What is going to make Battlefield 2142 a better clanwar-game then ET:QuakeWars?
I played QW at E3 and it is clearly a good game. It was showed very well, Activision did a great job there and it pretty much stood a guy behind you yelling to you what you needed to do. And that is almost necessary because there is a really steep learning curve in it.
But for clanwars it will be a popular game but what to chose is just a matter of likening and taste.
BF2142 will be the “open sandbox� that BF2 is today. Even if there is a Titan up in the sky there is nothing forcing you to attack it to through the generators to help your team. You can go and sit yourself in a cannon and shoot only, even that it might take a little longer time. In QW I got the impression of that you only got one way to go on, first to objective 1 and then on to objective 2 etc. This is ofcourse also good if you like to follow objectives and we got that in BF2142 also but we also got the sandbox-strategy, you can do whatever you want to and still help you team-mates. In QW you need to drive a vechile from location A to location B every time and repair it while moving and repair the bridge every time on the map I played on E3. And ofcourse there is some BF2-ripoff in QW if you are going to be hard against them but that is how the gaming industry works today. As we got revive from Wolfenstein: Enemy Territory.
I will play both BF2142 and QW.
BF:2142 PR guy talks ET:QW!
lol “sandbox strategy”. Sounds like crap to me. “there is nothing forcing you to attack it to through the generators to help your team” “You can go and sit yourself in a cannon and shoot only”. lol, sounds like a real great clan game.
What you talking about? this is a fresh original post. BF2 rip off? how dare he :disgust:
What you talking about? this is a fresh original post. BF2 rip off? how dare he :disgust:[/quote]yeah, he says QW ripped of BF2, but he doesnt mention what exactly they ripped off.
im not surprised that bf playes would find an ET game to have a steep learning curve as they are all used to there nerfed weapons and vehicles. the sandbox stratergy is also what made me stop playing bf2 as i got sick of long player taking jets behind my teams lines and capturing flags with no resistance
And ofcourse there is some BF2-ripoff in QW if you are going to be hard against them but that is how the gaming industry works today. As we got revive from Wolfenstein: Enemy Territory.
It sounds like he means ET:QW “ripped off” using shockpaddles for revive, just like BF2 “ripped off” letting medics revive people in the field.
Did you miss the ‘talks ET:QW!’ bit in the title AND skim the contents of the first post, somehow?
The evolution of medics in class-based team games is kind of interesting. Wolf was clearly inspired by the Team Fortress medic (hence the syringe), but the concept of revives is quite groundbreaking and adds a lot to the game.
On the other hand, using shock paddles is a fairly obvious step if you’re setting the same game mechanic in a modern scenario. We were somewhat dismayed to find BF2 had shock paddles before we’d even announced ET:QW
Agreed. IMO, the addition of revives also really improved BF2 over the previous BF games, so even if they “stole” it, that isn’t really a bad thing. I hope ET:QW brings some more unique innovations worthy of being ripped off :D.
On the other hand, using shock paddles is a fairly obvious step if you’re setting the same game mechanic in a modern scenario. We were somewhat dismayed to find BF2 had shock paddles before we’d even announced ET:QW
I didn’t mean to suggest that you guys actually took the idea from BF2 (the timing is such that an outsider couldn’t tell one way or the other), FWIW, that was just my interpretation of his comments. In any case, it’s a fairly cosmetic thing.
i absolutely don’t care if someone thinks someone else borrowed something from somewhere. main thing is: who makes it bettah?
that’s the same if someone says: hey, bf2 is crap, but in a good way. and qw has better gameplay, but better gameplay is a bad thing.
I personally feel BF2 has taken alot from Wolf ET, and other games and to Claim that ET QW is a copy is ludacris as we could say there game did the same. There classes sound ripped from Wolf ET and TF before that.
As for open end game play, I find it boring and it leads no where, and not that I like realsitc games but how is capping flags realistic? Warfare aint open ended it has a set objective. eg destroy the enemies artillery.
The main thing I get:
In ET:QW you are always right in ther middle of action where in BF2142 you can end up alone and lost somewhere in nowhere.
Not sure who has stolen what from whom.
I think most of the classed based game were inspired by fortress games (as discussed earlier somewhere here in the forums).
The thing he puts down about QW’s is actually its best asset… objectives. While BF players are roaming around in packs of 2-3 all over the map, QW players will be in the action.
ET doesnt have maps the size of BF, but I see the objective gameplay moving the action much better than any ‘sandbox’ mode. In fact, I see the whole sandbox mode as today’s deathmatch… due for a decline in popularity.
I knew they stole revive, but trying to justify it by saying SD stole vehicles is silly. Maybe they were influenced from playing BF2, but isnt controllable vehicles a logical choice for a gameplay upgrade when you look at ET?
We will see, none of the european bf2 top clans atm want to play 2142. EA/DICE have changed completly the twice. (patch 1.2 and 1.3) And there is just to many bugs in betafield. And you have to have atleast 8 players to play a cw, thats to much. For a game to be top-competitve there needs to be 4-6 players per team. (teambased games) This altso makes it easyer to have big LAN tournaments.
I just hope Quakewars manges to get a releasedate as close to 2142 as possible, because many clans and players is going to jump on the first game that comes out. At least drop a beta or demo at the same time as Dice does it.
The evolution of medics in class-based team games is kind of interesting. Wolf was clearly inspired by the Team Fortress medic (hence the syringe), but the concept of revives is quite groundbreaking and adds a lot to the game. [/quote]
Quoted for truth. The revive dynamic is incredibly powerful - it forces interdependance between players (you can’t revive yourself), and it reduces the ‘wait for the respawn then spawn back’ occurance, which has a huge positive effect on the amount of action taking place. It would have been quite a remarkable concept when TF came out with it (before my time sadly).
I guess the only similar dynamic in the Wolf gameplay-universe is the ammo-bearing capability of the fops. There’s not really a lot of other basic stats of the player (health, ammo, movement speed, weapon damage, etc) that easily lend themselves to being augmented through purely team-based interactions. I guess the closest would be UT’s link gun - an attempt at team-based damage output increase.
but anyways I am rambling now…
Good interview - the game-tv question was an interesting one to throw into the mix. IMHO, everything outside of iD engines has been lagging pretty badly in that area (camera angles etc), but everything (iD engines included) still has a lot of work that could be done (think the ‘Lithium’ project that was done on ET).
[edit] yes I KNOW that the game-tv aspect doesn’t sell shrinkwrap, and so won’t appear on gold CD’s unless something fundamental changes (games able to make $s off spectators or whatever).