Thanks to Rosone at theredstuff for pointing out this new interview over at
www.quake-wars.nl
With Paul Wedgwood. Its part one.
Prepare yourself.
Thanks to Rosone at theredstuff for pointing out this new interview over at
www.quake-wars.nl
With Paul Wedgwood. Its part one.
Prepare yourself.
Always good to hear from news from ‘Locki’ himself. Finally an interviewer that’s a real gamer too!
Good post []v[] (and rosone I guess), I’m looking forward to the next part of the interview.
It’s our goal to ensure that ETQW’s Demo if released
IF released… :x
that hurts my soul
Some interesting bits of information in there. If they’re into closed, non-company beta, we’re in good shape for a June-July release. That said, I’m concerned that Activision may shaft us and hold it 'till the Christmas window… although I sincerely doubt it.
i keep trying to avoid reading these interviews because it just really makes me stomp my feet like a kid and shout, I WANT IT NOW!!!
but no matter how hard i try i cant resist reading them
seethes with envy over the playtesters
I like what I read!
The fact that they will make the stats readily available is nice. Some games require parsing the character’s page on the official website to pull stats, then compares to determine the stat changes over time periods, then adding that to a database on the stat site. If the offer that in an easy to use XML or similar format, that would make things nice and easy for the stat sites.
All the gameplay elements sound awesome, though, I a disappointed I will not be able to play with the ‘fun strategies’. Those are always extra enjoyable. (It seems they don’t like the game to have bugs. Fancy that!)
Stats i can live with, it’s purely information and nothing is really gained from it other than bragging rights or know what part of your gameplay you need to work on. Ignoring the stats will have no effect at all. RTCW and ET had stats tracking on a lot of servers.
stats tracking per server is one thing, persistant stats globally is another. I’ve played bf2 since release and the main reason mods really don’t take off is because honestly people are OBSESSED with their stats. The fact that there is even a group policing servers for “abuse” of the stat system proves how seriously and utterly ridiculous the global stats idea has become. Yes it’s the 15-18 year olds that need their e-penis enlarged but in all honesty it kills mods. A lot of players deem not to even try these mods since nothing they do in them will affect their “stats” so regardless of how fun they are people just don’t play them. Crazy yes, sad yes and very unfortunate for mod teams.
Don’t forget the second part of the sentence. Think demo comes after game goes gold, normally one month before release.
i don’t care about stats in whatever form. all i need is something that shows some kind of an e-dick as i can’t stand those ridiculous bf2 stats sigs anymore on the forums
good thing ET:QW should be fun out of the box then.
I wonder if it is possible to get a mod approved. Like a ET:QW Promode mod. Then SD could look at it, make sure it is up to their standards, is a mod that is needed, and add in a separate stats for it.
Q15 - We loved the ETPRO knife backstab goat sound, is something similar also added in Quake Wars?
I don’t think there are any goat sound effects in ETQW
I wonder will there be any Tapir sounds lol
I like the stats bit.
People can’t just statpadd or what its called to get a sh*tload of points and unlocks like they do in BF2.
Q14 - Is there a big influence on your aim when walking/running/prone? And how do you simulate inaccuracy?
We can control the base level of accuracy for every weapon based on your stance such as prone, crouched, standing, using iron-sights or leaning, and then reduce or increase accuracy as appropriate to whether you are shuffling, walking or running.
Depending on the weapon being used, the difference can be subtle or extreme. It feels good in practice - you can reliably use an opponent’s stance or movement as a guide to their threat to you, while the bonuses for things like firing from behind cover while crouched and iron-sighted feel worthwhile. The advantage of rapid movement is that you are less of a target. The advantage of steady movement is that your accuracy is better.
I wish this could have been clarified more to give an example. the one problem is that if I am a sniper standing still with my iron sight up, either there needs to be bullet drop (which is lame and most distances in games wouldnt be a realistic representation of bullet drop anyway) or it needs to be near 100% accurate (I hope thats what he means by “subtle”). Same for other weapons, I dont want any magical 90 degree bullet tragectory or anything like BF2 has just because I moved a bit with my iron sights.
I guess what I need is to know what the “accuracy” penalty is. Is an “accuracy” penalty involve when you move your gun shakes more making using iron sights harder to use but still fairly accurate or will you have the lame solid gun movement but your bullets will land no where near where you aimed?
Oh and demos are not always one month before the game comes out. Sometimes they come out just a few weeks before and in some cases, after the game is available at retail.
last comment Global persistent stats can be bad for new players joining late too. some players who have been great at other competitive games will join up and play decently but have to earn a high rank pubbing before some clans will consider them. I hope people are not that shallow to think rank has anything to do with their ability to play, but there are some out there that will require you to have a certain rank before you can join. The new player will realize how long it will take to get that rank and give up because they dont want to pub that much.
OMG GLOBALWAR GOT THE BETA:o gief!!
very nice read btw cant wait for the game to go gold and shiney!