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New economy in QC (9 comments)
Posted by Weird @ 19:51 CST, 5 December 2018 - iMsg
Yesterday id-software had their self proclaimed "earth shaking news" which they hinted on on the 9th of november. This is a complete overhaul of the old economy model into a new economy model for ingame progression and rewards in QC. (youtube announcement) (FAQ about the changes) (twitter announcement)
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Thoughts on QL's rumored "game changes" (217 comments)
Posted by Weird @ 19:56 CDT, 9 August 2014 - iMsg
This will probably by my last attempt to actually save what's left of quake.

I first wrote this as a single huge "Wall of Text" which as a term I might want to copyright ;ppp
But then thought I'd needed to make some subdivisions because it got too large.... You can still read it as if it's a single post though.

Here goes:
In my eyes the biggest, and possibly only, asset of quake is that it allows the players to fully utilize whatever skills they have.
The sheer responsiveness of the game with the insanely natural weapons (which each have distinct features) and the maps allow for this. And these aspects of the game are non-existent in other games where you are much much more limited by the game itself.

This is what leads to 10 - 0 games when one player is even slightly better than the other and 30 - 0 games when theres an large skill gap. But it also means that whenever the skillgap is small games are very close and intense and can switch around due to some good/bad decisions.

---- prelude (what is balance / gameplay) ----
Now before I start there is 1 thing that people should truelly understand about gameplay / balance.
And that is that balance simply means which skill can influence the game by how much. And gameplay comes out of how that balance is achieved.

--- examples ---
Examples on game balance:
before I give the examples let's assume that Toxjq's LG > Rapha's and that Rapha's level control/item timing > Toxjq's.

Example1 (aim):
If you would reduce the LG dmg Toxjq can gain less advantage from his aim and thus he will lose more games against Rapha.
If you would increase LG dmg even more then obviously the other way goes and Toxjq will win more games against Rapha.

Example2 (items):
If you make items more important for instance by multiplying their benefit by 1.5, this will obviously favor Rapha and thus he will win more games vs Toxjq.
Again the other way around also holds.

Example3 (level design):
If you have an LG at an easy accessible place this will obviously favor Toxjq. If however it's on a small platform surrounded by lava that would favor Rapha.

Example4: (sound design):
If you'd be able to hear jumps throughout the entire map and thus know where any 'fast moving opponent is' the overall gamespeed will be much slower, even if you do not alter any movement/weapon balance.
Similarly if you'd remove jumpsounds from the game theres less penalty in moving fast and thus the gamespeed will increase.
It is difficult to say who this would most favor though ;)

----- end of examples ----

So all these things come into play when you talk about gameplay / balance.

However in the given examples both players can fully utilize their skills!
Rapha can time everything to the second and Toxjq is free to aim... There are no limitations* as there are in other games. (see below)

As a conclusion you can say that "Rapha will win games against Toxjq IF he managed to gain a larger advantage out of item plays than Toxjq can get out of his dmg output.
The complexity here is that Toxjq can only aim that well because of how he moves around and possitions himself on the map and Rapha's control is due to the same aspect but different choices (which is due to their relation with the balance of the game).

--- end of prelude ---

---- part 1 (on the proposed changes) -----

Now unlike most people I don't think that "the changes will destroy the game" and "the game will be unbalanced" but they will heavily influence the gameplay. But it's not like the game will suddenly not be balanced or that it's no fun anymore. Actually when I try to imagine how it would play, it's not all that crappy for a game.
However!!! What bothers me is that it limits some options for players to utilize their skill. For instance limiting movement speed to 2x base movement. This obviously restricts people who are good at movement.
It also reduces the need for good movement and thus the games will be "closer on default" but the best player will still win... unless(!!) the losing player actually has godlike movement but can't use it in order to gain a large enough advantage.
This same change will also heavily favor people with somewhat decent aim. As a model moving at 2x base speed is not all that difficult to hit (at least not with the current base speed).

Drawing 'timers' at items which indicate passing seconds also heavily reduces the options to actually make people misstime. It's really hard to even make people misstime items by 3 seconds or more (at high skill levels). Now you're forcing people to delay it by 5 seconds. Although when it does work you could put them into more of a problematic situation... but limits so many options that it's almost never worth it for a player to try and leave items up and trick the opponent.
Timing stuff "to the second" becomes ultra retardedly easy as you just have to stand there when the "pie is complete" so theres no skill needed except for knowing in which 5 seconds the item spawns... which even fairly bad timing players can probably do.

Pretty much giving people infinite ammo by reducing ammo respawn times further reduces the need to actually have ammo control. Which already was reduced significantly from Q3 -> QL.

I'm not sure about if loadout means that you can only carry 2 weapons at once... I believe that it does... which would be extremely limiting.... You can't even rocketjump if you're carying an LG / Rail if that's the case.... On the other hand it does present you with multiple problems which you might have to solve which can lead to a more complex gameplay...

Lastly: The most retarded thing you can possibly do is to make gameplay different between paying costumers and the free to play players.
This will obviously lead to a lot of friction..... It will basically split the scene in 2.
There is 1 small + point to this though which is that all "new players" will in general be on different servers than all "oldschool players".
However this won't be long because online cups should be open to everyone (not just to paying costumers) and there will be 'free cups' regardless of any effort to stop that. And because the largest audience is there... the largest prizes will go there... so the best players will go there.

So to be short: Quake is utilizing your skills to own the opponent. Stopping players from doing that... would mean that it's not quake anymore.

--- end of part 1----
--- part 2 (what should be fixed) ----

The REAL problem quake has is that players hate to get owned in a way that they don't see how not to get owned.

The matchmaking in QL is non-existent and therefor new players are continuously being owned rather than having close matches against eachother and then slowly improving towards the better end of the spectrum (if they put in effort... if they don't put in effort then they should remain having fun games against other new players). And in that lies a big issue for quake.... Because as time has progresses it's obvious that if some "noobs get better while others don't" that eventually there will by some guys left who just loose all matches, unless they play eachother.

History bit:
In Q3 there was a huge influx of new players all at once who all were crap at FPS games (because it was very new at the time). They all had a blast for a long time but eventually a skill gap emerged. This was somewhat solved in Q3 due to the fortunate release of OSP which obtained all "trying" players while all "new players" played VQ3. Although this was fortunate for new players in Q3 it was unfortunate for the game on the whole. As seperate communities began to arrise which had little in common.
Then QL came around and quite a few players already were pro from Q3 but there also was a huge influx of new players. Half of these new players probably dropped out due to the waiting queue to get into the game... but the other half had a fairly good time and start in QL. But because theres already a heavily skilled community playing it, and there was no restriction on joining servers obviously fairly soon all servers were dominated by oldschool players who reduced the fun for new players as they got destroyed. Which lead to another exodus of players from quake.

Now there may be another mass influx of players to QL....
Do you really want them to struggle against the limitations of the game? Or do you want them to experience the gameplay that allows them to finaly see who is the better FPS-player?

----- some examples of limitations of players in other games and the lack of limitation in Quake ----
CS has a 'random spread' and virtually no movement skills required also there are no items at all so you don't need any timing.
UT has one of the worst input systems in the history of mankind as it's a huge struggle to even get your mouse to do what you want. Also their movement is extremely fixed (imo).
In quake however we even have mods like Defrag and now Race which focus purely on a single aspect. Next to that we have Instagib that also focusses completely on a single aspect. Both of these are not "mastered" in a way that any person can do it perfectly. So even the core elements in QL are without any real skill ceiling.

--- ending remarks ---
I think that's about it..... Ofcourse I could go into more depth about why each individual balance change will influence the gameplay in a certain way... but that would give rise to the debate if that balance change would be for the better or for the worse. Which is a very difficult point to anwer.
Imo any change that "removes things you can be good at" is a bad change. But "reducing/increasing how important it is to be good at one thing is up for debate". (For instance reducing LG from 7 to 6 may be a good thing for a lot of players... But there is a way to reduce LG importance without altering the damage output... but I've already said everything about that in previous posts... So please don't bring netcode up as a reply to this post :D)

So do you want QL to remain what I see as Quake..... Or do you want to turn it into a game like CS / UT.
Edited by Weird at 13:30 CDT, 10 August 2014 - 59883 Hits
Overviewing the stream coverage of DH (38 comments)
Posted by Weird @ 16:19 CST, 26 November 2013 - iMsg
Hi guys,

I've been working on a site which is mainly usefull for the gaming-community and I thought I'd give the alpa version a test run this Dreamhack!


Most of you will be interrested in the quake schedual which I put under the Faceit stream.

Small note is that I put all the data in myself. The streams themselves are not responsible for the content on my site. As a concequence of this I try to be fairly neutral in my describtions on the site, as I don't want to "brand" any stream a certain way.
The beta version of this site will allow streamers to place data themselves.

If some data is incorrect or if there are any bugs at all on the site then please flame at me in the comments :D.
Also feel free to share the link with anyone!

------ edit:
just realized it might be nice to "jump to a certain time".
So heres the jump to tomorrow morning 9:10 GMT ;) (finals day ;p).
The jtt only works on the "mainpage" and it takes a unix-time as input. Also added is that if the jtt < now it automatically starts to flow again.
Edited by Weird at 17:48 CST, 29 November 2013 - 5424 Hits
Netcode Comparisons (OSP, CPMA, QL) (308 comments)
Posted by Weird @ 16:43 CDT, 23 August 2012 - iMsg
Because I just can't stand it anymore how oblivious people are to netcode. And that someone tempted me to write a larger post about it... here we go.
Article Page: 1 || next page >>
Edited by Badb0y at 12:40 CDT, 24 August 2012 - 51306 Hits
the game of shootmania (41 comments)
Posted by Weird @ 10:56 CDT, 26 June 2012 - iMsg
I decided to test shootmania for a bit and to write up a small list of pro and contra and neutral assesments and a small conclusion. This because many people have a judgement ready without having been able to play it.
So here it is.


1) The movement is kinda too limited and you have to start off with a really slow jump before you can get some boost. This is however in neutral because if it would not be this dumbed down the weapon balance would turn to shit. You can still do fairly ok stuff on the movement though... ofcourse compared to quake there is hardly any skill needed to have good movement in shootmania.

2) the graphics aren't really 'up to current standards' many other engines can make nicer graphics. It's kinda texture only improvements when you up your graphical settings (so no lighting effects etc.). This is neutral cuz hey I like games for gameplay and not cuz they look good (quake).

3) Having multiple modes... on one hand it's nice that there are multiple modes so people can pick what they like but the idea that they will add more and more modes will just lead to fewer people playing each. Which then is 'bad' for competition (aka ctf players calling tdm players noobs cuz they lack tactics and visa versa).

4) People making their own maps. In general it's a pro but it does lead to unbalanced maps.

5) netcode (wouldn't make a post without mentioning this for my fans). The netcode itself feels pretty nice but it's mainly because 80pc of the game is based around projectiles. I do feel like the projectiles are also being 'unlagged' in some way though which is something that in general I hate (ql's lg/rail) but the advantage of shootmania is that rail kills in 1 shot (so as soon as you give any angle you're screwed) and that there is no lg.

1) it's really easy to get into as you only use 2 mouse buttons and the rest is the regular movement keys.

2) the 'rocketlauncher' actually feels pretty nice and can be used fairly decent as well. The usage is really dependant on the movement though as pretty much 80pc of the hits you make midrange are due to the nmy having to jump in order to gain speed after.

3) Players are getting more possitive incentive during the game than they do in quake.
This is a really important thing of the game I feel. Because the "health system is stupid" (according to many ppl here) you actually get points per hit and in ffa you get bonus points after kills. In FFA you even get points for 'surviving longer than your opponent'.

4) The same as 3 also holds for the overall rankings. Basicly the more you play the higher you get but then if you are skilled you gain points faster. Which is a good incentive for people to play it. Even though the ranking doesn't actually reflect the skill.

5) Actually the elite mode is pretty fun. It's, on defence, more about moving as a team in order to trap your opponent than individualistic skill. While on the attack it's all about you hitting the shots / not getting trapped/ambushed. Which is a nice mixture to have.

6) it's new... which always helps for stuff to be fun.

7) the support that it seems to have.


1) There is quite a large random factor in the game. Although it differs per mode what the random factor actually is.
- In FFA (=storm) the random factor in general is if you get hit by random stuff at the start and also who spawns next to you etc. (sometimes you spawn in between the best 2 players on the server right in a box of 3 spawns... so you're flanked right off the start etc.
- in the 3v3 (=elite) mode it's kinda random if the attacker hits some of his earlier shots. The opponents try to make it as hard as possible for the attacker to hit these but it's always like a 5-10% chance that the attacker hits... And as soon as he takes out 1 early on the rest of the round is pretty much a default win.
- in 1v1 (=joust) there is less of a random factor although some maps are just retardedly unbalanced.

If I was completely honest with myself I could put this under neutral as well.... because it also allows for the most interresting pro (3).

2) the 1v1 mode (joust) is kinda shit. The game mechanics force you to play hyper defensive and manage your ammo like crazy. And even when you do that the end result is often close because of the short limit on hits (you win after 6 hits although you have to be infront at least 2 aka a tennis match without a tiebreak although at 10-10 theres a winning hit). Problem here is that you can't really win games because you're better at movement / aim unless there is a huge skill gap. Anything remotely equal to you will end up in who can play most defensive and manage his ammo best.

3) Except for the elite mode you can't really show pure individual skill (as I wrote a few times above already). The gameplay that we like to see in quake produced by the likes of Cypher and Av3k doesn't seem to be possible in shootmania. Sure you can pull off some 'nice stuff under pressure' but any random noob could do the same with a large amount of luck on his side.

4) I'll assume that this is only because it's still in alpha fase.
- There are some seriously strange bugs going on which I think are because of strange programming errors made mainly because it's nadeo's first online fps shooter (I think?).
- The client server relation seems to be really strange as well (same as in trackmania) although I can't comment too deeply on this because I'm not 100% sure how this is done in the background.
- The FPS my machine gets is shit. In most elite / ffa maps I only have 30 - 45fps (ok ok my pc is old but it runs all quake maps on 125fps which is why I still use it :>).
- next to this there are some retarded programming things happening around there. For instance when I ready up in elite my pc just hangs for 5 seconds.


I think that people new to FPS or just not that good at them will have a good time with this. Especially the FFA mode is very playable even if you're not good.
For it to be a really good competitive game however I feel like they should add some more skill based aspects.... but I've been saying the same about counter strike for years...
The team mode itself is pretty decent. Although it lacks the individual choices people have to make and the tactics in it are not at all comparable to quake (completely different game in that aspect).

I guess that you could best say: Shootmania is to Quake as LoL is to Dota. However I think that LoL has a larger player base (not sure as I don't actively follow those scenes)
Edited by Demiurge at 12:24 CDT, 26 June 2012 - 8949 Hits
Weird -vs- IEM quali #2 (16 comments)
Posted by Weird @ 09:20 CST, 10 November 2009 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: - (0 votes)
Gametype: Duel
Map: N/A
Mod: N/A
Viewpoint: Weird
How to play back QL demos

>> 72430-IEM2Weird.rar <<
(7395KB, 183 DLs)

because someone pointed out that 'there are too few new demos'
I thought it would be nice to upload my won games in the IEM qualifier...
Edited by Nukm at 10:14 CST, 10 November 2009 - 3526 Hits
Weird -vs- myfakenick (30 comments)
Posted by Weird @ 21:32 CDT, 19 September 2009 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 6 (7 votes)
Gametype: Duel
Map: qztourney7 - Furious Heights
Mod: N/A
Viewpoint: Weird
How to play back QL demos

>> 71599-funny.dm_73 <<
(2150KB, 273 DLs)

I usualy don't upload demos.... ever....

So heres my first ever demo which I want to share
It's not an extremely high skill game (it was played at like 5 in the night (morning))
but it's just (imo) too funny to not upload :>

plz don't go wondering who the myfakenick actually is... if you want to see a funny quakelive duel download it, if not than just don't.
8020 Hits
clanned at last :p (10 comments)
Posted by Weird @ 14:25 CDT, 8 August 2007 - iMsg
It's been a while for me since I've been clanned but being clanned might be a good thing ;)
So I joined up with overload gaming ( I think it's a realy nice organisation which will keep growing bigger and better.
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