Post E3 2006 feedback/constructive comments


(ayatollah) #21

The 3rd person vehicle view seemed to be chosen by the player, there are other videos out there with 1st person vehicle views.


(Ragnar_40k) #22

Nervertheless it would be nice when server admins could force all clients only to use a specific view (e.g. the 1st person one).


(Gringo) #23

It looks like it has a real ET feel about which is a brilliant thing. A must have is hit sounds. With them off i feel like a cripple.

Excitment levels are through the roof now!


(odium) #24

After watching the video (Which remember is RAW, its alpha), a few things spring to mind:

>>> HUD Wise, I don’t like it. It seems very cluttered in its current state. Things are everywhere, Radar is huge, you have this gigantic crosshair which I doubt I’ll hit anything with, big massive text in the middle of the screen telling you when things change/happen. If it was me, I would take all this and pretty much shrink it down by half. Were not playing on TV’s 10 feet away, we don’t need a 4inch wide crosshair. Just a small one will do. Custom crosshairs are fine for different weapons, but at least make them small (Or give us a cvar to control it as well as alpha)

>>> The GDF shotgun… Oh dear. I like the fact there’s a shotgun, but I do hope the model used in the alpha was just temp. It looked more like an assault rifle than a shotgun. That sticking up part on the back just totally throws the look off. Also, what happened to the ejecting brass? A small low poly model that’s done 100% client side wont hurt.

>>> Textures are a mixed bag. Some seem very nice, very sharp, very slick. Some seem like they came from Quake 2, ultra blurred style. Take for example the building (Inside the tunnel). In the E3 large video (With activision at the start) you have a guy firing off at enemies in a tunnel, then walking into a doorway. The walls either side of the doorway scream low detail. The terrain is the same, very poor, but we can forgive this because of how much there is.

>>> GDF Grenade model/texture. It seems a tad ugly, I dunno if its the model or the texture. Just screams this years tech, not 60 odd years in the future. I don’t mind the concept behind it or the fact your going for that look, but texture wise it seems a bit poor then? I also think its to thin, should be fatter.

>>> Gore. Where is it? Its just none existent to some degree, at least i couldn’t see any. I was hoping for full on, ultra gore to be honest. Doesn’t matter its not realistic. Take a look at Gears Of War, the blood rocks. You dont have to have thousands of decals either for it, although that wont matter as much because they wont cast shadows.

>>> Rag dolls. What’s going on with them? Its obvious that you cant have rag doll AND a help animation, so I’m just curious as to what’s happening in regard to this? Maybe when you die you play the “help” animation, then when you exit this, the rag dolls kicks in? Wont look amazing but better than nothing.

>>> Once again, CROSSHAIRS ARE HUGE :stuck_out_tongue: Not only that but when you take damage, you get a little red arrow pointing to where it came from. I would rather have this not cluttering up the area that I’m shooting at. Make it bigger, less visible/blurred, and move it out more. Like Quake 4 does it?

>>> GDF Health pack animation… lol, no. Its not dodge ball, its a medipack. Just a little throw will do. Also, turn this into a physics object once its thrown so that it doesn’t land the same every time. It may not seem like a lot, but using a separate model for clipping will not impact performance or network at all. There’s also a delay from where the guy throws it, to when it appears.

>>> GDF Pistol. The model looks goofy. Maybe its the scale/angle, but compared to his hands, it looks bad.

>>> GFF/Strogg Binocs. Hopefully its just early code, that’s why when you zoom in you can still still yourself holding them :wink: In fact saying that I don’t recall ANYBODY zooming in with them, i just remember seeing the screen change but with no zoom, lol :stuck_out_tongue:

>>> Strogg Medic bringing dead team mates back to life. I would rather have it so that you stab them, keep your arm at full length, and then pull back once its done or you let go. Constant stabbing looks bad. Also, when they are finished, the team mate just “appears” to be standing back up. Maybe make the guy get back up, give him a “getting up” animation?

>>> Strogg Medic infecting dead GDF. The effect looks funky. Can you not make the fallen marine look more like how the D3:ROE hands went? Making him green looks a tad… Poop…? :stuck_out_tongue: Have some kind of particle effect coming of him, like smoke or steam ,like hes been burned with acid, so you know from far away hes been infected.

>>> Running animations. There were clearly times when people were running, and they started to walk. You can see that they used the exact same animation. What’s that about? Quake 2 engine :stuck_out_tongue:

>>> First person/Third person vehicles. I think this should be locked? Its nice and all, but like people say, YOU wouldn’t be able to see that view, so it makes troops shooting you in the back a bit pointless.

>>> Strogg grenade. The animation of how he throws it looks goofy. I cant help but think “Batteries not included*” when I look at the model too :stuck_out_tongue:

>>> GDF sub machine gun…? Seems a bit odd. We are in a war zone with a silenced weapon that fires so many rounds per second it makes it pointless even using it…? Would never happen.

>>> Poor clipping? Yeah, that Strogg hornet gets trapped lol :stuck_out_tongue:

Ok that’s about it for the activision video :stuck_out_tongue: Remember these are “MY” views of what I picked up on myself. Of course its early Alpha so its not going to be the best game ever, but some things are to obvious not to fix/change/pick up on.


(Gringo) #25

In ET u can change things about the hud, crosshair, radar etc etc so i would assume this to be the case for QW.

It aint the finished game mate. A lot of ur observations are rather pointless as more work is going to go in to smooth the rough edges.


(Svanire) #26

^^ wow. How many times did you watch the damned video. Personally I wouldnt worry with most of those above, it was excellent it was even playable at E3 and I cant wait to kill some GDF.


(RosOne) #27

Crosshair - there must be an option to change it to a pink dot. Has to be!

Third-person view for vehicles is bad, but I guess it helps the not-so-talented.

The blood splatter in Gears of War is amazing, completely unrealistic but amazing. Wish ET:QW would have lots of blood and it’d stay on your uniform/vehicle.

Health packs with physics, yes, awesome idea. I’d die from laughter seeing a guy jumping after a health pack (cause he’s low on health) from a cliff and die :rofl:


(odium) #28

Hey they were just observations. I sometimes have to close an eye working on the things i do.


(Gringo) #29

Wasnt flaming, just merely pointing out that those little imperfections will be easily fixed by release.


(odium) #30

Oh aye, which is why i said “Which remember is RAW, its alpha” :stuck_out_tongue:


(MadMattUK) #31

I couldn’t see any kind of global/team chat interface in use?. I like spamming the chat with masterful insights & witty humour ! :smiley:

Also is possible, keep the vsay style “greetings” like “hello” & “goodbye” “great shot!” etc etc.
It’s Something small I know, but I miss this little bit of Wolfy comradery in othr games, like BF2 & Counterstike :frowning:

Apart from that, it looks dead sexy!. I noticed the Dell brand on most of the monitors, so it’s reasonable to assume most of the LAN machines were P4, non SLI based machines.
Running on those rigs, at the smoothness witnessed in that high res video, must be uber good news for us AMD gamers :).


(odium) #32

Heres a small review of the demo. “good but could be better”


(jimb0) #33

Oh, and I forgot to say… the interface and hud are looking absolutelly AMAZING. Apart from the things that seem to be placeholder (ie, that voice/request menu, the class/map window), it’s looking brilliant. The crosshair might be too big, but the option to set the opacity and the size like recent games (or maybe turn off the outmost crosshair indicators - what are they for?) would help it.

I’m still loving it; it’s not as cluttered as the ET interface was, but keeping all the new information (objectives placement, map overlay, etc) visible. Great job.

I also loved all weapons and animations. Even the “stroyent tool” animation going back and forth - I don’t know, looks more brutal that way. The only thing that looks odd is the medipack throwing animation.


(SniperSteve) #34

That picture there is wicked sick! I love it!


(B0rsuk) #35

Health bars on enemy soldiers is an ugly idea (but not bad on vehicles). Leaving the stealth/camouflage concerns, it lowers the tension. Besides, you don’t really need it; you can basically kill anyone FAST if you can hit reliably, especially with headshots. Keep it for vehicles, remove it from enemy soldiers - or better - keep it as Cover Op or Medic XP ability.

I like the fact that you see who is messing with objectives. Helps good players to get recognition. Just don’t replace it with “dynamite planted” or something.

I don’t like stroggifying animation. It says ‘implanting’… but it looks more like technician can’t hit the vein, not like he’s actually inserting something/modifying enemy soldier.
It doesn’t help that technician keeps stinging the SAME PLACE over and over. It doesn’t look like he’s inserting implants in different places of body. A minor angle deviation would make it look much better.
Or even make continouos animation/gesture (as far as things like this go, you can’t beat Thief2 lockpicking animation… juicy !)

I don’t like that - apprarently - Strogg soldiers can be revived by medics just like human soldiers can. I can’t help but feel cheated about it - SD people kept saying how very different are GDF and Strogg medics are. Nonsense, ‘assymetry’ of ET:QW seems overblown.

I don’t like the fact that SD people/reviews kept comparing Titan GDF tank to Goliath walker. What’s the point comparing these 2 ? It seems that Titan does, in fact, have a strogg counterpart. Desacrator tank. Even if it’s not the same, it seems more valid for comparison.

I don’t like that medics can pick up their own medikits. It was a disastrous design mistake in W:ET; it makes medics into rambos and hog medikits to themselves. Many medics don’t even bother with medikits, they only use needles. On the other hand, medics no longer have constant life regeneration.
My suggestion: make medics unable to pickup medikits at all, but give them constant life regeneration. Having your health gradually replenished, all the time, without any effort, is far from worthless.
In case of Technician, I would make them get fixed personal stroyent boost for each GDF body them mess with. And no ability to pickup stroyent packs(+ static regeneration). Again, to prevent medics from being too rambo and hogging all supplies for themselves.

Crosshair looks bloated, and therefore hard to aim. For me, the best crosshair is small, but clearly visible. I can’t easily post my W:ET crosshair here, but I made it like this:
(640x480 resolution because of mediocre hardware)
Crosshair size Huge (!!)
Secondary (outer) parts of crosshair fully translucent
color yellow
I don’t remember which crosshair I use for that, but the result is a big solid dot (big for a dot, bot small otherwise).
It seems that the crosshair displays some additional information, but bloat is bad for something as critical as crosshair. I hope it’s very configurable.

Yes, fallen players always lying on backs it ugly. I got fed up with it in W:ET. Please, at least make some pretty custom animations or ragdoll for “GIBBED” players. (you declare so much love for q2, but q2 had excellent death animations for light soldiers!) I already predicted several months ago that you’d abuse lying-on-back animations, and dedicated entire post to in in wishlist thread.
If final version doesn’ have any pretty custom death animations or ragdoll stuff, I swear I’ll put a link to Quake2 demo in my signature !!!

Heres a small review of the demo. “good but could be better”

http://www.extremetech.com/article2/0,155678,19878595,00.asp?kc=ETRSS02129TX1K0000532

Hypocrites. Their review certainly could be better. They said ET:QW runs on a modified version of Quake3 engine. Therefore they don’t deserve our attention and I deliberately broke the link in quote.


(SniperSteve) #36

When I play as medic I supply myself and my teammates with all the medpacks we need. I don’t know why you think all medics just hog the medpacks for themself. (And even with me giving out a ton of medpacks, I still get the most kills on the server. :D)

I think it’s important that the medics can give out health to themself.

I have to agree on the strogg being a bit too powerfull with all the medic tech. I would like to see the Strogg revive taken out, and make better use of the spawn hosts. With both ways of getting the strog back into the action it seems overpowered, and you need a way to balance the jetpack lol.


(Apocalypse) #37

Bah, rambo medics? I eat them for breakfast with my garand in ET. :smiley:

I don’t think its much of a problem at all, just kill the buggers! Personally I think its additional burden to keep track of who’s medic pack exactly just to prevent the medics from healing themselves.

Seems like a lot of comments are on the GUI too. I thought it was already mentioned by bongoboy that its alpha and mainly the GUIs are not finalised. So voicing out anymore about the GUI seems abit pointless.

Also remember that ETmain GUI is not exactly spectacular either, everything is so BIG! I think we can look forward to QWPro? :clap:

Just my thoughts on this…


(B0rsuk) #38

I often see medics with 3-4 battle sense/light weapons and 0 first aid skill. Perhaps this is why. I occasionaly choose a medic when there are already 6+ medics on my team… to heal people. Real medics don’t care. The only thing that medic self-heal managed to accomplish in W:ET is making medics fully indepent on their teams. Did you notice you have to chase a medic to get healed ? This is because they go everywhere alone, they very rarely stick to team. This is especially visible on ‘open’ maps like Gold Rush - open in a sense there are a lot of passages and fewer bottlenecks.

I have to agree on the strogg being a bit too powerfull with all the medic tech. .

I’m not bothered by fact that strogg medics may be too powerful, but that ET:QW assymetry seems overhyped now. Both strogg and gdf can revive, both sides can disguise (this info surfaced only recently), both sides use hitscan SMGs as their main weapons, most vehicles have clear counterparts…

As for Icarus (jetpack), I think they will be easy to notice take down. Especially snipers will love them. I’m a little disappointed they seem to be unable to use their regular weapons, but have some ‘stroybombs’ instead. So one of early screenshots is probably fake/game has changed.


(Etnies) #39

All them gameplay videos are with standard settings, ie big xhair, fov, stuff like that so I think it will look alot different/better when you make ur new cfgs, which I think are gonna be huge, seems like class specific cfgs are a must to me to alot of different options with the different class’s.


(thewonderfulcar) #40

“The two sides are not visually different enough to tell friend from foe at a glance.”

uh… sure.