Clans


(kamikazee) #21

It isn’t W:ET, but it has about the same gameplay. It should be possible to remove all vehicles from the maps, so infantry only works too.

The only way to know it for sure is to wait for the game’s release - nobody can know how it works out. (Even not the devs, as they can’t test what thousands of players could do when playing as a clan.)


(cmos) #22

If they had an idea from the begining they probably have an clue ;D


(GlobalWar) #23

Most of the devs ARE or were clannies themselves :slight_smile:

Wasn’t Locki bragging about being the CL of the oldest quake clan still alive?

Don’t worry, they will not let us down.


(cmos) #24

True, but we want some info :smiley:


(MuffinMan) #25

imho clans are very important for any online game - I don’t have numbers but I assume that most servers are provided by clans - clans are normally playing the same game public and private, if it’s not suited for clanplay there probably won’t be a public server either. you can see that very good when following a game for some time - at first it’s loads of public players, when the game grows older it’s almost only clan players, was the same for rtcw for example - when the clans go the game is dead

at least this is the case for us. anyway if et:qw is good (in other words - if I like it) we too will have at least one public up and running as soon as I get hands on the dedicated server, along with 1 or 2 private servers. if it’s not (last time experienced with quake4) it will be gone again within a few days… anyway let’s hope this doesn’t happen as I’m checking news pages daily for the release dates / a playable demo / whatever since months… :wink:


([ls.leodavinci]) #26

Well this is also the reason I am here.
Will Quake Wars be a good place for teams to compete against each other?

IN quakewars you have to reach objectives right… think that fits clan/ teamwork very well


(Lanz) #27

Short answer is YES!

W:ET was very “clanable” and suited a small team game, perfect for clans[/quote]

It became good, but wasn’t really that suited to clan games at first. With high map time limits and slow escortables, XP you couldn’t turn off in stopwatch etc. Many clans wheren’t that happy at first.


(Nishua) #28

Battlefield was great for clans to play competitively, unfortunately they didnt support clans fully in the game. They didnt evne bother to incorporate some kind of tags for names, so people would have to make a new name when joining clans. Which really sucked when you did because you would have to start your track record all over again. Hmmmm… Real smart DICE and EA youRRRRRRRRR GREEEEEEEAAAAAATTTT !


(rOTAn) #29

Nope their not ! only thinking of the public side made the game boring in the end because all public noobs whining about everyting.


(cmos) #30

Will be interesting how it will work.
I just saw a interview over at gametrailers.com where Todd comment the possibility for professional gaming.
He mention that QW is quite different since the game play is alot about objectives and that the sides arent complitly even, so he mention that modes like “stopwatch” where teams compete how fast they clear the objetive and win the map.

So there will be like who finish the map in the fastest time, quite interesting.
Im quite used to de maps and ctf, but this could be quite fun.


(MuffinMan) #31

SW was fun in rtcw - there were no campaigns in rtcw - and it worked really well


(carnage) #32

if there is stopwatch then they are going to have to make the map shorter thean the ET ones you could be lookingat an hour for two defensive wins otherwise per map

i hope they reduce the map time but while making the maps bigger so your always moving and you dont get the same part opf the battlefield over and over. i find its much more fun and tatical to be moving forward as you gota think where your going to run to cover etc


(rOTAn) #33

Still not any answear I was looking for plz stick to the thread!


(ouroboro) #34

Show me a better example of team play than the ET format. There’s your answer.

The best teamwork (and thus, most exciting clan wars) comes when I need you and you need me. Period.

Team Fortress is the grandfather of the formula. Games like W:ET, and of course RtCW before it, pretty near perfected this idea. ET:QW is the same folks, honing it even further.

I’m pretty confident it’ll work great for competition. It’ll probably end up tweaked a bit, as all games are. But the co-dependent gameplay formula simply lends itself perfectly to clan play. Even an otherwise bad game with this basic formula would probably be playable competitively to some degree.