Assistance gaming


(SCi-Fi) #1

Paul spoke in an early interview at GTtv Quake Wars @ E3 2006 that he
wasnt goin to noob the game and make players learn to fly or drive and
so on, but yet in this interview he says hes noobed it, why!!!

Might aswell put stabalizers on the quads to stop them flipin over or
asstance breaking to stop you crashing, what other assistances are
there!!! I know you can switch it off but shouldnt be there… If you want
to fly or drive vehicles you put in the hrs and learn not switch on a
computer helper… ffs!!

I really thought this game would make a difference but now starting to
get noobed the same way BF2 did…

I was a good pilot as i own pretty well but then the noobs started to whine
as they had probs shooting us down with the AA’s, thing is to dodge
stinger missiles is hard work, but the noobs didnt see that as all they
could see is that they couldnt shoot us down, so Dice implemented a one
automatic hit as soon as they get a lock even if you threw out the flares
missiles would just go straight through everytime and if they got 2 locks
were dead(well sort of :roll: ). There was no balance ok so we needed to
be calmed down a bit but they took away the balance and the dog fighting
for us and soon as they did that i stopped enjoying the game.

I just dont want to see this game falling down the same road as BF2 and
gettin noobed as it would kill it off for me before its even started…

As you can see this interview has made me alittle :frowning:


(Got-JuicE) #2

I was also kinda confused about that whole thing where he said after you get good with vehicles, that you can turn on advanced options and be able to do tricks and such with the vehicles, does anyone know anything about this, and does it make a big difference or is everyone gonna put advanced options at the start k’s IMO thats how you get good with shit


(madness) #3

boohoo…atleast you are not restricted to the “noob controls”

And you won’t be able to pull off fancy moves that you could with advanced controls. You’d probably die faster when going 1on1 with someone who uses the advanced one


(Salteh) #4

Wow, this is the first time I’ve ever seen anyone complain about allowing new players to fly.

Making a game easier to play for new players is not the same as punishing good players. Quake Wars does not punish good players for being good.


(Senethro) #5

Yeah, the noob driving mode is easier but has less control than the advanced one.

But what you complaining about? If you played jets you were playing noob mode already.


(murka) #6

noob mode: helps you so you dont drive off a cliff easily but you cant do donuts?


(Got-JuicE) #7

what would be the difference with advanced features, like how would it make it harder for controls.


(AKA Sneaky) #8

You mentionned BF2 so that pretty much nullified your argument.


(murka) #9

common things between BF and ETQW: its FPS, has teams, teams have classes, vehicles and flying machines, weapons, online… what more?


(Locki) #10

Don’t worry… It’s not quite what you think.

‘Noobifying’ the controls would definitely make the vehicles less cool for advanced players - that’s not what we’ve done. As an example, if you take the ideal controls for a flying vehicle, the keyboard is used for yaw (turn), because it’s far more useful to have analogue control (the mouse) over roll (banking/strafing). This is counter-intuitive for a first-person shooter player because they are used to using the keyboard for strafing (the result of roll), and turning with their mouse. Nevertheless, we’ve stuck with analogue control for roll because in time, a player will make a much better pilot with these controls. The alternative (making the controls exactly the same as controlling a player) would make a player a much worse pilot in the long run. It would also ‘nerf’ the controls for more advanced players. There are examples of flying vehicles with these controls in other games (such as UT) which I think prove this point. They are easier to control (input wise) but have far less potential for advanced moves.

However, the new feature I’ve talked of recently is a form of digital stabilisation for ground and flying vehicles. It doesn’t change the control scheme at all - this is important because a player progressing to the advanced system, doesn’t have to learn new controls, but it does make basic control of vehicles (with advanced physics) easier, with some disadvantages.

Taking the flying vehicles as an example again, the stabilisation reduces sensitivity on the mouse during take-off (so you don’t roll over and crash killing all your passengers), and stabilizes the air-craft (returning it to level) from rolls where you’ve lost control. These has made the flying vehicles easier to fly from A to B, but (much like an auto-pilot) doesn’t assist in dog fights, or strafe runs - quite the oposite in fact… A player with the stabilisation turned off, has complete control over the vehicle without interference. Assuming they are a good pilot, this instability becomes a real plus to pulling-off cool moves. I think I demonstrated this at the i30 presentation.

It’s also true of the ground vehicles… The stabilisation solves problems like the on/off nature of the keyboard causing full steering lock if you leave the ground while turning - for a new player, the system assumes that because they are pressing their left-turn key, they simply want to head left… Imagine a rope pulling you in the direction want to travel, regardless of how much the vehicle is fish-tailing. But for advanced players this is something you’ll want to take advantage of. I did donuts in the Truck as an example, because the stabilization doesn’t interfere with my steering. Turning it off means I get instability that I can take advantage of. This is really useful for sudden changes in direction in combat, and various other moves.

The end result is that the controls and physics aren’t nerf’d for all players, but that newbies can turn on a mode that stops them killing all their team-mates in accidents.

I hope that all makes sense!

Paul ‘Locki’ Wedgwood
Owner/Lead Game Designer
Splash Damage Ltd


(madness) #11

It’s…it is…Him, Locki :shock:

I think I demonstrated this at the i30 presentation.

too bad most of us probably weren’t there…


(Mutley_NoSkill) #12

That’s a really good feature Locki!

Well thought out.


(Got-JuicE) #13

Sounds good I would put advanced options on for ground vehicles, but for flying I sux so I would turn that off


(AKA Sneaky) #14

Well, i don’t even consider BF2 an FPS… so that pretty much does it for me. It played really bad, players community was really bad, too much vehicles emphasis. The entire teams are killing each other over the runway to fly the next plane while 1 or 2 guys are trying to capture points. I empty my entire dao right in my enemy from 2 feet in 2 seconds and the guy is still walking.

There’s plenty of things that make BF2 the most horrible game ever made, from the memory leak… to the game running like garbage compared to the demo.

Simply put if your coming from BF2 and expect to live long in a Quake/Enemy territory environement be prepared to get raped endlessly by experienced quake/ET players. And please stop trying to change this game to something it wasn’t aimed to be in the first place.

Like i said in another thread i don’t go on Dice or unreal tourney forum and tell them to make the next quake.


(Redux) #15

Well, i don’t even consider BF2 an FPS… so that pretty much does it for me. It played really bad, players community was really bad, too much vehicles emphasis. The entire teams are killing each other over the runway to fly the next plane while 1 or 2 guys are trying to capture points. I empty my entire dao right in my enemy from 2 feet in 2 seconds and the guy is still walking.

There’s plenty of things that make BF2 the most horrible game ever made, from the memory leak… to the game running like garbage compared to the demo.

Simply put if your coming from BF2 and expect to live long in a Quake/Enemy territory environement be prepared to get raped endlessly by experienced quake/ET players. And please stop trying to change this game to something it wasn’t aimed to be in the first place.

Like i said in another thread i don’t go on Dice or unreal tourney forum and tell them to make the next quake.[/quote]

Haha , playing public and using dao , i dont consider you an fps player.
And im pretty sure you will get tk’ed for hardware in etqw aswell, its not the game but the players that teamkill you know.

Yes bf2 had its flaws , but i dont think the bf players will go unseen in et:qw. If you take bf42 in consideration (that was a mutch better game than bf2) i think the bf guys will compete alongside with the w:et guys. But i doubt quakeplayers will have any extra advantage in et:qw even if it has quake in the name.

Anyway , this is something we will see when et:qw comes out , and i know its two different games.


(Lanz) #16

The good old discussion about what type of gamer that are the best. I love a pointless discussion while drinking my coffe.


(Brinkman) #17

i love how the units control in unreal to tournament 2004… driving was easy, flying was easy


(fart666) #18

lol


(SCi-Fi) #19

I dont want it to be easy, what is the point in playing a game that has
been made easy for you? The fun part is learning how to do stuff, not
have some cheatmode option help you out… Thats how I see it, its a cop
out so kids can play it and not whine… next thing we know the sights will
be auto centered for you in noob cheatmode, cant have the kids not
killing anyone, ffs.


(TX_RED_ANT) #20

As soon as we load into the Bumblebee transport on GDF, and some noob pilot decides to jump in before ur normal pilot does, takes off and completely inverts the craft upside down and crashes and kills all, yeah, thats gonna be a blast. Whatever happened to shooting ur teammates in the back?