre-game, agitated to begin. NerVzzz was employing his pre-game warm up techniques which baffled the rest of us as well as Horizon's staff.
Once NerVzzz had finished hanging from a door frame by his fingertips in what I can only assume was a trance, he went upstairs... to do his last 10 minutes of prep. Finally it was time, and it seemed NerVzzz game delaying mind games had not gotten to STINKLIKESOCK.
Ironically, NerVzzz seemed... nervous. He didn't show the same calm control and influence over his opponents as he did in the previous games. Stink was unfazed by anything and no matter how many times he slammed his desk in frustration, it never seemed to affect his play.
STINK won the finals 3-0. The players shook hands and were awarded their Golden and Silver WMO trophies respectively (that NerVzzz had made himself for the event).
The final evening was closed out with some 15 man FFA games. The Horizon staff played a 1v1 show match on Aerowalk, the loser having to buy a goody-bag of food for the QL champion (shoutout to Jamie for his perfectly executed rocket jumps to RA. Commiserations to Steve who now hates Quake and everything it stands for after his crushing defeat).
To Jamie, Steve and the rest of Horizon staff for putting up with our Quake player needs, bringing us food and drink, and most importantly, buying a billion cushions for us from Ikea so we could sit at exactly our desired heights at the desks
To aesick and Mek for their grand journey across the lands to be with us
And to STINKLIKESOCK for somehow being in every grand final, and winning 2 of them, despite appearing to be the most tilted player of us all.
1. Best of Losers - sansiq
2. Farthest Distance traveled - aesick and mek
3. Biggest Come Back - GMT
4. Biggest Let Down - xijiik
5. Best Dancer - 7ep3s
6. Most Hungover - crazyal
7. Wooden Spoon Award - Horizon Steve
8. Biggest LAN Dodger - KoalaPunch
Thanks to Tim for writing these kind and special words. You look great. - CrazyAl
In this topic i would like to address the elephant in the room. This topic may strike as controversial, but this is not a popularity contest. Its about gaming, today.
We all know it. We don't like it. We deal with it.
Hand-holding, "get-out-of-jail" cards, "classes", "counters", abilities, heavy RNG, you name it.
Unfortunately these phenomena is a necessary evil to keep the modern gamer on a leash, ergo making the end product economically viable. The modern gamer seeks three things mainly:
I) Participation awards. This includes but is not limited to: achievements, skins, badges.
II) Rapid gratification/Fun factor. Quick emotional fulfilment which may or may not be due to abuse of game mechanics, overtuned heroes/certain abilities or overpowered arsenal. Any shortcut to short-term success manifested in gained rank/achievements/badges etc is prioritized before any intellectual or raw skillset gain.
III) Instant accessibility. Low level entry, skillwise and intellectual. Game customization and tweaking has to be toned down to minimize any conceivable advantage, e.g removal of picmip, bright models and so on. High quality eye-candy is required. Maps, movement, pickup trivialization is paramount.
The modern gamer dictates the market, where the competitive player is reduced to a cuck. Now, these privileged-by-wallet modern gamers have enforced their conditions upon shackled game Devs, and here we are.
So, gentlemen, where exactly does QC
--currently-- fit in this post-modern scrubfest?
High skillfloor, very high skillcap -- just like you know, quake, csgo? - Yeah...no. The game would flop. Players would leave faster than you'll get laid in Tijuana.
Overwatch 2.0? - Eeeeh probably not that shallow but not that far off really. Somewhere in between for sure.
But the question is -- is a higher skilled overwatch 2.0 enough? Can we, the vets and the competitive minded players alike, come to terms that we are going to have to deal with huge simplifications, to part with our soul and become dumbed down to nurture this generation of lazy, self-entitled scrubs who vote with their wallet? Having played the beta, all i know its either that or Quake dies.
an enthusiastic devotee, follower, or admirer of a sport, pastime, celebrity, etc.
There have been times that I have been a fan. I was in it to win it with the Angels for the 2002 MLB World Series. At that point, I'd been a fan of the team since my baseball card collecting days, right around the age of 8, when Jim Abbott, the one-handed pitcher for the then-California Angels, was an even bigger inspiration to me than other then-current sports stars such as Michael Jordan, Bo Jackson, and others. His style was 100% unique, he was legitimately skilled, and he represented a great capacity for success, even when given unfavorable circumstances. Here's a video of a no-hitter he pitched while playing for the New York yankees.
I distinctly remembering an Angels playoff game, right around the age of 8 years old, where it seemed to me that everything was on the line; not just for the Angels, but also for me. I was bundled under the gaudy comforter of my mom's humongous bed, eyes firmly affixed to the 12 mile thick glass of the blindingly bright high definition visual broadcast of my mother's thirty-something inches Zenith television. I was watching the game in style. The Angels lost, which was something they did a lot of in the 90s, and I can recall, vividly (and fictitiously melodramatically), a single warm tear descending the uncragged surface of my baby-face. The breeze from the fan overhead chilled its trail to a freezing temperature that surely matched that of my heart.
I look back on that moment as the epitome of the absurdity of fanhood. A child, alone, driven to forced tears by the loss of a sports team, as if, somehow, such an expression of sadness could legitimize the outward projection of belonging to the concept of some arbitrarily defined social entity, fans of the California Angels. I was proving to some unseen observer that I was invested, that I cared, and that I was capable of tears and sadness if I didn't get what I wanted.
Since that moment, the most intense moment of fanatical expression I can recall in my life, I have experienced different elevations of my fanhood. I have subscribed to information, created links to products on web sites I maintain, searched for and downloaded the entire careers of MMA fighters (and then encouraged others to pay attention to my opinion about them), posted forum threads on ESR about input device manufacturers that please and displease me, and so on.
With fanhood in general, I found that some internal emotional attachment to a perceived external entity lead to the experience of undesirable feelings that weren't worth the experience of desired feelings. I am not quite spiritually prepared for a life of delusionally convincing myself that the undesirable experiences weren't legitimate, or of forcing myself to cover those undesirable experiences by focusing my attention as a fan on more positive experiences, the schadenfreudian satisfaction of other fans' suffering due to their objects of affection being the source of their negative experiences, some invented alternate reality that I refuse to allow others to contest with reason or rationality, or some other form of masking. I make a conscious effort to check my fanhood regularly, and to develop methods by which I can terminate such fanhood when the risk of disappointment begins to arise.
I have a casual experience of id Software games, starting with Wolfenstein 3D, which a friend showed me on his dad's computer around 20 years ago. It was fun in the same way as playing tag with other kids is fun, but I didn't find myself hooked or trapped. I had many other hobbies at the time, and at that point had neither a computer nor console gaming system at home to play. My next experience with an id Software game, at least that I can remember, came a year or two later, when I played Doom on the SNES. I was staying the night at a friend's house, and we had a good time, but the game was kind of boring and ugly. I wasn't a fan of Wolfenstein. I wasn't a fan of Doom. I still am not.
Three years later I moved to Lake Tahoe, California, and had the privilege of having access to what was then a decently modern computer lab. This was the height of Super Nintendo emulator development, and a very liberal network administrator (a guy named Chris, who was a great guy in general, and probably helped fuel many grades of cyber-curiosity), so at lunch you could find a group of kids playing various unreleased Japanese RPGs and MegaMan iterations, as well as around 5-10 playing Quake.
Quake was like Wolfenstein and Doom in the sense that you control a perspective that runs around some geometric configurations of simulated space to zap objects with his rocket gun and gather resources. Unlike Wolfenstein and Doom for the SNES, Quake had finer and more intuitive controls (+mlook), and other people to play against, which made the game competitively attractive. We had a T1 connection at the school, and so pinged decently to various Californian servers. The guy who taught me the basics of Quake suggested we play online, and asked me to join a server, kitty1.stanford.edu. At the time I had no clue what I was being granted access to, and unfortunately don't remember much of the experience, but this was a server that saw Deathrow players dueling in their primes.
I still wasn't a fan. I played casually at lunch at school, but didn't bother installing the game at home, where I preferred, for some reason, to play Quake 2, which had dial-up servers widely and easily available via Microsoft Zone. At this point, I still couldn't consider myself a gamer. I spent more time walking to the ski resort my mom worked at so I could hike up the mountain just to snowboard back down again. It wasn't until months later that I became a fan of my first gaming company and game, Blizzard and Starcraft.
I played a lot. I researched build orders for each race. I looked up news about the game. The only other games that I've done as much research and practice for are Counter-Strike and Counter-Strike: Global offensive, and that amount can be said to have been maybe slightly above average among other players in the times I was doing it.
The experience for me with previous Quake games is similar for Quake 3, and Quake 4 I didn't even play until 2015, and then on Xbox 360 (for less than two hours). I played a good summer of RA3, and didn't have a conception of item timing. I hadn't heard of the term, and didn't know about it until I began playing QuakeLive and was informed by the nefarious tyryl AKA kdawg AKA Randy Brown AKA Daryl. At that point, I was around 27-30 years old, and the concept of duel suddenly clicked. I started paying attention to duel tournaments. I learned half-beat strafe jumping. I practiced offline at high timescale against nightmare Tank Jr.s. I went to Quakecon 2010 with an ESR press pass. I talked to everybody who would listen. Prozac tried to troll me in his underwear. Some guy brought a 40" TV to the BYOC. I interviewed Syncerror and Steve Nix. I listened to the Brink developers describe how groundbreaking their game would be, and why it would be a huge success. I felt like a combination of both Hillary Clinton and Bill Clinton during a balloon drop.
Then I started to notice funny little quirks about QuakeLive that I didn't remember from my Quake, Quake 2, and Quake 3 experiences. Huge bursts of sudden LG damage killing me in less than a second, being hit by rails while behind walls, etc. I started to research netcode, and found a really great introductory primer. It may have been a mistake to read this. Before understanding netcode this way, I had the spiritual inclination that I could overcome these problems if I just tried harder, if I just fixed my mind, my approach, my abilities, whatever. My frustration grew as I improved at the game, but my experience of these sudden bursts of damage, etc., didn't diminish. With a new understanding of netcode these issues and many others became more and more apparent as I played, and many critical problems were moved beyond the reach of my control to solve. I would have to fundamentally change my approach to thinking about and playing the game online to achieve greater success. I didn't want to do that, and so I gave up QuakeLive...10 times. At least.
So, I'm not really a fan, but I could see myself being a fan if I didn't feel the way I do about fanhood in general. I understand the hate, the trepidation, the disappointment. I understand being a kid, coercing my genetically inferior brown eyes to shit out a lonely, sad, single tear in response to a baseball game lost by a favored team. I have felt emotions before. I am just like you. I am a human being, too.
I have one real question to the people who consider themselves fans, and for the people who consider themselves to have been fans, and even the people who feel like antagonists attacking id Software for some perceived violations of some a particular moral or ethical imperative you hold dear.
Why are you what you are regarding id Software?
Why do you spew hate, or mock employees? Why do you recall successes of the distant past and pine for their revival in each potential release? Why are you blissfully unaware of the issues others suggest? Why do you believe that it's important for people to be nice to id Software? Are you afraid that id Software might intentionally passive-aggressively release a spitefully poor game? Why do you tell yourself that id Software developers are either good or bad, and then use that opinion to argue that it's wrong or right to criticize id Software?
Why do you feel the way you do about id Software and the upcoming release of Quake Champions?
Edited by qmau at 21:24 BST, 22 April 2017 - 358 Hits
as we all know this game has a serious problem with enemy visibility, and because modern game require cosmetics to make money off kids forcemodel is not an option.
so i propose a very simple solution to this problem where you put a bright neon outline of the hitboxes over the enemy model. then you put an option in the settings to control the color of the outline.
the whole reason the forcemodels that were used in q3 were picked was because they most closely lined up with the hitboxes. if you simply make this information visible, then there's no need for forcemodel. a few people have suggested an outline over the player model, but that doesn't give the information that forcemodel gives you
with a simple outline over the hitbox, we reach a compromise get the gameplay information that we need without obscuring the cosmetics that are required for the game to make money.
i'm sure we can all agree this is a significant issue with the game that needs to be addressed as soon as possible
Posted by Badb0y @ 15:00 BST, 22 April 2017 - iMsg
Shacknews has written a long feature article about the Doom Series, mainly about Doom 4 development and Doom Classic in general.
This is a impressive, deeper summary i must say. I see much workhours that went into such a feature, therefore i appreciate it a lot.
These are the topics:
- Marty Stratton's background
- Doom 4 development and Marty Stratton and Hugo Martin citates, also as video clips
- Interview with Speedrunnner Zero-Master
- Doom 1 / Doom 2 Level descriptions (kind of poetic) and John Romero comments to that
- Interview with Brutal Doom mod-maker Sergeant Mark IV
- Final Doom, two fanbased campaignes
- Three Doom Classic mappers (Viggles, Scwiba, Skillsaw) and their newer maps
- Interview with Doomworld admin Andrew "Linguica" Stine
- Hugo Martin about storytelling
- Marty Stratton interview about Doom 4 and the release
- Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
- Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations
- Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
- Removed ribbon trails off plasma eject cases
- Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)
- Modified Jaguar head to reduce clipping
- Added Plague head
- Added Bunny Head
- Added Turtle Head
- Furnace (dp5) has had an art pass
- Fixed name for Stage 1 Combat
- Changed name for Stage 2 Combat to follow the same convention
- Aerowalk update: now in sync with workshop version for match making (previous clip fixes)
- Added Announcer - He says things about the match and things you do
- Greatly improved performance of client-side particle collision
- Added map editor sun enabled property
- Added cl_weaponcycle to UI
- Teleporter meshes now appear in the content browser
- Fixed post-fix string issue on date formatting
- Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
- Increased max length of addon description
- Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
- Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
- Players no-longer suicide if they change to the team they're already on (important for master server drop-in on team games)
- Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore
- Sounds in these effects are limited to max length of 3 seconds:
- Shotgun low ammo warning is now at 5
- Added Gamma Slider and r_gamma
- Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
- Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
- If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
- If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
cl_predict_items now defaults to 0
- Full MM ladder now shown
- Added drop in/out for casual modes
- Match history now can be filtered by player
- Doubles earns 15 CP, CTF earns 20 CP
- Losers now receive 20% CP reward
added matchhistoryraw/ for importing to your own databases
- Competitive MM unavailable below level 15
- Added 'Proving Grounds' playlist - Thread Here
- Replay editor now hides with cl_show_hud
- TeamHud: fixed an error due to clients disconnecting
- Fixed issue where widget selection wasn't being applied properly
- Added AccelMeter widget
Willits on bringing in new players :I think that if you've been playing army-realistic-style FPSes for a while, Quake will feel quite refreshing. For those, it will feel quite new, even if you're playing against a 40 yo player that's been into fast arena shooters for 20 years.
Zero4 :Right now the keyboard-mouse setup is very popular and has become second-nature but at the age of Q3 it was something new that we all had to learn. I think that the generation that learned to play with this setup will be able to share that experience with newer generations and I think that's great.
Implied by journalist : id software is heavily pushing into esports (third party) to promote its game like hell
ZeRo4 on spectator features :This is one of our main goals. One of the things that we've learned over the years is that to create an established esports game you need to make it very spectator-friendly. We are working HARD on the spectator features to be able to capture all the highlights that are happening in the game.
Reporter :Aren't you afraid knowing this is a fast FPS we're talking about ?
ZeRo4 :That's clearly one of our bigger challenges. We're hoping that our spectator features will be able to give out this speedy, brutal kind of game that we're releasing to the general audience.
Implied by journalist : 4v4 or 5v5 we will have to wait and see what's best (= idsoftware still doesnt know that but either 4 or 5)
Willits :For now, as modes go, we've been trying to see deathmatch, team deathmatch and we have tried different other popular modes
Guys, seems like 80% of the ESR userbase just wants QC to be Q3 with new engine/graphics.
This is stupid. Why ?
Because we already had it, it's called quakelive. Yes, same engine than Q3, but improved slightly especially on the textures and on some visuals effects. QL is basically Q3 in HD with 16:9 support and HD screen's res support, with relatively high definition textures.
See how it went ? Basically every big e-sport events dropped QL, only left is QuakeCon. Majority of people just got bored of the same Q3 gameplay @ picmip 16. Reflex already tried CPMA/CPM on new engine, but didn't take off, and people went back to Q3.
Most hardcore die-hard fans of Quake are close-minded and way too elitists to see that actually id made a good move with QUAKE Champions.
With every new version of Quake we saw changes. Especially from Q1 to Q2. And Q1 was a major change from DOOM 2, and already at that time, die-hard DOOM's fans complained about how Q1 is not DOOM and why it sucked compared to it.
When Q2 came out, Q1 die-hard fans complained about railgun, slow movements, not-like-q1-at-100%-gameplay etc...
When Q3 test came out Q2 players complained about the fact that Q3 was just basically a worst version of Q2.
When Q4 came out, people complained about crouch-sliding being a worst version of air-control, Q4 gameplay to be an exact copy of Q3, but only a worst one.
Now QC brings to us the Champions and some new rules, die-hard QL fans are complaining about that.
Yes, new gameplay elements are always scary at first, but once you get used to them you start to feel again in your "comfort-zone", and start to realize that it's not necessarily a bad thing, just different. And what means different means NEW & FRESH, means "noobs" A.K.A. new players more tempted to try out the game, means better critics from the gaming journalists, means more FUN overall for the not "die-hard-quake-fans-playing-it-for-15-years".
And one last thing, QC will obviously not follow the same business-model than QL (which is a good thing like I said already), BUT, look, let's be honest, it still has :
1°) Quake-Like graphics
2°) RG LG RL SSG/SG MG/HMG
3°) Strafe-jumping, bunny-hopping, crouch-sliding
4°) Items to pick up
5°) Maps that feel just QUAKE
6°) Well known Quake characters models (ranger, visor, anarki etc) and some new ones that just look fantastic (Nyx is sexy af :D)
7°) IT'S STILL QUAKE AT ITS CORE-GAMEPLAY <----- MOST IMPORTANT thing ever, the rest doesn't matter THAT much.
We'll just have to adapt to some new gameplay elements and to some new gametypes, but the best Quake players will still be the best because true-hardcore-quake-gameplay is still there and not broken, we'll just adapt to the new other things eventually and feel in our "comfort-zone" again.
If you're intelligent enough, you'll adapt... or die if you're dumb :P
Of course there are many fantastic films, but the life reality tells us that statistically more ppl love non-fantastic films.
There are another unnatural games like chess. It's not like CS and not like Quake. Chess is something 3rd kind of game. Other breed of games life.
Chess has been popular in newspapers and tv many years ago. Governments want to teach their ppl to think. If ppl became smarter, then, they can build more hi-end weapons, like nuclear rockets and etc..
In this article, i tell that Chess is more difficult than Quake. How to proof that? If Cooller became PRO (2600+ ELO) in 2-3 years or something like this and if Magnus Carlsen became pro (2600+ ELO) in 7 years, then 7>3 and chess is more difficult.
So, i assume that chess is more difficult and unnatural like quake. May be chess is more unnatural: fucking squares, they white and black, fucking pieces.. what is that? Two big men 50 years old, moving small pieces on the board? Who can love it?
So, if we exclude media influence about chess on ppl. How this site chess.com can accumulate 22 000 -66 000 duelists? In Quake we has only about 100-200 every day.
Lets go on site chess.com
First that i can see:
1. ELO ratings
2. Lessons (rules, theory, video, replays)
3. Training apparatus for improvement of skills (solving problems with timelimit aka tactics, vision trainer)
4. You can buy your personal teacher.
5. You can analyze your game with computer engines (Stockfish (3400+ ELO), Hoodiny (3200+), Komodo (3400+) )
6. I can see a link chesskids.com. Game is difficult, but kids can play !!!!
7. Winrate stat! This is TRUE stat! Not bullshit!(60% my RG? and 60% Rapha? is it means we has equal aim? haha!!! NO!!!! hahahah he has 60% on more difficult opponent than my!!!)
Look at their menu! I recommend you to register on chess.com to feel the power of their system!
Ok, now we must ask ourselves: what we have in QC from chess.com system?(menu?, lessons? ELO?). 66 000 ppl playing most difficult game in the world without game simplifications!!!!
I think they simply dont let low skill player to play with pro and gives a lot of help to newcomers! SYSTEM GIVES A LOT OF DIFFERENT HELP, BUT NOT PRO PLAYERS (but pro too =) )
So in QL we had some amount of lessons (rocketjumps, tricks) and this is right direction for making newcomers feel better. But i think it was bad lessons! And it was bad form of learning! Small amount of lessons! Bad teacher!!!!! BAd!!!! And we must suggest to ID a better kind of lessons and "training apparatus for improvement of skills" they must BUILT IN in QC.
-timer trainer 12+25=37, 45+30=15
-video with zero4(he teach how to jump)
and etc etc etc
Suggest your lessons, training programs, techniques. And ID will built in all of this in QC, if they not idiots.
May be later we can send to bethesda forum all our work.
The current iteration of Quake Champions duel mode has been revealed by Russian YouTube channel C-c-combo Breaker!, which features a match between QC Lead Designer Adam "SyncError" Pyle, and new QC Esports Manager John "ZeRo4" Hill.
(Duel starts at 6:20)
As broken down by PlusForward, QC Duel works as follows:
- Matches are best of 3 rounds. 2 rounds wins the match.
- At the start of the match each player picks three champions. The same champion cannot be picked more than once, and each player can have the same champions.
- After each death you respawn with your remaining champions, pickups are reset at the end of each round.
- Rounds last until one player has lost with all three champion picks, or until the timelimit is hit in which the player with more champions left wins the round. In case of a tie, the game heads into sudden death OT.
Edited by Slasher at 13:51 BST, 20 April 2017 - 4685 Hits
Posted by Alborz @ 11:29 BST, 20 April 2017 - iMsg
I've been enjoying a lot of small-CA lately (mainly 1v1/2v2) and found that it's a brilliant way to sharpen combat skills and to test it versus a broad range of opponents. Over the course of months I've been able to make new friends who share my views and I would like to host a server for the coming months as a bridging period between QL and QC to keep high level practice games going.
Reason? Other servers like team prophecy 2v2 don't cut it for me, admins are nowhere to be found and lots of people complain about delayed shots or connection problems on the server and people joining that don't match other people's skill level resulting in useless arguments and wasting of time of people eager to F3.
So just to avoid the hassle for everyone I think it would be a good move to host one myself. The incentive is to make it a main server for 1v1/2v2 or 3v3 ca-games for 1900+ ELO or invite only. If it gets to be a succes I'll even think about hosting a weekly 2v2 cup with small price money for the winners to maintain a competitive atmosphere.
Do any of you guys have experience with 3rd party hosting and can anyone recommend me a good one? I would like to host a server in Amsterdam or Frankfurt and 10-12 player max slots. Also, need help, tutorial, steam friend invite, or someone who can help me through the process and/or steps into setting up the server to desired parameters, i.e: maplist, skill requirement, white/blacklist, people who don't meet ELO requirement but may join nonetheless due to invite/steam-id etc.
In that duel mode besides armor system, spawn system has been cut out (simplification). Also, this unusual frag limit and spawn limit makes gameplay more random (random win). Unlucky spawn and you lost your main (for this match) champion. You can easy lost or make your first frag, which now always first. And you can't pick the same champion twice.
Anyway, i'm not against this duel mode, he's good for newcomers as TDM in beta.
Besides this simplifications (big as half of the planet, without exaggeration) we have: not balanced champions, there are no many QL settings, there is no Grenade Launcher (GL is pro gun). We dont know anything about 1x1 maps, they can be very awful. Now if you want to make 1x1 map, you need to know many gameplay aspects. Also current maps has many textures and polygons, and it is more difficult to create them and to fix.
Somewhere here on esr there is one as..le who offer hooney mode(when after each frag game resets). So current 1x1 mode is a modification of this hooneymode. Oh god.. i want to tear off his hands. I want to implement all abilities to devs right in their office.
As for me, if i can't see at least QL 1x1 copy with built in ELO ratings, i will not download this game. If it will be classic 1x1 but without ELO, i also will not download a game. Competitive game without ELO is not a game. I do not want to rape low skill players, and i do not want to be raped much more ( my cost 50% of win games from total, with players which skills equal to my ).
For now, there are no something serious and hardcore(except shooting), something that was adjusted in right way.
I want something difficult for my brain, i want to see many different tactics, i want to see how pro players develop and implement this tactics in game. I want to see a game, which King of the shooters, and deservedly (because of difficulty), but not because some tricky marketing-man, like skilled pedophile has seduced schoolboys by beautiful wrapper. I want to see how pro players became respected everywhere.
And those pro who pensioners, writes their books "how to play quake, 1000 secrets, tactics".
I offered in 1x1 ELO, selectable spawns, ability to increase enemy ping if his lower than mine, fixed loadouts. Big practical reasons for this, with proofs.
Also i want to write many bad words.
But i will wait for next 6 months. And if i will not see any minimal positive changes (built in ELO, fixed 1x1, etc..), i delete all info about QC from all places i can, and will destroy game everywhere i can until her death.
Every time I've played on OSO I've seen nothing but admins harassing players for completely nonsensical reasons. Constant kicking and banning for people simply talking to each other. The main admin bobg seems like he's always on edge yet every once in a while he actually comes off as reasonable. But even offering a different opinion to most of the admins on the server and they just instaban. What happened to the days when admins just adminned the instead of trying to push ideals and certain ways of playing the game on you. Even offering bob help when he was talking about server bugs and the person was banned, for offering HELP.
Then there's the constant manipulation of ELO by certain admins completely destroying the whole point of the ELO system. Yet at the same time they claim they are worried about the game being unbalanced. Seems like the entire server was created by people who have no history with the game and just need to feed there obsessive control freak tendencies.
New duel mode ruleset:
A match (map) is split up into best of three rounds.
At the start of the match each player picks three different champions.
A round lasts until one player has lost all three of his champion picks.
After you die you can freely pick from your remaining two or one champions and respawn into the ongoing game.
After a round ends (one player has lost all three champions) the map / pickups get reset.
The winner is the player to first win 2 rounds.
Edited by Devil61 at 17:47 BST, 20 April 2017 - 4119 Hits
If you want to make your multiplayer shooter more accessible no matter how complicated the movement and weapon system becomes there's one metric that makes the most newb of the newbs feel productive... simply lower the TTK. As long as player A can see player B sooner once and a while they'll win the shoot out.
Then there's an alternative to this concept. High TTKs with tons of rewards, medals, skins and micro strategic decisions made over a long period.
These are two approaches to making a high skill ceiling SPORT accessible to people sitting on their couches.
Imagine if Tennis went from a group of highly skilled players to something millions of people played from their couch...
Edited by Terbo at 16:34 BST, 19 April 2017 - 836 Hits
I decided to deploy my autism and hunt for some tricks still in 2017. There's a mix of original tricks with improvised classics, as well as abusing autohop at 3:21 forwards. I wouldn't call this a freestyle movie, since the tricks aren't really that arbitrary or out of the realm of regular gameplay and are for the most part quite HP-control friendly.
This is part of my Jumping around series, consisting of various games. Check the playlist over here.
I got my new 16:9 monitor, coming from my old 16:10, which I still used 4:3 res
I tried 1920x1080 but it just feels weird
I know its a big disadvantage because I cant see if there is someone sneaking in on the corners (example, in ztn on RL area, I cant see if someone is coming from the left without actually moving the mouse a bit)
but I cant see Q3/QL without 4:3, feels weird on my brain
I can play QW in 16:9, but not Q3/QL
Im trying to get used to 1920x1080 with downsized 1 time so the screen feels smaller.
Edited by LOLatRoflexTimers at 02:18 BST, 19 April 2017 - 820 Hits
Some retard in bethesda banned me for NDA when i havent said anything so now can say my impression on this game.
This game is almost shit with this champions
If you have anarki and you take red and mega you are pretty impossbile to kill, just use injection and get full life again.Is like shafting anarki for 30 min and he just use injection and then kill you.
Galena is fucking broken sometime rail in his body is not hitted.
Rocket is shit delayed 1 second and with netcode if you have 60 ping is like 2/3 second.
Rail is 80 dmg and if you use scope is 100 dmg, so if you scope you can instashot champions with lower life like anarki.
Netcode and hit reg is broken sometime hit is not registered.
Fps performance is fucking bad with 180 fps you drop to 100 without reason.
Sound is shit you cant hear any step.
enemy visibility is shit you dont have any green bright skin or enemy outline just shitty tringle in head invisibile 90% of the time
Lg have shitty particles which cover the visual on enemy.
TDM is good for newbs weapon spawn after 5 second and is the only thing good.
Oh red and mega now spawn every 30 second
This post about how PRO player differs from Mediocre player.
Game is hard when your opponent is god. Players love to win.
EXAMPLE: in QL gameplay there are 10 abstract features: a,b,c,d,e,f,g,h,e,j . And pro player uses all 10(due to his skills). But newcomer can use only a,b,c(due to his skills).
And ID make in QC only a,b,c(instead of 10 in QL) for newcomers, this is simplifications, they cutof 7 features. Instead of simplifications, they need to simplify opponents(by using ELO rating).
So ID can complicate(make harder) QC as many as they can, becaouse ELO rating helps you. PRO players will use 10 of 10, middle players 5 of 10, newcomers 3 of 10. Everyone will win 50% of games.
For example: In QL for now
mediocre vs pro
a,d,e vs a,b,c,d,e,f,g,h,e,j (1254 vs 2712)
a,e,h b vs a,b,c,d,e,f,g,h,e,j (1413 vs 2772)
a,b,g,j vs a,b,c,d,e,f,g,h,e,j (1454 vs 2678)
f,b,j,c vs a,b,c,d,e,f,g,h,e,j (1500 vs 2645)
g,b,e,d,a vs a,b,c,d,e,f,g,h,e,j (1843 vs 2788)
mediocre vs mediocre
a,d,e vs d,e,f (1254 vs 1299)
a,e,h b vs f,g,h,e,j (1413 vs 1543)
a,b,g,j vs a,c,d,e,j (1454 vs 1432)
f,b,j,c vs g,h,e,j (1500 vs 1511)
g,b,e,d,a vs c,d,e,f,g,,j (1843 vs 1921)
For example: In QC for now
mediocre vs pro
a vs a,b,c (1254 vs 2712)
b,a vs a,b,c (1413 vs 2772)
c,a vs a,b,c (1454 vs 2678)
mediocre vs mediocre
b vs a (1254 vs 1299)
a vs c (1413 vs 1543)
c vs b (1454 vs 1432)
10 abstract features, this is real features in gameplay, not in my head ;). I just make my text simple for you, not going in to details.
Instead of simplify game for newcomers, simplify newcomers opponents, by ELO rating
Edited by wwwAnyBoy at 07:07 BST, 18 April 2017 - 878 Hits
Hello everyone, its me Lotzy and I'm in the process of making my new movie, but I suddenly realized that I don't have enough material to finish. I will need some help from the community, and by "help" I mean your demos with some solid content. If you are ready to share some, feel free to send them right here email@example.com.
Please remember to follow these criteria:
• The game can be either Quake live or Quake 3.
• Modes such as: duel, ctf, tdm are welcome.
• It can be any type of physics (VQL, PQL, VQ3, CPM)
• Make sure that the name of the file contains: your nickname, map and the time of the frag e.g. player-aerowalk-4:20.
Thats it guys. If you have any questions you can ask me straight on Discord (on CPMA and QLRU Pickup Channels) or send me an email. Check some of my recent work below.
i would like to say that earlier I did not know about the new "emoji" trend because I did not use the cell-phone internet sections due to a lack of content... BUT!!! I noticed that on a forum that is near & dear they had these funny smiley men?? and it was cool to put smily men in the commends because it makes them look so much nicer ;0
So i would like to ask the admin of Esports are to add in the smiling "emoigee" faces into the ESR algorithim codes? please thank you very much it would be nice if ESR had emojicons because i like putting the crying smiley man with the "cool guy" AKA "cool guy" hand sign but not as if i am in a nergo gang ok???
I have added in two examples of the LIBERTIES that it has enabled me to write on my posts so that you guys KNOW that whne you add them in you will be able to feel the PURE QUALITY get crystalized as i dropp the sickest posts on ESR as ever before? from my sick BURN
As most of you already know, we - or rather, I - have removed certain posts that included screenshots or content from Quake Champions Closed Beta.
This is not exactly an apology since I'm still unsure if what I did was wrong.
I just wanted to clear some things.
1) Active admins
When prompted in the admin forum, the response from 'active' admins was rather lackluster. Not many showed up, we wanted to prepare for QC, maybe bring in some new blood, welcome new users and potential admins among the ranks. For a long time now, you could count admins on the fingers of one hand - even that might be a stretch. Keeping spammers at bay, editing posts, resizing images, helping out with formatting, doing all the background work went unnoticed (as it should be). Things became tricky when a sensitive issue was discussed. No one really voiced their opinions regarding different subjects and when someone eventually did, it just so happened that their views were vastly different, often resulting in excruciatingly long diatribes that ended up with insults, no real consensus, bitterness between the team that was already minuscule. the NDA discussion was no different.
2) QC / ShootMania debacle
Around the time when ShootMania news started popping up, roychez contributing advertisement links and shoving the failed title down people's throat I was a regular user and I recall being pretty fucking annoying, angry and entitled - the Shootmania posts were so clogged with up with negative comments, Demiurge had to make a separate thread just for the negative comments, racking up a total of 455 posts in a matter of days. No one really knew what was going on behind the scenes beside the admins. This time round I was on the 'receiving end'. With one major disadvantage - I asked admins how are they feeling about NDA posts and responses were lukewarm.
3) Negative comments and my involvement in protecting users content
Now I'm not gonna bullshit you into how good of a person I am or pander - I started noticing that some posts went 'missing' after QC major news threads. One of the admins even notified me about missing content. It's not the first time I went out of my way and reversed an admin decision (which might cost me of the title at this point), but whenever there was an issue I sent a message to people that were affected, tried to explain what's going on and in most cases brought their posts back. Obviously I was caught red handed and a big, rather ugly discussion went on the admin channel on Discord.
I refused to sell people's comments, contributions, opinions that weren't "in line" with some admin's ideas. The people's who's comments got deleted might not be your favorite posters. They might not be important or vital for the existence of ESR. But they've been posting for years, ESR is like a retarded kid to me. Sure you hide it from the public and you're sometimes ashamed of it but deep inside you care for all the lunatics, spastics, downright terrible shitposters. You faggots have been part of my life for nearly a decade now, I won't let anyone keep you down, let your voices remain unheard in the depths of the deleted posts. I refuse to remove opinions and trash comments because this is what the site is built on, it's the site that we love.
I never deleted posts and insults directed at me nor silenced users for being harsh.
When everyone jumped ship I was a one man army keeping ESR afloat and heading to a better direction - The nature of my job offered me enough time and I was much more motivated to spam the board with Weekly Quake happenings, articles, interviews. I received up to 50 instant messages a day asking me to write a news articles for cups, formatting issues, requests to remove posts, just overall tidying up the boards etc
I am unaware how many people I got on my side throughout these years by being impartial or even helping out people that I used to argue with.
4) The final word on NDA
My intention was not to silence opinions, but as shown in the screenshot that's floating around from the admin section, remove posts that I kinda felt weren't really helping anyone - id managed to remove Twitch streams and I figured I'd be doing the right thing by deleting in game screenshots. I even voiced my concerns about 'grey area' NDA - there's a third wave of beta keys being dished out in the upcoming days and plenty of ESR users already played it and want to discuss it.
I knew this can't go on forever, I knew that I'm basically mopping the floor and doing someone I don't even know a favor.
I think that if <certain admins> didn't have the guts to touch the site in years, hasn't participated in any discussion, hasn't voice his opinion or contributed to the discussion, posting screenshots from the closed forum is a low move.
It is undeserved and I feel betrayed. A person who is not actively involved in moderation, who doesn't know half the story and goes around accusing me and even stripping me of my admin status after all I've done for this community seems just unfair.
Even though I was and still am the most vocal admin fighting for the users, bringing back their posts, notifying them when/why their post was deleted I get shat on by someone who never really cared about moderating the forums at all.
If you had something to say or felt that what I'm doing is wrong, you should have done it by either messaging me or bringing it up with the admins. We have a discord where we discuss sensitive matter, there's a closed admin forum and you can reach me anywhere - you just wanted to make me look bad without asking how I came to the conclusion of removing certain posts.
And that's pretty much all I have to say about it.
I know it seems easy to judge and I probably fucked up but trust me when I say I didn't know how to handle this properly.
Edited by Teen Queen at 11:42 BST, 17 April 2017 - 2874 Hits
slasher is regularly deleting posts that do not violate user guidelines. here is an example of the quality of posts slasher is deleting. regular users may not be aware that deleting posts with replies is an admin behavior that is actively discouraged. site guideline violating posts with replies are to be nuked. slasher is not even notifying users about their posts being deleted. why is slasher deleting posts? does he have a particular agenda or motivation for removing posts that are critical of id software, or that inform users about id software's history in this community?
imagine that you expend your most valuable asset, your time, to craft and submit some content to esreality, and some administrator covertly removes your content without even the respect of notifying you as to why, or giving you an opportunity to defend yourself or appeal the decision. many of these users may not even realize that their content is being permanently removed and hidden from the history of this site.
esreality thrives on content, whether that content is controversial, celebratory, funny, embarrassing, critical, or whatever. by removing this content, users like slasher are artificially cultivating a particular experience for esreality users. are esreality users the sort of users who want people like slasher, teen queen, zaggs, etc., dictating what their experience will be? do esreality users need to be protected from other users sharing information about the quake champions beta?
teen queen and zaggs are censoring posts that they claim "break" the quake champions NDA. here is the admin conversation in which teen queen and zaggs "justify" their decision to withhold legitimate news and opinion from esr users. at least nukm has the integrity to bother to ask why this administrative behavior is occurring.
is esreality becoming fake news for quake champions?
Aside from myself, I see two potential areas I can improve on with my gaming setup for quake champs, but could do with some input as I'm a out of the obsessive hardware loop which is easily done when you stop playing hardcore FPS.
Mouse & Screen.
Currently using Xornet 2 which I like a lot due to its light weight, and ergonomics, and two side buttons. But after watching this review (made hard to ignore by him being a decent looking quaker - https://www.youtube.com/watch?v=IBCQWTNVg2c), I'm kinda thinking there must be something better out there which offers similar weight, ergonomics. Does anyone have a problem with what he says about the offest of the mouse lazer position and is that a genuine concern or just placebo?
Currently looking at Ninox Venator which looks pretty perfect ergo wise and I'm guessing it has the latest tech.
Any other suggestions for mouse which is small, light, two side buttons and has great sensor etc?
SCREEN: Having been using a 4k 60hz screen as my main, I plugged in my old RZ2233 this weekend for a certain closed beta game and I could not believe how much smoother and better it felt. But its an old monitor now and one of if not the first 120hz flat screens they did.
What would be the best replacement for it under the £200 mark, and (I don't mind buying second hand for better spec), or spending a bit more if I have to.
More importantly, is it really worth me upgrading this, I don't want to throw money away, if I'm moving on from the RZ2233, I expect it to make a positive difference, not just on the benchmark, but in game.
Is there anyone out there who will vouch for saying you will be a better player on the monitor you suggest, vs the one I have and what aspects of your quake did it improve.
I have 3 spare keyboards too :]
Edited by Jamerio at 01:20 BST, 17 April 2017 - 1164 Hits
Bracket http://125fps.challonge.com/sundaycup76 When: 16 Apr 2017, 17:00 BST MapPool: Sinister, Furious Heights, Aerowalk, Cure, LostWorld, Bloodrun and Silence Mapchoice - drop first. Cointoss loser starts drop. PrizePool: 1000RUB+500RUB and season points for top-8; <TBA> for season final Rules:Full Double Elimination, Winner Bracket: BO1 till the semifinal, BO3 WB semi, WB final and Grandfinal (two BO3 if it will be needed); Low Bracket: BO1 all matches (including LB final).
osp and cpma They lack of zpm
Lets face it..
Quake 3 Arena plays horrible online for most of us. with ping high
Check your game with other players from other countries
server ipute /connect 184.108.40.206:27961
The mode is not complete because it lacks cg_enemymodel
But I added models green
mode zpm is much best what mode unlagged
mode zpm have compesantion for all weapons
mode unlagged only Shotgun Machinegun Lightning Gun Railgun
ZPM is a client side mod for Quake 3 Arena that has extra options coded in to enable client side prediction
of all weapons.
These options are enabled by default but can be disabled for those who wish to keep the latency in their aim
(for those who are so used to the way Q3A plays online).
When client side prediction is enabled the clients computer tells the server when you hit someone instead of
the other way around which means that all shots fired are instant and missiles appear instantly when fired.
As always a good high speed connection is going to be better, you'll be the first to tell the server
that you killed the other player...
What ZPM does is bring everyones aim back to single player like feel and this in turn gives not only
lpb's a slightly better aim but enhances all other high pings dramtically so there is no more delay in any
Everyone in ZPM is equal and nobody can now blame their ping as being the cause of thier misses.
If you don't hit, don't blame the mod, instead blame your skill.
Lets face it..
Quake 3 Arena plays horrible online for most of us.
Now there is no reason it should play like that with this mod unless you just have an unplayable ping.
Another good point is the fact that ZPM could open up the door for most people to be able to play on distant
Its not uncommon for 2 56ker's to connect to each other with this mod and be able to play a good game without
any advantages from one or the other!
Well people say "i like my ping" blah blah blah ...
Well i do too, but does that make it right that your ping is actually an advantage over me?
No, it doesn't and yes, it is an advantage.
Every Quaker out there knows how important a good ping is and most Quakers won't even play on a server
if their pings are over 100.
Now just imagine if it was always over 100 and on most server it was more 200-150ms,
and not to mention the fact that this ping is mandatory.
There isn't a cable company near you and your phone company is just to damn broke down to install dsl for
your area so now you rely on 56K.
Thats where the comical stuff come in to play and its when people go "well get a better connection'...
The fact of the matter is that i would if there was a better connection than 56k in my area.
This doesn't apply to just a couple of areas either, this applies to the majority of the world.
Earth is not hard wired with cable or dsl people! Most of us HAVE to settle for 56k.
This is also another good reason why so many people have left the q3 gaming community.
Most have gone to Halflife and some back to Q2.
All these points made in this news letter point to why we still need client side gaming.
Thats why ZPM has been developed.
To bring Q3A to a point where not just a hand full of cables and dsl's can play and
have fun but now everyone should be able to have fun.
Now with ZPM you can actually practice offline and your accuracy will get better online as well.
Building skill offline and using it online is possible in ZPM !!
Hi guys, I was wondering since beta has been out for a few days now and there must be people who played with medium to high ping, how is quake champions netcode? Right now at ping 90 most of my LG shots seem to miss even if I get a lock on... how is it like to LG in medium - high ping in quake champions? or using the railgun ? What's the delag limit? Someone told me it's much higher than in QL but I just want to confirm it..
"Clutch is playable in the Closed Beta, which kicked off April 6 with an initial group of testers. The Closed Beta test is ongoing, with additional invites going out throughout the next few weeks, so be sure to sign up now if you haven’t yet."
Shield on! Clutch, the awakened automaton, joins the battle as the latest Champion out for blood in Quake Champions. Built initially as a mining robot, Clutch was altered into an organic killing machine after a network malfunction during a routine data transfer. Now its only mission is to destroy all signs of life within the Arenas.
-simple design (2 buttons and wheel, by 2 buttons I mean left click right click, no side buttons)
-similar height for nice russian style claw handle
The only thing I dont like about the WMO is it doesnht have native 1000hz, so I have to always run that annoying trick to overclock the USB port, and I only do it to 500hz because im scared 1000hz will break something. 500hz is good enough tho.
If there are no replacements for this great mouse, I will continue to enjoy it for years to come as I will buy the Fatal1ty motherboard with the USB port that can has native support for higher hz without having to run windows in test mode.
I have 3 more spare WMO.
Edited by LOLatRoflexTimers at 12:06 BST, 10 April 2017 - 1735 Hits
so i'm looking for a new mouse to replace my abyssus 2k14, should i just get an abyssus v2? or do i have better options? i also have a logitech g403 but i dont like the shape and the grip, so i was looking for the zowie za13 or logitech pro; g303, what do you think? is the za13 similar to the abyssus in shape?
There are six view modes that correspond to various tasks. One of them is called Game and that contains seven further presets. All provide various combinations of brightness, overdrive and input lag settings. The best video and gaming performance we found was in Standard mode.
SmartSync is something we haven't seen before. ViewSonic says it "automatically selects the best refresh rate and response time, and lowest input lag needed in FPS games." We're not sure why you wouldn't simply choose settings that give you the best possible performance. And FreeSync should eliminate any need to mess with refresh rate settings. When we turned it on, it engaged the dynamic contrast and reduced overall image quality.
AMD FreeSync is off by default so you'll have to check this box during the XG2401's initial setup. First however, you need to visit the Setup menu and enable DisplayPort 1.2 (shown below).
Response Time is the same as overdrive and has three levels of operation. Ultra Fast results in the least motion blur but adds a bit of ghosting. It was easy to see in test patterns and extremely detailed games. After playing a while, we returned it to the Standard setting.
Low Input Lag also has three settings that reduce processing overhead. On the Ultra Fast setting, we recorded results comparable to other 144Hz monitors and it had no ill effects on video quality. See our tests on page seven for more information.
Black Stabilization is a low-end gamma control. If you're having trouble seeing detail in dark areas of the screen, turn this up.
Advanced DCR will vary brightness based on content in four steps. We think this enhancement is best left off.
How do I set this out for ideal Quake playing?
Edited by LOLatRoflexTimers at 14:56 BST, 8 April 2017 - 3143 Hits
Was reading this article on IGN Why Quake Champions Is the Evolution of the Arena Shooter but the truth is most of the concepts you see in these new cutting edge games, that are breaking the mold, where done over a decade ago. It's just now the mainstream are ready for them. All these Steam games where called mods when I was a kid.
Lets not forget CPMA had a mode called Not Team Fortress which is the predecessor to Quake Champions. I actually suggested on the QuakeLive forms years ago that they add NTF since it'd probably appeal to more casual gamers. So I'm excited to see QC is essentially it's spiritual successor.
Not hating against any modern games I just wish journalist knew their gaming history, but then again it's not easy to know of every mod ever made.
If you never played CPMA NTF I suggest you check it out with some friends.
Edited by Terbo at 06:22 BST, 8 April 2017 - 1075 Hits
Quake Champions Executive Director Tim Willits speaks to IGN on id Software's intent to please the longtime Quake community, the current usage of team-wide powerups such as Quad, and looking forward towards custom servers.
It is so important that we capture that core Quake community. If we blow it with the pro players, then we’re not going to get any casual players. Today, especially with spectating – people watching other people play games – watching the world’s best Quake players play a game of Quake is really enjoyable because they can do things that are just amazing.
We do feel that if we can capture those really competitive hardcore streamers, pro players, they will build a community around themselves. That’s huge for us. We do believe that can pull people in that may have been playing other first-person shooters.
The best players always still win. We have John “ZeRo4” Hill, a competitive Quake player that’s been on the scene for years. He is an employee here. He still wins. The focus of the game is on skill. You may use the active abilities for an advantage, or you may use them to help you get out of a situation that you feel is a problem for you, but the best players still win, and that’s important.
We have our custom game mode that allows custom games to be tweaked up a little bit But we do believe that people will play the game as it is. You’ll be able to adjust some things, but we really discourage that. We do believe that once people play it, they’ll be like, ‘Oh, this is cool.’ Because you know what? If you want to play Quake where everyone is exactly the same and you’re all the same character, just play Quake Live. It’s still available. We’ll have our custom game modes, but we don’t think people will actually play like that.
There are a lot of folks that say they want everyone to get Quad [Damage], everyone on your team gets Quad. Then there are some people that are, like, ‘No, we’re okay with the slight buff that we have now.’ And there are some people that are like, ‘No, it’s got to be a single person.’ That is definitely something that we are going to be looking at when we move into closed beta. It could possibly change.
Hey, I just placed an order for Logitech C922 webcam for streaming, but still I can cancel the order. What do you think which one is better? I found here short review of both webcams and I think C922 is much better. I have paid 110€ for C922 while stargazer cost me 170€.
With the help of UDT Viewer i've made topview schemes of HOQ's mappool (except Ragnarok), with the arrangement of items and spawns.
Perhaps this will help to learn the maps for TDM beginners, as well as for those who want to work on tactics.
Bracket http://125fps.challonge.com/sundaycup75 When: 09 Apr 2017, 17:00 BST MapPool: Sinister, Furious Heights, Aerowalk, Cure, LostWorld, Bloodrun and Silence Mapchoice - drop first. Cointoss loser starts drop. PrizePool: 1000RUB+500RUB and season points for top-8; <TBA> for season final Rules:Full Double Elimination, Winner Bracket: BO1 till the semifinal, BO3 WB semi, WB final and Grandfinal (two BO3 if it will be needed); Low Bracket: BO1 all matches (including LB final).
my wmo i've had for years is starting to act finicky with the left click. either double clicking or not regging at all. I guess common upgrades/fixes are replacing it with omrons? Would like a new cable non shit cable as well.. If anyone can upgrade this bad boy I'd highly appreciate it (of course I'd be paying) I'm in the USA.
No, i won't buy a new mouse. Rather not buy another WMO either if this can be remedied.
I see that bethesda picked some random emails among of million emails that they recived. Let us loyal quakers also recive an invite in second wave. I hope they will see this message and sent us invites.