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Tema: Cambios en QuakeLive para atraer nuevos jugadores

  1. #1
    Avatar de Reizor
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    Cambios en QuakeLive para atraer nuevos jugadores



    Quake Live Update - August 27, 2014
    Last month at QuakeCon we announced that Quake Live would be coming to Steam and with that expansion take on some new gameplay changes and features. At that time, we did not have many specifics to share as we were poised to keep an open mind as to what our future would look like, and wanted to see how we could introduce a wider audience to the game we so dearly love. Quake is a masterful game of skill, often compared to Chess by its veteran players. However, with that depth has come a challenge to welcome and capture new players long enough for them to discover the joy to be found in what many consider the finest Deathmatch game ever made.

    For some of us that joy is simply nostalgia of our early days, an introduction to online FPS that ushered in a new era of gaming. For many it is a love of mastery, striving to become better in a competitive world that seems to have no upper bounds. It is a game of limitless growth where the movement, strategy, and perfection of aim seem to be an extension of our human selves where hard work, dedication, and confidence can translate into a measurable improvement that brings a great pride to our players. While Quake will always be a home to the competitive base, we have often longed for a wider audience who could experience, appreciate, and fall in love with all that it has to offer.

    For new players, it has been quite clear what the greatest barriers are: effectiveness on spawn, movement, and item control. These elements on several levels also make our game great, so we wanted to see what could be done to make the game a more enjoyable experience, all while teaching players a bit of the meta-game depth.
    We tested several ideas including granting players better starting weapons and compared that to the lessons learned in Clan Arena where players get to try out various weapons and see their effectiveness each round. We found that providing the player one single "primary" weapon of their choice in addition to letting them have a bit more freedom as to which "secondary" they spawn with allows players to try out various weapons and become more effective on spawn which has been the key complaint of newcomers. Meanwhile we still want to highly encourage picking up weapons throughout the arena, so we have minimized the amount of ammo granted on spawn so that players will continue to roam and gather both weapons and ammo. Allowing the new behavior of choosing some starting weapons greatly improved the experience in modes such as FFA and TDM and helped make some of the more chaotic modes like Domination quite enjoyable. Hence, Domination will now be ran publicly for all to play.

    Additionally we wanted to find a way to teach players a few core bits of information concerning item timing. We have introduced item timers, present transparently in the world (not on your HUD), that all relay item respawn information under the following design guidelines: Each item timer has a radial display divided into slices. Elapsed time is drawn as solid slices. Each slice represents 5 seconds. Active regions are represented by blinking slices that blink once per second. The timers should adequately teach players when an item is about to respawn or when it is better to move along even without this knowledge. And as players continue to play, they will begin to understand exactly how much time elapses per slice and can begin utilizing the timer indicator in coordination with their match timer to know when items will become available. To both minimize visual noise that the timers could incur and to prevent an unnecessary flood of information throughout the world, item timers are only visible while in close proximity, gently fading in as you approach.

    The final hurdle for new players to overcome was strafe jumping. We wanted to preserve strafe jumping as is, as both its intentional use and its subtle influences as you traverse the map are what make Quake feel incredibly smooth and responsive. For many of us, learning strafe jumping came naturally or for long time players was simply the foundation of our FPS experience. But we wanted to assist players and provide them with a simpler means of movement to allow them to keep up the pace as they overtime learn to more fully benefit from strafing. A basic "bunny" and auto-hop mechanic has been introduced that allows players to simply hold forward and jump to build up some speed. However, because the new bunnyjumping only provides a limited amount of accel gain, and is only effective on straightaways, players will still need to learn strafe jumping over time – we hope that this new mechanic will allow both general movement and gameplay to become more accessible encouraging them to continue to play so that they may over time become more accustom to the finer side of Quake.

    But ultimately these changes have not been introduced for the new player alone. We feel that these elements overall help bring Quake one step closer to being a modern shooter, while still holding true to our roots of remaining an incredibly fast paced old school shooter. We've had a lot of fun with these new additions, and hope that you learn to appreciate them.

    For players who have taken great pride in becoming skilled in our more challenging areas such as competitive Duel, we hope that running our FFA and Teamplay servers with these new, fun, and accessible mechanics that we can begin to build a larger base of players who could then try their luck at the Classic Duel experience. Here players will have to shed their new skin and play under slightly more challenging conditions, but ones that we know have proven themselves true in the e-sports arena.

    Sincerely,
    The Quake Live Team

    These new changes have been encapsulated within the default Quake Live ruleset:

    New Quake Live Ruleset
    Players may now hold jump to continuously jump.
    Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
    Introduced Loadouts in select modes; allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (sg, gl, pg, mg).
    Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
    Unified weapon respawn time to 5 seconds across all game modes.
    Unified friendly fire, disabled across all game modes.
    Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
    Reduced ammo respawn time from 40 seconds to 10 seconds.
    Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit.
    Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
    Added Power-up Spawn POIs, that appear 10 seconds before a power-up spawns.
    Added Power-up POIs, that indicate when an available power-up is available in the arena.

    For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a "Classic" ruleset. All of our public Duel servers run in Classic mode. Subscribers may host additional classic servers using our "Create Match" feature. This includes the launching of Standard Classic servers, which any player may freely join.

    In addition to our major ruleset changes, the following global game changes have been made:

    General Game Changes
    Added a new weapon, the Heavy Machinegun (HMG).
    Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
    New higher resolution font added.
    Widescreen Support for huds (see default huds for implementation examples).
    New in-game UI (menu and loading screens).
    Disabled the pk3 encryption. Paks can now be opened like a zip file; maps load up to 25% faster.
    Added flagstand POIs in CTF.
    Enabled self-kills with an additional 1 second respawn penalty.
    Quad firing sound reduced on high rate of fire weapons: mg, pg, cg, hmg.
    Added damage number indicators for damage dealt, can be customized by various color styles and enabled or disabled per weapon.
    Fixed a bug in that could cause the best weapon selection to fail.
    Machinegun now drops to grant users mg ammo.
    Infected zombies now have air control and can double jump.
    Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
    Reduced the default amount of player movement bobbing.
    Reduced the default amount of damage kick movement.
    By default, don't show weapons you don't have in inventory on your weaponbar.
    By default, bob major items when simpleitems are enabled.
    Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
    Bots now randomly select loadouts, when applicable.
    Greatly reduced multiple pickups prediction errors.
    Removed the option to move to FreeCam while dead in elimination based gametypes.
    The PQL ruleset has been renamed 'Turbo'.
    Stonekeep map layout slightly modified.
    Trimmed out 19 maps will be added back later after being updated. (Arena Gate, Bloodlust, Cobalt Station, Concrete Palace, Dies Irae, Double Impact, Eviscerated, Focal Point, Forgotten, Golgotha Core, Hell's Gate Redux, Hero's Keep, Power Station, Proving Grounds, Sacellum, Solid, Sorrow, Space Camp, Spillway, Terminal Heights, Terminus)

    Create Match Features
    Ruleset selections (Quake Live, Turbo, Classic) are all available for standard servers.
    Now support custom values of starting ammo in AD, CA, DOM, and RR.
    Added optional Double Jump physics player movement mechanic.

    Arena Changes
    Removed Team Arena Runes from all maps.
    Proxy Launcher removed from all maps.
    Chaingun and Nailgun removed from several maps.
    Heavy Machinegun added to several maps, some depending on ruleset or mode.

    Van a ver muchos cambios con el próximo update.

    selección de armas primaria y secundaria para FFA/TDM
    Auto-strafe jumping
    Mecanica double jump opcional para servidores
    Pickups de municion global
    Timers visuales en los respawn de power ups


    Anuncio del udpate en los foros
    Última edición por Reizor; 28-08-2014 a las 02:50 AM


  2. #2
    Moderador Global Avatar de Rhapsody
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    Fa, lo van a hacer re manco friendly. Los juegos ya no son pa macho como antes :c
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  3. #3
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    para mi que el primer cambio si querian atraer audiencia es no echarte despues de un tiempo sin entrar.
    al menos a mi no entre por un año y me volaron la cuenta de QL, lamentable.

    aparte, los nuevos cambios me parecen bien. ayudan en los primeros niveles y a los con mas xp no los jode para nada

  4. #4
    El Picante Avatar de pastel
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    Tryxa... es muy bolazo.. una parte buena del 1v1 del quake es que tenes 3 items para timear.. no vas a poder agarrar todos, lo que te obliga a tomar decisiones. Ademas, con el loadout de un arma, es totalmente fruta... donde se vio que cuadno respawneas ya tenes un arma.. es frutero total

    Lo probe y deja mucho que desear, la cagaron mal
    Cita Iniciado por Master of the Wind Ver mensaje
    Bueno, para redondear, mi ultimo post en el foro. Porque la verdad no me pinta ser cool progre SJW para caer bien a la gente, no lo hago con mi grupo intimo de personas que convivo cotidianamente, menos lo voy a hacer con 3 cabezas de termo que ni conozco ni me conocen, o me conocen poco parece, y se pasan sacando conclusiones sobre mi.




  5. #5
    Call of quake

    ya habia visto esta info hace semanas pero no habia link oficial asi que era obvio que era una trolleada, pero al final no
    siempre es lo mismo, por llegar a "mas audiencia" corre a un tercio de la playerbase y los jugadores nuevos van a ser 5

  6. #6
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    CAGARON EL JUEGO


  7. #7
    Avatar de Reizor
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    Habria que jugar un dia de estos Quake 3 CPMA a lo macho


  8. #8
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    Ya fue el Quake Live... Q3 ftw (al final el modo clásico de juego quedó en el premium como habían dicho? O ni eso?)

    Éste tipo de cosas son las que me sacan las esperanzas de que el nuevo UT encare tambien, ojalá no vayan para el mismo lado, ya se que lo hacen con la comunidad pero viste como es.

  9. #9
    El neandertal Avatar de Master of the Wind
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    Convirtieron el quake en cualquiera. Era el ultimo vastago de gaming old school y hasta esto cagaron.

    Siempre preferi CPMA antes de QL, el tema era la cantidad de gente disponible en QL, que desde julio-agosto del año pasado tambien bajo considerablemente.




    Pintan unos CPMA? Yo levanto server :v
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  10. #10
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    pha son unas viejas lloronas loco!
    sigue teniendo el modo "classic" que no cambia nada y lo elegis al crear la partida.
    si estas en un nivel que no precisas asistencias no entres a las partidas "newbie" y listo.


    PD: a menos que quieran que siga lleno de rookies en TODAS las partidas asi pueden farmear frags tranquilos
    Última edición por TryXanel; 28-08-2014 a las 12:29 PM

  11. #11
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    El tema es que para crear partida se precisa la cuenta Pro, no se si actualmente hay servidores en modo classic


  12. #12
    El neandertal Avatar de Master of the Wind
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    Ademas hay otra cosa, ultimamente habia poca gente en el QL, solo gente pro, con su server, que jugaba todos los dias, y muchas veces yo me metia, y por no ser conocido, me kickeaban.


    O sea, esta el modo classic, pero si la mayoria juega en modo nabo, vas a tener mas probabilidad de jugar en modo nabo tambien.
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  13. #13
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    Algunos cambios no son TAN horribles, como saltar continuamente y esas cosas (igual no me gustan), pero spawnear en DM con rocket/light/railgun? wtf? para eso juego CA, ponele lo del timer tampoco, algunos no joden del todo, pero otros son muy ridiculos, los DM son una spamfest donde seas pro o toques el juego por primera vez capaz ganas de culo, es cualquiera.

    Nivelar para abajo nunca rinde.

  14. #14
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    En los servers argentinos cuando aun era popular se metian pro como bich1to a peluchear en los servers de menor ranking, perdia toda la gracia y el loco bardeaba al resto, es una comunidad donde hay players con skill alta que son muy toxicos con los newbie cuando ni le corresponde meterse en esas partidas.


  15. #15
    El neandertal Avatar de Master of the Wind
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    Ta pero vamos a lo que es, eso no se puede evitar, ademas las facilidades son para todos, si yo entro a un server con gente que juega hace 2 dias la va a comer, son facilidades no cheats.
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  16. #16
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    El tema es que sea evitable o no, vos como jugador, donde claramente están marcados los skills de un servidor, no podes ir a meterte a uno que tenga 3 niveles mas abajo. Yo siempre jugaba en los que tenia mi nivel o uno mas arriba.
    Lo de los players pro toxicos de chile y argentina tiraban frases como pete noob y cosas ofensivas para los demás estando en un servidor que no les correspondía, es lógico que se ahuyenta a los nuevos de esa manera. En los servers de ut2k4 y de q3 de uruguay al menos se tomaba el tiempo de explicarle a alguien nuevo las cosas basicas y no bardearlo.


  17. #17
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    Obviamente, a mí tambien me molestaba eso, y suelo entrar a los skill matched o more challenging, si entro a un very Difficult se que me rompen el orto, no hay vuelta. Supuestamente al menos antes si tenías determinada skill no podías entrar a un servidor, me acuerdo te decía "Your skill is too high for this match/server" o algo así.

    Jugadores tóxicos hay en todos los juegos, pero no creo que ésto solucione nada realmente, aun con todas éstas fácilidades, alguien que juega hace años va a ser mucho mejor que uno nuevo, y siempre hay gente con buena onda y gente con mala onda. El Call of Duty 2 es un juego re simple, no tiene gran ciencia, sin embargo los que juegan DM todos los días en general me la dan a mí que juego una vez cada mil años, obviamente a mayor skill requerida por el juego, esa brecha se agranda mas.

  18. #18
    Moderador Global Avatar de Rhapsody
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    Tamo pa esos CPMA
    GUASEMEN ARRIQUISOMAUEY

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  19. #19
    Administrador Avatar de dDaunloz
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    cuando quieran comen (?

    Spoiler: 
    con pancito

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    Cougar QBX + Corsar SF600 | Acer XG270HU + Samsung s23B300b x2
    Samsung Galaxy S10 + Skullcandy Ink'd Wireless
    Samsung RT38F | Samsung MC28H

  20. #20
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    avisen y me paso a hacerles el 2y1 con la rocket

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