Author Topic: ETQW Demo..my thoughts  (Read 2747 times)

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Offline death_grin

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ETQW Demo..my thoughts
« on: September 12, 2007, 12:37:41 PM »
What a piece of shit game!  I am absolutly appaled by what the game has become.  You can move so fast its not even funny.  Its retarded, I'm glad we switched.  Play yourself and tell me that it doesn't exactly feel like unreal 3 only with more open levels.

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Offline Criminal

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Re: ETQW Demo..my thoughts
« Reply #1 on: September 12, 2007, 02:48:58 PM »
Roger, not a huge fan of it. It's unreal tournament with a few gimmicks.

Offline Iron Hands

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Re: ETQW Demo..my thoughts
« Reply #2 on: September 13, 2007, 01:16:37 AM »
Would have been better if they just made another free game instead of this ET their doing now...
One night at a kon, I sang karekoi with Richard Epcar. And no, you cannot possibly understand how awsome it was. http://www.richardepcar.com/

Offline AoP

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Re: ETQW Demo..my thoughts
« Reply #3 on: September 13, 2007, 02:05:40 AM »
I played it today with a clanmate and must say... it wasn't anywhere as bad as expected. To me it feels indeed like they slowed things down compared to the two public betas, like they massively improved hitreg (hell, *I* could go through groups of two, three enemies victorious and I'm far from good at those circle strafing spasms) and overall feeling and performance.
On the other hand, there's some stuff that doesn't make any sense, like enemy artillery (common artillery, not the HAMMER) killing people inside buildings or that tunnel...
They clearly de-arcaded the game compared to the two betas (you take damage from falling from lesser height than in the betas), but it is of course still way faster than BF and the likes.
I'm pretty sure it's not a game I could love, but this demo is by far better than the betas, in every aspect.

Offline death_grin

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Re: ETQW Demo..my thoughts
« Reply #4 on: September 13, 2007, 04:59:48 AM »
really?  I had the exact opposite experience

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Offline Killgarr

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Re: ETQW Demo..my thoughts
« Reply #5 on: September 13, 2007, 03:19:03 PM »
I agree 100% and am shocked and ashamed of you other guys for slamming this game after all the praise you were giving it when we were going to use it. The game still has a class versitility (sp?) that is equaled by none!

I played it today with a clanmate and must say... it wasn't anywhere as bad as expected. To me it feels indeed like they slowed things down compared to the two public betas, like they massively improved hitreg (hell, *I* could go through groups of two, three enemies victorious and I'm far from good at those circle strafing spasms) and overall feeling and performance.
On the other hand, there's some stuff that doesn't make any sense, like enemy artillery (common artillery, not the HAMMER) killing people inside buildings or that tunnel...
They clearly de-arcaded the game compared to the two betas (you take damage from falling from lesser height than in the betas), but it is of course still way faster than BF and the likes.
I'm pretty sure it's not a game I could love, but this demo is by far better than the betas, in every aspect.




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Re: ETQW Demo..my thoughts
« Reply #6 on: September 13, 2007, 03:20:53 PM »
I'm not slamming it, just not what i expected especially after all the things that were "promised" no biggie, just a personal opinion thats all.

Offline death_grin

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Re: ETQW Demo..my thoughts
« Reply #7 on: September 13, 2007, 07:55:13 PM »
*Theres a reason why this thread is titled "my thoughts" its my personal opinion*

Why?  Do I "owe" them something?  ETQW was a great prospect at the time but I feel like like it has gotten worse in gameplay experience since the beta.  We could still work with it yes from a modding standpoint, but I don't enjoy playing the game.  The players can just move to fast and jump too much.  I don't enjoy it.   Maybe its just the map, I don't know.  Then again I never enjoyed the gameplay of Unreal or Quake so its propobly just my personal opinion.

Though yes the performance has improved lots
« Last Edit: September 13, 2007, 08:01:14 PM by death_grin »

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Offline Defender

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Re: ETQW Demo..my thoughts
« Reply #8 on: October 12, 2007, 10:26:08 PM »
I played the Open Beta, and wasn't really feeling it much.
Especially without a team to work with.

It really is a Team-Oriented Game, during beta, Zerging was useless and pointless, and it wasn't even that much fun. The initial map got really old, really fast.

The demo on the other hand, feels quite solid. They slowed it down a bit, made the hit detection a bit better, and it feels alot smoother than it was before. Even zerging is more fun, especially as Strogg with a Hyperblaster.

My only gripes are that the game feels WAY too linear to complete objectives. There's no "well, maybe I can go this way, sneak in, steal this point" so on and so forth. It's just a real tug of war, point for point, push and shove game at the moment. Sad because it had so much potential.

Although, I do have to say to those who think it's too fast. It's based on QUAKE. Quake 3 Arena anybody? It's not Battlefield or Rainbow 6, it's the Enemy Territory version of Quake. I like the pace myself. It's got a good speed, I don't always run outta stamina when running, I can get from point A to point B fairly fast. I hate games that are so slow it always feels like you're waiting, just to die.

All in All, it's an Average Team-Oriented Shooter.
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Offline AoP

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Re: ETQW Demo..my thoughts
« Reply #9 on: October 12, 2007, 10:41:36 PM »
My only gripes are that the game feels WAY too linear to complete objectives. There's no "well, maybe I can go this way, sneak in, steal this point" so on and so forth. It's just a real tug of war, point for point, push and shove game at the moment. Sad because it had so much potential.

http://www.mechlivinglegends.net/component/option,com_smf/Itemid,36/topic,494.0/

That's among those things that bothered me most from the beginning. Blessing and course of this game mode.

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Re: ETQW Demo..my thoughts
« Reply #10 on: October 12, 2007, 11:47:24 PM »
Good Post.

I always come back to thoughts of PlanetSide's Global Conquest System because of the linear, non-linearity of it.

If you break it down plain and simply, the replay value of PlanetSide came from the many different ways to complete an objective.

Example:

You're attacking a ONE base on a continent, questions that arise:

A: Entering the Base.
    - Do you:
      (1) Go in through the lower-tier door
      (2) Work your way to the roof and go in through the roof door?
      (3) Go in through the Back Door?

B: Once inside the base
    - Do you:
      (1) Go to the Generator to disable their spawn and resupply?
      (2) Head to the Spawn Room and blow the tubes?
      (3) Head straight to the Control Console and hack the base?

These are just general questions for one individual base type out of the multiple different types of bases. Each with a slightly different layout, but primary core functions (Generator, Spawn, Control Console). 3 Points of Interest in 1 base, with 3 ways to get into the base, equals at least, 6 strategic decisions per-base....let alone the decisions and choices you make on your way, and while you're there.

This doesn't even include Towers (spawns next to bases) and whether you have multiple links to multiple bases connected via lattice. The gameplay itself is linear, get tower, hack CC, hold, move on. It was the variety in choices you could make to capture a single objective that was the key to replay value.

That's what I look for in a shooter nowadays, and Quake Wars sure ain't got that.
« Last Edit: October 13, 2007, 12:09:43 AM by Defender »
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Offline Iron Hands

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Re: ETQW Demo..my thoughts
« Reply #11 on: October 13, 2007, 03:11:52 AM »
Good Post.

I always come back to thoughts of PlanetSide's Global Conquest System because of the linear, non-linearity of it.

If you break it down plain and simply, the replay value of PlanetSide came from the many different ways to complete an objective.

Example:

You're attacking a ONE base on a continent, questions that arise:

A: Entering the Base.
    - Do you:
      (1) Go in through the lower-tier door
      (2) Work your way to the roof and go in through the roof door?
      (3) Go in through the Back Door?

B: Once inside the base
    - Do you:
      (1) Go to the Generator to disable their spawn and resupply?
      (2) Head to the Spawn Room and blow the tubes?
      (3) Head straight to the Control Console and hack the base?

These are just general questions for one individual base type out of the multiple different types of bases. Each with a slightly different layout, but primary core functions (Generator, Spawn, Control Console). 3 Points of Interest in 1 base, with 3 ways to get into the base, equals at least, 6 strategic decisions per-base....let alone the decisions and choices you make on your way, and while you're there.

This doesn't even include Towers (spawns next to bases) and whether you have multiple links to multiple bases connected via lattice. The gameplay itself is linear, get tower, hack CC, hold, move on. It was the variety in choices you could make to capture a single objective that was the key to replay value.

That's what I look for in a shooter nowadays, and Quake Wars sure ain't got that.
And yet the game still plays like a shit. It doesnt matter if there are a million ways to get some where if they all do the same thing anyway. Take door #32,896 or sewer grate #9, they all take you to the same palce in the same room where people kill you as soon as you come thru all the same.
One night at a kon, I sang karekoi with Richard Epcar. And no, you cannot possibly understand how awsome it was. http://www.richardepcar.com/

Offline Defender

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Re: ETQW Demo..my thoughts
« Reply #12 on: October 13, 2007, 04:00:11 AM »
Yeah, but getting to the end of the battle wasn't the fun part.
The fun was to have so many options in which to access the end.

PlanetSide Failed because SOE Failed.
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Offline Iron Hands

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Re: ETQW Demo..my thoughts
« Reply #13 on: October 13, 2007, 06:41:35 AM »
Yeah, but getting to the end of the battle wasn't the fun part.
The fun was to have so many options in which to access the end.

PlanetSide Failed because SOE Failed.
I wouldnt say the game failed all together, but SoE does.
One night at a kon, I sang karekoi with Richard Epcar. And no, you cannot possibly understand how awsome it was. http://www.richardepcar.com/

Offline Freelancer_

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Re: ETQW Demo..my thoughts
« Reply #14 on: October 13, 2007, 11:54:53 PM »
I've played the game from Beta through to release. I didn't buy it myself and I'm damned glad I didn't.

Simply put the game falls short in so many areas, the sounds, and physics and hud design are just awful. Also something about the graphics and movements just seems 'off' and leaves me underwhelmed.

Anyway the less than stellar numbers I'm seeing online tell me that most people tend to agree with me and have passed up on it...