What do you want from a deathmatch game?
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Yeah because CS/CS:S weapons are soooo innacurate :icon29:Mr.Magnetichead wrote:What about the core combat? Which style do you prefer? Slower paced CS style stuff with innacurate weapons or Quake 3 style speed stuff with weapons that shoot where they're surposed to?
[size=75][i]I once had a glass of milk.
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
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[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
Re: What do you want from a deathmatch game?
Its got nothing to do with the system. I have a great system, I play online at 1280x1024, 4xAA in Ultra detail with ZERO slow down. And it bored the fuck out of me multiplayer wise.Underpants? wrote:get fucked with the "we," MagjackassHead. I am pretty damned happy with Q4 myself.Mr.Magnetichead wrote:Seeing as Doom 3 and Quake 4 MP didn't pan out to be what we thought they would be what is it exactlly you DMers want from an online DM game?
Tell me everything.
Get with the program and buy a better system or just SSSSSSSSSsssssssssssssssssssssssssssssssssssssssssssssssssssssssstop the bleeding, shitsword :icon11:
I think what he means is weapons that change accuracy depending on your current stance. If your running you haven't got a chance in hell of hitting somebody with a sniper bullet, but in Quake 3 you could be running/jumping/sliding/coming off a bounce pad at 90mph and STILL land a shot. Because you know where the impact will hit, not matter what speed your going.SOAPboy wrote:Yeah because CS/CS:S weapons are soooo innacurate :icon29:Mr.Magnetichead wrote:What about the core combat? Which style do you prefer? Slower paced CS style stuff with innacurate weapons or Quake 3 style speed stuff with weapons that shoot where they're surposed to?
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How is asking for peoples opinions the same as selling something?
Yup.o'dium wrote:
I think what he means is weapons that change accuracy depending on your current stance. If your running you haven't got a chance in hell of hitting somebody with a sniper bullet, but in Quake 3 you could be running/jumping/sliding/coming off a bounce pad at 90mph and STILL land a shot. Because you know where the impact will hit, not matter what speed your going.
I was thinking about this a lot a few weeks back when Q4 still had little more then a flat line community, and was wondering why. My quick points.
1. It need to offer the ability to move fast. If thats by having a high speed on the ground, or something like strafe jumping to offer quick boosts of speed its all good.
2. The weapons need to be balanced such that there are levels of power or tiers which can be a source of depth in 1v1 and TDM. Which weapons to go for, control and use in certain situations should be something to consider, not every weapon should be as useful as the next.
2a. The weapon set needs to encompass different ranges, and lend itself to allowing for different play styles and tactics. Close up, far away, prediction, hitscan, all need to be considered.
3. It should be a simple game on the surface. This means no alt fire modes, no charging shots, no double tapping key combinations. However there needs to be a great level of depth in the weapon balance, and movement physics.
3a. The Movement physics of the game should allow for a seperation of skill between quality players and pub players. I look at CPMA with the tweaks it has as something to aspire to, but then again perhaps it was taken a bit to far with the air control. Double jumping and ramp jumping are great, as is crouch sliding in Q4.
"What about the core combat? Which style do you prefer? Slower paced CS style stuff with innacurate weapons or Quake 3 style speed stuff with weapons that shoot where they're surposed to?"
Weapons should hit where you want them to. People like random fire because it lowers the skill level by introducing an element of chance. Weak.
"How much of an impact does the artistic style and direction of a game have on how much you enjoy it?"
Not all that much. Im not about the graphics at all. I would like to see id go back to their roots since I started with these games with Doom and dig the gothic techhell they had going back then and in Q1/3. Straight tech/military base bores me however but I will still play. Saddly I thinik the days of a gothic techhell are on the way out since id have become sell outs just trying to make a good quick buck. See Doom the movie. Once again though the weapons in Q3 looked much better then the ones in Q4, probably because Q4 went for a futuristic 'real' feel which just doesnt appeal to me.
"Do you prefer your character to develop skills over time or do you want everything to be down to your actions from the start?"
I want to develop my skills. My in game character should simply be an extension of what I make it do, a huge part of the reason rpgs are just somthing to waste some time, the random factor of hits and misses is to frustrating.
A DM game should not be CS, because CS/BF2 ET maybe even are not DM games, they are more tactical shooters then anything else. A DM game supports 1v1 and FFA of course with, in this day atleast, a minimum of CTF support as well. It should also have things like RA/CA and Instagib since they are easy to implement and are well supported by the community itself.
Map issues will be game dependent I imagine but there needs to be an element of control present. The stock Q4 maps are absolute failures in this regard and not a single one stands up for competition use. They are a failure on so many technical levels which the community has had figured out since the QW days that its just sad, and to make matters worse this philosphy of map design is reinforced at the highest levels within the companies making the games. Sad.
There needs to be items to go with the tiered weapons. Armour should be different in its amounts granted and even level of protection. Health can be controlled, and of course in TDM powerups play a big role.
There need to be different categories of powerup. Quad and a Shield for TDM, Haste / Quad for CTF perhaps. Offensive and Defensive uses.
The weapons need to be focused in their application until you get to the RL which is your every weapon. Spam, prediction, directs, its great at everything unless your right beside your opponent and dont want to hurt yourself.
Honestly. Q3 and mods like CPMA, a mod designed and implemented from the ground up to offer depth of play, are about as good as we will ever get in a DM game I believe, unless UT2007 can succeed where Q4 has so far utterly and completely failed.
1. It need to offer the ability to move fast. If thats by having a high speed on the ground, or something like strafe jumping to offer quick boosts of speed its all good.
2. The weapons need to be balanced such that there are levels of power or tiers which can be a source of depth in 1v1 and TDM. Which weapons to go for, control and use in certain situations should be something to consider, not every weapon should be as useful as the next.
2a. The weapon set needs to encompass different ranges, and lend itself to allowing for different play styles and tactics. Close up, far away, prediction, hitscan, all need to be considered.
3. It should be a simple game on the surface. This means no alt fire modes, no charging shots, no double tapping key combinations. However there needs to be a great level of depth in the weapon balance, and movement physics.
3a. The Movement physics of the game should allow for a seperation of skill between quality players and pub players. I look at CPMA with the tweaks it has as something to aspire to, but then again perhaps it was taken a bit to far with the air control. Double jumping and ramp jumping are great, as is crouch sliding in Q4.
"What about the core combat? Which style do you prefer? Slower paced CS style stuff with innacurate weapons or Quake 3 style speed stuff with weapons that shoot where they're surposed to?"
Weapons should hit where you want them to. People like random fire because it lowers the skill level by introducing an element of chance. Weak.
"How much of an impact does the artistic style and direction of a game have on how much you enjoy it?"
Not all that much. Im not about the graphics at all. I would like to see id go back to their roots since I started with these games with Doom and dig the gothic techhell they had going back then and in Q1/3. Straight tech/military base bores me however but I will still play. Saddly I thinik the days of a gothic techhell are on the way out since id have become sell outs just trying to make a good quick buck. See Doom the movie. Once again though the weapons in Q3 looked much better then the ones in Q4, probably because Q4 went for a futuristic 'real' feel which just doesnt appeal to me.
"Do you prefer your character to develop skills over time or do you want everything to be down to your actions from the start?"
I want to develop my skills. My in game character should simply be an extension of what I make it do, a huge part of the reason rpgs are just somthing to waste some time, the random factor of hits and misses is to frustrating.
A DM game should not be CS, because CS/BF2 ET maybe even are not DM games, they are more tactical shooters then anything else. A DM game supports 1v1 and FFA of course with, in this day atleast, a minimum of CTF support as well. It should also have things like RA/CA and Instagib since they are easy to implement and are well supported by the community itself.
Map issues will be game dependent I imagine but there needs to be an element of control present. The stock Q4 maps are absolute failures in this regard and not a single one stands up for competition use. They are a failure on so many technical levels which the community has had figured out since the QW days that its just sad, and to make matters worse this philosphy of map design is reinforced at the highest levels within the companies making the games. Sad.
There needs to be items to go with the tiered weapons. Armour should be different in its amounts granted and even level of protection. Health can be controlled, and of course in TDM powerups play a big role.
There need to be different categories of powerup. Quad and a Shield for TDM, Haste / Quad for CTF perhaps. Offensive and Defensive uses.
The weapons need to be focused in their application until you get to the RL which is your every weapon. Spam, prediction, directs, its great at everything unless your right beside your opponent and dont want to hurt yourself.
Honestly. Q3 and mods like CPMA, a mod designed and implemented from the ground up to offer depth of play, are about as good as we will ever get in a DM game I believe, unless UT2007 can succeed where Q4 has so far utterly and completely failed.
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- Posts: 2001
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I think crouch sliding is a great feature that adds to the skill base possible to exploit in the Quake series, but really no I dont believe there is much to add in terms of basic gameplay. Take CPMA, add in the crouch slide, and its looking just awesome. The basic success of DM games is in their simplicity imo, so adding tons of weapons, or alt fire, or whatever, just messes things up.
That said, different game modes within the basic structure and definition of the game world are always going to be great. DM/FFA/TDM/CTF/CA/RA/Instagib, all keep the basic rules of weapon balance and physics. Throw in some new things like Domination, Assault, Harvester, even some Runes like Lithium/Arena CTF whatever but if the base of the game is not rock solid like Q3 was/is then your just spinning your wheels...
That said, different game modes within the basic structure and definition of the game world are always going to be great. DM/FFA/TDM/CTF/CA/RA/Instagib, all keep the basic rules of weapon balance and physics. Throw in some new things like Domination, Assault, Harvester, even some Runes like Lithium/Arena CTF whatever but if the base of the game is not rock solid like Q3 was/is then your just spinning your wheels...
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- Posts: 2001
- Joined: Thu Nov 01, 2001 8:00 am
You mean, should the players movement obviously tied to his body have an impact on how the gun responds? No I guess not. I prefer a more arcade approach to the game. If I want to be flying across the map, duck in the air and spin 180 to hit a rail, the movement of my character should only impact how I line up the shot, not whether im able to swing my arms against the force of gravity or whatever.
The gun does act seperate from the body and its actions other then basic lining up of shots through strafing, jumping and so on..
The body should only impact on movement and dodging of shots for the most part, when to jump, when to duck to dodge a rocket, lowing your profile to limit your chance of being hit with spam that kind of thing.
The gun does act seperate from the body and its actions other then basic lining up of shots through strafing, jumping and so on..
The body should only impact on movement and dodging of shots for the most part, when to jump, when to duck to dodge a rocket, lowing your profile to limit your chance of being hit with spam that kind of thing.
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Well, TBH I think Riddick should of had a MP game. If they do another one on 360 i hope its Live! enabled.
Riddick was very smart, in the way you could interact more with the world and your enemy. If you dont want to use ammo, dont, jsut sneak up and reak his neck. If you want to get up something you SHOULD be able to, then you can jump up, grab the ledge and pull yourself up, or jsut hang off the side.
Very smart game, MP would be been cool.
Riddick was very smart, in the way you could interact more with the world and your enemy. If you dont want to use ammo, dont, jsut sneak up and reak his neck. If you want to get up something you SHOULD be able to, then you can jump up, grab the ledge and pull yourself up, or jsut hang off the side.
Very smart game, MP would be been cool.
I agree that that kind of thing can be controlled and the skill involved is from mitigating the random effects, people would always say I cheated due to the high number of head shots I would get in CoD but if you aim down the site for the head with a full auto weapon your going to hit the head eventually, it is still much more random obviously however then the direct fire attributes found in the Quake series and random != skill in my eyes.stocktroll wrote:well it depends on the games
knowing how to handle recoil, spread (from holding down the trigger to long), and bullet physics can be balanced into a high skill demanding game but its a thin between turning that game into a no skill spam fest
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- Posts: 2001
- Joined: Thu Nov 01, 2001 8:00 am
Once again this has nothing to do with my questions. Seriously just start a fucking love journal.o'dium wrote:Well, TBH I think Riddick should of had a MP game. If they do another one on 360 i hope its Live! enabled.
Riddick was very smart, in the way you could interact more with the world and your enemy. If you dont want to use ammo, dont, jsut sneak up and reak his neck. If you want to get up something you SHOULD be able to, then you can jump up, grab the ledge and pull yourself up, or jsut hang off the side.
Very smart game, MP would be been cool.