ETQW support for clangaming?


(kamikazee) #21

And how does it work then? (For those without a BF2 background, including me)


(Ifurita) #22

http://planetbattlefield.gamespy.com/View.php?view=GameInfo.Detail&id=78&game=3

I understood the Q-rose system to be BF2’s demo recording application/interface, not a preset team command interface.


(SCDS_reyalP) #23

I think stopwatch was one of the main things that made RTCW and ET as successful as they were for comp play. That doesn’t mean that ET:QW would have to have something exactly like SW, but it makes it so you can play an equal match on asymmetric maps.

I remember some fairly experienced FPS players saying that RTCW would never be a serious comp game because the maps weren’t symmetric :lol:, but SW makes them symmetric in time.

Obviously, having maps that work with a reasonable number of players. I’d say 10v10 is really pushing it for comp play, with 5v5-7v7 being a more reasonable number.

Fairly short map times. Having played an ABBA + AB tie breaker on fueldump with the default time limit, I can say for sure that is too long :moo:

Being able to have shortcuts for things instead of navigating the menus. I never look at the limbo menu when playing ET… spawn points are on the mouse and classes/weapons are on the number pad.

@Fab: I find the BF2 Q rose thing terrible. It ties up your mouse (which is especially frustrating if you are trying to ‘spot’ a moving target, or spot from a vehicle, or drive), and only gives you very limited options. I find a RTCW/ET style quickmenu, which lets you continue to use your mouse and any non-menu keys to be less troublesome.

@Ifurita: I’ve only heard that called ‘battle recorder’. The Q rose thing, you press Q and get a ‘rose’ around your crosshair. Also T. At least thats what I thought he meant …


(Fab) #24

I think a ‘Q rose’ should be used for the vital commands not the “hello” and “goodbyes”. It is anoying how you cant look around when your bring up the menu but its less anoying than looking at the keyboard to type in a 3 0r 4 key combination. A normal menu system like et could be used for the less important commands.

** Just popped into my head: Can the strogg speak ?:s


(kamikazee) #25

I think that pressing V54 or V55 for example is not that hard, given enough practice. And if that’s not easy enough, the bind and vsay commands can do a lot.

BTW: The strogg could write all sorts of signs in Q2, so I guess they can speak as well. :stuck_out_tongue:


(Apocalypse) #26

You-have-got-to-be-kidding-me. BF2’s shooting has got to be the most/worse spray and pray system ever… I’m sure it’s got to do with the terrible netcode but the hit system is so screwed up you never know what you are actually hitting except to spam bullets…

IMO, the Q-rose in BF2 is no big deal, I personally dun think it a good way to send message. Its not precise at all. I much prefer ET’s v41, v42 for example. But I like the way it is being used to communicate tactical info. Press Q and click Spot and enemy info is passed on to everyone. Think this is even more believeable with the futuristic setting of ETQW. :clap:


(SCDS_reyalP) #27

Looking at the keyboard is the problem :moo:

I do like the spotting in BF2, however, losing your mouse input to do it is annoying. It would be far nicer to just have a key that was ‘spot whatever is under the crosshair’

Of course, I am not at all against the Q rose thing as long as I am not forced to use it. It is a good way to get begginers using team chats/command right away.


(RX|marrafakka) #28

[quote=“Apocalypse”]

You-have-got-to-be-kidding-me. BF2’s shooting has got to be the most/worse spray and pray system ever… I’m sure it’s got to do with the terrible netcode but the hit system is so screwed up you never know what you are actually hitting except to spam bullets.[/quote]

In BF2 it’s about burst control, playing smart and being lucky. That’s why I said we need accuracy such as in the original series, where you could be somewhat accurate in close combat (when compensating for the lag). :wink:


(Apocalypse) #29

Pardon me but I’ve never played any of the BF series except BF2. I just found it funny that you would draw reference to ‘accuracy such as in the original series, where you could be somewhat accurate in close combat’. Just about ANY FPS I’ve played does not have series problem with hit detection. And you have to admit that hit detection is kinda important in a FPS right?

How about just accuracy like ET? When if you lose a fire-fight, you KNOW its cos you sucked. Being lucky is not the idea behind a FPS game… Burst control and playing smart is the essence behind almost ALL FPS games.


(xtn) #30

I agree, current ET Pro /w ET TV is extremely good package for comp. gaming.

As I understood ie. ET TV took quite long before it came out due to bani didn’t have access to ET’s source code. So this kind features should be done by SD which needs deeper knowledge of source code… or maybe Activision/SD should hire bani’s team and make some co-operation on this :wink:


(Floris) #31

One of the earliest entries on the SplashDamage CV is turning deathmatch into a televised sport for clients such as Activision and BT. “We made something called FPS Studio”, reveals Wedgwood, “where instead of recording the game from the player’s perspective, you record it on the server and then go back and look at anything you fancy. We put in a lot of spline-path camera’s and produced a windows editor that let you set rules for following the most usefull things that were happening.” We ask if this technology is likely to feature in some kind of TV channel for online Quake Wars spectators. “This has loads of potential,” he agrees, “but we haven’t started development on any kind of Quake Wars TV just yet - the feature set isn’t complete.”


http://www.vplclan.org/images/etqw/etqw-edge3.jpg


(RX|marrafakka) #32

I haven’t played ET, so I can’t say this is good or bad. I’m sorry about that but I think I’m taking Battlefield as an example as it is the only game that allows big scenario fights to go on with things like tanks and helicopters and planes. That’s why I compare Quake Wars to Battlefield, I think. As far as I have seen I will guess the regular format will be 8vs8 or 10vs10 for competition and, correct me if I’m wrong, I think Enemy Territory does 6vs6.

I’m looking forward to this game and these are only my suggestions. I’m not saying “IT SHOULD BE LIEK DIS LOLOL!!!1!”, I’m only giving my views. I encourage everyone else to do the same.

To reply to this statement:
“I just found it funny that you would draw reference to ‘accuracy such as in the original series, where you could be somewhat accurate in close combat’.”
I have found CoD2, CS:S and BF2 to be extremely inaccurate when shooting full auto in situations where, in a game such as BFV or BF1942, could be able to shoot out the enemy fairly easy.

Also, we NEED a crosshair centrepoint if that isn’t in there.


(Etnies) #33

RX|marrafakka

The game is called Enemy Territory Quake Wars, and all you compare it to is bf2, download ET its free then maybe you’ll get a small feel for what it might be like.


(amazinglarry) #34

I’m going to have to disagree with you here but only partially because at least in one of the games I play all the time now (Call of Duty 2) there definitely IS luck. Burst control and playing smart sometimes just doesn’t always work out as the spray is SO wild sometimes that somebody not even aiming at you will score a headshot… meanwhile you can have that same person in the middle of your crosshair and not hit him. This doesn’t happen very often, granted… but it does happen.

RtCW was a game where you needed to have burst control etc… but not so much in Enemy Territory. If your crosshair is on the target, you’re pretty much always going to hit them, regardless of distance.

EDIT: Well you’re certainly right it’s the essence behind ALMOST all FPS games. I guess I just pointed out one of the ones where it isn’t so much. lol


(Hakuryu) #35

I’m sure spectator modes are going to be included, as they have for all Quake engine games.

Replays are a must. I agree with you 100%. Tribes came out in 1996 and had full replays that others modded to allow fast forwarding, reverse, etc…I really enjoyed watching some awesome people play, and I have a favorite of my clans on replay of a 6 Heavy O rush… replays rule. They help noobs see how to play, and can even give veterans tips.

My clan also made it mandatory to record a replay during matches, and they were all posted on a ftp so others could watch their performance and comment on how they can improve for example. Replays are a great tool.


(kamikazee) #36

… And are possible since the Q3 engine.


(jimb0) #37

You sure ain’t forgetting demos were possible in Quake 1 out-of-the-box, right?


(Wils) #38

Tribes actually came out in late 1998, not 1996, but it does still predate Q3 by about a year.

Edit: and yeah, Quake 1 had .dem’s even before Quakeworld.


(jah) #39

I’ve been playing the wolfenstein series since RtCW and then ET in clans, mostly at clanbase, played on eurocups and nations cup. I know that this might not be your target audience (et:qw seems like more of a bf1942 type of game from what i’ve seen) but i guess i can’t hurt to rant a bit.

Basics:

  • Don’t nuke demos. Some games like COD, mohaa, bf, don’t have the ability to record demos. Don’t nuke this please. i beg thee!
  • Some OSP like support for competition play (maybe with some new tricks found on etpro like the hitsounds - those are great for competition playing);
  • Costumizable HUD, because ET default hud is just so huge and it blocks most out of the screen, maybe creating 3 default huds: huge, medium, small.
  • Don’t nuke autodownload from servers (quake4 nuked this :S), this is vital both to the unexperienced player to the “more advanced” clan player;

clan playing:

  • The biggest thing that is buggering me is the number of players needed for clanwars. Ofcourse this has to do with the size of the maps. I remember that when i first played in fueldump (coming from rtcw) i thought “this is a 12vs12 map noo!!”. I think this is vital because it’s just easier to field 5 players (CS style) than it is to field 8 players (bf style). It’s really hard to have 6 players always available to play every night and praccy, so i shiver when i think about 8vs8 clan wars. Counter Strike is the most popular and played game mostly because its price, lan tournaments, etc, but team size helps too. Organizing a Lan tournament for 5vs5 teams is less difficult than for 8vs8 teams. So, with this in mind, and from what i’ve read somewhere (a description of a qw:et map) where a map was almost divided by 2 different actions: 1st) outdoor actions (vehicles and the whole bling bling), followed by 2nd) close firefights on foot (it wasn’t possible to ride any vehicles from what i read). This would be great as 2 different Gameplays (like stopwatch, objective, etc) you could add one more like Infiltration, where you’d only could walk on foot (vehicles “sound” 8vs8 to me sorry) and have specific targets and close firefights. This would be great to target other type of clans (rtcw, et, cs, cod, etc) and bf like clans could still play the huge maps with all the vehicles and flying bugs (!!!) without hurting the game imo.
  • Recoil, Rate of Fire and Spread! Where did this all go in ET? RtCW is great because you just can’t aim and shoot, you’ve got to practice and get some skill to learn how to control spread/recoil. ET doesn’t have this and imho, it wouldn’t hurt to have spread/recoil. ROF is very important also, in RtCW thompson <> mp40 (tommy makes more damage but mp40 is faster - they are balanced), in ET this doesn’t happen, and again, this hurts the game imho. Most of the firefights become pretty much the same as opposite to rtcw where firefights are a bit more “dramatic” (as in cs, cod, etc).
  • And since you’re in the UK, maybe you could have some clans betatest teamplay in qw:et - wouldn’t hurt imo (to avoid software leaks maybe you could arrange clans in a lanhouse of sorts and play for a whole weekend or something).

Ofcourse this is all my opinion, from what i’ve played and what i like. But i think that at least what i mentioned in the Basics wouldn’t hurt anyone. I guess :slight_smile:

I also know that clanplaying isn’t a priority since you have to sell the game to everyone and not only clan playing geeks. But maybe adding some features to a bigger server/gameplay experience wouldn’t hurt too, and maybe would help to capture some rtcw/et fans like myself (i must admit that if et:qw turns out to be similar to bf gamplay type, i will prolly just wait for rtcw2 mp that is beeing developed by nerve - the same company that developed rtcw1 mp).

Long rant so i’ll finish it. Good luck to all SD’s projects, you guys have worked hard to get to the top, you deserve it!

Well, maybe not Sock, because socks smell funny :smiley:

J

PS: don’t flamme me this is just my opinion :frowning: please :slight_smile:


(Rhoades) #40

That is an interesting idea. What about having different variations of the same map in terms of size so the people that want to play 5v5 or something are able to.