[QUOTE=RasteRayzeR;437500]Wrong, Quake world trully opened the 3D FPS genre, and DB is really far from being a “Counter-Strike”-like game.
[/QUOTE]
When you get done selling peanuts in the crowd, then maybe we can talk.
[QUOTE=RasteRayzeR;437500]Wrong, Quake world trully opened the 3D FPS genre, and DB is really far from being a “Counter-Strike”-like game.
[/QUOTE]
When you get done selling peanuts in the crowd, then maybe we can talk.
[QUOTE=RasteRayzeR;437500]Wrong, Quake world trully opened the 3D FPS genre, and DB is really far from being a “Counter-Strike”-like game.
Then for the anticheat it should be the same for everyone, thus no way of monetizing it. Otherwise having this becomes a cheat itself !
For hosting, it has to remain within SD control imo, and I agree with ailmanki on that.[/QUOTE]
So with this concept, this game is going to die sooner or later. Since the anti-cheat part will have no money to run.
Obviously anti-cheat should be free in the first place.
But - if you start selling hosted servers. You can also start selling anti-cheat. Heck its a SERVICE, somebody is working on the other end - its only natural to pay for it. By that I mean, I can also upload a demo, request additional stuff… a service!
You guys should look at global development, companies providing excellent services are coming now. The time of selling a product and done - is over since a while.
edit an example:
Tier 1 - A server for your family and friens, max 8 players. All basics included - whatever that shall be. Somethig like log retention for a day, basic anticheat…
Tier 2 - Same as T1, but more player slots
Tier 3 - Same as T2, but longer data retention
Tier 4 - … you get the idea I hope.
Im sorry, but where do we don’t say the same thing here ?
We agree that anti-cheat should be included in the game for everyone, and that there is money to do with hosting services … lol
Anti-cheat should be monetized too.
And by providing services, they should be able to get rid of the “Buy content to get money” idea, or at least not having that as main income source.
I can see how those F2P games are appealing, but there is a huge difference, maps are much bigger - and there are way more players. All this makes the randomness more logic. And the insane amount of weapons too.
[QUOTE=ailmanki;437505]Anti-cheat should be monetized too.
[/QUOTE]
i hope not! otherwise pub servers would have a lot of arguments “hacker” etc
Personally a game for which I have to pay to get anti-cheat systems is a game I will never play because I would feel the only interest is getting my money and not providing a game to have fun. It’s not by making everything monetized that we will bring more players into DB, it will just be worse.
So what’s next ? We have to pay to use the left-click in game ? As far stretched as it is, this is how I feel when you say we should pay to have an anti-cheat system. These things are not optional and it would be trully unfair to allow players to have better protection against cheaters than others. I have never seen a game where you had to pay for anti-cheat, there is a good reason behind that.
And the “buy content” is the basis of F2P. You really think that getting money only from the pro players will be enough to keep the game running for years ? Again, I have not seen a single popular F2P game without buyable content for this very reason. Look at Blacklight, it is close to DB and maps are smaller with just a bit more players on each map : you have to buy almost all your gears and guns yet they have a stong community, because their system is nicely done.
If I would make a game… anti-cheat would be free for public. And payed for competition.
And what would be the difference between public and competition anti-cheat systems ? LOOOOOOL
You detect cheat anyway or you don’t, there is no middle way in that
To get this thread back on target - I like the “keep it simple stupid” strategy for everything I do - I think FPS games should follow the same and I truly hope that DB is successful 
There is a huge difference.
For public, anticheat can be automated. For competition, a dedicated staff could review demos. And also provide a physical location in different countries, where you can proof your just that good, in other words, a competition every year.
Players could get a free entry when they collected enough virtual money. But otherwise - its pay to play league.
But lets not make it too simple either … I’m confident we can add new stuff while keeping the roots of the game in W:ET.
[QUOTE=ailmanki;437516]There is a huge difference.
For public, anticheat can be automated. For competition, a dedicated staff could review demos. And also provide a physical location in different countries, where you can proof your just that good, in other words, a competition every year.
Players could get a free entry when they collected enough virtual money. But otherwise - its pay to play league.[/QUOTE]
Except here we are talking about everyday gaming and not big-sized events like a Quakecon and such. Most competition matchs are done from home where you cannot have a team of staff people watching your every moves. This would be really too expensive.
Plus an automated anticheat is more accurate than humans to detect cheats in most cases. But as said Nailzor, this is off-topic.
I used to use GameSpy Arcade for my pug server scanning… it was the easier option, and before XFire had been born/got any good. I distinctly remember checking the overall multiplay stats of what games were top ranked for activity whenever I’d log in (which was a lot… W:ET will most likely always be the longest played game I will ever play in my life… way too many hours).
W:ET was almost always second to Half-Life (which included both Counter Strike and Natural Selection 1 as the primary big draw cards for the Half Life client, but also included Day of Defeat, what few people were still playing TF1, etc.)… but there were peak days where I remember seeing W:ET take the number 1 spot. RTCW never had anywhere near the amount of servers and players that W:ET did. By comparison RTCW was pitifully small in the shadow of how overplayed W:ET was.
Originally Posted by nailzor
WOLF:ET
Released May 20, 2003
Rating @ IGN: 8.5/10 (No Community rank due to age of game)
Online player Count on March 1st, 2013: 4805
ET:Quake Wars
Released Oct. 2nd 2007
Rating @ IGN: 8.5/10 & Community: 8.1/10
Estimated PC sales: 250,000 (PC stats site had listed 200,000 total player stats at one time before it went offline)
Something interesting to note is ET:QW was released close to TF2/Orange Box release date.
Online player Count on March 1st, 2013: ~500 (Hard to estimate with all the bot servers)
BRINK
Released May 10, 2011
Rating @ IGN: 6.5/10 & Community: 6.8/10
Estimated PC sales: 256,000 units. (Overall 2.5mil when counting Xbox and PS3 both)
Highest players peak: 16824 on May 14th, 2011
46% of players played to Rank 2, 5.2% played to rank 5.
Online player Count on March 1st, 2013: 11
– ETQW was a much more “Battlefield” style game - the mode rush but with seperate objectives to each continuing expansion of the map and very well designed classes, guns and vehicles - It is Activision that murdered the games servers / ability to still play officially - I believe if it never had to go through the Bethesda-iD fight with Activision that it would have a rather healthy population still.
Nothing like taking out the giant ass strogg mech (forgot the name, been years) while sniping incoming strogg attempt to (forget the objective; I believe it was extracting 3 things of data from a crashed ship which the marines protected)
Anyway; I feel this post and understand what you mean - I was PUMPED for brink; I played it and ended up underwhelmed overall by the game, mostly due to the player base or lack thereof - but some gameplay mechanics really shined; The Mirrors Edge style fluid movement did not actually “perform” as it seemed it would via video demo and trailers - overall it was a rather good game; while ET and QWET Had been Those B+ thru A rated games via ciritics and players alike. If I remember correctly 2007 Quake Wars swept the Multiplayer FPS of the year awards for the majority of the websites i was reading at that time.
W:ET I have nostalgia for; it was rather amazing not only at its time but how it stands up now - but my true Splash Damage love was Quake Wars: ET - I felt it was the over-all 110% A+ for effort and A+ for design/gameplay/graphic/everything type of shooter, I feel that was Splash Damage’s masterpiece. First actual release, lots of hype - it delivered.
Dirty Bomb is a game I cherish and love, the new patch gives me even more hope that the scene will be plentiful at launch - I know SD has the talent to ensure that the experience we are having now only gets expanded and becomes greater with more game modes, and approaches due to our feedback that will keep players wanting to play one more round at launch; after they stated they’d stop after “one more round” 6 or 7 rounds prior. Some games have that “Evercrack” type of addiction quality to it (yeah I played EQ Summer of 99’ That game was the “I am not going to bathe or try to get chicks all summer” game for me. - With my own issues after being sent quarterly checks that led to drug abuse and then now my prescriptions which sometimes I unfortunately end up dipping into slightly extra because… I am have an addictive personality; It’s what made me stick with gaming since I was a kid playing Doom 2 via dial-up, phones ringing to connect yelling up to my parents “DONT ANSWER!” and getting DC’d every 10 minutes due to someone picking the phone up - to now; Gaming is an escape - it is a thrill - it is a sport, and it is addictive just like a drug in my opinion.
Dirty Bomb has to be my Xanax, Buprenorphine and my Adderall. One if I don’t take I end up in panic and if I cease I can have convulsations/seizures. One is an opiate so if I stop taking that I instantly become moody and start the good ole opiate withdrawal that lasts a nice 1.5 weeks, i become sick - both make me become ill’ One is deadly (xanax) while the other is just a fit you have to deal with. Then Adderall being Amphetamine Salts; the sudden stop of that medication is the lack of motivaiton, the feeling of depression and just sleeping as you have no energy to do anything.
I apply my prescription medicine to my gaming. - Without specific titles I don’t know what I’d do everyday! I am dead serious; I have a life, but E-Sports, Tournaments and gaming in general is one of the most important aspects and I can imagine that if some titles had been pulled away from myself and everyone else suddenly, I’d have a feeling of panic and anxiety and not know what to do, perhaps chain smoke cigs and pace. Just like when I need Xanax. Opiates relate to games like CoD Blops 2; I dislike CoD in general but I am playing Black Ops 2 initially due to the prize pool on PC that was announced and occurred, and now is gone - although the Xbox version has a nice 1 million dollar contest. PC is now shafted; but I am signed up for so many contests that I basically need to play for a bit of extra income, and even though I play the game, at the same time it makes me sick like opiates.
-Then the Adderall, The Speed - The Feeling of playing Quake Live/4, UT3, Dirty Bomb Yeah is that high; and then it crashes down a bit during losses or frustrating duels / games - but a full on withdrawal / depression phase would be SHOOTMANIA BETA. I LOVE the game. IPL6 had a VERY VERY Large interest in it. I invested time with the game to play for the rather surprisingly groovy prize pool and money to be won for the game, and the IGN cancels IPL6. I slept in the day it was cancelled after practicing, I slept all day - didn’t take my adderall just my Anxiety and pain meds - and I was lethargic, Depressed, and didn’t feel like anything I was doing was worth anything.
The next day while taking my adderall I felt the same; because games a FN an addiction and trigger balance and imbalances just as prescriptions do.
This is the ****ing weird’est post all of you have ever read, but this seemed like a natural topic for me as its easy to compare and relate gaming addiction / the thrill to the days when I had a drug problem while E-Gaming, and the current days of being dependent on Prescription Meds.
More than the meds I am dependent on Gaming… Splash Damage and Dirty Bomb; one of my Addictions of choice.
RTCW was overshadowed by W:ET for one simple reason - W:ET was free. Hackers and cheapskates alike could fill their boots with the game 
I played both, few hundred hours in W:ET v thousands in RTCW. I’d probably still play RTCW just now if there was a playerbase worth a damn. At it’s core a simple, elegant, game - like RTCW - can have far more nuances to it than something with artificially forced elements. If anyone remembers Speedball v Speedball 2 you’ll know what i mean.
[QUOTE=montheponies;438255]RTCW was overshadowed by W:ET for one simple reason - W:ET was free. Hackers and cheapskates alike could fill their boots with the game 
I played both, few hundred hours in W:ET v thousands in RTCW. I’d probably still play RTCW just now if there was a playerbase worth a damn. At it’s core a simple, elegant, game - like RTCW - can have far more nuances to it than something with artificially forced elements. If anyone remembers Speedball v Speedball 2 you’ll know what i mean.[/QUOTE]
I disagree. The free side was definitely a major factor in getting people into it, but it survived for so long because the maps were far more dynamic (ie it made it far more punishing for those lone-wolfing it at the expense of the team and the current objective), the weapons were better balanced (albeit a little less interesting), and from what I remember the covert ops was a little more fleshed out as far as class abilities go? I spent so much time with W:ET I practically erased my memory of the multiplay side of RTCW,
The hacking element had nothing to do with W:ET being free, just the decline of PunkBuster. I can’t remember playing anything else that wasn’t infiltrated and plagued by regular aimbotters and wall hackers within the first month let alone the first year. I know they were there, but they didn’t become a problem for a very decent amount of time.
[QUOTE=Bloodbite;438264]I disagree. The free side was definitely a major factor in getting people into it, but it survived for so long because the maps were far more dynamic (ie it made it far more punishing for those lone-wolfing it at the expense of the team and the current objective), the weapons were better balanced (albeit a little less interesting), and from what I remember the covert ops was a little more fleshed out as far as class abilities go? I spent so much time with W:ET I practically erased my memory of the multiplay side of RTCW,
The hacking element had nothing to do with W:ET being free, just the decline of PunkBuster. I can’t remember playing anything else that wasn’t infiltrated and plagued by regular aimbotters and wall hackers within the first month let alone the first year. I know they were there, but they didn’t become a problem for a very decent amount of time.[/QUOTE]
I disagree 
Everything - the maps, class balance, the level of and demand for teamplay - was comfortably better in RTCW. I ended up sinking 1000s of hours into both and have much love for ET, but it was a slightly dumbed down RTCW.
[QUOTE=Bloodbite;437795]I used to use GameSpy Arcade for my pug server scanning… it was the easier option, and before XFire had been born/got any good. I distinctly remember checking the overall multiplay stats of what games were top ranked for activity whenever I’d log in (which was a lot… W:ET will most likely always be the longest played game I will ever play in my life… way too many hours).
W:ET was almost always second to Half-Life (which included both Counter Strike and Natural Selection 1 as the primary big draw cards for the Half Life client, but also included Day of Defeat, what few people were still playing TF1, etc.)… but there were peak days where I remember seeing W:ET take the number 1 spot. RTCW never had anywhere near the amount of servers and players that W:ET did. By comparison RTCW was pitifully small in the shadow of how overplayed W:ET was.[/QUOTE]
Last time I checked RTCW was released before RTCW ET, also ET was more popular than RTCW due to it being a free game. Got any numbers when RTCW was in its first year of being released?