DIRTY BOMB UPDATE: Version 21216


(Nail) #261

Quake clone, like that hasn’t been tried to death, acQu, here’s another quote

Quote: o0MrCheesy0o
"Quake’s gameplay was a mistake. Rocket jumping was a mistake, strafe jumping was a mistake, air-control was a mistake, etc. - all the things that make Quake great were unintentional :<

The main problem developers face is that they do look at Quake as the definitive model for an arena first-person shooter, and what they end up churning out is a Quake-clone. Though to try and prevent that they feel forced to make needless changes, and/or add in gimmicks to differentiate it from Quake and give their product its own sense of identity. Warsow is a good example of this, but players don’t flock to it because Quake already exists. The things the developers had added to it in order to differentiate it from Quake have their own problems, so even if Warsow fixed issues players complained about in Quake they’re faced with new issues, and on top of that a very low starting population. Players won’t migrate from Quake to a Quake-clone, no matter how “good” it is, because the effort required to do so doesn’t justify the results.

The developer of Warsow has admitted his mistake of making it too much like Quake, and I’m sure every major developer realizes they can’t make a Quake-clone successful too. So they target a different audience, e.i., not Quake players. I’m sure they want their game to go mainstream, and that means the product can’t be too complex. If you go up to the average FPS player and ask them what they think of bunny-hopping they’d probably say it’s silly, and a sprint mechanic would be better suited as a means of faster travel. Furthermore most consumers don’t bother themselves thinking about FoV, visual noise, or the rest of the stuff more “hardcore” players do. They just want to jump into a game and have fun. They could care less about e-sports or ‘skill’ in a video game, so developers have to carry that mentality to a degree if they want a successful product.

As silly as it seems, I’ve talked to people about wanting FoV sliders in games that don’t have them, and I get told, “it’s cheating to be able to see more”. Players don’t even like asymmetric maps for gametypes like TDM, because “one team gets different advantages/disadvantages to the other and it’s not fair!” Map-spawned powerups have vanished from the modern FPS as well, because the average consumer mentality is that they’re unfair and promote powerup camping/hording which is “noobish”. Players also cry to spawn in the game-world with the gun they choose, because hunting one down is unfair and unfun. Face it, the idea of a deathmatch game is outdated in the consumers’ minds, and if you make one you’re marketing it towards a dated demographic that won’t budge from their Quake. So developers make lazy games that caters to the modern day FPS player mentality in the hope of a quick buck. Old time players of these kinds of games may notice glaring issues, but that’s because the game isn’t being targeted towards them. Perhaps that’s why engine issues are being ignored in favor of making more DLC, because the devs know the casuals will run to the next cool thing: they’re trying to make as much money now whilst they have their attention. "


(Ashog) #262

Nice quote, it is indeed so, sadly :frowning:


(Humate) #263

Yup. I heard that is true. So as i understand it regs, but then it is send to the server. At the server i think it lands in a queue, some kind of priority queue sorted by ping. This would also explain why high pingers can play fairly well, simply because when i shoot them, my shots land in the queue of the server and get evaluated later.

I generally dont see many pingers play well to be honest, and Ive been here for a while.
The ones that are actually decent are all comp players, and even some of them struggle sometimes.

I wouldnt worry about it :slight_smile:


(nexgen) #264

[QUOTE=Nail;457045]Quake clone, like that hasn’t been tried to death, acQu, here’s another quote

Quote: o0MrCheesy0o
"Quake’s gameplay was a mistake. Rocket jumping was a mistake, strafe jumping was a mistake, air-control was a mistake, etc. - all the things that make Quake great were unintentional :<

The main problem developers face is that they do look at Quake as the definitive model for an arena first-person shooter, and what they end up churning out is a Quake-clone. Though to try and prevent that they feel forced to make needless changes, and/or add in gimmicks to differentiate it from Quake and give their product its own sense of identity. Warsow is a good example of this, but players don’t flock to it because Quake already exists. The things the developers had added to it in order to differentiate it from Quake have their own problems, so even if Warsow fixed issues players complained about in Quake they’re faced with new issues, and on top of that a very low starting population. Players won’t migrate from Quake to a Quake-clone, no matter how “good” it is, because the effort required to do so doesn’t justify the results.

The developer of Warsow has admitted his mistake of making it too much like Quake, and I’m sure every major developer realizes they can’t make a Quake-clone successful too. So they target a different audience, e.i., not Quake players. I’m sure they want their game to go mainstream, and that means the product can’t be too complex. If you go up to the average FPS player and ask them what they think of bunny-hopping they’d probably say it’s silly, and a sprint mechanic would be better suited as a means of faster travel. Furthermore most consumers don’t bother themselves thinking about FoV, visual noise, or the rest of the stuff more “hardcore” players do. They just want to jump into a game and have fun. They could care less about e-sports or ‘skill’ in a video game, so developers have to carry that mentality to a degree if they want a successful product.

As silly as it seems, I’ve talked to people about wanting FoV sliders in games that don’t have them, and I get told, “it’s cheating to be able to see more”. Players don’t even like asymmetric maps for gametypes like TDM, because “one team gets different advantages/disadvantages to the other and it’s not fair!” Map-spawned powerups have vanished from the modern FPS as well, because the average consumer mentality is that they’re unfair and promote powerup camping/hording which is “noobish”. Players also cry to spawn in the game-world with the gun they choose, because hunting one down is unfair and unfun. Face it, the idea of a deathmatch game is outdated in the consumers’ minds, and if you make one you’re marketing it towards a dated demographic that won’t budge from their Quake. So developers make lazy games that caters to the modern day FPS player mentality in the hope of a quick buck. Old time players of these kinds of games may notice glaring issues, but that’s because the game isn’t being targeted towards them. Perhaps that’s why engine issues are being ignored in favor of making more DLC, because the devs know the casuals will run to the next cool thing: they’re trying to make as much money now whilst they have their attention. "[/QUOTE]

So true. Have to make the masses happy with there stop and go red and green buttons… silly wabbits.


(acQu) #265

Don’t agree to Nails post, because he doesn’t understand the message. If you watch closely, noone is talking about a mere quake clone here :slight_smile:

@Humate: my point here is inconsistency. You have different delays on each player, so there are multiple delays depending on what player you shoot. It should all be deterministic and predictable. If i shoot someone, i expect in my brain that after XXX ms i get either confirmation about the hit or not. In W:ET this was part of figuring out the hitbox of players. With different delays on each player it makes it confusing to uncover that information.


(Nail) #266

your quote buddy, you tell me what it means
“Just sayin’: people wishing for a quake clone are hardcore, yes, but they are actually right that just the mere clone of quake would already make it an outstanding game in today’s fps landscape. Imagine what happens if the character concepts are built on a quak’ish game”


(acQu) #267

[QUOTE=Nail;457229]your quote buddy, you tell me what it means
“Just sayin’: people wishing for a quake clone are hardcore, yes, but they are actually right that just the mere clone of quake would already make it an outstanding game in today’s fps landscape. Imagine what happens if the character concepts are built on a quak’ish game”[/QUOTE]

Yop, nothing wrong with that :slight_smile:


(warbie) #268

I hear that. The greatness of RTCW and ET is as much due to their Quake heritage as the classes, objectives and asynchronous maps. The latter stuff, as interesting as they are gameplay wise, is just what you do - it’s the Quake part that makes it awesome doing it. It’s what’s is so painfully missing in games like BF3. I (begrudgingly) accept that DB is it’s own game and not a sequel to RTCW and ET, but why, especially when making a PC exclusive and not constrained by console training wheels, not build the game on a bad ass, fast and fluid, twitch aim template?


(acQu) #269

Totally unordered thought incoming: it actually has been done before with the, in my eyes, superb netcode of idTech3 :smiley: But somehow SD doesn’t want to recognize this. Imo they should hire people making the netcode just as idTech3. That is one of the things i wish for DB :smiley:


(rand0m) #270

So I hope we can expect an update this week they’ve been fairly consistent an update per month around the end of the month. I need a reason to try again. :slight_smile:


(ImageOmega) #271

There have been full NA servers every night for the past 3 or 4 nights?


(rand0m) #272

I’ll be back when the game starts to ‘feel’ better to me. Still needs a lot of work for me to have fun :(.


(Protekt1) #273

My hopes for the next patch are more optimization changes. FPS is more stable than before but still too low with a full server load and still needs to be more stable.

I am running an older driver though but that is because the latest one put out by nvidia seems to crash randomly.


(rand0m) #274

[QUOTE=Protekt1;457879]My hopes for the next patch are more optimization changes. FPS is more stable than before but still too low with a full server load and still needs to be more stable.

I am running an older driver though but that is because the latest one put out by nvidia seems to crash randomly.[/QUOTE]

Yeah 320.49 broke my pc with afterburner.


(Mustang) #275

Thanks for the tips guys I’ll stick with 320.18 for the time-being then.

EDIT: Apparently 320.18 aren’t too good for GPU health, going to try skipping ahead to 326.19 instead.


(tokamak) #276

TLDR: The hardcore shooter fans already have everything they want for 14 years now.