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A competitive Quake scene is not the answer... (55 comments)
Posted by trepunkt @ 13:56 CDT, 10 April 2018 - iMsg
In my opinion a competitive quake scene/pro players might produce some good tourneys and streams but it will NOT bring back the quake community...

I disagree that the golden age of QUAKE was the relatively short period of time that quake 3 was at the height of it's competitive popularity, and that this period of time is essentially what future quakes should strive for...

The pool of players who were part of the competitive tdm and ctf leagues were fun to watch, but were in no way the majority of the players.

The belief that this group of 'the most skilled / competitive' players is the most important thing to recapture also brings up this idea of 'don't split the community' and 'don't allow too many game modes because it will split the community' in new quake games, which I think is COMPLETELY backwards and wrong way to think about QUAKE.

The best part of quake 1, quake 2, quake 3, and in my opinion what brought and kept the vast majority players, has always been the customizability, whether via mods, via configs, via console commands etc, other FPS games always felt so restrictive after playing quake. It was NOT the competitive scene that made quake popular.

You could join 1 server and there would be runes, another server would have low gravity, another would have super powerful weapons, another server would have crazy bizarre homemade maps, you could play CA, CTF, DM, etc etc

This was true for quake 1, 2 and 3 and is the fucking life blood of QUAKE, it's frustrating watching all the Quake Champions hate for not having balanced competitive modes but then people point to the solution that quake needs some sort of competitive scene, like that would bring back the quake community. The large communities in past quakes were built around mods, customizability, freedom, literally the things that allow a community to be a community, this does not look possible in QC so I am holding out hope that a future quake embraces this again and allows people to create content and customize.

I realize it's not an AFPS and I haven't actually played minecraft but from small bits and pieces I've seen it seems very popular and follows the idea of being highly customizable / moddable game and has a large community, so it seems there are still people out there willing to spend their own time making mods for games for free if you give them the freedom and tools.
Edited by trepunkt at 14:13 CDT, 10 April 2018 - 18414 Hits
cypher frag on xron / jumppad rail (No comments)
Posted by trepunkt @ 21:42 CDT, 23 March 2018 - iMsg
cypher frag on xron / jumppad rail

horse dudu
1905 Hits
QC team duel idea (1 comment)
Posted by trepunkt @ 13:40 CST, 18 January 2018 - iMsg
Recently saw a Street Fighter 'exhibition' game between countries in 4v4 format, each country put forward a team of 4 people to play vs 4 people from another country. When the first player lost their match, the next from their team would be put in for the next match. The first team to eliminate all 4 opposing players wins. So you might get to see one player destroy the entire opposing team, which was entertaining, or you get to see a whole bunch of players all playing their best characters at the highest level...

Made me think something similar could make for a good spectating experience for QC...

Assuming the 3 champs / rounds system, it would be like a cross between duel and team mode, so it's still the duel format, but each 'team' has 3 players assigned. When the first player dies, the next player on the team spawns as the next champ. Essentially the same as duel works now but each champ is played by a different person.

You'd get to see each player using their best champ, and players would get more directly associated with specific champs they are very skilled with

Just thoughts... would probably only work as an exhibition at a tourney as the way things are now if you create a couple of teams with 3 duelers on each that would be the entire community =D

Anyway, seems like it's almost already built into QC and would be very little work to implement
1555 Hits
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cypher doing cypher things in qc clip (7 comments)
Posted by trepunkt @ 19:42 CST, 16 December 2017 - iMsg

great frags to instill some faith in qc

zoot and ins dick riding for a bit after the clip CYPHER CYPHER CYPHER
7410 Hits
mouse accel resetting to 0? (4 comments)
Posted by trepunkt @ 18:46 CST, 16 December 2017 - iMsg
Is anyone having trouble with setting mouse accel to an entry that doesn't exist in the slider?

if I type in 0.001, the second I click off or click SAVE it resets to 0

it will keep it if I type (or slide the slider to) 0.1 though

any advice is appreciated, thanks
1879 Hits
One-off classic QL format tourney in QC? (9 comments)
Posted by trepunkt @ 14:05 CDT, 23 September 2017 - iMsg
Can anyone confirm if 125fps has considered a one-off classic (ql) 10 min tourney format?

You could have a 1v1 team deathmatch server / 10 min timelimit so it doesn't force the new duel format, then either....

-both players locked into a single champion (eg both ranger for 10 mins a la ql, both anarki for 10 mins a la cpma)

-both players locked into a champion of their choice.

Just wondering if it's been suggested/rejected (due to it upsetting QC PR because it doesn't follow the duel format they are pushing)

Would be fun to see
Edited by trepunkt at 15:40 CDT, 23 September 2017 - 2957 Hits
QL was really nice to come back to... (12 comments)
Posted by trepunkt @ 14:02 CST, 6 January 2014 - iMsg
So I've been playing QL for a few months having played Q3 (RA3) and QWCA way back and then taking a number of years off...

First off I wanted to say how awesome it is that this game is still played. From lurking ESR I know it's not as active as some would like but from my perspective it's amazing that this old-ass game is still kicking, kicking HARRRD.

As someone who had zero expectations that Q3 would be any more active than QW or Q2, this is f'n incredible. The fact that (almost) weekly tourneys are streamed means there's more content than I have time to watch each week. It boggles my mind considering how long ago Q3 came out.

I wish I could've been around when QL first came out. Is someone who loves this game willing to explain how that went? Was the Q3 community giddy? Was Q3 pretty much 'dead' at the time or were there 2 camps for a while (Q3 vs QL)? Were there major bugs?

I'm not sure if a Journal is most appropriate but I have a couple questions too that I was hoping someone might take a minute to try to answer..I've started QL dueling, it's the first time dueling in my FPS career and I've got some questions about some 'features' I've seen in QL that I hadn't seen in Q3.

When did ducking while in the air start? It's been throwing me off. It seems like an advantage as it makes the model smaller, so is the idea that it makes the ducker's screen 'shift' a little when they push duck, so that's the trade off for them being harder to hit and it might throw off their own aim?

Also, what's with jumping on the lip at the top of a jump pad? I can see that it prevents you from getting so much height, but is it here to stay? Is it a bug? And does anyone have tips, like should I just tap jump as I approach, or is it fairly easy to get the timing down to only push jump once?

Lastly, I've had people disconnect mid-match, does this mean the match won't be counted on QL ranks? Is disconnecting the same as /forfeit? What if someone times out?

All for now and thanks for any insight anyone can provide.
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