Honestly folks, this is very interesting! hahaha!
Honestly folks, this is very interesting! hahaha!
<Anhjje> Can someone explain changing the already balanced 7-7-7 LG?
[19:26] <Anhjje> if you change LG, then change RL as well?
[19:26] <dm0> NERF NEW WEAPON
[19:26] <Anhjje> I wouldn't mind the change if anyone could come up with a reasonable explanation
[19:27] <Anhjje> So... why is it now 6-6-6? Was it doing too much dmg? according to who? What was the idea behind nerfing it?
[19:28] <Fragmaster> according to sponge or syncerror
[19:28] <Fragmaster> they didnt do any survey
[19:28] <Fragmaster> or asked anyone
[19:28] <Fragmaster> its like usual, they do what they like :>
[19:28] <Anhjje> So there's no real argument?
[19:29] <Fragmaster> i havent read about one
[19:29] <Anhjje> changed "just because"?
[19:29] <Anhjje> I'm just wondering what was the thought process.
[19:29] <Gangland> i believe to allow new people to learn the game, and give them something "higher level" to work towards
[19:29] <Anhjje> hmm... that LG thing. We should nerf it. ok, why? "just because"
[19:29] <Weirdlittleeye> do you assume there to be an optimal weapon config?
[19:29] <Anhjje> something's missing
[19:29] <Fragmaster> "because newbs will survive 0.5seks longer! lets do it!"
[19:30] <Fragmaster> what else could attract new players?
[19:30] <Anhjje> But why change it on classic
[19:30] <Fragmaster> "lets do damage plums!"
[19:30] <Anhjje> No I don't mind the casual ruleset
[19:30] <Anhjje> it's kinda ok I guess
[19:30] <Fragmaster> sounds like a pinky and the brain comic
[19:30] <Maxtt^work> its changed cos of +forward lg being op :)
[19:30] <dAw00d> <Anhjje> Can someone explain changing the already balanced 7-7-7 LG?
[19:30] <Anhjje> what I wonder is what was the reason to change it in the classic mode
[19:30] <dAw00d> lg too op
[19:30] <Fragmaster> op?
[19:30] <Fragmaster> says who?
[19:30] <Maxtt^work> weird
[19:30] <Anhjje> But is there an argument for it? Who said it's op?
[19:30] <Fragmaster> i havent read about a single balance complaint
[19:31] <Anhjje> I'm not complaining (yet), I'm just wondering why it was changed in CLASSIC, if you change LG then change RG as well?
[19:31] <dAw00d> u will see, that now its more balanced
[19:31] <dAw00d> u couldnt use any weapon against lg
[19:31] <dAw00d> except lg
[19:31] <Anhjje> How is it more balanced if you do less damage
[19:32] <Anhjje> Gangland: it was changed in CLASSIC ruleset
[19:32] <Maxtt^work> tbh against a nab the lg is the most op weapon :)
[19:32] <dAw00d> just try it before u judge it
[19:32] <Fragmaster> yea, but doing 120fps wont change that
[19:33] <Fragmaster> you shouldnt change the balance of the game in order for noobs not to get raped
[19:33] <Fragmaster> you need to fix the root
[19:33] <SmackGyver> they should have reduced the lg knock back instead of the dmg, it was the only weapon that was fun to rush at +back rl/rg cowards
[19:33] <Fragmaster> you need to make sure
[19:33] <Fragmaster> that noobs dont play pros
[19:33] <Fragmaster> that is the main issue
[19:33] <Fragmaster> therefore you need matchmaking
[19:33] <rustyshakleford> ololo
[19:33] <Fragmaster> which has been demand for like 3 years
[19:35] <Anhjje> I'm still thinking that nerfing LG should lead to reducing RL splash as well?
[19:35] <Anhjje> and limiting RG ammo?
[19:37] <dAw00d> Anhjje try it before u pass on these judgements :p
[19:38] <Anhjje> I don't think there's much to try, on paper LG has reduced dmg/secon so LG has become less effective.
[19:40] <Anhjje> You don't think weapon damage has a huge impact on gameplay?
[19:40] <Fragmaster> and should be ranked
[19:40] <dAw00d> no not this one
[19:40] <dAw00d> as much as u guys are making it out to be
[19:40] <dAw00d> without playing it
[19:40] <pony> LG used to be 7-6-5
[19:40] <pony> and yes its a huge change
[19:41] <`muffin> it was 7-6-5 then they made it 7-7-7
[19:41] <pony> its fckin -15% to damage done
[19:41] <pony> seriously
[19:41] <pony> learn math ;<
[19:41] <pony> inb4 they point out 1/7 isnt 15%
[19:41] <pony> yeah go on :P
[19:42] <pony> 6 per cell vs 7 per cell
[19:42] <pony> = less knockback
[19:43] <pony> = less control over enemy movement = less accuracy
[19:43] <pony> you hit less AND hits do less damage
[19:44] <pony> i have bad aim and this update hinders me anyway
[19:45] <gangland> Strenx having a hard time with LG
[19:45] <pony> strenx will do the same
[19:45] <SmackGyver> ye just lost aerowalk, his home map
[19:45] <pony> its the average players that get nerfed
[19:45] <Anhjje> that's the thing
[19:46] <Anhjje> people with "normal" acc will have problems.
[19:46] <pony> people with crazy LG acc wont care
[19:46] <Weirdlittleeye> ..of course they do
[19:46] <pony> heck they will win even more LG vs LG fights now
[19:46] <Fragmaster> thing is, this change wont help noobs at all
[19:46] <pony> they wont get kicked out of locks by enemy damage as easily
"Quake is a masterful game of skill, often compared to Chess by its veteran players. However, with that depth has come a challenge to welcome and capture new players long enough for them to discover the joy to be found in what many consider the finest Deathmatch game ever made."
Last month at QuakeCon we announced that Quake Live would be coming to Steam and with that expansion take on some new gameplay changes and features. At that time, we did not have many specifics to share as we were poised to keep an open mind as to what our future would look like, and wanted to see how we could introduce a wider audience to the game we so dearly love. Quake is a masterful game of skill, often compared to Chess by its veteran players. However, with that depth has come a challenge to welcome and capture new players long enough for them to discover the joy to be found in what many consider the finest Deathmatch game ever made.
For some of us that joy is simply nostalgia of our early days, an introduction to online FPS that ushered in a new era of gaming. For many it is a love of mastery, striving to become better in a competitive world that seems to have no upper bounds. It is a game of limitless growth where the movement, strategy, and perfection of aim seem to be an extension of our human selves where hard work, dedication, and confidence can translate into a measurable improvement that brings a great pride to our players. While Quake will always be a home to the competitive base, we have often longed for a wider audience who could experience, appreciate, and fall in love with all that it has to offer.
For new players, it has been quite clear what the greatest barriers are: effectiveness on spawn, movement, and item control. These elements on several levels also make our game great, so we wanted to inspect what could be done to make the game a more enjoyable experience, all while teaching players a bit of the meta-game depth.
We tested several ideas including granting players better starting weapons and compared that to the lessons learned in Clan Arena where players get to try out various weapons and see their effectiveness each round. We found that providing the player one single "primary" weapon of their choice in addition to letting them have a bit more freedom as to which "secondary" they spawn with allows players to try out various weapons and become more effective on spawn which has been the key complaint of newcomers. Meanwhile we still want to highly encourage picking up weapons throughout the arena, so we have minimized the amount of ammo granted on spawn so that players will continue to roam and gather both weapons and ammo. Allowing the new behavior of choosing some starting weapons greatly improved the experience in modes such as FFA and TDM and helped make some of the more chaotic modes like Domination quite enjoyable. Hence, Domination will now be ran publicly for all to play.
Additionally we wanted to find a way to teach players a few core bits of information concerning item timing. We have introduced item timers, present transparently in the world (not on your HUD), that all relay item respawn information under the following design guidelines: Each item timer has a radial display divided into slices. Elapsed time is drawn as solid slices. Each slice represents 5 seconds. Active regions are represented by blinking slices that blink once per second. The timers should adequately teach players when an item is about to respawn or when it is better to move along even without this knowledge. And as players continue to play, they will begin to understand exactly how much time elapses per slice and can begin utilizing the timer indicator in coordination with their match timer to know when items will become available. To both minimize visual noise that the timers could incur and to prevent an unnecessary flood of information throughout the world, item timers are only visible while in close proximity, gently fading in as you approach.
The final hurdle for new players to overcome was strafe jumping. We wanted to preserve strafe jumping as is, as both its intentional use and its subtle influences as you traverse the map are what make Quake feel incredibly smooth and responsive. For many of us, learning strafe jumping came naturally or for long time players was simply the foundation of our FPS experience. But we wanted to assist players and provide them with a simpler means of movement to allow them to keep up the pace as they overtime learn to more fully benefit from strafing. A basic "bunny" and auto-hop mechanic has been introduced that allows players to simple hold forward and jump to build up some speed. However, because the new bunnyjumping only provides a limited amount of accel gain, and is only effective on straightaways, players will still need to learn strafe jumping over time – we hope that this new mechanic will allow both general movement and gameplay to become more accessible encouraging them to continue to play so that they may over time become more accustom to the finer side of Quake.
But ultimately these changes have not been introduced for the new player alone. We feel that these elements overall help bring Quake one step closer to being a modern shooter, while still holding true to our roots of remaining an incredibly fast paced old school shooter. We've had a lot of fun with these new additions, and hope that you learn to appreciate them.
For players who have taken great pride in becoming skilled in our more challenging areas such as competitive Duel, we hope that running our FFA and Teamplay servers with these new, fun, and accessible mechanics that we can begin to build a larger base of players who could then try their luck at the Classic Duel experience. Here players will have to shed their new skin and play under slightly more challenging conditions, but ones that we know have proven themselves true in the e-sports arena.
The Quake Live Team
- Players may now hold jump to continuously jump.
- Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
Introduced Loadouts in select modes; allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (sg, gl, pg, mg).
- Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
Unified weapon respawn time to 5 seconds across all game modes.
- Unified friendly fire, disabled across all game modes.
- Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
- Reduced ammo respawn time from 40 seconds to 10 seconds.
- Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit.
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
- Added Power-up Spawn POIs, that appear 10 seconds before a power-up spawns.
- Added Power-up POIs, that indicate when an available power-up is available in the arena.
For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a "Classic" ruleset. All of our public Duel servers run in Classic mode. Subscribers may host additional classic servers using our "Create Match" feature. This includes the launching of Standard Classic servers, which any player may freely join.
In addition to our major ruleset changes, the following global game changes have been made:
- Added a new weapon, the Heavy Machinegun (HMG).
- Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
- New higher resolution font added.
- Widescreen Support for huds (see default huds for implementation examples).
- New in-game UI (menu and loading screens).
- Disabled the pk3 encryption. Paks can now be opened like a zip file; maps load up to 25% faster.
- Added flagstand POIs in CTF.
- Enabled self-kills with an additional 1 second respawn penalty.
- Quad firing sound reduced on high rate of fire weapons: mg, pg, cg, hmg.
- Added damage number indicators for damage dealt, can be customized by various color styles and enabled or disabled per weapon.
- Fixed a bug in that could cause the best weapon selection to fail.
Machinegun now drops to grant users mg ammo.
- Infected zombies now have air control and can double jump.
- Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
- Reduced the default amount of player movement bobbing.
- Reduced the default amount of damage kick movement.
- By default, don't show weapons you don't have in inventory on your weaponbar.
- By default, bob major items when simpleitems are enabled.
Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
- Bots now randomly select loadouts, when applicable.
- Greatly reduced multiple pickups prediction errors.
- Removed the option to move to FreeCam while dead in elimination based gametypes.
- The PQL ruleset has been renamed 'Turbo'.
- Stonekeep map layout slightly modified.
- Trimmed out 19 maps will be added back later after being updated. (Arena Gate, Bloodlust, Colbat Station, Concrete Palace, Dies Irae, Double Impact, Eviscerated, Focal Point, Forgotten, Golgotha Core, Hell's Gate Redux, Hero's Keep, Power Station, Proving Grounds, Sacellum, Solid, Sorrow, Space Camp, Spillway, Terminal Heights, Terminus)
Ruleset selections (Quake Live, Turbo, Classic) are all available for standard servers.
- Now support custom values of starting ammo in AD, CA, DOM, and RR.
- Added optional Double Jump physics player movement mechanic.
- Removed Team Arena Runes from all maps.
- Proxy Launcher removed from all maps.
- Chaingun and Nailgun removed from serveral maps.
- Heavy Machinegun added to serveral maps, some depending on ruleset or mode.
LocKtar vs Xterm
Map: Claustrophobopolis (dm2)
Format: best of 5
Date: September 3rd, 19:00 BST
The dm2 tournament took slightly longer than expected, especially the last couple of weeks, but it has finally reached its grand final stage.
Claustrophobopolis has been the arena of choice in this great duel tournament and it's been a blast. Only a very few walk overs were forced to be awarded, which is a great success for a tournament run during the summer.
We saw old faces show up to fight; Griffin, Lakso, Xterm, bps, LocKtar, and the list goes on. We saw Blood_Dog make a very deep run, eliminating players like bps on the way until finally being knocked out by Griffin.
Now, finally, the time has come for the GRAND FINALS. The Swedish dm2 meistah, LocKtar, will be up against his countryman Xterm coming from the losers bracket. Thus far, LocKtar has only dropped a single map in the entire tournament. Not surprisingly, that map loss came against Xterm. A part from that very game, LocKtar has danced his way through the winners bracket with ease.
Xterm, on the other hand, had to face Griffin in the winners bracket semi finals in which he narrowly came out ahead with a 6-0 win in the deciding game. In the upper bracket finals, LocKtar was waiting for him. This game may have been even more tense as Xterm fell just short of winning the deciding game 8-3. There is no doubt that this will be an interesting finals!
Spread the word and make sure not to miss it!
IQs have not only plateaued in many developed countries around the world – including the UK, Australia, US and in Scandinavian countries – they are actually measurably dropping.
It’s an important enough development for it to be the cover story of this week’s New Scientist magazine, which hits newsstands today.
Dawn of the dumb – scientists say IQs are beginning to fall in the UK
New Scientist: Brain drain: Are we evolving stupidity? (paywall)
Crowdfunding for Supraball starts now!
We’re doing this to increase production speed and quality by about 500%.
Go get the unique rewards for your pledge now!
Supraball is a mix of first person shooters and football. A genre which we call FPSG – First Person Sports Game.
There is no real violence involved, but the controls are like the ones of a shooter. The rules and tactics are similar to football.
The game feels like playing football without it actually being football. Every player on the field is a human being and has to play a role in the tactical concept of the team.
The gameplay is clearly focused on eSports. High precision controls without any random factors and a high dependency on your team mates.
The game’s basic goal is to fix the typical problems of all top down football games that you usually play with a gamepad and real football teams (you know which ones! not calling names here):
- The strategic movement of the vast majority of players of your team is done by the CPU.
- In order to have smooth animation transitions there is a delay for every input, and the little player on the screen doesn’t immediately do what you tell him to.
- Passes and shots are mostly done by the CPU and also highly random (based on the individual players skill settings) You just give a vague direction and power, but what actually happens is not in your hands. And even in fully manual modes it is almost impossible to do anything accurate with the little gamepad sticks.
- Special tricks or dribblings are not really done by yourself, you just activate them with a special combination and then they happen by themselves.
Supraball fixes all these problems and also puts you right into the action. Nothing is as immersive as a first person view.
On the other hand this accurate gameplay could not be done as a real football game. For example it would hardly be possible to properly control both your feet for a dribbling. With the gun mechanics however we can deliver an accurate gameplay that mimics the things you can do in football in some way.
On top of that you can do things that you could never do in football. Like kicking your teammates across half the pitch to get quicker to the ball or into an open space.
The rules are also vaguely different. There is no offside and there are no fouls. Instead the penalty box serves as the part of the field where you can knock out the opposing players with one hit.
In 2002 Supraball Project Leader David Münnich had the idea to create the Modification “Deathball” for Unreal Tournament 2003.
The basic idea was to remove the projectile weapons from the UT2003 game mode “Bombing run” and placing it in an empty sports field, instead of a deathmatch like arena.
That was tried with a simple small modification and everyone involved immediately got hooked to the never before seen gameplay. The first public release was on October 25 2002.
The Mod quickly became very popular with pretty much all gaming magazines covering it, it won plenty awards and had a huge league system running with thousands of players.
It was later ported to Unreal Tournament 2004 and also officially shipped with the UT2004-GameOfTheYear-Edition.
Not long after that, the game’s popularity started to fade out due to it only being a modification for a game that was vanishing itself.
David Münnich has since carried the wish with him to one day produce a standalone version of the game.
In late 2011 it was decided to make the reboot happen. The whole development team has since changed except for David.
Production of Supraball started in February 2012.
From August 2012 till February 2014 the team has been inactive because of business partner disputes. The team then shook off all the pay2win wishes of those previous partners, who had never played the game, and continued working independently.
The first public alpha version was released in May 2014. Overnight there have been tens of thousands or even hundreds of thousands of players.
Esportactu: Your presence on the duel scene makes me think of your unfriendly relation with strenx, since you could have to play him one day or another. Is the perspective of beating him a source of motivation or does it make no difference ?We also have an interview with Kenneth "plazma" Aulie, which will be uploaded soon. Play more Quake !
Winz: It would probably have mattered a few years ago. As I said, I have a more casual approach to the game now and this ego war does not move me anymore. Honestly, if we had played at QuakeCon, in the shape I was in, he would probably have beaten me, and I have no problem with that.
More on esportactu.fr
Most read threads:
The Quake Song (7531 hits)
QL Match Making (3824 hits)
So is this a real active userba
se of QL? (3709 hits)
A Reflex duel demo. Seekax vs Edu (3560 hits)
When were you introduced to quake? (3233 hits)
Most commented threads:
QL Match Making (213 comments) by Lorfa
A Reflex duel demo. Seekax vs Edu (140 comments) by MajkiFajki
When were you introduced to quake? (139 comments) by tom
So is this a real active userba
se of QL? (137 comments) by noacc
What would you add to Reflex? (115 comments) by Padawan
Most Popular Users:
Teen Queen (96% popular)
newborn (96% popular)
zb0t (95% popular)
PredatH0r (95% popular)
wormed (95% popular)
Most Popular Threads:
The Quake Song (98% popular) by Memento_Mori
Quake Live Alt Browser (85% popular) by wn
A Reflex duel demo. Seekax vs Edu (55% popular) by MajkiFajki
extraQL 1.3 released (52% popular) by PredatH0r
Quake 3 Audiotest using OpenAL HRTF (48% popular) by kapca
Most Popular Comments:
Re: The Quake Song (79% popular) by function9
Re: The Quake Song (68% popular) by dru1d
Re: 125 FPS August'14 League, Group Stag (60% popular) by Grumlouze
Re: The Quake Song (57% popular) by MajkiFajki
Re: So is this a real active userba
se of (57% popular) by sonic
Memento_Mori (90 +'s)
newborn (74 +'s)
noacc (60 +'s)
Teen Queen (54 +'s)
Anonymous (48 +'s)
• September 20th - Saturday - 23:00 BST - Opening Day!
• September 21st - Sunday - 23:00 BST - Semi Finals and Grand Finals
• Grand Prize: $100 + 1 month Pro
• 2nd Place: $60 + 1 month Pro
• 3rd Place: $30 + 1 month Pro
• 4th Place: $10 + 1 month Pro
• 5th - 8th all receive 1 month Pro
• All amounts listed are in $ USD
• Current Player List
• Please Allow 24 to 48 hours to get added
• List is for reference only. The current Seedings, Rank, etc are not valid what so ever. The list is simply for staff and players to track who has registered.
The tournament structure changes into double-elimination bracket.
1st place: $600 + EpicGames package
2nd place: $400
3rd place: $250
4th place: $100
5th places: $50
7th places: $25
skAven vs astz
miNo vs Frantic
BeaR vs Falcon
xOunz vs zelvzz
GoHLinK vs asc
stab1lo vs primus
ziLL vs viciouz
ACo vs kiLLzA
Im back from the iseries now. and i will try and Stream from 3-4pm Just to let you guys Know i got prizes to give to the viewers tomorrew but im gonna need your helps to everone to promote the Channel at 7cet we will be front page so Tweet post on forums just let people know. Prizes are so far Kingston headset, GFX CARDS, Mouse. mousemat and few others bits and bobs
There are few things new players should make sure to remember when applying for ESH cups:
1. All players should double check if their PlayerId/GUID is entered for Quake Live (which is your QL nick in-game) under the Edit profile>PlayerIds.
2. Clan leaders, after creating clan, must create squad and add players from clan to that particular squad.
Failure to follow any of these instructions will result in your team not being able to join the tournament.
If further help is needed contact admin(s) on #esh.ql @ quakenet..
Gametype: TDM 2v2
Format: Double elimination Bo3
Maximum teams: 16
Start: Sunday 31 August 2014 at 15:00 cet
Check-in: Sunday 31 August 2014 at 14:00 cet
Requirements: 2 Premium or 1 Pro accounts per team
Admin(s): doz3r, PerpetualWar
The tournament structure changes into double-elimination bracket. Two days playoffs are divided into two parts. 1st part (day) includes 3 Winner Brackets rounds and 3 Lower Brackets rounds, final part includes Winner Bracket finals, another 3 rounds of Lower Bracket and Grand Finals.
20.08.2014 (Wednesday) 18:00 CET till 22:00 CET=> Division 2 playoffs (1st part)
21.08.2014 (Thursday) 18:00 CET till the end => Division 2 playoffs (final part)
24.08.2014 (Sunday) 15:00 CET till the end => Division 1 playoffs
1st place: $350 + EpicGames package
2nd place: $250
3rd place: $150
4th place: $50
Jester vs dylanLet the battle begin! Hopefully to see you around also for the other divisions playoffs!
aud vs aljAs
dWr vs M1kom@n
lo2dk vs Cold-M
Sulaco vs Kane274
devilmc vs BaSS3_KiCK
alcgainer vs kRoNic
jani vs Roy