Well, they did a presentation about ET:QW on that british lan and here is an article of it : http://i30.multiplay.co.uk/index.php?option=com_content&task=view&id=122&Itemid=1
i30 QuakeWars presentation
How many players can it support?
24 player is the max. We have done extensive testing with the perfect amount of players and everything is tailored towards 24 players. We don’t want have lots of players, we want good experience and more players doesn’t always mean this.
24 is the max recommended right?
and if the server wants to it can have more than that?
I’ve always had the impression that 24 was the “recommended” as well. I hate how people are making it sound like a hard-set limit in the game, or trying to find a hard-set limit for the game somewhere.
Not the best example in the world since Doom 3 multiplayer was non-existant, but I’ll use it anyway - remember that 4 player hard cap for multiplayer? The day after the game was release, I hopped on servers with 8 players (that ran just fine actually). I remember 40 man maps/servers for Quake 2 as well (hey, that was amazing back then), the horrendous lag fests that they were. Although Quake Wars official stat servers may be more strictly regulated, I can’t imagine any FPS having a solid player limit that can’t be broken by one way or another.
Prior to this article, I’ve always heard of 24 (e.g., 12 v 12) as being the target sweet spot, implying that it should run fine as numbers significantly below (e.g., 6 v 6) or above that. 18 v 18 or so.
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Ah didnt see that. Is this the same reason only one (1) pressgaming site videocamed the splash damage / id software presentations at quakecon?
Spawning mainly as gdf locki covered vehichle physics, shot the wheels off the trojan and tried to drive down to the water hitting every tree you could see, :oops: then paddled in a big curve as half the wheels were missing.
he showed us the vehicle driving aid, a device which can be switched off when you feel capable of more technical moves. (it prevents you doing this) ,
http://uk.media.pc.ign.com/media/748/748377/vids_1.html
QuakeCon Gameplay 2 (off-screen) (August 4, 2006)from off screen footage, from august
he parachuted in to the cheer “congratulations supreme commander” :o
he managed a tk even though he was the only person in the map :shock:
he even managed to swoop down through the trees and fly right through the tunnel :o
one thing i didnt realise is that the mcp needs a driver (assumed it was just like the tank in et) and it also has a venom hybrid mounted gun position.
then we saw a demo of 5v5 battling to save/destroy the world.
with the use of the fast forward button and “its the future” the presentation was humorous from start to finish and went down very well.
and there were QW goodie bags, tee-shirt, hat and a lucky few even got hoodies.
if you live in the uk and missed it !slap you :shock:
note: no tapir’s were spotted at the event :stroggtapir:
someone from my work was there, he didn’t even tell me he was going, c***!! :twisted:
Yep. Though I meant the -presentations- such as “An Inside Look at QuakeWars”, “id Software Q&A Session”, “Modding ET:QuakeWars”, “SplashDamage Mod Team Chat”. What I have seen only Planetquake4.net has these presentations on video. They must have gotten exclusive video rights? Speculating… If SD didnt hand out any exclusive video rights, then it is strange that nobody else made videos of the presentations. The videos were imo extremly interesting and enjoyable to watch.
I was under the impression that one of the other inerviewers mentioned that shooting the wheels off vehicles is no longer possible due to balancing issues.
Something to the effect that it was too easy to do…
Am I wrong on this?
I think it was said that they re-balanced it (i.e. made the wheels take more damage most likely) since the wheels got shot off too quickly.