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Moderator 1329 posts
Registered: Apr 2006
Qqshka had this idea of creating a new duel mode for QW. This means altering some parts of the game (damange? weapon speeds? spawn models? whatever you can think of) to make it 1) more fun or 2) more pro or 3) more qw (can that even be possible? ). This wouldn't be the default mode of course, you'd have to enable it with for example /PROMODE command. So, are you people interested in this? If so, what should be changed and what should be left as they already are. This is just the part where we are gathering info and see if it's worth doing so make your voice heard.
Member 95 posts
Registered: Jun 2006
I'm definitely not interested. I hate to think of the possibility of changing speed/damage etc, because that's not qw anymore, and that is a fact. I'm just wondering if this was about 4on4, then how many negative feedbacks would you get, even if it's the same thing: changing the gameplay. Well, just don't make it official. Answer: NO.
Administrator 887 posts
Registered: Jan 2006
I guess I'd never go for such ideas for qw. Then I rather try another game. It might be a good idea for some, but personally I say NO. Join us on discord.quake.world
Member 1435 posts
Registered: Jan 2006
If you want more fun -> make it more balanced; better players still winning but not with such a frag difference. If you want more pro -> listen ONLY to pro players and their suggestions; I am not pro player, but what I don't consider "pro" at all now is random RL damage. (Please spare me with your "that's QW" replies here, don't compare it to other random things in the game like spawns, basically don't write any idiotic answers otherwise I really WILL hate you )
Member 715 posts
Registered: May 2006
/yawnmode No random aim, faster/weaker nails, more axe damage. All that I wish for ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 253 posts
Registered: Nov 2007
Since I'm a noob, at first i would like to learn play well normal QW. So I'm also not interested in it.
News Writer 646 posts
Registered: Mar 2006
i was thinking about a different duel mode, but as soon as you said "altering some parts of the game (damange? weapon speeds? spawn models? whatever you can think of)" i got immediately turned off
i was thinking more along the lines of hoony mode/tennis mode: fraglimit 1 timelimit 0 (unlimited) basically you play to the first-frag, and repeat this 5 or 7 times, (best of 3 or 4 points or whatever). best thing about this (imho) is it eliminates spawn fragging and makes you play very tactically and "mind games" because every frag counts (literally)
edit: of course the one thing important here also would be spawn mode... i'm not sure if it should be random spawn points, or "opposite" spawn points, or if the players should be able to choose spawn points (toss spawn points?)
Administrator 1265 posts
Registered: Jan 2006
i was thinking more along the lines of hoony mode/tennis mode: fraglimit 1 timelimit 0 (unlimited) basically you play to the first-frag, and repeat this 5 or 7 times, (best of 3 or 4 points or whatever). best thing about this (imho) is it eliminates spawn fragging and makes you play very tactically and "mind games" because every frag counts (literally) I smell clan arena in duel - duel arena? never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 312 posts
Registered: Feb 2006
tennis mode sounds awesome. and im all for some totally different mode; something totally relaxing in which you dont need to concentrate or think, like midair but something more dmm3ish. i guess increased speed for that would be one thing, and also dont alter it (strip stuff out) too much from the basic dmm3 duel
Member 1026 posts
Registered: Feb 2006
During warmup, two spawnpoints are chosen by the players. One will typically be a "stronger" spawn and the other "weaker". When the game begins, these are where the players will spawn, with the strong spawn considered the equivalent of having the "serve".
Each player death (regardless of source, i.e. a suicide is considered a kill for the opponent) is treated as a distinct point. After a point is scored, play does not continue as in DM: instead, the players and the arena are reset, and a new point is contested for. Players switch spawnpoints at this time, so the player who had the weak spawn for the previous point now has the strong one, effecting a change of serve. Players are given a few seconds between points to reconsider strategies etc.
Games are played to a point limit, with the clock not being a factor. A player must reach that limit and be at least two points clear of his opponent to win, i.e. in a 5-point game, 5-4 is a lead not a win: the player still needs another point to clinch it. http://www.promode.org/wiki/index.php/Hoonymode
Member 47 posts
Registered: Feb 2007
News Writer 437 posts
Registered: Jan 2006
I really would welcome a Teamplay mod like FREEZE. People may know it from q3. The goal is to completly freeze the opposite team. Therefor you have to frag this one. But your teammates are able to unfreeze each other by just stay beside you for like 3 sec. Believe me that can be real fun.
Then an other FFA mod i remember is "catch the chicken". There is a chicken running on the map and you have to pick it up and hold it as long as you can. The Quaker that had the chicken for the longest time is the winner at the end. While you have this chicken you are unable to shoot but your running speed is doubled. Enemys can steal the chicken by fragging you.
Member 1435 posts
Registered: Jan 2006
You are going a bit offtopic, the intention wasn't to create a completely new mode like CA, RA, CTF, Instagib or something like that. The idea was to listen to pro players and hear if they can think of anything that can get improved.
Member 405 posts
Registered: Jan 2006
The idea was to listen to pro players and hear if they can think of anything that can get improved. indeed.
Moderator 1329 posts
Registered: Apr 2006
I didn't mean total conversion.
Well anyway, I'm not a pro player but I had some ideas too. So basically something like following:
- No changes in movement or speed, QW should feel QW after all - Limit the amount of ammo: Instead of flooding 99+ rockets and pines you'd actually have to aim to take the frag, or make a nice trap. - Max rocket/grenade damage is always 100 without the rand*(20) - Armors/maxHP, slight finetuning? (not so sure about this) - No other changes in damage, perhaps add some strength to axe attack? - Spawnmodel slightly adjusted from KTX respawns (do not deny same spawn but make it more difficult to happen) - Delay respawn for fixed amount, 500ms? 1000ms?
And something else, or then not.
Member 357 posts
Registered: Mar 2006
Hmm, Limit the amount of ammo you can carry limit the amount of guns you can carry maybe melee, shortrange, and longrange guns (3 max) weapons droppable but not ammo megahealth not +100 but takes your health to full armor shouldnt deplete when you are drowning lg discharge not effecting players outside the water linear splash damage like quake3 reduce the size of the bounding box of the player damage based on where you are hit (headshot vs left foot) require players to +use to reload the gun overheat the grenade launcher if spamming fix skin error on eyes if (self.invisible_finished) { self.frame = 0; if (self.skin == 0) { self.modelindex = modelindex_eyes; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); } self.skin = 0; in ctf dont allow players to hook other players (annoying) more STATS!
Member 401 posts
Registered: Mar 2006
As long as gameplay is not SLOWER (Q2,Q3,Q4) I'll be fine.
Member 303 posts
Registered: Jun 2007
The only change i would like to see are better nailguns. Make ng useful weapon, and sng equivalent of plasma gun, that's all.
Member 1026 posts
Registered: Feb 2006
Member 485 posts
Registered: Feb 2006
Simple way to increase nailgun power would be to make nails armor-piercing. Duels bore the heck out of me. Good luck with this effort. It's a bit like trying to rewrite The Bible, though... 4on4 doesn't have the same weapon balance and whatnot issues as duels IMO.
Member 231 posts
Registered: Jan 2006
I really would welcome a Teamplay mod like FREEZE. People may know it from q3. The goal is to completly freeze the opposite team. Therefor you have to frag this one. But your teammates are able to unfreeze each other by just stay beside you for like 3 sec. Believe me that can be real fun.
Then an other FFA mod i remember is "catch the chicken". There is a chicken running on the map and you have to pick it up and hold it as long as you can. The Quaker that had the chicken for the longest time is the winner at the end. While you have this chicken you are unable to shoot but your running speed is doubled. Enemys can steal the chicken by fragging you. Hahah freeze sound really cool :>
Member 51 posts
Registered: Nov 2006
nerf shaft! its just too good with todays clients+precision. 2 years ago there were some LG specialists like inter etc but nowadays everyone has a good shaft and imo the whole 1on1-mode has turned into a huge lg-aim-fest and definately less fun! ofc people will say now that qw lives off its weapons imbalance and shaft was always the most powerful weapon but i really think that it has gone too far. just play a few dm4/6s without LG and you will notice how much the gameplay changes. i tried that last week and we had ALOT more fun during those games. and YES , im frustrated cause i get owned by good shafters alot! ----------------------------------------------------------------------------- I went on a diet, swore off drinking and heavy eating, and in fourteen days I had lost exactly two weeks.
Member 715 posts
Registered: May 2006
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 805 posts
Registered: Mar 2006
- LG will consume 3x more cells than the normal (it will reduce the use of LG) - Better NG (more damage) - Faster SNG - 3 sec berzerk or always respawn as far as possible from enemy or 2 sec instagib at respawn - rockets with constant damage https://tinyurl.com/qwbrasil - QuakeFiles
Member 401 posts
Registered: Mar 2006
So this will basically turn into another cpma. Well it could be good as long as you don't change physics and movement.
Member 1026 posts
Registered: Feb 2006
..or play this kick ass duel mod, by yours truly http://quakeworld.nu/forum/viewtopic.php?id=1668
Member 405 posts
Registered: Jan 2006
Aqua got 1000 posts, spammer :<
Member 228 posts
Registered: Mar 2007
Question: Why no defensive weapons in QW?
(for example the airfist in PK to reject rockets back at shooter or, in q3 version of PK, using the sentry as a shield reflects the lightning back at shooter. Defense adds to the game IMO).
News Writer 646 posts
Registered: Mar 2006
nerf shaft! its just too good with todays clients+precision. 2 years ago there were some LG specialists like inter etc but nowadays everyone has a good shaft and imo the whole 1on1-mode has turned into a huge lg-aim-fest and definately less fun! ofc people will say now that qw lives off its weapons imbalance and shaft was always the most powerful weapon but i really think that it has gone too far. just play a few dm4/6s without LG and you will notice how much the gameplay changes. i tried that last week and we had ALOT more fun during those games. and YES , im frustrated cause i get owned by good shafters alot! Reppie.
Member 312 posts
Registered: Feb 2006
id really like to see a totally new duel mode instead of just small tweaking
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