- Registrado
- 15 de Nov, 2021
Quake III is built on the philosophy that 95% of players should have an utterly miserable experience.
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buddy, not even you believe in that, reality doesn't either else quake wouldn't be dead.No, you can learn and improve it's just that it requires learning and improving and people want immediate dopamine.e.
>random crits are badThe only thing that "solves" this is tf2's worst element which is random crits. Otherwise the better team steamrolls the worse one.
Of course I do, you can improve without kills being your only feedback. It's dead because a game that actually requires you to improve rather than just handing you a win sometimes, filters people who don't actually want to improve at something. They want dopamine, they love their 24/7 perfectly matchmade 50% winrates that they will gladly play like a zombie. Slaves play apex or league or valorant, non-slaves play quake.buddy, not even you believe in that, reality doesn't either else quake wouldn't be dead.
It's dead because it's not fun unless you're in the top 5% of players, and my sophisticated understanding of graduate-level mathematics tells me that a large number of players are not in the top 5%, possibly more than half.It's dead because a game that actually requires you to improve rather than just handing you a win sometimes,
"you get better by losing" cope post never worked, mate, people only stood by that bullshit because they had nothing else to play.Of course I do, you can improve without kills being your only feedback. It's dead because a game that actually requires you to improve rather than just handing you a win sometimes, filters people who don't actually want to improve at something.
just say you want to pound scrubs but don't want to smurf, be honest with yourself my nig.They want dopamine, they love their 24/7 perfectly matchmade 50% winrates that they will gladly play like a zombie. Slaves play apex or league or valorant, non-slaves play quake.
Thing with Quake though - controls and movement was buttery smooth and getting VERY good was really about your ability to aim lesser weapons + rail moreso than hyper-memorizing the map and other crap (though yes, because of power ups and shit....). Quake ceiling was about combining all the basics than some extra and extra mechanics that are generally unnecessary.Skill gap. An average Quake player can NEVER beat the greatest players in the world. But counterstrikes low time to kill, intel mechanics that allow ambushes and random shot spread mean that sometimes a lesser player can win.
If you get the drop on a better player in quake, there's no insta kills, you land 1 rocket, they turn around in less than a second, dodge any follow up shots from you and will obliterate you. The skill gap alienates players. Compared to the more casual arena shooters Unreal Tournament and Gaylo: Combat Devolved, Quake was always the least popular because it's the better game.
Skill issue, I still play quake 3, quake live and cpma all the fucking time. I don't like games where I lose because my team sucks or I randomly took 4x damage from a rocket from across the map. Competition should be about skill and games that remove skill so they can keep slaves invested in them so they continue to buy skins for their 50% winrate are shit games. Non-slaves play quake. If you look at the stats of whatever game you're playing and your winrate is 48-52% you are a slave. You are not playing a game you are going through the motions pre-programmed for you. You are a cog in a very malicious machine designed to be the most manipulative it can possibly be. Science has perfected the art of digital slavery and you are a victim."you get better by losing" cope post never worked, mate, people only stood by that bullshit because they had nothing else to play.
Well its entirely consistent. Even CS which has a ridiculously high skill ceiling is a game with a lot of randomness to it. It's always funny seeing crowds cheer at events when someone lands a jumping 1-tap with a deagle or awp because ultimately it wasn't impressive and players fire these 1% shots all the fucking time and whenever it connects its 100% luck.Thing with Quake though - controls and movement was buttery smooth and getting VERY good was really about your ability to aim lesser weapons + rail moreso than hyper-memorizing the map and other crap (though yes, because of power ups and shit....). Quake ceiling was about combining all the basics than some extra and extra mechanics that are generally unnecessary.
Just like real life. Everyone else should suffer. Popularity does not determine if a game is "good" quite the opposite tends to be true. You're out here complaining "but dude its not fair that muslims don't have air conditioning"It's dead because it's not fun unless you're in the top 5% of players, and my sophisticated understanding of graduate-level mathematics tells me that a large number of players are not in the top 5%, possibly more than half.
valves flagship games are competitive multiplayer titles, those do not need much new content or innovation to remain enjoyable.That's like giving Lawwwd Dem Rangz a pass because it's really convenient to buy refrigerator water filters on Amazon.
My point is the existing Valve, as a game publisher, leads by example in maximizing cash flow from gamers while minimizing the actual delivery of new content and innovation
looks like it was for a lot of people, else quake wouldn't have died.Skill issue
then what are you even complaining about? why are you in the middle of the bellcurve my nig?I still play quake 3, quake live and cpma all the fucking time. I don't like games where I lose because my team sucks or I randomly took 4x damage from a rocket from across the map. Competition should be about skill and games that remove skill so they can keep slaves invested in them so they continue to buy skins for their 50% winrate are shit games. Non-slaves play quake. If you look at the stats of whatever game you're playing and your winrate is 48-52% you are a slave. You are not playing a game you are going through the motions pre-programmed for you. You are a cog in a very malicious machine designed to be the most manipulative it can possibly be. Science has perfected the art of digital slavery and you are a victim.
Me on the other hand, I play quake, I'm the 5% that breaks free of the conditioning.
dedicated servers + moddability is also a huge plus for them in comparison to call o'duee, keeps the game somewhat fresh due to shit like zombie panic (zombie escape in cs2 case) or surf which breaks the monotony.valves flagship games are competitive multiplayer titles, those do not need much new content or innovation to remain enjoyable.
playing csgo/cs2 for 14 years straight is unironically a better experience than playing the dozens of "different" call of duty titles released over that same timespan.
CS has degraded into a f2p lootbox trading game that astroturfs itself via owning the Steam ad splash to stay "relevant," the absolute gutter trash tier of game design and marketing.playing csgo/cs2 for 14 years straight is unironically a better experience than playing the dozens of "different" call of duty titles released over that same timesisn't.
It mean games can't "die" quake is playable as long as 2 players are on it and its generally around 500 players.looks like it was for a lot of people, else quake wouldn't have died.
Which one? The redesign or the original Japanese release?Mario 3 was good, all cred to Mario 3, but Mario 2 was more fun.
I never liked Quake.It mean games can't "die" quake is playable as long as 2 players are on it and its generally around 500 players.
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But again popularity is irrelevant to quality. Quake filters people because it's a good game, because the better player always wins, it's a fair game. People don't want good games, they want to win 50% of the time.
the whole skins and boxes shit is basically just a retard tax tbh.CS has degraded into a f2p lootbox trading game to stay relevant, the absolute gutter trash tier of game design.
>popularity doesn't matter when the whole talk about quake lost it's chance to be popular in comparison to counter-strikeBut again popularity is irrelevant to quality.
i mean the general complaint is that it's there, i do enjoy the fact that you can waste like 5$ on some random shit and make even more by selling marketplace stuff, KillingFloor 2 is another game you can grind marketplace items to sell, it's quite a retarded internal economy system that lets you get games/dlc's, course there's the whole clause bullshit that "oh you don't actually own ze games" and shit but hey, if it's not online-only you can pirate, even if it means exposing your computer with shit like hypervisor.the whole skins and boxes shit is basically just a retard tax tbh.
all that shit is cosmetic, it doesn't impact the gameplay at all. retards throw money at it, smart people ignore it and just play the game. same with cosmetic items in dota or skins in league, these kinds of 'cosmetic only' mtx monetisation is pretty fair overall imo.
Valve has earned a lot more good will from me when it comes to this stuff but what I really hate is when it intrudes on the pacing of the game. The post game fan-fare is cancer and it's a relatively new addition to CS. Every game has podiums, poses, effects all for the post game celebration. After a match, whether I've won or lost I want to get into the next one as soon as possible. There shouldn't be a meta-game of which button combinations skip to the lobby faster that I have to run a course on for every friend I introduce to the game. Like siege it was like space bar X 5 > ESC > Enter and then Enter like 4 more times to queue again.the whole skins and boxes shit is basically just a retard tax tbh.
all that shit is cosmetic, it doesn't impact the gameplay at all. retards throw money at it, smart people ignore it and just play the game. same with cosmetic items in dota or skins in league, these kinds of 'cosmetic only' mtx monetisation are pretty fair overall imo.
There's a large contingent of players who were good at arena shooters (or who could've been if they put the time in) but just want to skullfuck noobs and they're the ones who left when the genre died out. If you're one of the ones who is good alongside actually wanting a competitive match (and thus not caring about the overall player population) that's based but know that there aren't that many players like you (kinda like old school fighting games, RTS, etc. where it's mostly pure mechanical skill/innate strategic talent).It mean games can't "die" quake is playable as long as 2 players are on it and its generally around 500 players.
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But again popularity is irrelevant to quality. Quake filters people because it's a good game, because the better player always wins, it's a fair game. People don't want good games, they want to win 50% of the time undeservedly through match fixing based matchmaking. Same reason RTS like Starcraft are really good but barely played. You will never EVER luck into a win against a better player in an RTS, it's too multifaceted with skill based variables.
I do have one outlier that I can't explain, Chess. Chess is simultaneously incredibly popular world wide but also entirely skill based. Maybe it's just the removal of mechanical skill?
Those who interact with Valve as a storefront rather than a developer have much more reason to have a positive view of the company. If I still was an active Valve game player (like when I played a lot of TF2) I'd join you in hating Valve's guts.The complaint is that gamers shit blood when other companies stagnate and harvest whales with lootbox shit, but when valve goes balls-out with the lootboxes and stagnates so hard they make Buick look innovative, everyone rides their dick with "That's good, actually" cope.
Gaben built the gaming equivalent of Wal-Mart and sells you memberberries. Nothing wrong with that, but people need to stop dickriding.
Nigger, you must be retarded.Of course I do, you can improve without kills being your only feedback. It's dead because a game that actually requires you to improve rather than just handing you a win sometimes, filters people who don't actually want to improve at something. They want dopamine, they love their 24/7 perfectly matchmade 50% winrates that they will gladly play like a zombie. Slaves play apex or league or valorant, non-slaves play quake.
Those who interact with Valve as a storefront rather than a developer have much more reason to have a positive view of the company.
What's wrong with Buick?but when valve goes balls-out with the lootboxes and stagnates so hard they make Buick look innovative, everyone rides their dick with "That's good, actually" cope.
Okay, then that isolates the causal players. Without them, your game has a higher chance of being forgotten because of the high, unforgiving skill ceiling.There's a large contingent of players who were good at arena shooters (or who could've been if they put the time in) but just want to skullfuck noobs and they're the ones who left when the genre died out.