My complaints about none bots in Quake Wars!


(KAGE) #61

what makes you say that…

taken from actual in game singleplayer footage


(Gringo) #62

This was the same with ET but there was no big problem. I have fekked up both when i was a noob and recently even tho i a pro :smiley: I didnt get cast into the fire of mount doom because i made a mistake. It only a game!

@KAGE: Hahahahahaha, that footage is class, bots r always up to that carry on!!!


(Loffy) #63

I must say, that gif is hilarious.


(ParanoiD) #64

Gringo, np to say all that.

Now I even have more. I dont even want bots like in BF1942, last BF game I really played, was before ive got internet and ET, the rest of BF games is even wasting ur time on downloading the illegal versions… But ok in BF1942 the bots suck. Like firing a panzer on my head from 50 M away in front of me. I really get 5 secs to press “d” to avoid it :|. Bots arent cool. Practice is great with noobs, but u learn more from teh pros, even if u die, cuz u need to work harder and try harder and train yourself. Fun on the server is also great. No SD can better use their times on gameplay, cuz thats probably what EA did wrong on BF2. Use ppl from gameplay on bots so now both bots AND gameplay suck, so teh gameplay suxx. Now all 12-15 year old ppl who watch TV often, dont surf on teh web for better games, who see those nice graphics buy the game and play it. They don’t know there is anything better then BF2 and are still with a game with gameplay which even suxx compared to DOS games omfg, thats like more then 10 years ago :). Now here are the ppl with brains, who read more and look further then the AVERAGE SUCKING EA GAMES which get sold pure of the advertising. EA is happy because they get loads of money while delivivering nothing more then crap.
Ok thats it for bot, EA and BF bashing.

BTW I dont think there are real bots in the training. Just think of something like COD or AA where you learn the basics of the game, pure scripted bots with an IQ of 1 instead of 100+ who actual make desissions theirselves, these desissions will be made by the guy who makes teh scripts.


(kamikazee) #65

True, I’m still looking for a training bot who thinks first and shoots after.
Or some bot that mostly tries to dodge things, instead of just blasting you whilst walking straight towards you with a riffle.


(ParanoiD) #66

Try out F.E.A.R. I havent played it, but from what i read is taht the AI is very good.


(Nissen2k) #67

It has nice AI, but the game is kinda boring, and the MP has no AI.


(Gringo) #68

This line confuses me, what u mean? :???:


(ParanoiD) #69

Last page, where u thank me for saying the words you couldn’t think of cuz of ur mad brainz… “Just buy another game, you dont need to buy ET:QW” or something like that.


(baff) #70

@ fattakin.
I played ET on my LAN a few times too but it never really showed off my expensive GFX cards enough and pretty soon I was playing something else.
I currently have Swat 4 set up on my LAN. It took me a while to find a group of players willing to “not kill” everything but finally after over a year it is getting some use.
also Hidden and Dangerous 2
Ravenshield
Bf2
SW Battlefronts
SW Battlefronts2
Planetside
Dawn of War
Wow
City of Heroes
Operation flashpoint
Civilisation 4

The mainstays of my nights are the more challenging games like Swat 4 (new expansion soon?) and H&D2, where concentration and team co-ordination require expert precision and timing to succeed.
Also Dawn of War is great for pvp and Civ is pretty engrossing.

The pace of these kind of games however sometimes warrrants a little unwind time on something rather less mentally taxing.
At these times I play Battlefield2 (difficult to all join the same server) or Planetside or mostly these days botmatches on Star Wars Galactic Battlefront2 and this is the spot in the nights I am hoping Quake Wars will fit into.

@dazz

Nissen, Baff. You forget one thing. Splash damage started out as modders, gamers like the rest of us, not some git in a boardroom.

Splash Damage are no strangers to the boardroom. Enemy Territory wasn’t a fan mod like Counter Strike or Desert Combat. It was a planned and paid for expansion pack written for profit. (Which it failed to make). Should this studio fail twice in a row it must surely fold. The pressure is really on for them, they have to make a saleable game this time or find employment elsewhere.

@ all the smacktalkers
I would much rather play with even the stupidest of bots than you.


(ayatollah) #71

Uh oh looks like someone is getting his knickers in a twist…

Firstly W:ET was made not for profit as it is only available via a free download. They got the gig by being great mappers and all being part of the community mod scene in Q3 and CS…
Yes it cost money to develop ET but they never set to make money off it in the first place…They proved they could make one of the most successful online FPS games and therefore got their hands on the big one. ET:QW!

The studio never failed…it was actually a huge success story, winning numerous game of the year awards for W:ET. I tend to see the guys of SD getting paid for their efforts on W:ET from the profits from QW, of which I am sure there will be many!

Sorry for the SD history lesson but he really got to me there! :notworthy:


(zeh) #72

Firstly W:ET was made not for profit as it is only available via a free download. They got the gig by being great mappers and all being part of the community mod scene in Q3 and CS…
Yes it cost money to develop ET but they never set to make money off it in the first place…They proved they could make one of the most successful online FPS games and therefore got their hands on the big one. ET:QW!

With all due respect, looks like you’re the one in need of a history lesson. ET was an expansion for RTCW, then a standalone game, then it got cancelled by Activision but SD/id/Activision decided to finish up MP and release it for free.

ET was meant to be a full retail game, so the “was made not for profit” or “they never set to make money off it” parts are wrong. It wasn’t something they did on their spare time for free hoping they’d get a big gig later (you seem to think this is the case). It was a normal piece of game software to which they were contracted to build; it’s just that it got cancelled and they decided to release its MP part as it was for free so it wouldn’t go to waste. Still commendable from every aspect, but far from being a project done for the sole purpose of free distribution.

And when where SD part of the community mod scene for CS??!


(ayatollah) #73

Well I may be wrong but ET was released as an expansion of RTCW as part of the package…No profit was made by ET alone, nor was it ever meant to. It was a multiplayer expansion of the RTCW series and was subsequently released as a free seperate download.

Oh and:

Apologies I meant maps…


(Joe999) #74

they released 3dmark06 yesterday. it’s ideal for you as it shows absolutely stunning graphics and the best: you don’t have to bother with gameplay :nag:

:nag:

you know what? i don’t believe you. neither that you own all those games legally, nor that you intend to spend money on et:qw :moo:


(kamikazee) #75

From Wikipedia, this sounds correct:

Wolfenstein: Enemy Territory (ET) is a freeware first-person shooter (FPS) computer game, and a standalone sequel to Return to Castle Wolfenstein, created by Splash Damage.

Enemy Territory was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein. However, due to problems with the single-player aspect, the multiplayer portion was released on May 29, 2003 as a free standalone game. In early 2004 the source code for the game logic (not the game engine) was released to the benefit of its modding community.

Some links on who was supposed to make ET: SD News: November 18th, 2002 - Wolfenstein: Enemy Territory

And news about the release: SD News: May 29th, 2003 - Wolfenstein: Enemy Territory Released

Ever played ET? Did they fail in MP according to you? As far I know from the articles I just posted, there was more then one studio working on W:ET. One of the SD members should complete the story here with some more details before we can tell for sure who was making the SP.
IMHO, they got the MP part completely right! They even supported their game free by releasing patches!

So, they have surely not failed in making a MP game, and are now doing what they can do for sure.
Maybe Activision released it for free back then since they believed MP only games wouldn’t sell but this isn’t true anymore with all the MMORPG’s being played. (WoW on top)


(SCDS_reyalP) #76

That is absolutely NOT correct. It was planned as a retail package, at various times an expansion or a standalone game. In either case, it would have cost money.

When the singleplayer portion (developed by another studio) failed to meet expectations, it was canceled, but the MP showed promise, and was released for free (if you really want you can dig through google and find the press releases which confirm this, not to mention posts by SDers here). Essentially, ID/ATVI would have lost the money either way, so they decided to give something to the community.


(kamikazee) #77

What do you think I just tried? :stuck_out_tongue:


(ayatollah) #78

:uhoh:


(ParanoiD) #79

[edit: we don’t run these forums for you to insult people because they disagree with you - wils]Hmm sorry… Getting mad at ppl once again who dislike SD :stuck_out_tongue:

Anyways to make it complete and look good for Kamikazee his reply:
Gameplay is the best thing for games. A game can have nice graphics, but that wont make a game good. I really hate EA for that as they have always nice gfx but no nice gameplay… SD seems to combine the best of 2 worlds… Where is teh good old time of gfx crap DOS games where teh succes of a game did depend on gameplay. The gfx sucked, imagine very low res (lower then u ever know to be run fullscreen :slight_smile: and 16 colours, so 16 colours and dont mix it with 16 bit :). yeah that suxx, but the games were awesome. Commodore 64 was even older and therefore even crappier :slight_smile:


(kamikazee) #80

IIRC, those DOS games used 320x240, or in worst case 80 chars x 25 lines. (Text-based) :smiley:
Not that I can speak of having played on a Commodore though. The earliest game I remember was “Pharoa’s tomb”.