[media]https://www.youtube.com/watch?v=-UhHcEiegb8[/media]
not gonna lie but it still looks like shit.
Don't think it looks too bad actually, but there isn't anything that I haven't already seen in either the original quake 3 or the new unreal tournament that they haven't done just as good.
I mean the thing it has going for it is not only is it fairly nice looking, but it has the bunnyhopping, arena -style speed of the original Quakes.
But that active ability bullshit is really gonna take away from it all.
it looks like an updated quake
looks pretty tit, people got their panties in a knot WAY too early
what i said on reddit
[quote]Not going to lie, but I'm still not liking what I'm seeing.
The artstyle is drab and colorless. The abilities that each "hero" gets is still fucking stupid. The base movespeed looks slower than what it was in Q3/QL. The weapon sounds are really weak, almost as if they stripped the bass away entirely. We're seeing various sized models with I assume different hitboxes, otherwise it'll be annoying shooting a big guy that has the hitbox of the small girl.
I'd say the only pros I can notice from this trailer is that strafejumping is in (Along with what looks to be CPMA air control) and so are some classic maps like Campgrounds.[/quote]
It looks alright, but the active ability stuff still really doesnt seem necessary for a game like this at all.
Might play it at some point but my hopes aren't really sky high.
[QUOTE=LoneWolf_Recon;50829549]I mean the thing it has going for it is not only is it fairly nice looking, but it has the bunnyhopping, arena -style speed of the original Quakes.
But that active ability bullshit is really gonna take away from it all.[/QUOTE]
why do people think this
active abilities are a really neat way to add to the experience as long as they handle things properly. if they released a straight up quake 3 style arena shooter it wouldn't have a single leg to stand on and everyone knows it. we've had a million faithful arena shooter 'revivals' and none of them have worked out and there's a good reason for that
Their new attempt at the Quake Announcer (0:37) doesn't sound as good as the original either:
[video=youtube;ym4VmVwd24c]https://www.youtube.com/watch?v=ym4VmVwd24c[/video]
I don't hate what I see, but I don't particularly love it, either. I'm not sure how this is going to be any better than Quake 3, UT 2004 or even the modern UT in beta.
[QUOTE=LoneWolf_Recon;50829570]Their new attempt at the Quake Announcer (0:37) doesn't sound as good as the original either:
[video=youtube;1p1vVjIgUzk]http://www.youtube.com/watch?v=1p1vVjIgUzk[/video][/QUOTE]
you wont notice in game, i can promise you.
[QUOTE=No Party Hats;50829565]why do people think this
active abilities are a really neat way to add to the experience as long as they handle things properly. if they released a straight up quake 3 style arena shooter it wouldn't have a single leg to stand on and everyone knows it. we've had a million faithful arena shooter 'revivals' and none of them have worked out and there's a good reason for that[/QUOTE]
because the point of an afps is that everybody is on equal footing and the only thing that dictates the winners and losers is pure skill.
when you introduce mechanics like a fucking wallhack it strips that away completely.
[QUOTE=No Party Hats;50829565]why do people think this
active abilities are a really neat way to add to the experience as long as they handle things properly. if they released a straight up quake 3 style arena shooter it wouldn't have a single leg to stand on and everyone knows it. we've had a million faithful arena shooter 'revivals' and none of them have worked out and there's a good reason for that[/QUOTE]
While I agree innovation in gameplay is something thats sorely needed in the Arena FPS genre im just worried they'll handle the active ability system in a way thats too similar to overwatch, or in a way that takes the balance of the game and makes it off.
[QUOTE=BeardyDuck;50829583]because the point of an afps is that everybody is on equal footing and the only thing that dictates the winners and losers is pure skill.
when you introduce mechanics like a fucking wallhack it strips that away completely.[/QUOTE]
that's not the point even remotely, the point of an 'arena' shooter is area control.
take the friggin nostalgia goggles off for a moment and take a breather, honestly. I can't wait to hear people bitch and moan about this game till it launches, and then suddenly everyones gonna go 'wait no they made some good calls with this one!'
So they just made a graphical upgrade of a game, where all the pros play on lowest settings for best performance and awareness.
They need to bring a lot of new stuff to the table, if they want to compete.
Or just ingame cosmetics and b-hop maps, then I'm sold
[QUOTE=MacD11;50829589]While I agree innovation in gameplay is something thats sorely needed in the Arena FPS genre im just worried they'll handle the active ability system in a way thats too similar to overwatch, or in a way that takes the balance of the game and makes it off.[/QUOTE]
iirc each character gets one ability
It adds another level of strategy and play to the game, i see literally 0 issues with it as long as they do it smart (which it seems we both agree in that regard)
[QUOTE=No Party Hats;50829565]why do people think this
active abilities are a really neat way to add to the experience as long as they handle things properly. if they released a straight up quake 3 style arena shooter it wouldn't have a single leg to stand on and everyone knows it. we've had a million faithful arena shooter 'revivals' and none of them have worked out and there's a good reason for that[/QUOTE]
Alright, I'll bite. Sure the active abilities could bring something new to the table and turn Quake Champions into an interesting mix of Arena Shooter and Hero Shooter (Like Overwatch, etc).
Problem is some of this active abilities presented thus far are either weak, OP/broken af (See Visor's wallhacks) or have no viable counter IMO.
[QUOTE=No Party Hats;50829600]that's not the point even remotely, the point of an 'arena' shooter is area control.
take the friggin nostalgia goggles off for a moment and take a breather, honestly. I can't wait to hear people bitch and moan about this game till it launches, and then suddenly everyones gonna go 'wait no they made some good calls with this one!'[/QUOTE]
i want to hear what your experience with afps is for you to deny that afps is about equal footing.
[QUOTE=LoneWolf_Recon;50829611]Alright, I'll bite. Sure the active abilities could bring something new to the table and turn Quake Champions into an interesting mix of Arena Shooter and Hero Shooter (Like Overwatch, etc).
Problem is some of this active abilities presented thus far are either weak, OP/broken af (See Visor's wallhacks) or have no viable counter IMO.[/QUOTE]
its way too early to make assumptions about it. I totally agree, if they give characters shitty abilities then it'll fuck it up for sure. As it stands I'm dead certain though that they wont make visor's ability a straight up wallhack, i mean think if it was a motion detector through footsteps or some shit. Then visor would have a neat ability which allows for him to have an easier time securing objectives, but a skillful player could do some dank bunny hop or grenade jump nonsense to try and sneak past it.
[QUOTE=LoneWolf_Recon;50829611]Alright, I'll bite. Sure the active abilities could bring something new to the table and turn Quake Champions into an interesting mix of Arena Shooter and Hero Shooter (Like Overwatch, etc).
Problem is some of this active abilities presented thus far are either weak, OP/broken af (See Visor's wallhacks) or have no viable counter IMO.[/QUOTE]
Yeah, The ability I'm most worried about right now balance wise is Visor's. Straight up wallhacks isn't something that really promotes skill.
Another thing: I'm not really against the chosen artstyle honestly, but I wish the weapons had more distinct appearances like in Q3A.
The only thing I can think of/guess what actually looks like shit at all is the slightly slow running speed and the abilities (Especially the wall hack ability, holy fuck).
Otherwise, I don't have much of a problem with what I'm seeing. It's got the rocket jumps and other neat shit, and the level design and colors seem fairly decent, imo. Could be better, could be worse.
Feels slow. The only time it was fast was the 2 second clip after "pure speed".
Looks like the greenlight trailer for a generic quake wannabe that dies a week after release, it all looks and sounds so limp and flaccid holy shit
Didn't expect anything less from the skilled crew behind God Mode and RIPD though
[QUOTE=BeardyDuck;50829627]i want to hear what your experience with afps is for you to deny that afps is about equal footing.[/QUOTE]
arena fps is a totally made up and non-cemented subgenre that people can interpret in a million different ways.
Quake has always been about map control, abilities don't hamper that in any way. I'd say they only serve to make the dynamic more interesting. If you seriously think they're going to push out a new Quake after the success of Doom and Wolfenstien without carefully weighing their gameplay decisions then idk what else to tell you bub. If you want to play straight up Q3, then go play live or honestly just play arena. This -isnt- that game, they're not going to put a new coat of paint on a 16 year old title. It would do fucking horribly if they tried to make a straight up Q3A style arena shooter
[editline]4th August 2016[/editline]
actually looking around :23 (right after the 'I see you' which is most definitely Visor's voice line when you use his ability) you can absolutely see that when he chases the guy over the gap, there's a little silhouette of him that appears for a second and stands still. It definitely looks like Visor's ability has a kind of update tick to it to prevent it from being a straight up wallhack, more like 'hey there's a guy that was here and hes headed in this direction probably'
it's way too early to be talking about balance like this. We don't really know much about the abilities beyond the fact that they exist and a [i]very[/i] basic idea of what kinds of abilities they've included, we don't know anything about how they're implemented or how they function in the context of the game.
In the meantime, they're making a graphically updated Q3A and no one is excited. :what:
[QUOTE=No Party Hats;50829565]active abilities are a really neat way to add to the experience as long as they handle things properly.[/QUOTE]
three different abilities seem to be A.) a teleport, B.) a damaging/killing charge attack, and C.) [i]a wallhack[/i] (although it's either not actually a wallhack or the trailer shows it off poorly)
that doesn't seem to be properly handling things
[QUOTE=1STrandomman;50829723]it's way too early to be talking about balance like this. We don't really know much about the abilities beyond the fact that they exist and a [i]very[/i] basic idea of what kinds of abilities they've included, we don't know anything about how they're implemented or how they function in the context of the game.
In the meantime, they're making a graphically updated Q3A and no one is excited. :what:[/QUOTE]
because the idea of change is scary and rather than consider that the developers are probably pretty closely watched seeing as it's the fucking QUAKE IP( aka the game that made competitive gaming pretty much) they'd rather assume the literal worst because why not.
basically it boils down to the fact that people forgot that games are fun, it's not worth being pissy about especially when its so early on
[QUOTE=1STrandomman;50829723]In the meantime, they're making a graphically updated Q3A and no one is excited. :what:[/QUOTE]
I'm not going to call this a successor or update to Quake 3 Arena. It's really obvious they wanted to continue the arena FPS style it had, but the complete redesign of the weapons, the overall slower ground speed, the new abilities and so forth.. From what I can tell by sight for now, it feels less like an update of the same idea, and more like a modern reboot like what DOOM was to its series.
[QUOTE=RikohZX;50829727]three different abilities seem to be A.) a teleport, B.) a damaging/killing charge attack, and C.) [i]a wallhack[/i] (although it's either not actually a wallhack or the trailer shows it off poorly)
that doesn't seem to be properly handling things[/QUOTE]
A teleport, which will help out players who arent so skilled at grenade jumping and the likes. Pretty obvious downside to that is that it's clear where you're teleporting -to-, rather than a rocket jump where you know where they're going -from-.
Charge attack is up in the air for me right now, but im willing to see it through till they show us shit in good detail given the fact that the teleport and the 'wallhack' (more like a last known position kinda thing really) aren't actually that big of an issue if handled properly.
Again, im not trying to say that they can't fuck it up, but people are getting really worked up over these changes when there are very clear, very simple ways to balance them that would fit the arena shooter playstyle pretty nicely imho
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