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New Enemy Territory: QUAKE Wars Demo Available

Here it is, the new Enemy Territory: QUAKE Wars demo! It's based on the 1.4 update and features all of the new features and improvements from it, including the new training mode. If you're intending to run Windows servers for the new demo, you should also grab the server hotfix as it resolves a critical issue related to server queries.

I really hope this increases the sales of the game

2nd w00t...

I think it will! And a li'l ad campaign wouldn't hurt to get sales up!!

Unfortunately 80% of gamers want top notch state of the art graphics over gameplay. Quake War's looks great but it is based of a 4 year old Doom3 engine , people tend to be afraid of learning how to play this game because there used to a deathmatch style of game.

Quote:
Originally Posted by Seiniyta View Post
I really hope this increases the sales of the game
Sales do not seem to be the problem, just that many people do not seem to get into the game and quit fast. But yes, I also hope that the new demo will make the game more appealing to more players.

Quote:
Originally Posted by H0neyBe4r View Post
Sales do not seem to be the problem, just that many people do not seem to get into the game and quit fast. But yes, I also hope that the new demo will make the game more appealing to more players.
well, out of the people trying the demo, buying the game there still will be a certain % that stay and is lost in addiction

a 1.4 demo? biggest joke ever

And how's it a joke?

I'm still considering if I should buy this game or TF2 or UT3.
That and I'm also waiting for the parts for my new pc to arrive so I can build a pc that is worthy of playing these games.

This update haven't convinced me to buy the game .. in fact it has made me less keen on buying Quake Wars.

Some things have indeed improved .. autodeloyment of the MCP prevents the newbies from just sitting there , not deploying instead of deploying the MCP.
And it wasn't as if deploying the MCP was a fun task that will be missed.

However the newly introduced invulnerability of the MCP when it's disabled , really blows.
First of all , invulnerability without a realistic reason for it , takes you out of the mindset that you are there .. fighting the strogg/killing the human food and reminds that this is just a game. It feels unreal , restricting and is just no fun.
Second, it makes it way to easy for the GDF to press forward with the MCP , because the GDF need only drive the MCP until disabled , then repair a little bit and push forward again. Even if the push is only a few meters , it's still a few meter closer to the goal , that the strogg can never take away from the GDF.
This is made worse by the fact that a player can hide inside the MCP with no fear of getting hurt .. and pop out and back in before the strogg can usually react , or switch to the turret and back again.

It also opens up for a terrible exploit for disruptive players.
Instead of just teamkilling other teammembers , a disruptive player can now enter the MCP , and then just wait, doing nothing , he/she can even go eat lunch or whatever .. the teams failure to deploy the MCP is assured because the player is now invulnerable inside the MCP.

Previously when a disruptive player did this , his team could turn against him and either bombard the MCP themselves and kill him , or let the strogg do it for them (and avoid the server complaints).

Please revert the MCP back to the way it was (expect for autodeployment in the endzone)
Alternatively I have another better idea to help the make a little easier for the GDF to deploy a MCP.

Let the driver pseudo-deploy it whereever he/she wants.
I'll explain : If the MCP driver presses the deploy button the same MCP would stop and secure itself firmly in place like it does when you deploy it in the green zone.
When it does this it can no longer move or shoot (maybe with the turret, if this tips the gamebalance to much to stroggs favor) , however it's armor because much stronger and very little damage gets through.
Like the siege mode in a Cyclops walker or Desecrator hovertank it trades it's mobility for something else , only in this case it's extra armor instead of extra firepower.

This would allow a MCP to go into "siegemode" and have the MCP close shutters (maybe blocking the drivers view so he will have to change to the turret to look around , only he will be vulnerable if he does) and extend some armorplating (a new model/animation for this would be nice , but the old deploy animation works too) , if he feels the opposition is too strong.
Once the extra armor is up , the GDF will have a much easier time of repairing the MCP even if it's under fire from a turret because less damage gets through. However SOME damage should get through and damage the MCP and if the strogg manage to concentrate enough firepower to bring the MCP down to 0 armor (HP) then any players inside are no longer invulnerable though they should still be protected from some damage .. this gives the driver a chance to escape , only wounded and not killed.

It should also take time to go into siege mode and deploy this extra armor, and to change back into the mobile mode again. Perhaps the usual time it takes to normally deploy the MCP would work well.
Until armor deployment is complete , the MCP should not have further shielding - It would be terrible if the MCP go into armor mode instantly every time it saw a rocket coming for it and change back again just as fast.

I also don't like the extra time for the other team to liberate a spawnpoint .. it was fine the way it was.
It also feels unfair that one team can capture a spawnpoint much faster than the other can liberate it.

The longer recharge time for the stroybombs on the Icarus is also greatly annoying.
Previously the Icarus was a threat to GDF vehicles and turrets but now it takes forever do any kind of appreciable damage and it's not the Icarus was ever a big threat to soldiers on foot because you can easily avoid a stroybomb or run away from it before it explodes (only beginners keep still long enough to be hit by the blast) - the longer recharge time only makes the Icarus an even smaller threat.

Concerning the HUD, I think the new messages informing beginners of their mission is an improvement.
You could take this one step further and display a highly visible message for players that haven't yet deployed their deployable , if the players teammembers request such a deployable. Its a common problem that beginners playing as covert ops or infiltrators don't deploy a radar , even if their team requests one.

You could also display message if players try to do obvious rookie mistakes , like soldiers trying to blow up the shield generator with explosives , or covert ops trying to hack the contaminator or the sewer entrance.

Better protection against teamkillers and other distruptive players would also be most welcome.
Some distruptive behavior is obvious .. if a player has almost no xp and have several teamkills .. usually more teamkills than regular kills , then he's obviously teamkilling and should be kicked and banned for a period of time.
There should be a small allowance for teamkills at the beginning of the round because a single teamkill shouldn't put you over the limit and have you kicked.

Speaking of teamkills and kills .. it would be nice if it counted as a kill or teamkill when you hit someone with a vehicle moments after you have exited the vehicle .. like when you crash your burning anasi on an unsuspecting strogg while parachuting yourself to a safe landing.

It would also be nice if the servers defaulted to team damage off , during the warmup round , because it's very annoying that most people slaughter their teammates and it could confuse some beginners and let them believe that this is a deathmatch.

A highly visible message informing players that this is a teamgame and they should avoid shooting teammembers , could also be a good idea if they teamkill someone.

I'm unsure about the rest of the changes .. I still need to find them all and make up my mind about them.

Quote:
Originally Posted by Seanza View Post
2nd w00t...

I think it will! And a li'l ad campaign wouldn't hurt to get sales up!!
Ad blitz is def needed!! I hope SD go out to a few gaming organisations and get them talking about the new 2.0 demo and 1.4 bug fixes/add ons.

chose a better map for the demo...
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